Backstory and Levels 1-10
Karen Dyheart was in every way an average girl, well, so far as anyone could tell. She was very bright, but in her backward border town, that counted for little. She was seen as lazy and not very productive. Her pretentious genius alienated her. Her people were generally kind and did their best to make her feel at home, but she could feel a lack of the belonging that other people seemed to have there. She ran away.
The wilderness was not kind to a young girl. She found herself running through the night, chased by wolves. Cornered, desperate, she discovered something inside of her, a power. Fire burst against the beasts as she stood and cast a spell. They fled and she was left marveling at her power. She wandered the forest until she stumbled upon a large cave. She evicted the creatures living there and expanded it, beginning her new life as a hermit mage.
She began to practice her magic and her skill grew. She managed to steal a few book, and with their help learned to summon elementals. With the elementals accompanying her into old age, she let her bitterness run her life and she became a legendary bane on the caravans in the area.
Strength: 6 Constitution: 12 Dexterity: 14
Wisdom: 16 Intelligence: 28 Charisma: 8
Abilities: Summon Elemental X, Spell Casting VII, Arcane Magic III, Arcane Knowledge X, Magical Intuition X
Karen isn’t particularly threatening, though she has a variety of spell option available. She relies heavily on the ability to summon and bind elementals.
As a player, how would you fight an elemental summoner? As a Game Master, how would you use her? Comment below and let us know.