About Schist GoldcoalBackground:
Schist's first sixty years of life were the stuff of dwarven dreams. Born into the ancient Goldcoal clan, he was raised with one hand on the Book of Grudges, the other on his great, great, great, great grandfather's malachite warhammer's hilt. The halls resounded with the songs of his clanmates, and he was always in the center of it all, his young voice joining the chorus, his tankard held high. At the precocious age of forty he was joining raids into the deep against the goblinoids, and though he didn't distinguish himself at first, he was there, heart pounding, hammer raised, chasing their foes into the dark. It was good, it was right, and if he should fall, if he should die in battle below the ground, then so be it. At the age of forty five, things began to change. The first wisps of his fine beard began to pull free in his comb. His skin took on a damp, almost glistening hue. He hid this as best he could, sat farther toward the sides of the feasting hall, wore his helm low, but the problem only grew. His hair began to fall in distressing amounts, and he found the dry heat of the forges distressing. Soon he took to telling people he was ill, retreating to his room, staring at his hands and face in horror. His parents were mystified, priests were called, but he refused to see them until they forced their way into his chamber and the truth was revealed. To his horror, Schist's parents turned away from him. The priests shook their heads. His clanmates averted their eyes. Choked up with self-loathing and confusion, he stumbled from his home, leaving behind his family heirlooms, banishing himself as much as he was banished. Something had manifested in his blood that had horrified his own family, and it was his curse to bear. Down from the mountains he came, and for a decade he drifted from one town to the next city, miserable and hiding himself in hovels and amongst lepers and beggars. Yet he didn't die. His stalwart health kept him going, even as he grew emaciated and weak. At death's door he lingered, till he was set upon by a mass of robbers. Angered by his lack of wealth, they set to beating him to death, and the injustice of the situation, of his life, for one so doughty to have fallen so low, set fires roiling within the rank depths of his soul. The fires burst forth from his fingertips, cindering two of the thugs and setting the others to running. Schist stared at his hands in amazement, and then set to laughing, his mind nearly breaking. Magic. Him. A Goldcoal, cursed in more ways than he could count. Down to the waters he came, yet now he held his head high, his mouth a thin line. Beardless, his head a gleaming pate, he took service on one vessel after another, not caring for the mission, the goal. He was happy to be of use, and took a grim satisfaction in feeling his powers swell, cursed as they were. Yet never a friend did he make, and no one ship proved a safe harbor for long. Always his bitterness and cynicism turned the crews against him, so that no matter how useful he proved he was eventually set ashore with loot and curses. Yet always his powers grew, until at last he felt that his utility would overcome the dourness of his company. He was proved wrong. His captain, who had profited greatly from Schist's magic, set him ashore at Hryntam of all places. Down he came, and to a bar he went, to debate the value of his soul, the point in persisting, and what manner of future awaited so cursed an dwarf as he.
Appearance and Personality:
Statistics:
Male Dwarf Sorcerer (Seaborn/Aquatic Bloodline) 6
N Medium Humanoid (Dwarf) STATISTICS Init +7; Senses Perception +1 (Darkvision 60 ft.) ------------------------------ DEFENSE ------------------------------ AC 19, touch 12, flat-footed 18 (+6 armor, +1 NA, +2 dex, +0 shield) (+2 dodge bonus to AC against creatures with the aquatic or water subtype) hp 44 Fort +6, Ref +6 , Will +9 (+3 racial bonus on saving throws against poison, spells, and spell-like abilities. Hardy/Glory of Old) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. (walk) / 30 ft. (swim) Melee Ranged
Appraise (Int)
Languages Common, Dwarven Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Bloodline Arcana When you are in a body of water large enough to float in, your effective caster level is increased by 1 Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. This trait replaces greed and stonecunning.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Spells:
------------------------------ Spells ------------------------------ Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Spells Known: 7/4/2/1 0th (at will)
1st (7/day)
2nd (6/day)
3rd (3/day)
Fey Magic:
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb. Current Load Carried 0 lb. Money 150 GP 0 SP 0 CP Headband of Alluring Charisma (4,000gp)
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