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1

Balaal

By kelses
  • Origin Humans
  • Class Cleric
  • Kit Medium
  • Culture Other
  • Faction Atheist
  • Ethos Radical
1

Mighty +2

+2

Deft +5

+5

Smart +3

+3

Hit Points

3 / 3

Armor Points

4 / 4

Magic Points

8 / 8

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

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.

Medium

kit

Icon

You've always been drawn to the secrets of the spirit world. Choose 2 spells from the Divination school: you may cast these spells even if you’re not a spellcaster. You can detect the presence of spirits wherever the dead linger, and commune with them by allowing them to possess your body. A hostile spirit can be controlled with an opposed Smart check. Divination spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

War Pick +2

Blunt

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Linen Armor

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Conducts through metal and water.

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

  • Spell Icon

    Astral Travel

    Astral +2

    You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)

  • Spell Icon

    Fear

    Illusion +3

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Intuition

    Astral +2

    You glimpse into the spirit realm for an inkling of intuition about the future. The GM will respond to any question with a number of words equal to the MP you spend, with each word making the answer more specific. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.

  • Spell Icon

    Magic Armor

    Abjuration +3

    You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per 2 MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)

Maleficence

Maleficence Icon

Lightning

Conducts through metal and water.

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

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)
250

Item Icon
Linen Armor
Armor
Item Icon
War Pick
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
War Pick
Attr
+2
Skill
DMG
4
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

  • 2
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