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- Name: Skylar
- https://cdnb.artstation.com/p/assets/images/images/001/469/081/large/cristina-cid-asdasdasdas.jpg?1446984261
- Role: Knight
- Tradition: Conjurer
- Background: Cursed (Abandonment of the False Flame)
- Attributes:
- Might: +2
- Agility: 0
- Will: 0
- Power: +3
- Tenacity: 12
- Evasion: 12
- Resolve: 12
- Integrity: 14
- Health: 10
- Destiny: 26 (16 + 4 + Level x 6)
- Recoveries: 6
- Aether: 2
- Speed: 5
- Skills:
- Knowledge: Curses and Dark Magic, Spiritual Oneirology, Art and Literature
- Physical: None
- Social: Deceit
- Flawed: Charm, Seduction
- Talents:
- Knight's Training (Base)
- Effect: Your base Destiny is increased by [4 + twice your level]. You gain a +2 bonusto all Defenses.
- Warded Soul - Talent
- Prerequisites: Power +3
- Effect: You gain a +1 bonus to Integrity. You gain 4 Resistance against the first instance of nonphysical damage you take each round. This can stack with armor against Elemental damage.
- Conjuration Initiate (Conjurer)
- Effect: You become Initiated into Conjuration Magic. You can now perform Conjuration invocations and rituals.
- Channeler (Conjurer)
- Effect: By performing a 10-minute ritual, you can forget any spells you know from the Conjuration Level-1 spell list, and learn a new
- spell from the same list for each spell you forgot. The Spirits do not like the fickle; once you have forgotten a spell this way, you cannot learn that spell again until you have completed a rest.
- Spirit Bell Fast - 1
- Target: A creature within 15 meters
- Attack: Power vs Integrity
- Hit: 1d6 psychic damage. If the target is a Spirit, they instead take 2d6 psychic damage.
- Critical 17+: The target is Distracted. If the target is a Spirit, they also take 1d6 additional damage.
- Basic Damaging Attack
- Spells:
- Arsenal of Blades Variable - X
- Effect: X+1 spectral blades appear and hover around you while you maintain this enchantment. While you have at least one blade, you can make the Secondary attack below as a Fast Action Basic Attack. Once per round immediately before or after taking another action, you can expend a spectral blade to make the Secondary Attack as a free interrupt. The enchantment ends when all blades are expended or upon recharging.
- Secondary Attack
- Target: An adjacent creature or object Attack: Power or Agility vs Evasion
- Hit: 1d6 physical damage. This counts as a weapon attack.
- Critical 18+: 1d6 more damage.
- Enchanted Action (Fast - 1 / 1 Aether): You conjure up two additional spectral blades. Then use the Secondary attack.
- Prerequisites: Knight or Lancer Warrior Spirit - Enchantment
- Flame Wreath Variable - X
- Target: A creature within 10 meters Attack: Power vs Integrity
- Hit: The target takes 1d6+X fire damage.
- • Knight: If X is 2 or higher, the target takes a -X penalty to attack and damage rolls until the end of the following round. This penalty does not stack with itself.
- Miss: As on a hit, but X is lowered by 1. If this causes X to be 0, the spell fails.
- Aether Boost: The value of X is increased by +2.
- Flame Spirit - Damaging Attack
- Stormcaller Standard - 2
- Target: Blast 4 set within 10 meters
- Effect: Choose one effect to create within the domain -
- • Cyclone: You create a whirling cyclone in the domain. Creatures within the Domain are Impaired and Vulnerable. At the end of each combat phase, it sweeps up any creatures and objects within the domain and pushes them 1d4+2 meters in a random direction (to determine which direction, roll 1d8; a 1 is the square immediately ‘up’ on the grid from the target, and so on clockwise).
- • Fog: A light fog fills the area. The vision of creatures in the domain is Clouded. Missile attacks targeting into, through, or within the domain gain disadvantage. You may move the domain up to 4 meters at the end of each round.
- • Rain: Increase the size of the target Blast by +1. It begins to rain lightly over the target area, causing creatures and objects to become Wet, and creating small puddles on the ground. This can have many effects based on the terrain.
- • Tempest: Whenever you make a weapon attack or spend Aether while within the domain, choose a creature within 5 meters. Push or pull the chosen creature up to 1 meter, and that creature takes Electric Damage equal to your Power.
- • Winter’s Mist: Snow and frozen mist swirls through the domain. Creatures moving through the domain that do not resist cold or are immune to cold are slowed. At the end of each combat phase, all creatures within the domain except yourself take 1d6 cold damage.
- Aether Boost: Increase the size of the Blast by +1.
- Sky Spirit - Domain
- Gear:
- Magic
- -----
- Curse-Eater Puzzlebox (Implement)
- Random trinket (-500 credits)
- Mundane
- -------
- Books on curses and the dark creatures who place them, a medical kit, an accessibility lantern (oil), lots of candles and cigarette lighters
- 1500 credits
- Character blurb: Probably from part of Zant. Introverted, grumpy, antisocial, wants friends. Comes off as weird - normal weird, not magic weird. Quiet at first, but won't shut up if she gets going, especially about any weird mundane thing she finds fascinating, like Magia: Midnight Wars. Treats her curse as an accessibility issue like colorblindness, doesn't mind it so much. Room is usually dark, lit only with candles. Interested in learning Invisible Light spell for teaching people about her 'disability', but actually kind of dreads the social contact required to do either of those things..
- Curse:
- Abandonment of the False Flame
- A hex said to originate from a powerful Fire Spirit that was driven from its domain by a cadre of technomancers and Radiant mages. They stole its home, so it stole the light from their eyes and those of their progeny.
- Effect: Magical and artificial light does not provide illumination for you. Sunlight and fire are okay, of course, and oil lamps are about the limit of what works for you. Electric lights and conjured light - even magical flames - do nothing for you. You can see what's on a cellphone or computer screen but can't use it for illumination.
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