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Anera Danter

AneraDanter

Basic information

Birth name

Anera Danter

Birthplace

Northeast Panoulis, near the Mountains of Dawn

Birth date

ca. 62

Personal and Family Information

Parents

Cals Danter (father)
Eritra Danter (mother)

Relatives

Aining Danter (brother)
Durn Danter (brother)

Characteristics

Race

Human

Age

20

Height

5'4"

Eyes

Blue

Hair

Blonde

Education and Occupation

Education

Minimal

Occupation

Farmhand

Anera Danter is a Human adventurer in possession of a white dragon egg. She left her home in hopes of finding a means to hatch the egg.

Biography[]

Anera grew up on a farm located between Fairmarket and the Mountains of Dawn with her parents Cals and Eritra Danter and two brothers, one younger, Aining, and one older, Durn. Not long ago, she discovered a white dragon’s egg hidden in a bundle of hay on the farm. Though she is usually very open with her family, she decided to keep the egg a secret and hid it. It was eventually found by her mother, who decided to confront her about it. They discussed the egg with her father, and Anera’s strong conviction about the need to hatch the egg led the three to the conclusion that Anera ought leave home to investigate the process of hatching a dragon egg. She traveled to Fairmarket on occasion to raise money with which to purchase supplies for her journey. Once she had amassed sufficient funds, she purchased an iron scythe with which she taught herself red magic as well as a crude set of leather armor, and left home.

Character sheet[]

Anera Danter

Level 3 Dragonhatcher

AneraDanter

Combat stats

Strength: 3
Dext.: 0

Contn.: 3
Intel.: 5

Hybrid pseudostats

Might: 8
Prws.: 3

Power: 8
Cun.: 5

Noncombat skills

Interpers.: 7
Trickery: 0

Survival: 3
Education: 0

Profession: Baking

Other stats

HP: 24

Speed: 6

Size: 1

Race: Human

Armor (e/m): 6/3
Reflex (e/m): 3/3

Fort. (e/m): 4/3
Will. (e/m): 5/3

Inventory[]

  • Preferred weapons: Two-handed slashing polearms including spears, poleaxes, and scythes
  • Preferred armors: Chain mail

Bloodstained Scythe

Level 1 weapon

Scythes are generally a farmer's tool... Whoever made this apparently didn't get that memo.

WeaponMighty, Two-handed, Iron
Hit die: 2d6+1Range: 1
Accuracy mod.: -1
Enhancement: +1 Might
Critical: Eviscerate: Deal an extra 1d4 damage per turn to target for the rest of the encounter.

Power (Encounter): Use this ability when you land a solid hit. You may use an Attack ability as a free action.


Temple Guardian's Chain

Level 1 armor

Garments worn by the defenders of a now forgotten ruin. While old and worn, it provides decent protection.

Armor ✦ Chain
Armor: +6 evasion, +3 mitigation
Enhancement:

  • +1 mitigation while bloodied
  • +2 speed while an ally is bloodied


White Dragon Egg

Item

An egg about the size of your head. It's covered in thick scales, and is quite heavy.


Leather Armor

Iron Battlescythe

Abilities[]

Non-combat abilities[]

Bale Toss

Passive

Having grown up on a farm, you've done a fair bit of lifting and throwing of heavy objects.

Passive
Lift, Throw

You may add your Intelligence to lift and throw rolls outside of combat.


Egg Tap

Utility

You channel the light energy built up in your dragon egg to heal.

Daily
First aid      Dragon egg

Target is healed for up to 2d6 Life damage and will succeed his or her next two affliction checks.


Class and racial features[]

Red Magic Multiplicity

Class feature

The red mage has no affinity for an element - only for the weapon. As weapons change, the red mage too must change.

Passive ✦ Magic, Omnielemental
Passive ability

All non-physical damage dealt with abilities requiring an implement is typed according to the composition of the implement. This will also alter relevant keywords.


Dash

Class feature

In the blink of an eye, you fly in a streak of light from one spot to another, leaving glowing specks of light in your wake.

Passive ✦ Magic, Movement
Passive ability

A dash is a type of movement similar to teleportation. You must have clear line of sight to your destination, and be able to conceivably fit through, jump over, etc, any obstructions in the path to your destination.


Combo Link

Class feature

As the battle goes on, you become more focused. Your attacks become more precise and powerful, enabling secondary spells and devastating finishing blows.

Passive
Passive ability

Effect: When you use an ability, you must use the first link effect unless another link effect is unlocked. Upon using an ability's link effect, you unlock the next link effect for that group of abilities during your next Standard action.

Your Recharge abilities do not need to recharge until either one of their unlocked links expire or you use the third link effect for that ability.

Dash group: Slash Dash, Thrash Dash

Area group: Harvest of Light, Sunshaft

Healing group: Lightmend


Level 1 abilities[]

Conviction

Passive

As the circumstances grow dire, you rise to the occasion.

Passive ✦ Life
Passive action      Radius 3

For each bloodied ally or self in radius, you gain +1 Strength and +1 to Life damage.


Slash Dash

Attack

You dash about from foe to foe, slashing with your weapon as you go.

At-will ✦ Martial, Magic, Movement
Standard action      Melee weapon
Target: One foe
Attack: Weapon vs. Magical defense

First link: 1[W] damage. Designate the foe this ability will target next turn. You may dash up to 1 tile toward this foe.

Second link: You may dash up to 3 tiles toward the foe you designated in your previous turn as a Move action before making this attack. Hit: 1[W]+2 damage, and your foe is dazed. Designate the foe this ability will target next turn. You may shift up to 1 tile toward this foe.

Third link: You may dash up to 6 tiles toward the foe you designated in your previous turn as a Move action before making this attack. Hit: 1[W]+4 damage. All foes in radius 1 take 5 true Light damage. An ally or self of your choice in radius 4 takes 1d6 Life damage, +1 per foe hit by this attack.


Harvest of Light

Attack

Your weapon glows with white light as a shockwave emanates outward from its blade. Each subsequent shockwave grows in force and size.

At-will ✦ Magic, Light
Standard action      Radius 1, 2, 3
Target: All foes in radius
Attack: Weapon vs. Magical defense

First link: Radius 1. Base weapon +2 true Light damage.

Second link: Radius 2. Base weapon +4 true Light damage.

Third link: Radius 3. Base weapon +6 true Light damage. All foes hit are stunned until the end of your next turn.


Level 2 abilities[]

Lightmend

Attack

You channel Light magic through your hands to heal your allies and protect them from future harm. As you do, they are enveloped in a warm glow.

Recharge 5+ ✦ Magic, Light, Life
Standard action      Melee touch
Target: One ally or self

First link: Deal 1d6 Life damage. Target may shift up to 2 tiles or recover from a disable.

Second link: Deal 1d6+1 Life damage. Target receives +2 mitigation until the end of your next turn and may shift up to 2 tiles or recover from a disable.

Third link: Deal 1d6+2 Life damage. Target receives +4 mitigation until the end of your next turn and may shift up to 2 tiles or recover from a disable.


Hyperlink

Utility

You quickly reconsider your surroundings. Just then, you spot the perfect opening, and don't hesitate to take advantage of it.

Encounter ✦ Magic
Minor action

Immediately enables the third link effect for any of your abilities during your next action. If you did not choose a target for Slash Dash your previous turn, you may do so in order to use its third link effect.


Level 3 abilities[]

Dawnbringer

Stance

You let out a fearsome battle cry as a pair of ephemeral wings, sparkling with sunlight, sprout from your back. The same glow emanates from your eyes and hands as your feet lift off the ground.

Daily ✦ Magic, Stance, Light
Free action

Effect: Until the end of your next turn, you gain +1 evasion and mitigation, +2 speed, and can fly at your movement speed. During this time, foes who are undead or associated with the shadow or death elements take 1d4 true Light damage upon moving towards, attacking, or being attacked by you. Enables use of Thrash Dash.


Thrash Dash

Attack (Stance)

Your hands sprout long, shining claws as you lash out at nearby enemies, moving with superhuman speed from foe to foe until none remain to stand in your way.

At-will ✦ Martial, Movement
Minor action      Unarmed
Target: One foe / All foes in radius 1
Attack: Might vs. Physical defense

You may only use this ability during Dawnbringer. Prior to making the attack, you may dash up to 2 tiles toward your target. You retain unlocked links for this ability until the end of Dawnbringer instead of until your next minor action.

First link: 1d4+Might damage.

Second link: 1d6+Might damage. You knock your foe back 1 tile.

Third link: Radius 1. 2d4+Might damage to all foes in radius.

Fourth link: 1d6+Might damage.

Fifth link: 1d8+Might damage. You knock your foe back 1 tile.

Sixth link: Radius 1. 3d4+Might damaage to all foes in radius. You knock all foes hit by this attack back 1 tile.


Level 4 abilities[]

Harsh Light

Passive

As you grow more adept at the use of Light magic, your abilities become ever more accurate. Your foes wither visibly before the harsh light of your spells, while your allies' strength is renewed more effectively than ever before.

Passive ✦ Magic, Light, Life, Critical Straights
Passive ability

Your Light abilities gain the Critical Straights keyword.

Roll accuracy for your abilities that deal Life damage. The Life damage is affected by solid and critical hit effects.


Sunshaft

Attack

A column of intense light pours down from above, burning your foes while healing your allies.

Recharge 5+ ✦ Magic, Light, Life, Zone
Standard action      Area 2, 3, 4 within 8
Target: All allies, self, and foes in area
Attack: Might vs. Magical defense

First link: Area 2. Foes in area take 1d6 true Light damage per tile occupied (up to 3d6), while allies take 1d4 Life damage per tile occupied. You may sustain this zone as a minor action.

Second link: Area 3. Foes in area take 1d8 true Light damage per tile occupied (up to 3d8), while allies take 1d6 Life damage per tile occupied. You may sustain this zone as a minor action.

Third link: Area 4. Foes in area take 1d10 true Light damage per tile occupied (up to 3d10), while allies take 1d8 Life damage per tile occupied. You may sustain this zone as a minor action.

Any sustained zones created by this ability deal their effects to targets periodically at the end of your turn or upon a target's entering the zone. A target receives effects based on its maximum exposure to the zone during a turn. If the zone is not sustained, it will dissipate at the end of your turn before its periodic effect.


Level 5 abilities[]

Daybreak

Attack

A brilliant wave of light shines forth from your weapon, illuminating all in front of you in a blinding flash. Your allies feel their wounds binding up and their spirits redoubled, while their foes wither and grow discouraged.

Encounter ✦ Magic, Light, Life
Standard action      Blast 6
Target: All allies and foes in blast
Attack: Might vs. Magical defense

Foe: Hit: 3d4 nonlethal true Light damage. Foes who are bloodied after this damage are subjected to an intimidation roll.

Ally: 2d4 Life damage. Allies who were at full HP prior to this healing instead receive 1d6 temporary HP.