Mighty +0
Deft +6
Smart +5
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Personal Liability
Your traveling companion is the most important person in the world to you, and you would sacrifice your life for them. But they are in grave danger, and you must mitigate that threat.
Scrawny
You were born small-boned and physically weak.
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Exorcise
Technique
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.
White Mage
kit
Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.
Equipment
Weapons
Bare Fists or Feet +0
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +6
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
Thaumaturgy +7
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
-
Circle of Protection
Abjuration +8
You bend your maleficence into a protective circle of magic. All those hostile to you or your target must make an opposed spell check to physically enter the circle; its benefits extend to all who remain within its boundaries. The circle does not protect you from ranged attacks or other magic cast from outside it. You must concentrate on working the circle against your opponents for the spell's duration, or else they may pass inside unhindered. A Circle of Protection's area of effect may not exceed a melee space.
-
Divinely Inspire
Divination +8
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
-
Ritual
Metamagic +8
Choose another spell you know to cast as the ritual spell. You pool your MP together with other spellcasters to cast it at a power beyond your means. You may involve as many spellcasters in the ritual as you expend MP; they need not know this spell, but must be willing. The spell takes 1 round to cast per MP pooled in this way.
-
Supplication
Divination +8
You beseech a magical patron who is favorable to you for supernatural aid. For 1 MP, the patron will answer a single question truthfully. For 2 MP, the patron will bestow upon you a vision related to your inquiry, which may require further interpretation on your part to understand. For 3 MP, the patron will provide specific insight in answer to your inquiry, such as the exact location of what you seek or the true name of your enemy.
Maleficence
Divine
Thaumaturgy +7
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (0/10) 250
Armament
Weapons
You have no weapons in your inventory.
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
- 2Medicine
- 3+1 Deft
- 4Choose Perk
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk