Ivy Inklass
Ivy Inklass
Ivy Inklass
Death's Door: 4
Respite HP Recovery: 34
Excess HP: 0
Max HP Modifier: 0
Excess SP: 0
Max SP Modifier: 0
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: 2
Modifier: 4
Res XP: None
Res Bonus: 1
Modifier: 4
Carry Limit: 160
Half Carry Limit: 80
Drag/Push/Lift 480
Res XP: None
Res Bonus: 3
Modifier: 2
Res XP: None
Res Bonus: 1
Modifier: 4
Res XP: None
Res Bonus: 1
Modifier: 0
Res XP: None
Res Bonus: 2
Modifier: 0
Common Skills
Knowledges
Tools
Trial 14
Mundane Trial Modifier: 0
Trial 0
Mundane Trial Modifier: 0
Defense 12
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Defense 3
Worn Armor Rating:
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)
Venombringer
I. Cognitive Venom
Increase your experience with Tools (Poisoner's) and Knowledge (Toxicology), or a similar tool and/or knowledge of your choice.
II. Venom Harbinger
When you roll die for Toxic Damage you are dealing, the dice tier of the Toxic Damage dealt increases by one tier (d4, d6, d8, d10, and d12), to a maximum of a d12. You also ignore Protection from Toxic Damage. Additionally, creatures have +1 Flaw to any Vigor Resistance check made against being Poisoned by an effect originating from you.
III. Venom Veins
You are Immune to being Poisoned and are Protected from Toxic Damage.
Toxicologist
I. Toxicology Studies
Increase your experience with Knowledge (Toxicology) and Tool (Poisoner's), or a similar knowledge and/or tool of your choice.
II. Toxic Application
You can apply a toxin to a weapon or piece of ammunition as a Minor Action, instead of a Primary Action.
III. Toxicology Expert
Increase your experience with Tools (Poisoner's), or the same tool you increased experience with when you first took this ability. With an hour of work and by expending at least 10g of poisoner's supplies, you can create a powerful venom or poison. You have one dose of the resulting toxin for every 10g you spent crafting it. The toxin deals damage equal to 2d8 + your Experience Bonus in Toxic Damage when a creature is struck by a weapon or piece of ammunition coated with it. Once harmed by the toxin, a creature is Poisoned until the end of its next turn.
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