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Ryfte

Ryfte

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Ash peers through the window at the side of Crastug, "You're going to stick with that story? When you've clearly been moving from one house to another not only stealing items but vandalizing the houses as well. If you were actually interested in leaving you could have done so without any of that, and quite a while ago as well! I mean, look, starting a fire is clearly NOT trying to move on, as you say..." She frowned at the pair, the ones clearly responsible for the current situation and shakes her head. "Not only that, but, why ARE you in the bodies of bear cubs anyways? Is that your bodies transformed or is it actually the mother bears cubs and your bodies are somewhere else entirely?"

 


OoC

Summary: 

Default Exploration Activity : Investigation

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity.


She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't.
| application | pb sheet
Ashara'Rusa Chua'Kaolo, a.k.a. "Ash"
Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2


AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5
Expert: Acrobatics +8
Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5
Untrained: 
Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2


Offenses:
Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk)
Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)*
* Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die.


Impulses (Attack +8, DC 18):
Ocean's Balm action_single_black.pngspacer.png (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.)
Tidal Hands action_double_black.png (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.)
Winter's Clutch
action_double_black.png (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)


 

Ryfte

Ryfte

spacer.png


Ash peers through the window at the side of Crastug, "You're going to stick with that story? When you've clearly been moving from one house to another not only stealing items but vandalizing the houses as well. If you were actually interested in leaving you could have done so without any of that, and quite a while ago as well! I mean, look, starting a fire is clearly NOT trying to move on, as you say..." She frowned at the pair, the ones clearly responsible for the current situation.

 


OoC

Summary: 

Default Exploration Activity : Investigation

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity.


She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't.
| application | pb sheet
Ashara'Rusa Chua'Kaolo, a.k.a. "Ash"
Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2


AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5
Expert: Acrobatics +8
Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5
Untrained: 
Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2


Offenses:
Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk)
Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)*
* Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die.


Impulses (Attack +8, DC 18):
Ocean's Balm action_single_black.pngspacer.png (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.)
Tidal Hands action_double_black.png (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.)
Winter's Clutch
action_double_black.png (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)


 

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