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1

Inspector Malmora 🍺

By kelses
  • Origin High People
  • Class Cleric
  • Kit Investigator
  • Culture Other
  • Faction Atheist
  • Ethos Judicator
1

Mighty +0

+0

Deft +6

+6

Smart +4

+4

Hit Points

1 / 1

Armor Points

0 / 0

Magic Points

10 / 10

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Exorcise

Technique

Icon

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.

Investigator

kit

Icon

Your perceptive eye is attuned to rooting out the truth. As long as you have MP, you gain advantage on all checks that involve perceiving illusions, lies, or mundane deceptions like disguises. For 3 MP, you may create a lead tag for the duration of your investigation. You may invoke a lead tag to reveal a clue or create narrative advantage in the context of your investigation.

Equipment

Weapons

Weapon Icon
3

Rapier +6

Light

Weapon Icon
3

Throwing Dagger +6

Thrown

Weapon Icon
M/2

Bare Fists or Feet +0

Hand-to-Hand

Armor

Icon

Buff Coat

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Thaumaturgy +6

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Spells

  • Spell Icon

    Zone of Entanglement

    Illusion +8

    You fill the area of effect with shadowy tendrils that seek to entangle your opponents. You may spend 1 MP to entangle any target that enters the area of effect for the duration of the spell. Those entangled are subject to the peril of your maleficence.

  • Spell Icon

    Zone of Silence

    Abjuration +8

    You create a zone of magical silence in the spell's area of effect. Sound is negated within its boundaries. (This also affects you.)

  • Spell Icon

    Zone of Truth

    Abjuration +8

    Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.

Maleficence

Maleficence Icon

Psychic

Thaumaturgy +6

Bewilders the mind.

The victim is confused (they may act with disadvantage) and can't cast spells 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 (0/10)
215

Item Icon
Buff Coat
Armor
β€”
Item Icon
Rapier
Weapon
β€”
Item Icon
Throwing Dagger
Weapon
β€”

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rapier
Attr
+6
Skill
β€”
DMG
3
Tactics
β€”
Icon
Throwing Dagger
Attr
+6
Skill
β€”
DMG
3
Tactics
β€”

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Buff Coat
AP
+4
Soak
β€”
Mighty
1
MP
β€”

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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