Thaedrun the Thunderer

Paths

I Air

II Strength

III War

Skills: Athletics, Intimidate, Resolve, Ride, Tactics

Ritual Weapon: Hammer

Avatar: Air Elemental V (pg. 125)

Alignments: Air

Opposed Alignments: Earth

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Thaedrun is the son of Gondlir of Istgard and his wife Galdra.

Although he has inherited all of the might of the ancient Andurians, he shares none of the subtlety of his father and tends to take the most direct route to solving any problem; usually by smashing it with his lightning imbued hammer.

Although this might not seem to be a particularly endearing quality, Thaedrun's straightforward and usually heroic nature, as well as tall tales of his many exploits have endeared him to the denizens of Norngard, who worship and respect him as one the their primary ancestral gods.

Wherever he travels in the worlds, Thaedrun is usually found in the company of his brother Beoldor and his half-brother Veli.

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  • PATH OF AIR

Air I: You gain Bang and Electrical Resistance equal to 3 times your Air Step.

Air II: You may convert damage inflicted by your melee and unarmed attacks to electrical damage. You may also cast Gust of Wind once per scene.

Air III: You may cast Air Walk and Wall of Wind once per scene.

Air IV: You may cast Call Lightning II and Control Weather III once per scene.

Air V: You may cast Deadly Draft II and Control Weather IV once per scene.

  • PATH OF STRENGTH

Strength I: You gain a +5 bonus with Athletics checks.

Strength II: You may cast Brawn I (Strength or Constitution) twice per scene.

Strength III: Your Size increases by 1 category (max. Large).

Strength IV: You gain Unarmed and Natural Attack Resistance 4.

Strength V: Your Strength score rises by 4.

  • PATH OF WAR

War I: You inflict additional damage with your ritual weapon equal to your War Step.

War II: You may cast Mage Armor and True Strike I once per combat.

War III: You gain the Contempt feat.

War IV: You gain a trick:

War God’s Blessing (Ritual Weapon or Unarmed Attack Trick): If your target is a standard NPC with DR 4 or less, he automatically fails a Damage save (no damage roll required). You may use this

trick once per round.

War V: Your Strength score rises by 2 and you may cast War Cry once per scene.