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1
  • Origin Strongmen
  • Class Cleric
  • Kit Battle Mage
  • Culture
  • Faction
  • Ethos Champion
1

Mighty +2

+2

Deft +4

+4

Smart +4

+4

Hit Points

6 / 6

Armor Points

6 / 6

Magic Points

8 / 8

Fate Points

3 / 3

Abilities

Genetic Fortitude

Talent

Icon

You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.

Exorcise

Technique

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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. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
4

Chain +2

Flexible

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Shadow

Snuffs out light sources.

The victim is blinded until after their next action.

Spells

  • Spell Icon

    Antimagic Whip

    Metamagic +4

    You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.

  • Spell Icon

    Fate Link

    Astral +2

    You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.

Maleficence

Maleficence Icon

Shadow

Snuffs out light sources.

The victim is blinded 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 (0/12)
220

Item Icon
Armored Coat
Armor
Item Icon
Chain
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Chain
Attr
+2
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
Mighty
2
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
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  • 3
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  • 4
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  • 6
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  • 10
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