A penny for your thoughts, my friend?
- Origin Clockwerk
- Class Psychic
- Kit Force Knight
- Culture Arcanese
- Faction Uleginon
- Ethos Esurient
Righto, gentlemen! I'm the foremost expert on mythological civilizations, this side of the eastern hemisphere. My name is Edwin Graves-Harrington the First, but you may call me Edwin.Edwin Graves-Harrington
The Clockwerk companion of Felix Underwood, Edwin is a fussy but brilliant archaeologist of the Guild of Retainers. He and Felix Underwood "go way back," and the two became virtually inseparable after an incident in the Dune Sea of Mamara where Felix rescued Edwin from certain peril.
Edwin and Felix are always up to this or that convoluted scam. The party may find Edwin dismantled in the middle of the desert, with only his head operable, asking for help (a classic scheme the two hucksters have perfected). The question isn't whether the scheme will work on the party, but who will be left holding the bag when the larger part of the plan, to scam an even bigger fish, fails.
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.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
You have honed your will into a source of physical power. You can exert 100 pounds of telekinetic force per MP spent against any object you touch. For 3 MP, you may charge a weapon of your choosing with the Force maleficence. Attacks made with that weapon become touch attacks that ignore soak conferred by armor; 1 MP invested into the weapon is discharged with each successful attack. Force spell checks explode on a 5 or a 6.
Bō Stick +4
Bare Fists or Feet +4
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
The victim is stunned until after their next action. (They may only act to defend themselves.)
You move one object per MP spent, up to 100 pounds per MP spent, anywhere within your line of sight. The object moves at a walking pace. This spell can also be used to exert telekinetic force of equal weight against an object, such as holding a door closed.
You can manipulate gravity fields in the area of effect, affecting targets as if they had far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
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.
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
You instill a falsehood in your targets that the distance between you and them is smaller or greater than they imagine. You can augment the distance in any direction or amount equal to the total area of the area of effect. This distorted belief is in fact a reality for your targets (their ability to take action will be hampered by the perceived distance), but it is not for you, or those who are not affected by the spell.
You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends, or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
You put a single target into stasis by touch. Time stands still for the target; they cannot move, attack, or be harmed for the duration of the spell, though any interaction with the target will bring it out of stasis.
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Choose a Weapon
Damage you deal with this weapon ignores soak.