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6

Mister Loan

I am The Beast at the end of the rope.

  • Origin Tarth
  • Class Fighter
  • Kit Eldritch Knight
  • Culture Outlander
  • Faction Pharkun
  • Ethos Benefactor
6

Mighty +7

+7

Deft +3

+3

Smart +2

+2

Defense

+3

Armor Points

Hit Points

8 / 8

Wounds

Initiative

+0

Mana Points

8 / 10

Fate Points

Story Points

0 / 6

Abilities

Global Tags

Global story tags can be invoked by anyone in the party. They add a +2 to your roll.

Hamstrung Empire

The party's successful attacks on supply lines between Skol and the Castles of Moruin during their recovery of their airship slow imperial production.

Josef's Sacrifice

The sacrifice of Barbara's apprentice Josef to defeat Tezirah sends shockwaves through the Astral Veil.

Berserker Rage

Talent

Icon

You have disadvantage on Deft. You can enter a berserker rage as a reaction in addition to any actions you take in the round, which lasts for the duration of the scene. While enraged, you 1) do not make a check to remain conscious after taking a hit while vulnerable, 2) do not receive penalties to your rolls from accruing wounds, and 3) have disadvantage on defense checks. Your rage grants you advantage on all attacks, and your concentration cannot be broken, but you will not stop attacking your foes, even if your life is in danger, until the final foe falls.

Combat Expertise

Technique

Icon

You may make an attack on your turn as a bonus action. This attack is made with disadvantage. As long as you have MP, you may use any attack available to you in the round as a reaction against your opponent if they attempt to disengage from your personal space, once per opponent. Such attack rolls are made with advantage.

Eldritch Knight

kit

Icon

Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.

Equipment

Weapons

Weapon Icon
5

Battleaxe +9

Edged

Defender
Precise
Weapon Icon
4

Whip +9

Flexible

Ensnare
Weapon Icon
M/2

Bare Fists or Feet +9

Hand-to-Hand

Knockout
Stun

Armor

Icon
+3

Iron Breastplate

Partial Plate

4
2
6

Shield

You have no shield equipped.

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Skills

Languages

Supply

Magic

Spells

  • Spell Icon

    Kinetic Shield

    (+3 MP to Cast)

    Force +7

    You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus to your maleficence. The stored energy remains charged for as long as you concentrate; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends, or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Malison

    (+3 MP to Cast)

    Enchantment +3

    You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target gains disadvantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

Stances

Focus

Focus Icon

Redoublement

Combat

You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

Known Stances

  • Stance Icon

    Code of Honor

    Active

    Your strict code of honor makes you especially trustworthy at the negotiating table. When you make a check involving diplomacy or persuasion has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).

  • Stance Icon

    Crowd Control

    Active

    Lesser foes perish when they hesitate in your awesome presence on the battlefield. If the damage caused by your weapon would kill a minion on a successful attack roll, all other minions in the encounter that are allied to the victim regard you with dread and make all attacks against you at disadvantage for the rest of the scene.

  • Stance Icon

    Goliath Stance

    Active

    A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you may spend MP to benefit from the effects of the spell Courage, until the end of the scene.

  • Stance Icon

    Knifehand Strike

    Active

    You have learned to extend your spiritual energy into the knifehand strike to supernatural effect. When you make an unarmed attack while using this stance, mundane physical objects (like stone structures or wooden barriers) up to a melee space in volume crack and buckle under the blow, making it possible to break them apart with subsequent interactions. If you successfully attack an opponent while using this stance, they are knocked prone and must make a Mighty check vs. your attack roll or be stunned until after their next action.

  • Stance Icon

    Redoublement

    Passive

    You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

Focus

Focus Icon

Redoublement

Combat

You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

Inventory (17/17)
383

Item Icon
Bandana Filtration
Consumable
1
Item Icon
Battleaxe
Weapon
Item Icon
Boots of the North
Treasure
1
Item Icon
Bringer of Balance
Luxury
3
Item Icon
Helm of Taelos
Luxury
3
Item Icon
Iron Breastplate
Armor
Item Icon
Kazalin's Journal
Luxury
1
Item Icon
Sickle
Weapon
3
Item Icon
Sword of the Prince
Luxury
5
Item Icon
Vai Spores? Shrooms?
Consumable
0
Item Icon
Whip
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Battleaxe
Attr
+7
Skill
+2 Edged
DMG
5
Tactics
PreciseDefender
Icon
Whip
Attr
+7
Skill
+2 Flexible
DMG
4
Tactics
Ensnare
Icon
Sickle
Attr
+3
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Iron Breastplate
AP
+4
Soak
Mighty
6
MP
+3

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Nyn

Person

I have sworn a vow to help her regain her rightful title as Queen of the Highpeople

Session Zero Icon

My Tarnished Name

Thing

I have dishonored my ancestors, most notably my father. I can never return home until that has been rectified.

Session Zero Icon

Force Knight Kit

Thing

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.

Notes

Quest Log

I am now an Eldritch Night

CONTEMPT!!!: -2 on spell checks

I need to get to Faralas

– Pops is going to attempt to contact Taelos and Pharkun

– Enemies are nearby(?)

Will talk to Nyn first and get her blessing

Babs needs to go to the Astral Veil with her posse. Luther came to the rock to tell her.

Fodel investigates the book further. Barathim! (spelling) He’s a beast.

I’ve used one fate point to make a cart full of piss and explode a die. 2 left

Fairness, Temperance, Justice:  Three gates

Ikaru – creature at the gates that Martha learned about, can say it’s name to make it do one thing 

Two Overworld Tags: Ancient Supplicants & I Carry a Home

Third Peril: fear tag 

The Executioner

Hangman's Smile

You intimidate your adversaries with a look, gesture, or turn of phrase. Once per session, you may confer a -2 to your opponent's attack or defense roll.

Experience

  • 2
    +1 Skill
  • 3
    +1 Deft
  • 4
    +1 Skill
  • 5
    +1 Mighty
  • 6
    Precise (Edged)
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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