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Your life has been shaped by a tragic event that caused you great harm. You seek to avenge yourself on the perpetrators and find peace and reconciliation.
Dogmatic
Your strict adherence to a particular moral code alienates you from the rest of society.
Genetic Fortitude
Talent
You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.
Sacred Touch
Technique
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Knight
kit
As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.
Equipment
Weapons
5
Broadsword +7
Edged
Defender
M/2
Bare Fists or Feet +5
Hand-to-Hand
Armor
You have no armor equipped.
Shield
+2
Zelda +2
Body
2
Defender
Defense +2
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
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.