Shanrix Marshguard
Myth Weavers Sheet | Pathbuilder Sheet |
Impulse DC: 17
Impulse Attack: +7
Gates: Dual (Water, Wood)
Impulse | Actions | Kinetic Element | Level Taken |
Channel Elements | 1 | Water and Wood | * |
Base Kinesis | 2 | Water or Wood | * |
Elemental Blast | 1 | Water or Wood | * |
Deflecting Wave | R | Water | 1 |
Ocean's Balm | 1 | Water | 1 |
Timber Sentinel | 2 | Wood | 1 |
Hail of Splinters | 2 | Wood | 1 |
Feat | Type | Level Taken |
Fleet | General | 1 (Heritage - Versatile Heritage) |
Natural Medicine | Skill | 1 (Background) |
Shanrix is rough and hardy. He's clearly an outdoorsman. He wears plain and practical, sturdy breeches and tunic. His brown leather boots go halfway up his calves. Shanrix has many scars on his body, including several on his arms and one long, jagged scar across his left cheek. He keeps his hair short.
He is frequently shrouded in a light veil of light fog, tiny twigs and leaf fragments. Another unusual feature about him is his eyes, which are an unusual blue-green color.
Shanrix has a demeanor which is a strange combination of serious and carefree. He seems coarse on the outside, but he has a heart of gold. He wouldn't hurt a fly (well okay, maybe if it bit him), and although he's a bit of a recluse, he greatly enjoys listening to others and helping however he can. Shanrix enjoys whittling, carving, swimming, tending to trees, and watching wild animals. When he finds a dead tree of sufficient size, he will not rest until he has carved it into an ornate canoe and matching set of paddles to honor it.
Shanrix grew up in a village near wetlands which he would frequent as a child. In fact, as he grew older he rarely went in to town at all. Spending so much time tracking and gathering, he got injured quite a bit, and since he was alone he would fix his own wounds. He gained a reputation as a quirky marsh kid to search out when you're hurting. Shanrix's skills weren't flawless, though. As he healed more people, he also accrued more failures and, in a few cases, enemies. His parents relentlessly pestered him to get professional training in his healing arts, both mundane and magical. He eventually caved in, setting off to Nantambu.
Money: 5g 1s 1c
Encumbrance: 3 (6 encumbered, 11 max)
Worn
Item | Bulk | Item | Bulk |
Quilted Cloak | 1 | Backpack (Adventurer's Pack) | 1 |
Healer's Tools | 1 | Sack | L |
Backpack (bulk: 1)
Item | Bulk | Item | Bulk |
Bedroll | L | Chalk x10 | |
Flint and Steel | Rations x2 | L | |
Rope | L | Soap | |
Torch x10 | L | Waterskin | L |
Clothing, Explorer's | L | Signal Whistle | |
Dagger | L |