Armaments |
Total: 6 |
Water Staff
Slots Used: 4 | Damage:
9 | Source:
Water | Range:
C Accuracy:
11 ROLL Description
Accuracy: 11
Base Damage: 9
Large: -2 Accuracy
+2 Accuracy (Skill 11 Threshold)
As a passive action while holding this staff you are able to walk on water.
You can create a high pressure shot using water to strike a damage.
You can also manipulate water to a limited capacity within a close range.
Holy Bolt
Slots Used: 1 | Damage:
8 | Source:
Holy | Range:
C Accuracy:
13 ROLL Description
Accuracy: 11
Base Damage: 5 + Smarts / 4 Rounded up
Light: 0 Accuracy
+2 Accuracy (Skill 11 Threshold)
You shoot a bolt of holy energy from your staff.
Holy Mockery
Slots Used: 1 | Damage:
8 | Source:
Physic | Range:
C Accuracy:
13 ROLL Description
Accuracy: 11
Base Damage: 5 + Smarts / 4 Rounded up
Light: 0 Accuracy
+2 Accuracy (Skill 11 Threshold)
You cast a spell making them feel as if they are being mocked by the divine.
Force Bolt
Slots Used: 1 | Damage:
6 | Source:
Force | Range:
C Accuracy:
14 ROLL Description
Accuracy: 11
Base Damage: 3 + Smarts / 4 Rounded up
Holdout: +1 Accuracy
+2 Accuracy (Skill 11 Threshold)
You shoot a arcane bolt of energy as an additional option you can expend 1 mana per additional bolt up to 3.
Healing
Slots Used: 1 | Damage:
Smarts+d12 | Source:
Healing | Range:
C Accuracy:
14 ROLL Description
Accuracy: 11
Base Healing: Smarts+d12
Light: 0 Accuracy
+2 Accuracy (Skill 11 Threshold)
+1 Damage - (Might 3 Threshold) | +3 Damage (Sense 9 Threshold) | +3 Damage (Smarts 9 Threshold)
Flavour text here
Dagger
Slots Used: 1 | Damage:
3 | Source:
Piercing | Range:
M Accuracy:
14 ROLL Description
Accuracy: 11
Base Damage: 3
Holdout: +1 Accuracy
+2 Accuracy (Skill 11 Threshold)
flavor text here.
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Augments |
Total: 6 |
Misty Step
AUG Used: 1 | Damage:
-- | Source:
-- | Range:
VF Accuracy:
-- ROLL Description
Mana Usage: 1
Ability to teleport within very far range.
Healing Circle
AUG Used: 2 | Damage:
Smarts+d12 | Source:
Healing | Range:
F Accuracy:
-- ROLL Description
Mana Usage: 2
Cast a healing circle on another player within far range or NPC that extends out to a close range healing everyone for Smarts+d12.
Calming Mind
AUG Used: 2 | Damage:
-- | Source:
-- | Range:
F Accuracy:
-- ROLL Description
Mana Usage: 2
Target a player mending their mind within Far range. They gain +2 Sanity.
Shield of Faith
AUG Used: 1 | Damage:
-- | Source:
-- | Range:
F Accuracy:
-- ROLL Description
Mana Usage: 1
Cast on a player or NPC giving them the Shield of Faith attribute within Far range, they gain for the rest of the round a Damage Threshold of +10.
Astral Projection
AUG Used: 1 | Damage:
-- | Source:
-- | Range:
-- Accuracy:
-- ROLL Description
Mana Usage: 1
Can be used at any time to project out your astral spirit, being able to observe the world of spirits around you, or look into peoples souls.
Limited to 1 use per day.
Glamor
AUG Used: 2 | Damage:
-- | Source:
-- | Range:
C Accuracy:
-- ROLL Description
Mana Usage: 2
Using glamor you can influence an individual in any way you choose, they will gain a -4 to any deception rolls or relevant rolls.
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Armor |
Total: 3 |
Hat
Armor: 4 | Source:
-- | Range:
-- Hit Target:
0 ROLL Description
HT: 0
Blessed HT: +1
Thin Armor: 4
Flavor Text
Over Armor
Armor: 10 | Source:
-- | Range:
-- Hit Target:
-2 ROLL Description
HT: -2
Blessed HT: +1
Standard Armor: 10
Flavor Text
Under Armor
Armor: 4 | Source:
-- | Range:
-- Hit Target:
0 ROLL Description
HT: 0
Thin: 4
Flavor Text
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Traits |
Total: 4 |
REDLINE: Holy Smite
Your Redline uses all your remaining Focus and instantly restores 1 Integrity per Focus spent. You can use your Redline anytime as a Free Action, even if it isn't your turn. When you use your Redline, holy light descends down on a single creature who attacked you or a creature of your choosing taking 1 Holy-source damage for each creature it has killed or maimed in its life, the holy damage received by the target will be absorbed as integrity, or transferred to allies as integrity. Bosses are immune and will receive 30 holy damage instead unless they are in their last phase then they take the full brunt of the Holy Smite but it can not finish them off. They will be left with 1 integrity.
TWIST: Astrael Edge
Uses 3 focus allowing to create a holy aurora around all players in a far distance increasing their hit target by 2. Furthermore all monsters within a far distance must roll a Cool C Action check, on failure pawns lose 2 hit target, pieces 1 hit target and bosses are immune. This condition lasts for 2 rounds.
GENERAL: Sanctuary
Uses 1 focus to cast a holy circle around a group of players within close range of each other causing enemies to change focus.
GENERAL: Holy Armor Mender
Uses 2 focus to casting a unique blessing that allows them to mend and fortify armor using holy energy. Every player within a far distance will receive Skill + d12 armor or a single target for Skill+2d12 within far range.
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Amplifiers |
Total: 6 |
Background/Skillset: Ballroom Dancer and Medic
Whimprone, the kind of guy who is more dedicated to things he likes to do that he isn't very good at then arguably his job that he is very skilled.
He would describe himself as a ballroom dancer, a poet, a chess player, a scholar, and oh yeah I guess a medic.
+2 to all arcane lore and magical history
+2 to all entertainment checks
+2 to medical knowledge
+1 Agility
Species: Sylvani
Sylvani receive
Sylvani get a free +2 to Reflex, Sense, Skill and +1 Physical DT, +2 Elemental DT, but take a -1 to Vigor and Might. They also get a free +2 to Cool. They also have +2 Sanity. Additionally, they have the inherent ability to commune with environmental Spirits.
+2 Reflex
+2 Sense
+2 Skill
+2 Cool
-1 Vigor
-1 Might
+2 Sanity
Additionally, they have the inherent ability to commune with environmental Spirits.
Variance: Planetouched
As a planetouched mortal your mind is connected directly to the arcane realm, allowing you to see astral signatures, as well as project your mind outward as an astral spirit.
You gain an additional 4 Mana.
Furthermore you Receive
+2 Cool
+2 Smarts
+2 Sense
+1 Reflex
+2 Integrity
+1 Physical DT
+2 Elemental DT
+5 Integrity
+5 Armor
Archetype: Cleric
Cleric Class Receives
As a arcane class, you gain the ability and additional stat of mana to use your augments. You receive 4 mana from the Cleric class.
+1 Smarts
+1 Skill
+1 Sense
+1 Cool
Origin: Starlight Citadel Medic
Born and raised at the Starlight citadel, a medic by trade but a librarian and an academic at heart
+1 Smarts
+1 Sense
+1 Cool
Leveling
Level 4: +3 Integrity
Level 5: +3 Integrity
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Hindrances |
Total: 2 |
Know-It-All
Ambrosia refuses to admit he dosent know information. If he fails a history check, he would rather make up false information then admit he doesn't know something.
Gullible
You are extremely gullible and receive a -4 modifier to all deception checks against you.
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