🎲 Sana Solem
Live
← Party

Ziedrich Floran

Level 6 Channeler · Elves · Neutral Good
Bonds with Zephyr
HP 24 / 28
Armor 1
Magic armor 0
Damage d4

Stats

STR +2 16
DEX +1 13
CON +3 18
INT +0 9
WIS +0 9
CHA +1 13

Resources

  • Control 0
    Gained from Summon Elemental (1d4). Lost to block damage or on a 7-9 Elemental Attack. At 0, your Elemental breaks free.

Storm Caller

Master of Wind and Thunder
  • Summon the Storm Level 1 When you attempt to summon a storm from nothing, roll +CON. 10+: You create a storm, small and manageable. It does what you command until you dismiss it. 7-9: You create a storm, but don't fully control it. It lasts 1d4 turns before dissipating.
    6-: You fail to create a storm. The energy backlashes for 1d4 damage.
    The storm is needed for every other Storm Caller move.
    When you attempt to summon a storm from nothing, roll +CON. 10+: You create a storm, small and manageable. It does what you command until you dismiss it. 7-9: You create a storm, but don't fully control it. It lasts 1d4 turns before dissipating.
    6-: You fail to create a storm. The energy backlashes for 1d4 damage.
    The storm is needed for every other Storm Caller move.
  • Channel the Storm Level 1 When you gather the energy of a nearby storm and prepare to unleash its fury, roll +CON. 10+: You tap into its power. Choose one: 7-9: Choose one, but take 1d4 backlash damage or cause collateral damage (nearby lightning strikes, wind knocking things over), and the storm leaves unpredictable effects behind.
    • Lightning barrier: you and your allies get +1 magical armor until damaged
    • Storm-charged strike: +1d6 damage to your next attack
    • Gust of wind: knock enemies out of melee range and make a 10 ft radius difficult terrain (you describe it, the GM says how it hinders)
    • Storm cloud: light rain halves fire-based attacks or gives enemies relying on sight -1 forward
    6-: Choose one, but take 2d4 damage as the storm lashes out. The area becomes dangerous; allies within 10 ft must make a DEX save or take 1d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
    When you gather the energy of a nearby storm and prepare to unleash its fury, roll +CON. 10+: You tap into its power. Choose one: 7-9: Choose one, but take 1d4 backlash damage or cause collateral damage (nearby lightning strikes, wind knocking things over), and the storm leaves unpredictable effects behind.
    • Lightning barrier: you and your allies get +1 magical armor until damaged
    • Storm-charged strike: +1d6 damage to your next attack
    • Gust of wind: knock enemies out of melee range and make a 10 ft radius difficult terrain (you describe it, the GM says how it hinders)
    • Storm cloud: light rain halves fire-based attacks or gives enemies relying on sight -1 forward
    6-: Choose one, but take 2d4 damage as the storm lashes out. The area becomes dangerous; allies within 10 ft must make a DEX save or take 1d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
  • Tempest Aura Level 3 When you draw the storm to you, wrapping yourself in an aura of thunder and lightning, roll +CON. 10+: Enemies within 15 ft take -1 forward. Any enemy that approaches you or strikes you in melee takes 1d6 thunder damage. 7-9: The aura is weaker: enemies take 1d3 thunder damage and no -1 forward. You take 1d6 lightning damage from the backlash.
    6-: You take 2d4 lightning damage and the aura turns on you and your allies. Allies within 15 ft must make a DEX save or take 1d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
    When you draw the storm to you, wrapping yourself in an aura of thunder and lightning, roll +CON. 10+: Enemies within 15 ft take -1 forward. Any enemy that approaches you or strikes you in melee takes 1d6 thunder damage. 7-9: The aura is weaker: enemies take 1d3 thunder damage and no -1 forward. You take 1d6 lightning damage from the backlash.
    6-: You take 2d4 lightning damage and the aura turns on you and your allies. Allies within 15 ft must make a DEX save or take 1d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
  • Thunderstruck Level 3 When you release a sudden blast of deafening thunder from the storm, roll +CON. 10+: All enemies within 30 ft are stunned and disoriented for the next round: disadvantage on their next action and vulnerable to your next attack. 7-9: Enemies in the area take -1 forward but aren't stunned. Nearby structures and objects take 1d6 damage, and so do you.
    6-: The blast rebounds for 3d6 damage to you and damages your surroundings, leaving unstable terrain or a dangerous effect (a broken dam, a rockslide). You take -1 forward.
    Needs a storm present; use Summon the Storm first if there isn't one.
    When you release a sudden blast of deafening thunder from the storm, roll +CON. 10+: All enemies within 30 ft are stunned and disoriented for the next round: disadvantage on their next action and vulnerable to your next attack. 7-9: Enemies in the area take -1 forward but aren't stunned. Nearby structures and objects take 1d6 damage, and so do you.
    6-: The blast rebounds for 3d6 damage to you and damages your surroundings, leaving unstable terrain or a dangerous effect (a broken dam, a rockslide). You take -1 forward.
    Needs a storm present; use Summon the Storm first if there isn't one.
  • Eye of the Tempest Level 6 When you create a calm, protective eye in the center of the storm, roll +CON. 10+: A 20 ft safe zone gives you and your allies +3 magical armor and +1 forward on defense. Enemies in the area take -2 forward. 7-9: You and your allies get +1 armor and +1 forward briefly, but the storm intensifies after 1 round. You take 1d6 damage.
    6-: You take 3d6 damage and the safe zone collapses, intensifying the storm. Allies in the area must make a DEX save or take 2d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
    When you create a calm, protective eye in the center of the storm, roll +CON. 10+: A 20 ft safe zone gives you and your allies +3 magical armor and +1 forward on defense. Enemies in the area take -2 forward. 7-9: You and your allies get +1 armor and +1 forward briefly, but the storm intensifies after 1 round. You take 1d6 damage.
    6-: You take 3d6 damage and the safe zone collapses, intensifying the storm. Allies in the area must make a DEX save or take 2d6 damage.
    Needs a storm present; use Summon the Storm first if there isn't one.
  • 🔒 Unleash the Tempest Level 9
    Unlocks at level 9.

Moves & abilities · 14

  • Trickle Emit a little of your Primary Element for mundane tasks or to impress someone, without Channeling.
    Emit a little of your Primary Element for mundane tasks or to impress someone, without Channeling.
  • Channel When you open your Conduit wide and channel magic through your body, roll +CON. 10+: Your Primary Element flows out of your Emanation Point. Use one of your Techniques. 7-9: Use a Technique, but the power is too much. Dam it with your body and take 1d4 damage (ignores armor), or let it through and the GM picks complications, like:
    • It leaves a different part of your body, or comes out as a different element
    • It has an unintended effect on the environment
    • It causes a blast wave that throws you backwards
    When you open your Conduit wide and channel magic through your body, roll +CON. 10+: Your Primary Element flows out of your Emanation Point. Use one of your Techniques. 7-9: Use a Technique, but the power is too much. Dam it with your body and take 1d4 damage (ignores armor), or let it through and the GM picks complications, like:
    • It leaves a different part of your body, or comes out as a different element
    • It has an unintended effect on the environment
    • It causes a blast wave that throws you backwards
  • Techniques You know up to 3 Techniques, each with a name and 2 tags. Spend several hours to develop a new one or replace one.
    • Projectile: 1d6 damage if near
    • Barrier: +1 armor until your next Channel
    • Blast: 1d8 damage if close
    • Hazard: an environmental effect
    • 2 Piercing
    • Forceful
    You know up to 3 Techniques, each with a name and 2 tags. Spend several hours to develop a new one or replace one.
    • Projectile: 1d6 damage if near
    • Barrier: +1 armor until your next Channel
    • Blast: 1d8 damage if close
    • Hazard: an environmental effect
    • 2 Piercing
    • Forceful
  • Summon Elemental When you call an Elemental out of yourself, choosing a Technique tag for it to embody, roll +CON. 10+: It flows out, leashed to your Emanation Point by a stream of magic. Gain 1d4 Control. 7-9: It emerges and you gain 1d4 Control, but it's moody; choose one:
    • You must spend 1 Control right away
    • It embodies a different tag (the GM says which)
    • It resents you and will be hostile later
    While it's leashed you have Elemental Protection and Elemental Attack. At 0 Control it breaks free, using its tag at will with HP equal to twice your level.
    When you call an Elemental out of yourself, choosing a Technique tag for it to embody, roll +CON. 10+: It flows out, leashed to your Emanation Point by a stream of magic. Gain 1d4 Control. 7-9: It emerges and you gain 1d4 Control, but it's moody; choose one:
    • You must spend 1 Control right away
    • It embodies a different tag (the GM says which)
    • It resents you and will be hostile later
    While it's leashed you have Elemental Protection and Elemental Attack. At 0 Control it breaks free, using its tag at will with HP equal to twice your level.
  • Elemental Protection When you or your leashed Elemental takes damage, lose 1 Control and the damage is negated.
    When you or your leashed Elemental takes damage, lose 1 Control and the damage is negated.
  • Elemental Attack When you command your leashed Elemental to use its tag, roll +Control. 10+: It succeeds. 7-9: It succeeds, but you lose 1 Control.
    When you command your leashed Elemental to use its tag, roll +Control. 10+: It succeeds. 7-9: It succeeds, but you lose 1 Control.
  • Death: Rupture When you die (failing or forgoing Last Breath), the dam breaks. Your body bursts as raw magic pours out, engulfing or hurling everyone nearby. Your conduit hangs in the air as a permanent gateway to the elemental planes, and the area is forever soaked in your element.
    When you die (failing or forgoing Last Breath), the dam breaks. Your body bursts as raw magic pours out, engulfing or hurling everyone nearby. Your conduit hangs in the air as a permanent gateway to the elemental planes, and the area is forever soaked in your element.
  • Emanation Point: Chest Magic leaves your body through your chest.
    Magic leaves your body through your chest.
  • Primary Element: Water Your magic is water.
    Your magic is water.
  • Bender of the Elements When you manipulate something nearby made of your Primary Element, roll +CON. 10+: Hold 3. 7-9: Hold 1.
    • It deals 1d6 damage to something
    • It gains the Forceful tag
    • It moves somewhere you can see
    • It holds a shape, even after you stop concentrating
    While you do nothing but concentrate on it, spend hold 1 for 1 on the options.
    When you manipulate something nearby made of your Primary Element, roll +CON. 10+: Hold 3. 7-9: Hold 1.
    • It deals 1d6 damage to something
    • It gains the Forceful tag
    • It moves somewhere you can see
    • It holds a shape, even after you stop concentrating
    While you do nothing but concentrate on it, spend hold 1 for 1 on the options.
  • Signature Technique Gain an extra Technique slot. This Technique can have 3 tags.
    Gain an extra Technique slot. This Technique can have 3 tags.
  • My Body is Ready After a few minutes of uninterrupted concentration, you can end it by unleashing a Channel that automatically succeeds.
    After a few minutes of uninterrupted concentration, you can end it by unleashing a Channel that automatically succeeds.
  • Teleport Gain the Teleport Technique tag: you instantly move somewhere near.
    Gain the Teleport Technique tag: you instantly move somewhere near.
  • Don't Blink Your Teleport Techniques can move other targets.
    Your Teleport Techniques can move other targets.

Inventory · 31 items

  • Albatross
  • Albatross feathers ×7
  • Assorted gems ×6
  • Bandages ×3
  • Black gem
  • Bo staff +
  • Carver hide armor
  • Coin of two fates
  • Coins ×23
  • Crescent throwing knives ×3
  • Crystal armour amulet
  • Crystal armour trinket
  • Cube of synergy
  • Cultist necklace
  • Dungeon Rations ×5
  • Edena's shiny feather
  • Healing herbs ×4
  • Hourglass of the second moon
  • Latchpin of stillness
  • Leather Armor
  • Musket-rifle
  • Ritual etching kit
  • Roc feathers ×10
  • Salamah entry pass
  • Silver tongue scroll
  • Silverleaf poultice
  • Soothing Balm
  • Torch
  • Tuskalah map
  • Valiero house ring
  • Vial of moon water ×3