precog anit hero
- Origin Humans
- Class Bard
- Kit Precog
- Ethos Arbitrator
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). If you choose to do so, you cannot cast concentration spells or attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
You were born with a gift that allows you brief glimpses into the future. 1) For 3 MP, you may take advantage on a non-combat roll after rolling the dice; 2) for 1 MP, you may re-roll your initiative; or 3) for 2 MP, change a die face from 2 to 3 or 4 to 5. While you may spend MP to alter the same roll as many times as you wish, you cannot affect a roll after the GM has resolved it, or affect a roll to confirm a critical or explode a die.
Bare Fists or Feet +4
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 or your target may visualize a known location anywhere in the material realm. The subject of this spell is able to see all that transpires in this location within a volume equal to the area of effect using their normal visual senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's true location.
You couple one or more spells to cast simultaneously at a later time. For each spell you couple in this way, this spell adds a cumulative cost in MP to cast: coupling two spells costs 2 MP plus the cost of the spells involved; coupling 3 spells costs an additional 5 MP; coupling four costs an additional 9 MP. The spells cast in contingency have duration, targets, and area of effect equal to MP cost at which they were coupled. This spell cannot be coupled in this way.
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
You alter yours or your target's physical reality such that you and the objects on your person become two-dimensional. You have height and length, but no width. If you are observed from the side, you are effectively invisible. You can also slip between the thinnest cracks or openings. While flattened in this way, you take double damage from physical attacks.
You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.
By touch, you cause a mundane, inanimate surface equal to the area of effect to become immaterial, allowing anyone to pass through for the duration of the spell.
Choose an Armor
Choose a Weapon
Called shots with this weapon are not made with disadvantage.
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.