Mighty +1
Deft +3
Smart +8
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Artiste
Your art is central to who you are, an expression of your soul and competence. You desire to create that one great work that will be remembered for all time.
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.
Arcane Affinity
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Arcane Adept
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Geometer
kit
Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.
Equipment
Weapons
Dagger +3
Small
Boomerang +3
Missile
Bare Fists or Feet +1
Hand-to-Hand
Armor
Reinforced Vestments
Padded
Shield
You have no shield equipped.
- Defense +3
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
Sorcery +10
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
-
Antimagic Whip
Metamagic +10
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
-
Aunty's Ablution
Alchemy +10
You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.
-
Breath Weapon
Elemental +10
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you), but your maleficence deals zero damage.
-
Chain Maleficence
Metamagic +10
This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.
-
Invisibility
Illusion +10
You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.
-
Phantasm
Illusion +10
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
-
Prism Shell
Metamagic +10
You weave a collection of spells into a chaotic shell of wild magic, its boundaries forming the edges of the area of effect. Choose as many spells as you wish to invest MP. Each spell becomes a shell within the boundary; anyone who passes through the boundary is subject to the effects of one of the spells at random (which is then discharged from the shell).
Maleficence
Divine
Sorcery +10
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Keen Senses: Sight
Trait
You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
Known Stances
-
Fear Resistance
Active
Hardened by war or mental discipline, you know when to stand strong with indomitable will. As a reaction, you may shake off the effects of fear (magical or mundane) or any other similar effect that would compel you to act out of cowardice.
-
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
-
Keen Senses: Sight
Passive
You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
Focus
Keen Senses: Sight
Trait
You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
Inventory (3/11) 185
Choose a Weapon
Precise
Called shots with this weapon are not made with disadvantage.
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
TAG: Forge a New Path
Tag
With Ortho: can invoke x1
Partner in Crime
Bond
Stole the Enders' etching with Tharpe.
Blackmail
Bond
My original master was a stickler for rules, which I found frustrating. My efforts to skip steps/take shortcuts led to that master suffering mentally...and Tharpe knows about that.
TAG: Take it as it Comes
Tag
With Tharpe: can invoke 1x
Notes
Quest Log
This hero has not logged any notes.
Chrysoberyl Priest
Hyperempathy
Once per session, you may convert the psychic disposition of the scene into an aura of power that inhabits your person. You may derive this disposition from minds present in the scene or its emotional nature. Choose a corresponding spell to cast when shedding this aura or make a maleficence attack of similar type, otherwise the aura lasts until you rest.
Experience
- 2+1 Smart
- 3Sorcery
- 4+1 Smart
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk