DWARF ELEMENTALIST
The world works in balance. Air, Earth, Fire, Water and Wood together and alone form everything that we know. Control these forces and you control reality.
Such forces, however, must not be taken lightly. An Elementalists power really lies in coercion. We coax and push the elements to do our bidding, knowing full well that the slightest wrong move could shift them against us. Elementalism requires concentration and great force of will, for nature is not commanded lightly nor easily, and she is very unforgiving.
Attributes
Dexterity (13): 6/D10
Strength (15): 6/D10
Toughness (15): 6/D10
Perception (18): 7/D12
Willpower (15): 6/D10
Charisma (9): 4/D6
Talents
Elementalism [Thread Weaving] (1): 8/2D6
Karma Ritual (1)
Read and Write Language (1): 8/2D6
Read and Write Magic (1): 8/2D6
Spellcasting (2): 9/D8 + D6
Spell Matrix (1)
Spell Matrix (1)
Movement
Full: 54
Combat: 27
Skills
Artisan/Embroidery (1): 5/D8
Knowledge/The Horrors (1): 8/2D6
Knowledge/Magical Lore (1): 8/2D6
Initiative
Dice: D10
Karma
Dice: D6
Points: 6
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Combat
Physical Defense: 7
Spell Defense: 10
Social Defense: 6
Armor: 3
Mystic Armor: 2
Damage
Death Rating: 38
Wound Threshold: 10
Unconsciousness Rating: 29
Recovery Dice: D10
Recovery Tests per Day: 3
Equipment
Adventurers kit
Booster Potion
Club
2 Daggers
Embroidered robe
Embroidery kit
Grimoire
Leather Armor
1 week worth of trail rations
Travelers garb
4 Copper pieces
8 Silver pieces
Spells
Earthblend
Earth Darts
Flameweapon
Plant Talk
Purify Water
Resist Cold
Resist Fire
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