Arnan Bredelul
Arnan Bredelul
Death's Door: 3
Respite HP Recovery: 22
Excess HP: 0
Max HP Modifier: 0
Excess SP: 0
Max SP Modifier: 0
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 27
Spellcasting Stat Quotient: 2
affects your turn order in combat and other scenarios.
Res XP: None
Res Bonus: 2
Modifier: 0
Res XP: None
Res Bonus: 0
Modifier: 0
Carry Limit: 50
Half Carry Limit: 25
Drag/Push/Lift 150
Res XP: None
Res Bonus: 1
Modifier: 0
Res XP: None
Res Bonus: 1
Modifier: 2
Res XP: None
Res Bonus: 1
Modifier: 4
Res XP: None
Res Bonus: 4
Modifier: 6
Common Skills
Knowledges
Tools
Trial 14
Mundane Trial Modifier: 0
Trial 14
Mundane Trial Modifier: 0
Defense 12
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Defense 0
Worn Armor Rating:
Worn Armor Tier: Light
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 cast a LowSpell, you may make a weapon attack with a one-handed weapon you are holding as part of the Primary Action
Weapon attacks you make as part of your Battlemage ability are +1 Enhanced
As a Secondary Action on your turn, you may teleport to an unoccupied space of your choice within 2 Paces of a creature affected by a Hex you cast on it. You must be able to see the creature (but do not have to be able to see the space), and it must be within 10 Paces of you.
Curse Lord (B)Learn the Hex Spell
Jinxsworn Blade (B). Over the course of a 1 Hour ritual, you may transform a melee weapon with which you are experienced into your Jinxblade. Attack rolls you make with your Jinxblade are +1 Enhanced. The weapon is magical. If you are ever more than 1 Pace away from your weapon, it vanishes. You can choose to summon or dismiss your weapon as a Minor Action. You may only have one Jinxblade at a time. To create a new one, you must perform a 10 Minute ritual to remove the power from your other Jinxblade. If you die or the power is otherwise removed from your Jinxblade, it appears on the ground at your feet.
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