D&F Bob the Baby Eater
I totally don't eat babies.
- Origin Humans
- Class Cleric
- Kit Merchant
- Ethos Megalomaniac
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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.
As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.
Handgonne (Hand Cannon) +8
Bare Fists or Feet +0
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.
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.)
Mend & Unmend
Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.
You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.
Choose a Shield
Choose a Weapon
Damage you deal with this weapon ignores soak.
Choose a Weapon
Called shots with this weapon are not made with disadvantage.