Achila Malick
Achila Malick
Death's Door: 5
Respite HP Recovery: 42
Excess HP: 0
Max HP Modifier: 0
Excess SP: 0
Max SP Modifier: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
affects your turn order in combat and other scenarios.
Res XP: None
Res Bonus: 1
Modifier: 2
Res XP: Beginner
Res Bonus: 4
Modifier: 9
Carry Limit: 300
Half Carry Limit: 150
Drag/Push/Lift 900
Res XP: Beginner
Res Bonus: 4
Modifier: 6
Res XP: None
Res Bonus: 1
Modifier: 0
Res XP: None
Res Bonus: 1
Modifier: 0
Res XP: None
Res Bonus: 1
Modifier: 0
Common Skills
Knowledges
Tools
Trial 15
Mundane Trial Modifier: 0
Trial 0
Mundane Trial Modifier: 0
Defense 11
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Defense 16
Worn Armor Rating: 12
Worn Armor Tier: Medium
Worn Shield Rating:
Defense Armored Modifier: 0
Weapons
Attack (attack with a weapon you are holding, or make some other attack roll)
Called Shot (exchange a number of enhancements for flaws to gain an effect on one attack or similar roll)
Evade (attacks against you until the start of your next turn are +1 Flawed)
Exchange (item interaction involving another creature, like giving a potion)
Grapple (attempt to grapple a creature no more than 1 Size larger; Athletics, Grace, or Power check)
Hide (Grace check against Passive Notice. Must be at least Partially Covered)
Hold (Hold one action and define a trigger for it. Wasted if the trigger does not occur by the start of your next turn. Held spells are expended regardless. Holding an attack only triggers a single attack).
Jump (jump a height or distance equal to Might Quotient, or double the distance by running for at least 2 Paces in a straight line)
Sprint (you move an additional time this turn)
Stabilize (make a Trial 15 Knowledge check to attempt to end the Dying state on a creature. Trial increases by 10 for each Death Test the creature has failed thus far).
Tool Usage (use a tool, within reason)
Withdraw (you do not trigger Advantage Attacks for the rest of your turn).
Assist (give a creature +1 Enhancement on their next skill check using the skill you are using to assit them. You must at least be a Beginner with that skill to assist).
Interact (interact with an object like a door, chest, lever, etc. GM may rule in some cases that an interaction requires more than a Secondary Action).
Use (Use an item on yourself, like drinking a potion)
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
When you use your Primary Action to make an attack with a weapon that you have mastered, you may attack two times instead of once with the weapon.
Hardy (B)Increase your Vigor by 2
Savagery (A)Increase your Might or Dexterity by 2 (your choice). When you hit a creature with a melee attack, you may spend one SP to add an additional 1d6 of the weapon’s damage type to the damage roll of the attack.
. When you take damage from a creature within 1 Pace of you, you may make an Advantage attack against the creature as a Reactive Action by expending 1 SP.
Second Wind (A). On your turn, you may use a Secondary Action to roll 1d6, regaining SP equal to the number rolled (up to your maximum). Once you have used this ability, you may not use it again until you have completed a Respite.
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