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4

Victor Kall

By Csills
  • Origin Humans
  • Class Mage
  • Kit Monk
  • Culture Muraian
  • Faction
  • Ethos Benefactor
4

Mighty +5

+5

Deft +3

+3

Smart +5

+5

Defense

+5

Armor Points

No soak

Hit Points

8 / 8

Wounds

Initiative

+0

Mana Points

10 / 10

Fate Points

Story Points

0 / 4

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

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.

Monk

kit

Icon

Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. As long as you have MP, if you roll a natural 5 or a 6 when making an attack, you are entitled to make one unarmed attack roll per opponent as a bonus action on your turn, with disadvantage. Each time you make an attack in this way, you may move adjacent to your opponent, independent of how far you can move in the round. Furthermore, you are not subject to attacks of opportunity when you use this ability. You are immune to mundane disease and poison.

Equipment

Weapons

Weapon Icon
M/2

Brass Knuckles +7

Hand-to-Hand

Knockout
Stun
Weapon Icon
M/2

Bare Fists or Feet +7

Hand-to-Hand

Knockout
Stun

Armor

Icon

Leather

Light

3
3

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Force

Sorcery +7

Crushes fragile objects.

The victim is stunned until after their next action.

Spells

  • Spell Icon

    Courage

    Enchantment +3

    You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.

  • Spell Icon

    Enchant Weapon

    Enchantment +7

    You may bestow an enchantment on any number of weapons you touch. Each weapon gets a maximum +1 to damage and +1 to hit.

  • Spell Icon

    Fear

    Illusion +7

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Haste & Slow

    Time +7

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Magic Armor

    Abjuration +7

    You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)

  • Spell Icon

    Magic Shield

    Abjuration +7

    You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.

Maleficence

Maleficence Icon

Force

Sorcery +7

Crushes fragile objects.

The victim is stunned until after their next action.

Stances

Focus

Focus Icon

One-Man Army

Combat

Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. When you successfully attack an opponent, you may inflict the frightened status on any number of victims allied with your opponent within a melee space of you. They are entitled to a contested Mighty check vs. your attack to retain their composure.

Known Stances

  • Stance Icon

    Aura of Power

    Active

    Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.

  • Stance Icon

    Battle Poise

    Passive

    Your sprightly poise keeps you on your toes, even when your foes would knock you to your knees. If you are knocked prone, you instant-stand back to your feet as a reaction. While using this stance, you are not subject to attacks of opportunity, and you're never disadvantaged from positional combat, such as rear or stealth attacks.

  • Stance Icon

    One-Man Army

    Active

    Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. When you successfully attack an opponent, you may inflict the frightened status on any number of victims allied with your opponent within a melee space of you. They are entitled to a contested Mighty check vs. your attack to retain their composure.

Focus

Focus Icon

One-Man Army

Combat

Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. When you successfully attack an opponent, you may inflict the frightened status on any number of victims allied with your opponent within a melee space of you. They are entitled to a contested Mighty check vs. your attack to retain their composure.

Inventory (3/15)
175

Item Icon
Blanket
Cheap
3
Item Icon
Brass Knuckles
Weapon
Item Icon
Leather
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Brass Knuckles
Attr
+5
Skill
+2 Hand-to-Hand
DMG
M/2
Tactics
KnockoutStun

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+3
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

A sorrowful betrayal – had an apprentice before Orthos and wanted access to the vault and fought him  to save the master. 

Servant of Nistir

Idealistic Gaze

Once per session, you may reveal the true, spiritual essence of any mundane object you gaze upon. An object transformed in this way becomes a magical consumable that grants you narrative advantage with respect to its underlying nature. If the object is wielded by an opponent, the GM may call for a contested check to determine whose belief wins out.

Experience

  • 2
    +1 Mighty
  • 3
    +2 Hit Points
  • 4
    +1 Mighty
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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