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1

Kath

By kelses
  • Origin Nim
  • Class Cleric
  • Kit White Mage
  • Culture Other
  • Faction Alaudine
  • Ethos Champion
1

Mighty +3

+3

Deft +5

+5

Smart +2

+2

Hit Points

4 / 4

Armor Points

4 / 4

Magic Points

7 / 7

Fate Points

3 / 3

Abilities

Machine Affinity

Talent

Icon

You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but 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.

White Mage

kit

Icon

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

Weapon Icon
3

Scimitar +5

Light

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Linen Armor

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Thaumaturgy +4

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

Spells

  • Spell Icon

    Earthquake

    Elemental +7

    You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.

  • Spell Icon

    Heal

    Curative +7

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

Maleficence

Maleficence Icon

Force

Thaumaturgy +4

Crushes fragile objects.

The victim is stunned until after their next action. (They may only act to defend themselves.)

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 (0/13)
220

Item Icon
Linen Armor
Armor
Item Icon
Scimitar
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Scimitar
Attr
+5
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Linen Armor
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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