Amita Half-Shadowfolk child |
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Basic information |
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Birth name |
Amita Kramr |
Personal and Family Information |
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Religion |
None |
Parents |
Father; deceased Mother; alive |
Characteristics |
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Race |
Shadowfolk Human Hybrid |
Age |
11 |
Height |
4'1" |
Eyes |
Red |
Hair |
Blonde |
Other features |
Light gray skin |
Education and Occupation |
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Education |
Minimal |
Occupation |
Runaway, Apprentice |
Amita Kramr is a half-breed; half-Shadowfolk, half-Human. Raised by her human father, the two lived out the simple farm life, Amita hiding herself whenever strangers passed by. She knew nothing of the world- her father preferred to keep her ignorant, and hopefully uninterested in venturing out. Ignorance didn't help her when her mother showed up to claim her - nor has it helped her since, living on the run.
History[]
Amita Apprentice Magician |
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Combat stats |
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Strength: -2 |
Contn.: 0 |
Hybrid pseudostats |
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Might: 3(2) |
Power: 6(5) |
Noncombat skills |
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Interpers.: -1 |
Survival: 6 |
Other stats |
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HP: 14 |
Speed: 6 |
Size: 1 |
Race: Half-Shadowfolk |
Armor (e/m): 7/0 |
Fort. (e/m): -1/0 |
Equipment[]
Miserable Katar Level 1 weapon |
A rusted but thoroughly enchanted umbrite katar. |
Weapon ✦ One-handed, Intelligent, Umbrite |
Power (Encounter ✦ Magic, Life, Death): Soul siphon: Standard action. Target: One foe in melee range. Deal 2d4 Death damage to your foe, and take the same amount as Life damage. |
Runaway's clothes Level 0 armor |
A set of dirty, kid-sized clothes. They don't do much to hide the fact that you don't spend much time under adult supervision. |
Armor |
Non-combat Abilities[]
Shapeshift Racial Feature (Half-Shadowfolk) |
Before your beholders' very eyes, your hair and eyes change color, and your complexion shifts to render you Human or Shadowfolk, near enough as makes no difference. |
Daily (Special) |
Over the next 10 seconds, the colors of your hair, eyes, and skin change to more closely match those of one of your parents', at your choice. This effect will persist for up to 1d4+1 hours. Anyone who has seen you in your natural form will still recognize you during this effect. |
Human: Your eyes become blue, and your complexion lightens to match your Human parent's; your hair remains blond. |
Shadowfolk: Your hair becomes black, and your complexion darkens to match your Shadowfolk parent's. |
Farmer's Knowledge Passive |
Living ten years on a farm has given you knowledge of various plants- both edible and not. Especially when the only books were about plants, seeds, and farming, including those from different lands. |
Passive |
Gives a +3 bonus to foraging. |
Combat abilities[]
Ice Lance Attack |
You conjure a large spear of ice, and send it hurtling into a nearby foe. A particularly well-aimed ice lance will burst into icicles, unfortunately for foes behind your target. |
At-will ✦ Magic, Cold |
Hit: 1d8+Intelligence Cold damage |
Solid hit: Foes within 3 by 2 blast behind your target take 1d8+2 true Cold damage. |
Frost Shards Attack |
A stream of razorsharp icicles spring forth from your outstretched fingertips, skewering foes in front of you. |
At-will ✦ Magic, Cold |
Effect: 1d6+4 true Cold damage. |
Blizzard Utility |
You summon an intense snowstorm in a nearby area, significantly hampering the ability of your foes to move through and attack from the affected area. |
Recharge ✦ Magic, Cold, Recharge 6+ |
Effect: All targeted tiles become difficult terrain. Combatants have obstructed vision across the boundary of the blizzard, causing attacks that cross the blizzard's boundaries to suffer a -4 accuracy penalty. Combatants outside of the blizzard cannot see through to the other side of the blizzard. Foes who enter or end their turns within the blizzard suffer 1d6 true Cold damage. This effect lasts for 3 turns. |
Crystallize Utility |
You draw your breath inward, creating an icy shell around you. |
Encounter ✦ Magic, Cold, Zone |
Effect: Create a zone of magical cold. Your foes treat tiles in this zone are treated as difficult terrain. While you remain in this zone, you gain 2 mitigation. The zone persists until the end of your next turn, or can be sustained as a minor action. |