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5

T'Kahn Urro Tepesh

I must wander until I find myself.

  • Origin Clockwerk
  • Class Mage
  • Kit Summoner
  • Culture Arcanese
  • Faction Atheist
  • Ethos Champion
5

Mighty +4

+4

Deft +2

+2

Smart +6

+6

Hit Points

5 / 5

Armor Points

8 / 8

Magic Points

14 / 14

Fate Points

3 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.

Summoner

kit

Icon

Your communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Chakram (War Quoit) +4

Missile

Precise
Weapon Icon
3

Sickle +2

Light

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 2

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Vampiric

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

Spells

  • Spell Icon

    Control (Magnetism)

    Elemental +4

    You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Dimension Door

    Dimension +6

    You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)

  • Spell Icon

    Elemental Form

    Elemental +2

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.

  • Spell Icon

    Ensorcell

    Charm +6

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    Mend & Unmend

    Artifice +2

    Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.

  • Spell Icon

    Sanctuary

    Artifice +2

    You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.

  • Spell Icon

    Solipsism

    Illusion +4

    You manifest the existence of a phantasm with tangibility in the area of effect, but by default only you and the targets of the spell believe in its existence. All others must make an opposed spell check to believe. For example, you create a phantasm of a bridge that only you and your party perceive to be real; all others may not cross it unless they succeed in an opposed spell check against you and have reason to believe it exists.

Maleficence

Maleficence Icon

Vampiric

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/14)
250

Item Icon
Chakram (War Quoit)
Weapon
Item Icon
Leather
Armor
Item Icon
Sickle
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Chakram (War Quoit)
Attr
+2
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Sickle
Attr
+2
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    +1 Skill
  • 4
    +3 Magic Points
  • 5
    +1 Smart
  • 6
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  • 7
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  • 8
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