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8

Maddoc, The Last Druid

  • Origin Humans
  • Class Daredevil
  • Kit Druid
  • Culture
  • Faction
  • Ethos Radical
8

Mighty +6

+6

Deft +6

+6

Smart +2

+2

Defense

+9

Armor Points

Hit Points

7 / 7

Wounds

Initiative

+2

Mana Points

12 / 12

Fate Points

Story Points

0 / 8

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.

Defy Danger

Technique

Icon

For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). When you switch stances, it does not cost you MP. You also start with 4 fate points instead of 3; the maximum amount of fate points you can accrue is 4.

Druid

kit

Icon

Your hermetic membership in a sacred circle of elder clerics grants you special communion with the forces of nature. For 1 MP, you may shapeshift into any non-monstrous animal of your choosing. The animal you shapechange into must be your relative mass, and your equipment changes with you. It does not cost MP to change back to your original form. You also speak the secret language of nature, which allows you to read the emotions and intent of all non-monstrous flora and fauna.

Equipment

Weapons

Weapon Icon
4

Slingshot +6

Missile

Weapon Icon
5

Staff of Nature +8

Reach

First Strike
Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Armor

Icon
+3

Stone Coat

Partial Plate

4
2
6

Shield

Icon
+3

Coffin +3

Tower

6
Knockdown

Deeds

 Deed Die 3 / 3
 Deed Die 3 / 3
 Deed Die 2 / 2

Skills

Languages

Supply

Magic

Spells

Magic is not your forte.

Stances

Focus

Focus Icon

Bonus Cantrips

Arcane

You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

Known Stances

  • Stance Icon

    Animal Friendship

    Active

    You have always been a friend to the natural world, approaching its denizens with humility and respect. You may create a narrative advantage in your first interaction with a Wild animal or monster.

  • Stance Icon

    Barber Surgery

    Active

    You have medical expertise on the battlefield, whether through study or practice. As an action, any target you touch may recover 1d6 HP divided any way you wish among any number of targets, including yourself. Each target healed is cured of any minor perils. When you tend to your subject's injuries, you must concentrate on your work and take no other action. It takes 1 round per point of HP to recover in this way.

  • Stance Icon

    Bonus Cantrips

    Passive

    You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

  • Stance Icon

    Familiar Terrain

    Passive

    You've always been more comfortable in the outlands than polite society. You are immune to the adverse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.

  • Stance Icon

    Keen Senses: Smell

    Passive

    You've honed your natural sense of smell beyond its natural limits. When you use this stance, any check you make which relies principally on smell (sniffing for poison) 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

    Pass without Trace

    Active

    You expertly cover your tracks to disguise your scent, footprints, and signs of your passage though an encounter space. As an action, you may use this stance to create a narrative advantage regarding a misdirection you leave behind.

  • Stance Icon

    Regenerative Trance

    Active

    You enter a psychic trance to realign your chakra, willing the cells in your body to heal your ailments. As an action each round, you may spend 1 MP to recover 1 HP, but must close your eyes and may take no other action. In addition to recovering HP, this spell negates the effects of fatigue or necrosis at a rate of one status effect per round.

  • Stance Icon

    Second Wind

    Passive

    The thrill of the fight only emboldens you, and each success fills you with renewed vigor. Whenever you explode a die by rolling natural 6 on a d6, you recover 2 MP.

Focus

Focus Icon

Bonus Cantrips

Arcane

You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

Inventory (6/16)
645

Item Icon
Coffin
Shield
Item Icon
Pitchfork
Weapon
3
Item Icon
Ring of the Shepherd
Treasure
Item Icon
Sickle
Weapon
3
Item Icon
Slingshot
Weapon
Item Icon
Staff of Nature
Treasure
Item Icon
Stone Coat
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Pitchfork
Attr
+6
Skill
+2 Reach
DMG
5
Tactics
First Strike
Icon
Slingshot
Attr
+6
Skill
DMG
4
Tactics
Icon
Sickle
Attr
+6
Skill
DMG
3
Tactics
Icon
Staff of Nature
Attr
+6
Skill
+2 Reach
DMG
5
Tactics
First Strike

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Stone Coat
AP
+4
Soak
Mighty
6
MP
+3

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Coffin (Tower)
Defense
+3
MP
+3
Mighty
6
Tactics
Knockdown

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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

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