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5

Meloth the Merciful

By Nick
  • Origin High People
  • Class Mage
  • Kit Battle Mage
  • Culture Arcadian
  • Faction Tehuti
  • Ethos Mastermind
5

Mighty +3

+3

Deft +3

+3

Smart +6

+6

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

15 / 15

Fate Points

1 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Arcane Adept

Technique

Icon

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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
d6

Rifle +8

Firearms

Bleeding
Piercing
Weapon Icon
3

Obsidian Blade +3

Small

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Bone

Light

8
3

Shield

Icon
+2

Targe +2

Body

2
Defender
  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Acid

Sorcery +8

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)

Spells

  • Spell Icon

    Antimagic Whip

    Metamagic +8

    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.

  • Spell Icon

    Chain Maleficence

    Metamagic +8

    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.

  • Spell Icon

    Charm (Person)

    Charm +8

    Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Command

    Charm +8

    You command a single target to perform a single action, as if they were charmed by you. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.

  • Spell Icon

    Fly

    Force +8

    You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.

  • Spell Icon

    Mirrorshield

    Abjuration +8

    You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Spell Turning

    Abjuration +8

    You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Vanish

    Astral +8

    You fold a target object into the spiritual realm, disappearing it from the physical world. The object thus affected cannot be interacted with by any physical means. The size of the object is limited by the spell's area of effect.

Maleficence

Maleficence Icon

Acid

Sorcery +8

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)

Stances

Focus

Focus Icon

Weapon Mastery

Combat

You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)

Known Stances

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Read Magic

    Active

    Your familiarity with the arcane gives you an uncanny inkling about artifacts imbued with magic. When you use this stance, you may read an object's magical aura per a spellcaster's ability to detect magic, or identify a magic item even if you don't have an Arcana skill.

  • 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, you may spend 1 MP to recover 1 HP per round, 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

    Weapon Mastery

    Passive

    You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)

Focus

Focus Icon

Weapon Mastery

Combat

You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)

Inventory (0/13)
190

Item Icon
Bone
Armor
Item Icon
Brooch of Antimagic Shielding
Treasure
Item Icon
Obsidian Blade
Weapon
Item Icon
Phase Cloak
Treasure
Item Icon
Rifle
Weapon
Item Icon
Targe
Shield

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Rifle
Attr
+6
Skill
+2 Firearms
DMG
d6
Tactics
BleedingPiercing
Icon
Obsidian Blade
Attr
+3
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bone
AP
+8
Soak
Mighty
3
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Targe (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    Sorcery
  • 3
    +1 Mighty
  • 4
    +3 Magic Points
  • 5
    +1 Deft
  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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