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Everyone told you you're not good enough. You were surrounded by greatness, your genius obscured. You seek to prove them all wrong and achieve renown.
Misanthropic
Experience has taught you that the only person you can trust is yourself. Your companions are a means to an end, until they prove otherwise.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Sacred Touch
Technique
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). 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.
Force Knight
kit
You have honed your will into a source of physical power. You can exert 100 pounds of telekinetic force per MP spent against any object you touch. For 3 MP, you may charge a weapon of your choosing with the Force maleficence. Attacks made with that weapon become touch attacks that ignore soak conferred by armor; 1 MP invested into the weapon is discharged with each successful attack. Force spell checks explode on a 5 or a 6.
Equipment
Weapons
5
Glaive +7
Reach
First Strike
M/2
Bare Fists or Feet +5
Hand-to-Hand
Armor
+1
Scale Mail
Medium
10
4
Shield
+3
Cetratus +3
Tower
3
Knockdown
Defense +6
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
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.
When the first opponent in a round enters melee range, you may make one of your attacks as a reaction against them. (This tactic does not grant you extra attacks.)