Craftsmen and Chimeras Wiki

Amita

Half-Shadowfolk child

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Basic information

Birth name

Amita Kramr

Personal and Family Information

Religion

None

Parents

Father; deceased Mother; alive

Characteristics

Race

Shadowfolk Human Hybrid

Age

11

Height

4'1"

Eyes

Red

Hair

Blonde

Other features

Light gray skin

Education and Occupation

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

Strength: -2
Dext.: 3

Contn.: 0
Intel.: 5 (4)

Hybrid pseudostats

Might: 3(2)
Prws.: 1

Power: 6(5)
Cun.: 8(7)

Noncombat skills

Interpers.: -1
Trickery: 4

Survival: 6
Education: 0

Other stats

HP: 14

Speed: 6

Size: 1

Race: Half-Shadowfolk

Armor (e/m): 7/0
Reflex (e/m): 1/0

Fort. (e/m): -1/0
Will. (e/m): 2/0

Equipment[]

Miserable Katar

Level 1 weapon

A rusted but thoroughly enchanted umbrite katar.

WeaponOne-handed, Intelligent, Umbrite
Hit die: 1d6Range: 1
Accuracy mod.: +1
Enhancement: +1 Intelligence, +1 to all damage
Critical: +1d6 Shadow damage

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
Armor: +7 evasion


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)
Special: You can use this ability twice per day if it is not used to shift to the same race each time.
Other

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
Survival

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
Standard action      Ranged 8
Target: One foe in range
Attack: Intelligence vs. Reflex

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
Standard action      Blast 3 by 4
Target: All foes in blast

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+
Standard action      Area 5 within 20
Target: All tiles within area

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
Minor action      Radius 2

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.