- Origin Clockwerk
- Class Paladin
- Kit Eldritch Knight
- Culture
- Faction
- Ethos Champion
Mighty +5
Deft +2
Smart +3
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Avenger
Your life has been shaped by a tragic event that caused you great harm. You seek to avenge yourself on the perpetrators and find peace and reconciliation.
Iconoclast
The circumstances of your life have transformed you into the ultimate rebel. You take a stand against The Man at every opportunity, even if it would endanger your life and the lives of those around you.
Natural Armor
Talent
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.
Sacred Touch
Technique
Choose a maleficence. Your maleficence may only be used as follows: as a bonus action, you may apply the peril of your maleficence to an attack with your weapon and its damage for 1 MP. For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Eldritch Knight
kit
Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.
Equipment
Weapons
Bare Fists or Feet +5
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +2
- Initiative +0
- Soak 2
Wounds
Skills
Deeds
Languages
Supply
Magic
Maleficence
Lightning
Thaumaturgy +5
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Spells
-
Circle of Protection
Abjuration +4
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.
-
Control (Weather)
Elemental +4
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
Maleficence
Lightning
Thaumaturgy +5
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (0/15) 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
- 2Choose Perk
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