Name: Sohl Bijoln
Race: Dwarf
Level: 10
EXP: 703 / 700
Class: Elementalist
Drive Theme: Homefree [ ]

Sohl is a stout fellow, as wide as he is tall, with a heavyset pack on his back and an axe hanging at his side. Despite carrying a full load, he ambles along as though he was unburdened. The mail he wears can be heard clinking underneath his plaid shirts, thick gloves, and rough expeditioner's pants. He always carries an extra pair of boots- treads wear out quick with as much travelling as he does. A very wide-brimmed hat adorns his head, its edges flapping this way and that, seemingly as though they were makeshift eyebrows. A thick, smokey beard hangs over his face and chest.

Sohl possesses a strong wanderlust and culturelust that, fortunately, go hand in hand. He enjoys making roundabout trips from floor to floor, selling one flight's curios to another, trading stories and money. 'It's crucial to the lifeblood of the tower itself,' he'll muse. 'A floor is not simply walls, a ceiling, and ground.' He is accustomed to trips with caravans or solo trips, though the latter takes far longer. One day, he chanced upon a Maxwellian who seemed quite convinced that something was wrong with the tower…

HP: 115 / 115
MP: 50 / 50
LP: 10 / 10
Weight: 10
Drive: 2 / 18
Initiative: 1d6+10

R: Fire
W: Earth

Steadfast (+20 Max HP / +10 Max MP)
Deep Pockets (+1 Item Slot)

[Weapon] Axe [Rush] (25 Credits) - 1d6+8, +4 damage if you activated a Quick ability on this turn. 4 WGT
[Implement] Sorcerer's Wand (200 Credits) - {Charges 3/3 - Roll an additional potency die.} Spells gain +2 potency. When your spells Burst, deal +5 additional potency rather than +3. 2 WGT
[Armor] Dragonhunter Medium Armor (200 Credits) - Reduce incoming physical damage by 3. Gain +15 Max HP. Burning Protection. 4 WGT
[Accessory] Lion Bracelet (30 Credits) - The users next non-Overdrive ability has +4 potency.
[Charm] Rotted Charm (30 Credits) - Toxin Protection

[1] TONIC - Select a single Dazed target - remove Dazed and True Heal them for +30HP. M-Recovery.
[2] Molotov - True Strikes a single target for 25 fire damage. M-Fire
[3] Fire Dust - True Strike the entire enemy group for 10 fire damage. M-Fire
Rations: 16
6 Credits


Sohl User Guide:
On your first turn in combat, roll 2d4 for essence, and then select 1 essence of any type to also acquire. This means you will have 3 essence!
After that you only roll 1d4 for essence generation at the beginning of your turns, provided that you aren't dazed.
Go for the multi-target high scores!

[Level 5] +1 ability slot

[P] Turning Wheel: When you miss with any attack, or hit an elemental resistance, recover 1 LP & 1 MP.

[P] Essence: Elementalist draw most of their offensive power from the ambient essence that spreads throughout the land. At the start of each battle, and at the start of each of the Elementalist's non-Dazed turns, roll 1d4 and generate a single random essence. Most of the Elementalist's Quick abilities cost a certain number of essence of specific types in order to be used, in exchange for the vastly higher number of them that the Elementalist has compares to other classes. Elementalists are capable of using Quick actions at the end of the turns, as well as the start of them. At the end of battle, all unused Essence is lost.
1. Fire
2. Water
3. Earth
4. Air

[P] Filter: At the start of battles, the Elementalist may select the result of a single essence, rather than rolling for its type.

[P] Ambience: The Elementalist begins battles with an additional randomly determined essence.

[P] Breathe Your Last: Anytime an enemy is Dazed, the Elementalist gains an essence of the same element that the enemy resisted.

[P] Essence Skills

- Fire Set
[Q] Burn: x1 E-Fire. Inflicts Short Burning on an enemy.
[Q] Burn 2: x2 E-Fire. Inflicts Long Burning on an enemy.
[Q] Fire 0: 1x E-Fire. True Strike a single enemy for 6 fire damage.
[Q][S] Fire: x2 E-Fire. 2MP. 100CoS. Deals 1d6+6 fire damage to two enemies.
[Q][S] Fire 2: x3 E-Fire. 100CoS. Deals 1d8+9 fire damage to two enemies.
[Q][S] Fire 3: x1 E-Earth, x1 E-Air. 3MP. 100CoS. Deals 1d8+10 fire damage to an enemy.

- Earth Set
[Q] Break: x1 E-Earth. Inflicts Short K-Shatter on an enemy.
[Q] Break 2: x2 E-Earth. Inflicts Long K-Shatter on an enemy.
[Q] Earth 0: 1x E-Earth. True Strike a single enemy for 6 earth damage.
[Q][S] Earth: x2 E-Earth. 2MP. 100CoS. Deals 1d8+10 earth damage to an enemy.
[Q][S] Earth 2: x3 E-Earth. 100CoS. Deals 1d10+14 (Wand: 1d10+16) earth damage to an enemy.
[Q][S] Earth 3: x1 E-Fire, x1 E-Water. 3MP. 100CoS. Deals 1d8+10 (Wand: 1d8+12) earth damage.

- Power Set
[Q] Pure Mana: x1 E-Any. Consume a single essence of any type to recover +5MP.
[Q][S] Explosion: x1 E-Fire, x1 E-Water, x1 E-Earth, x1 E-Air. 2MP. 100CoS. Deals 1d10+20 (Wand: 1d12+22) damage. Element is based on the Essence generated this turn. Generates a momentum of the same type.
[Q][S] Inferno: x2 E-Fire, x1 E-Air. 2MP. Deals 1d6+8 (Wand: 1d6+10) fire damage to three targets.
[Q][S] Flood: x2 E-Water, x1 E-Earth. 3MP. Deals 1d6+6 (Wand: 1d6+8) water damage to all enemies.
[Q][S] Storm Rod: x2 E-Air, x1 E-Water. 2MP. Deals 1d8+10 (Wand: 1d8+12) air damage to two targets in the same row.
[Q][S] Lava Spout: x2 E-Earth, x1 E-Fire. 2MP. Deals 1d8+10 (Wand: 1d8+12) earth damage to two targets in different rows.

- Absorb Set
[Q] Fire Eater: x2 E-Fire. Grants Long Absorb Fire II to a single target. M-Fire.
[Q] Water Eater: x2 E-Water. Grants Long Absorb Water II to a single target. M-Water.
[Q] Earth Eater: x2 E-Earth. Grants Long Absorb Earth II to a single target. M-Earth.
[Q] Air Eater: x2 E-Air. Grants Long Absorb Air II to a single target. M-Air.

[Q] Direct Heal: True Heal a single target for +8HP. Consume an E-Fire to Cleanse a status as well. Consume an E-Water for +8HP. Consume an E-Earth to grant a Bubble (8) a well. Consume an E-Air to effect two targets, rather than one.

[S] Swell: 4MP. 100CoS. Restores 1d8+10 (Wand: 1d8+12) HP to a single target, then roll 1d4 to randomly generate an essence. M-Recovery.
Field: Restores 15 HP to a single target.
C Fire: Restores +3HP and forces the essence and momentum generates to be Fire.
C Water: Restores +3HP and forces the essence and momentum generates to be Water.
C Earth: Restores +3HP and forces the essence and momentum generates to be Earth.
C Air: Restores +3HP and forces the essence and momentum generates to be Air.

[S] Quench: 5MP. 100CoS. Restores 1d10+16 HP to a single target. M-Water
Field: Restores 18 HP to a single target.
C Water: Generates an additional Water Essence.
C Fire: Grants the target a Barrier (5).

[S] Warm: 4MP. 100CoS. Cleanses a single status from a single target, and the target has Protection from that status until the end of the round. If they are Dazed, restore 1d8+16 (Wand: 1d8+18) HP. M-Fire
Field: Restores 21 HP to a single target, but may only be used on targets with 10HP or less.
C Fire: Generates an additional Fire Essence.
C Water: Grants the target Short Lucky II.

[S] Breeze: 5MP. 100CoS. Restores 1d8+10 (Wand: 1d8+12) HP to two targets. M-Air
Field: Restores 13 HP to two targets.
C Air: Generates an additional Air Essence.
C Earth: Grants the targets a Bubble (5).

[S] Petal Shower: 5MP. 100CoS. Restores 1d8+12 (Wand: 1d8+14) HP to a single target, then inflicts Short Shock on an enemy. M-Earth.
Field: Restores 18 HP to a single target.
C Rush: Inflicts Long Shock instead.
C Earth: True Heal another target for +6HP.

[S] Essence Rain: 6MP. 100CoS. Restores 1d6+3 (Wand: 1d6+5) HP to the entire party. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +3HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
Field: Restores 8 HP to the entire party.
C Recovery: +3HP.

[S] Pure Essence: 5MP. 100CoS. Restores 1d10+10 (Wand: 1d10+12) HP. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +6HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
Field: Restores 18 HP to a single target.
C Water: +5HP restored.
C Earth: Grants a Barrier (4) as well.
C Fire: Grants a Bubble (6) as well.
C Wind: True Heal +10HP a second target.

[OD][S] Overdrive: Elemental Circle: 100CoS. Restores 1d6+8 (Wand: 1d6+10) HP to the entire party. Generates M-Fire, M-Water, M-Earth or M-Air.

[OD] Overdrive: Eternal Engine: Restore 2d10 MP and 1d6 LP to a single target. M-Recovery.

[OD] Like Autumn: 100CoS. Cleanse all negative statuses from the Elementalist and allies, and grant a Bubble(15). M-Recovery.

[D][S] Essence Detonation: Dazed. 2MP. 100CoS. Deals 1d6+4 (Wand: 1d6+6) damage. Element for the damage and momentum generates are randomly determined via 1d4, using the essence chart.

[D] Wash: Dazed. Cleanse an ally of a single negative status. M-Water.

Trader. Buying and selling and the dusty trail.
Di - +1 die per 100G spent specifically on the task, up to +3. (This includes any money spent specifically for the purpose, and doubles up if you bought a tool!)
Sp - When in an area, you can often purchase 'Trade Goods' - these items are often perishable, breakable, or difficult to carry in some way, and take up an item slot. Trade Goods offer you a profit if you can bring them to a distant town and sell them. You'll know how much money you stand to make before making the purchase.
For a 15G Trade Good, you'll make +1d6 profit. For a 30G Trade Good, you'll make +2d8 profit. And for a 50G Trade Good, you'll make +3d10 profit.
Sp - You can sell any item at 90% of its purchase value, instead of 50%.

Exorcist. Set spirits to peace.
Di - When a non-PC spirit is present, gain +1 die to all rolls, even if it's friendly.
Sp - Using something belonging to an entity, you can construct a spell-boundary — when that entity crosses the boundary, you'll be warned.
Sp - You can perform a ritual to conjure a spirit representing a curse, fate, or natural phenomena. This allows you to bargain with, or fight, abstract concepts.
Sp - …Specifically, you can conjure a spirit representing an ally's bad Condition. It'll appear in the next fight. If you defeat it, the condition is cured. (Link to an example curse-spirit if the GM doesn't have one ready.)
Mo - Spirits, ghosts, and elemental devils.

Points Skill Description
Agility Running, dodging, leaping
1 Charm Likability and social finesse
Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
Insight Seeing to the heart of things, piecing things together
2 Lore Knowledge
Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
2 Mysticism Spirits and the protocols of the unreal
1 Navigation Reading the weather, finding the way, steering a ship or caravant
Operation Use and understanding of complex machines
Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Strength Smashing, lifting, throwing, cutting
4 Survival Foraging, hunting, tracking, you roll it when resting in the wilderness
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License