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You've made a powerful enemy due to your misdeeds or mistakes. At every turn, their minions seek you out to bring you into their grasp. You must become strong enough to confront them.
Celebrant
Every day you are compelled to observe your ritual. You must complete it at any cost or face dire consequences.
Natural Armor
Talent
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.
Spellsing
Technique
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.
Barbarian
kit
Rough living has made you strong. You gain +3 HP when you adopt this kit. You recover 2 HP or 2 wounds in any single rest period.
Equipment
Weapons
3
Hatchet +4
Thrown
M/2
Bare Fists or Feet +3
Hand-to-Hand
Armor
Leather
Light
8
3
Shield
You have no shield equipped.
Defense +4
Initiative +0
Soak2
Wounds
Skills
Languages
Supply
Magic
Maleficence
Sound
Shatters glass and deafens.
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
Spells
Anti/Sympathy
Charm
+4
You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.
Control (Earth)
Elemental
+4
You can manipulate a volume of earth equal to the area of effect, controlling its flow, direction, or shape. For example, you could turn solid ground into quicksand, reshape a stone wall, or create a sandstorm. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
Disbelief
Mind
+3
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
Maleficence
Sound
Shatters glass and deafens.
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
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)
185
Hatchet
Weapon
15
3
Choose a Weapon
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Swift
Attacks you make with this weapon are not risky and do not compromise your stealthed status.