Jacob T (character)

Played by Jacob Taylor. (Aiming to be some sort of enchanter or architect or combination of the two.) He crafted himself a mace and a shield and helped fight the strangers, helping David and Thomas reach safety as well. Current goal is to find out the previous uses of the buildings in the ruins and restore the homes for the others to move into.

Titles: "The Bewildered" "Quick on the Draw" "True Shorelander Sentinel"

Level 3 / EXP 3950 /6500

Class: Unclassed

HP:55   MP:??

Unique Discipline: Elemental Embodiment of Frost - Practitioners of this discipline are uncommon as few have the hearts bold yet warm enough to weather its cold and unyielding ways. Those that bravely pursue this path will find the rewards and mysteries well worth the work however. They grow to become the embodiment of the cold and frost they work so closely with, drawing strength from its primal power. This discipline of change and growth but with determination, the rewards will be great.

Large Size Creature (Su) Combat Skills

Abilities

Shrapnel Shard: 3 blade-like ice shards fly towards the chosen target and explode into freezing shrapnel for Above Average Damage (equivalent to a light crossbow) to everyone in a 3m (10') area. The range of the spell is 30 m (100') Avoiding the damage is checked as Unlikely, moved up for each step of Agility over Average the target(s) have.

General Skills

Armor Items and Equipment:
 * Mask of Winter's Knight - multiplies any ice or cold damage done by 1.5; can store 1 cold based spell; grants fire resistance +1 [a wooden mask with 2 crystals fused to it; they appear as ice crystals sprouting from the top; a type of permafrost coats the wood and the air around it chills to a noticeable but not unpleasant degree]
 * Leather Cloak [+2 defense, +1 magic defense]
 * Leather Armor +4
 * Bear fur leather boots +2 armor
 * Makeshift Buckler - A piece of rope tied around a fragment of decaying plank for the ruins. It doesn't look like it would stop a determined enemy, but it offers a little protection: +1 AC
 * Buckskin Tunic, Pants, Moccasins, Thin Jacket
 * Leather Bag [12 slot]
 * Large Magic Crystal
 * decorated 3 foot handle
 * ratty cloth sack - 10 slot container
 * +1 Shaman's Mace with Shock Ability. 1d8+1 (2nd attack: Shock 1d6 extra damage)

Shock

+1 bonus; Aura moderate evocation; CL 8th; Weight —

DESCRIPTION: Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor; Spells call lightning or lightning bolt; Cost +1 bonus

https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/shock) suspect that time by the fire will dry the fibers and further secure the head to handle: 2-4 damage (blunt)
 * Hand-fashioned Maul - The rope used to bind the weapon together is damp from the wet north wind, and you
 * Axe crafted by Allan
 * Basic Knife by Allan
 * Masterwork Knife [+1 Woodworking and 4-7 piercing damage] by Allan
 * 3 Magic Stones that create a lasting freezing effect