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Anderk, Human/Fire Elemental Priest of Kossuth
Racial Traits:As a half-elemental, Anderk is immune to fire. He takes double damage from energy attacks allied with his opposed element (water), unless that attack allows for a saving throw for half damage. In which case he takes half damage even on a successful save. He also has the following abilities as a half-elemental: Flame Strike; 3/day doing 1d8/character level damage (max. 20d8). This effect is 20' radius and 80' high. Summon Elemental; 1/week This elemental is always of at least Large size. See MM pg. 83 When struck by a piercing or slashing weapon and taking more than 5 points of damage, Anderk "bleeds" fire. His attacker must succeed at a Reflex save (DC 10+damage dealt) or take 1d6 fire damage. His type is outsider, and he can be hedged out by circles of protection and the like. His true age is unknown. Feats:Improved Initiative (+4 to initiative), Weapon Focus (heavy mace) (+1 to hit) Ambidexterity, Two-weapon Fighting, Weapon Focus (morningstar) (+1 to hit), Improved Critical (heavy mace) (crit range 19-20), Improved Critical (morningstar) (crit range 19-20), Improved Two-weapon Fighting Physical Description: EYES: Orange, HAIR: Dark brown with red tints, HGT: 6'3", WGT: 252 History: Anderk (nobody seems to know his last name, not even him), was born in the city of Whitehorn, north of the Dragonspire Mountains. Or at least that was where he was raised. By itself, out upon the steppes, Whitehorn is harsh. As a child, Anderk used to dream of seeing the world, traveling from place to place and meeting new people. His homelife was normal, to say the least. Almost boringly so. Raised by his father and mother, presumably, Anderk never really felt a part of the family. Other children, both older and younger, seemed to gain the most of the adult's attention. Whether to get more attention, or simply out of childish mischief, Anderk developed a passion for fire. He was fascinated by it. But, to call him a pyromaniac would be a misnomer. He respected fire, grew to love but be afraid of it. He was always in control. In the cold steppes of the Ride, fire was a precious thing, and Anderk soon fostered a reputation. In the coldest winter, in the windiest night, he was called upon. He amazed the townsfolk with his ability to make and tend the warmth, and his abilities grew to be recognized and valued. Still, Anderk longed to travel, to get away from the Ride and the endless steppes. He grew to adulthood this way, valued and respected, yet lonely and different from those around him. One deathly cold winter, a caravan, traveling southwards to Zhentil Keep, happened to stop in Whitehorn. Needless to say, Anderk was there immediately, hungry for news and stories from outside the steppes. He was still young then, barely growing his beard, yet his thirst for knowledge surpassed most grown men. A man in the caravan, one Aencar Silvermane, took a liking to the young Anderk, and offered to take him along when the caravan left. Needless to say, the townsfolk and Anderk's parents were not happy. His skill as a firestarter had saved many lives, and was quite useful. They forbade him to go. Anderk, however, was not to be so easily deterred. In the early hours of the morning, Anderk snuck aboard Aencar's wagon, managing to stay warm despite the frigid air. When the caravan left at sunrise, Anderk was with them. He has never went back home. The caravan traveled many miles, and Aencar soon found the young Anderk, huddled in a corner of the wagon. Though he scolded the young man, Aencar understood the will of the lad. Anderk pestered Aencar the entire journey, through the Ride and the Citadel of the Raven, over the Dragonspires, and on to Zhentil Keep. During those long weeks, Aencar told Anderk what the youth wanted to hear. He even taught the youth swordplay and fighting skills. Anderk absorbed it all, and when he was not listening intently to Aencar's stories, he was looking about in wide-eyed wonder. During these travels, Anderk should have grown to know the rest of the men, women, and children amongst the caravan. But he did not. Ironically, in his quest for knowledge and contact with the outside world, he had limited himself to a single friend. For many years he didn't notice. After many weeks of travel, the caravan finally arrived at its destination. Zhentil Keep. The huge city spans both sides of the River Tesh, and Anderk stands in awe before the expanse. Aencar literall has to drag him into the city. With a population of over fifty thousand, this is the type of city of which Anderk had dreamt of seeing. Until he went inside. Crowded, loud, smelly, and inhospitable are the words now used by Anderk to describe his first real contact with the world. Quite disappointed in his dream, Anderk waked around the city for nearly a whole day, trying to find at least some shimmer of hope of the things he'd imagined. Near the end of the day, he did. Nestled in one of the corners of the city, away from prying eyes, was a small shrine. Anderk looked around, but it seemed as though nobody but him even noticed it. Approaching it with curiosity, the young man felt strangely at peace around it. And warm. As he reached out a hand towards it, it burst into flame, though there was nothing combustible within the offering bowl. It is then that Anderk realized just how special he was. And so did one other person: Aencar. Watching from a distance, the man who had become Anderk's friend within the last few weeks, saw something special about the youth. The red hair, the orange eyes: there had to be something special about the young man. And there was. Surely he wasn't the son of the folks back in Whitehorn. As he watched, Aencar saw the young Anderk bend the flame to his will. Higher and higher it went, and now the people of Zhentil Keep could no longer ignore the young traveler. Though the flames never threatened to consume anything around him, Anderk found himself threatened and surrounded by Zhentil soldiers, all intent upon causing him harm. But, the fire called to him. And, he called back. With a silent roar, a spinning column of orange flames struck down from the sky like a thunderbolt, consuming the soldiers but leaving the other surroundings unharmed. But, that was no excuse to the city-folk. Aencar approached the young man, and Anderk did recognize his friend. The flames at the shrine died, and Anderk lost consciousness. When he awoke, the young man knew that they were no longer in Zhentil Keep. In fact, they no longer traveled with the caravan at all. He and Aencar traveled alone in Aencar's wagon. As they traveled southwards once more, the youth and the man began to explore the extent of Anderk's abilities. They were amazing. The youth seemed immune to damage from fire of any sort, and his control of flame grew with each passing day. From Zhentil Keep they traveled along the North Road, passing through several small villages and towns. In each one they were greeted with kindly folk, completely different from those in Zhentil Keep. Anderk grew more comfortable as they traveled, and they soon stopped in a place named Shadowdale. Once there, Aencar insisted upon visiting his sister at the Old Skull Inn. Anderk follows, meeting a kind woman by the name of Jhaele Silvermane. She is the nicest person that Anderk has met so far, and her cooking doesn't leave a thing to be desired. As he eats, Aencar and Jhaele talk. They stay at the Old Skull that night, and the next morning, Jhaele accompanies them to the local temple to Lathander. It is there that Anderk learns his true heritage. Half Fire-Elemental. It seems that the people who raised him were not his parents after all. It also explains his control over flames, and his immunity to harm by fire. It is now that Anderk begins to learn how special he is. Not at all sure what to do with the boy, the church of Lathander calls upon the clergy of Kossuth to train the boy. During this time, Aencar hardly ever leaves Anderk's side. However, Anderk is soon recruited to the Crimson Blades, a mercenary group within the hierarchy of Kossuth's church. Aencar disapproves, but Anderk will not listen. Still hungry to see the world and now also hungry to gain more power, Anderk ignores his friend's advice and becomes a mercenary. See the countryside he does, in adventure after adventure, though all accompanied by death and destruction. Anderk begins to build a reputation for himself. Quite different than the reputation that he had back home. He becomes feared, respected. He grows in power. Unbeknownst to him, however, the Crimson Blades had turned from the ways of Kossuth. A neutral god, Kossuth strives to maintain a balance, purifying all with flame. Upon a mission to capture a young woman deeply in debt, and from his sources, showing signs of great power, Anderk pursues a woman by the name of Twyla de la Croix. In a small town outside of the High Forest, he almost has her. Until a woman by the name of Cassandra interferes. He engages her in battle, severely wounding her, and deciding to teach the town a lesson. It is then that Kossuth determines that his disciple has turned away from him. Embroiled in battle, Anderk summons an elemental, which begins its gruesome work. However, the woman Cassandra will not give up. And, there is something about her, something which consumes Anderk, terrifies him. In a trial by fire, Anderk is changed. His transformation complete, Kossuth looks down upon his disciple and smiles. For the pure flame now runs through Anderk's veins, changing the man forever. Skills: Climb +10 (4 ranks), Concentration +15 (10 ranks), Diplomacy +11 (10 ranks), Handle Animal +6 (5 ranks), Heal +15 (8 ranks), Knowledge Arcana +12 (10 ranks), Knowledge Religion +15 (13 ranks), Ride* +13 (10 ranks), Sense Motive +8 (1 rank), Spellcraft +12 (10 ranks) (*denotes a skill with a synergy bonus) Domains: Destruction, Suffering, Renewal (bonus from Divine Disciple and a gift from Kossuth) Domain Abilities: Smite: Anderk has the ability to smite his enemies. Making a single attack roll with a +4 bonus, he inflicts a damage bonus equal to his cleric level (+12). This is a supernatural ability and must be declared before the roll is made. It is usable 1/day. Pain Touch: Anderk may use a pain touch 1/day. This requires a melee touch attack against a single living creature, which bestows upon the creature a -2 enhancement penalty to STR and DEX for 1 minute on a successful attack. This ability does not affect creatures immune to critical hits. If Anderk falls below 0 hit points, he gains a number of hit points equal to 1d8+ his CHA modifier (+1). This supernatural ability functions 1/day. If an attack brings him to -10 hit points or less, he dies before the ability can take effect. Domain Spells: Destruction:
Suffering:
Renewal:
Special Equipment: Full-plate +3 Invulnerability (this suit of full-plate has no helm, but grants the wearer DR 5/+1) Heavy Mace +3, Flaming, Flaming Burst (this weapon is sheathed in flame and does +1d6 fire damage, crits do more) Morningstar +3, Flaming (this weapon is sheathed in flame and does +1d6 fire damage) Belt of Mighty Prowess (this belt is often bestowed upon the champions of the church. It grants the wearer a +4 sacred bonus to STR and CON) Periapt of Wisdom (this item gives its wearer a +4 enhancement bonus to their WIS) Holy Vestments (Robes of the Pure Flame) (these sacred robes can only be donned by those devout to whatever faith the vestments belong to. Anyone else donning these robes is bestowed one negative level. While wearing the robes, this level loss cannot be overcome by any mortal means. Once the robes are taken off, this level is restored. Upon the person for whom the robes were given, they bestow the following: +3 sacred bonus to saving throws +4 sacred bonus to AC Discern Lies as a spell-like ability 3/day Ring of Deflection +4 (+4 Deflection bonus to AC) Armband of Natural Armor +2 (+2 Natural Armor bonus to AC) Besides the magical items listed above, Anderk also has the normal items that nearly every person has. For the sake of space, these will not be listed here. Submitted by: Haruchai |
