Acrozatarim/Iskander

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Biography

[[image: ]]


"IC-Quotation."


(Origins)


(Training)


(Autonomy)


Mechanics

Name: Iskander Hajarius
Race: Human
Class: Elemental Knight
Level: 1


Ability Scores

Str: (+0)
Dex: (+0)
Con: (+0)
Int: (+0)
Wis: (+0)
Cha: (+0)


Combat Summary

Initiative:


Defenses

Armour Class:
Physical Defense:
Mental Defense:
Save Bonus:


Armour Type AC Attack Penalty
None 1n -
Light 1n -
Heavy 1n -
Shield +1 -


Hit Points

Maximum:
Staggered:


Recoveries

Maximum: 8
Dice: (1d8 x level) + Con mod


Basic Attacks

Melee: Att: +n vs AC Hit: n[W]+n Miss: n
Ranged: Att: +n vs AC Hit: n[W]+n Miss: -
Armour Attack Penalty: n


Weapon Attack Hit Miss


Character Details

One Unique Thing

Ghostly Mentor - (Description)


Icon Relationships

  • Icon1
  • Icon2
  • Icon3


Backgrounds

Background1 +n

  • Feature1
  • Feature2
  • Feature3


Background2 +n

  • Feature1
  • Feature2
  • Feature3


Background3 +n

  • Feature1
  • Feature2
  • Feature3


Background4 +n

  • Feature1
  • Feature2
  • Feature3


Background5 +n

  • Feature1
  • Feature2
  • Feature3


Racial Powers

Bonus Feat - At 1st level, human PCs start with two feats instead of one.

Quick to Fight - At the start of each battle, roll initiative twice and choose the result you want.


Class Features

Elemental Attunement - Elemental knights receive their training from sorcerous knightly orders and martial sects. These organisations focus on a single element above all others in both practical and philosophical respects, and while they often fold in teachings and sorceries from the other elements, the primary element always remains their strongest. Iron - Your elemental damage type is thunder. Additionally, you do not suffer the usual attack penalty for wearing heavy armour.

Internal Strength - Your internal strength is a measure of your ability to control and maintain the elemental energies that you channel through yourself. These serve as a hybrid between sorcerous spells and martial techniques, granting you the ability to infuse your weapon with elemental power, hurl elemental bolts at your enemies, or engage in feats of supernatural capability. You can have a number of channels active equal to your total remaining internal strength. Once per turn, as a quick action, you can switch one active channel out for another that you know.

Unarmed Combat - You treat your unarmed attacks as small one-handed weapons rather than following the usual rules for unarmed combat, meaning that they do the same amount of damage as a dagger (d4 weapon damage).


Talents

Mage-Hunter - Enemies casting close-quarters spells while engaged with you allow you to make an opportunity attack against them. If you hit with an opportunity attack against an enemy who provoked the attack by casting a spell of any kind, they become Hampered for one round.

Unity of Body and Mind - Your unarmed attacks are now treated as light one-handed weapons. Additionally, whenever you make an attack with one of your discharge or maelstrom channels and have at least one hand free, you gain a +1 bonus on the attack roll.

Unorthodox Sect Teachings - You know a new version of Unchained Lightning channel which deals psychic damage in place of its original elemental type. This new channel is part of the Meditation Style respectively for the purposes of calculating how many channels you have of non-attuned Styles.


Feats

Feat1 - Feat Description

Feat2 - Feat Description


Powers and Spells

Internal Strength: 2

Channels Known: 5

  • Stone Body Meditation
  • Mountain-Moving Technique
  • Iron Palm
  • Light Breath Method
  • Unchained Lightning (Meditation Style variation)


Equipment

Armour:

Weapons:

Other Equipment:

Magic Items:




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