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1

Bardanov

  • Origin Clockwerk
  • Class Cleric
  • Kit Shaman
  • Culture
  • Faction
  • Ethos Esurient
1

Mighty +3

+3

Deft +3

+3

Smart +4

+4

Hit Points

4 / 4

Armor Points

0 / 0

Magic Points

7 / 7

Fate Points

3 / 3

Abilities

Natural Armor

Talent

Icon

Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.

Exorcise

Technique

Icon

You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.

Shaman

kit

Icon

It takes a practiced cleric like you to interpret the pronouncements of your spiritual patron. For 2 MP, you may perform a ritual to invoke a primal spirit. The spirit will provide a vision that answers a question regarding your present circumstances: 1) Who is really in control here? 2) What here is untrue? 3) Who threatens me here? 4) What peril lies ahead? 5) What evil has transpired here? 6) What shall I take with me? Primal spirits tend to communicate in chaotic imagery and metaphor, but are always truthful in their answers. Once per session, you may re-roll any die related to the questions you asked. (You cannot re-roll after the GM has resolved a roll or affect a roll to confirm a critical.) Astral spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Crowbar +5

Blunt

Crushing
Knockout
Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

You have no armor equipped.

Shield

Icon
+2

Parma +2

Body

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

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Thaumaturgy +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Spells

  • Spell Icon

    Animate Dead

    Necromancy +5

    You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.

  • Spell Icon

    Heal

    Curative +5

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Revive

    Curative +5

    You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.

Maleficence

Maleficence Icon

Lightning

Thaumaturgy +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/13)
39

Item Icon
Crowbar
Weapon
—
Item Icon
Parma
Shield
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Crowbar
Attr
+3
Skill
+2 Blunt
DMG
4
Tactics
CrushingKnockout

Armors

You have no armors in your inventory.

Shields

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

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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