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1

Alicent Hightower

The city is yours, Princess, but you will not hold it long.

By legends
  • Origin Humans
  • Class Mage
  • Kit Empath
  • Culture
  • Faction
  • Ethos Mastermind
1

Mighty +1

+1

Deft +4

+4

Smart +5

+5

Hit Points

2 / 2

Armor Points

0 / 0

Magic Points

10 / 10

Fate Points

3 / 3

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.

Arcane Adept

Technique

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As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.

Empath

kit

Icon

Your natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed Deft check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

You have no weapons equipped.

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Charm (Person)

    Charm +5

    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 +5

    You command a single target to perform a single action. 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.

  • Spell Icon

    Permanency

    Alchemy +5

    This spell requires a combination of material components and knowledge of the spells that create the effects you desire to make permanent. The spells involved must be cast in conjunction with this spell, and the components are consumed in the casting of the spell. Confer with the GM to determine the required components and casting time.

  • Spell Icon

    Seduction

    Charm +5

    You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independent of the target's sexual orientation. 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 seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.

Maleficence

Maleficence Icon

Divine

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its 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 (0/11)
250

Armament

Weapons

You have no weapons in your inventory.

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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