Perks
Religion
Religion
Knowledge Perk
- Gain +5 to relevant knowledge tests involving theology, mythology, cult psychology, priestly subjects, etc.
Medicine
Medicine
Knowledge Perk
- Gain +5 to relevant knowledge tests involving anatomy, medical lore, diagnostics, treatment, surgery, tending to wounded.
Social Mastery
Social Mastery
Skill Perk
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
Enduring
Enduring
Combat Perk
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
Nature
Nature
Knowledge Perk
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
Powers
Purify
Purify
Sorcery - Prana
Detect Status
Innate, Mana
- Detect a target's wounds, status effects, and mental and emotional stress levels.
Purify
Mana
- Cure a target of all poisons, curses, sickness, fatigue, slowness, coldness, fear, and stuns.
Holy Strike
Holy Strike
Sorcery - Prana
Requires Power: Purify
Holy Strike
Major
- Make a spellcasting attack vs. a dark creature. Deals {5d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
Darkburn
Minor
- Make a spellcasting attack vs. a dark creature. Deals {1d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
Prana Wave
Major
- Apply successful "Darkburn" attacks on all dark creatures within short range.
- Can optionally cast as a 25 meter cone.
Protect
Protect
Sorcery - Prana
Requires Power: Purify
Taunt Evil
Innate, Mana
- Taunt any number of chosen dark creatures within medium range.
- Affected creatures suffer disadvantage to all actions except attacking you.
- Affected creatures must half-save vs. Resolve or they must move toward you and attack.
Protect
Minor
- Target ally within long range cannot be attacked this round, directly or indirectly.
- Opponents cannot include the ally in an AOE effect that would negatively impact them.
Sanctify
Major
- Bless a 50 meter zone for a scene. Within the zone, dark creatures have disadvantage.
- Intelligent dark creatures may recognize their disadvantage and avoid the sanctified area.
Heal
Heal
Sorcery - Prana
Requires Power: Purify
Heal
Minor, Touch
- Target creature heals 2d6 HP from wounds taken within the last short scene.
Full Heal
Major, Touch
- Heal all HP on a chosen target.
- This power heals lost limbs, life-threatening medical conditions, fractured spines, etc.
Area Heal
Area Heal
Sorcery - Prana
Requires Power: Heal
Group Heal
Major
- Heal 2d6 HP on up to {Resolve + 1} targets within short range.
Holy Ground
Major
- Conjure powerful healing energies within a 25 meter area. Lasts a day.
- Anyone taking a long rest in Holy Ground recovers 3 HP.
- The affected area benefits from the same advantages as 'Sanctify' if the power is known.
Traits
Zealot
Zealot
Pursues belief absolutely.
Legacy
Legacy
Wants actions to matter beyond the present.
Devout
Devout
Lives through faith, vows, or sacred duty.
Equipment
Staff
Staff
Weapon
Polearm Proficiency; simple two-handed reach weapon.
Rescue Kit
Rescue Kit
Kit
Equipment for retrieving or carrying a stranded or injured person.
Survival Kit
Survival Kit
Kit
Foraging, navigation, weathering, and wilderness safety gear.
Health Potion
Health Potion
Equipment
Recipient-specific recovery of physical health and stamina
Divine Chalk
Divine Chalk
Equipment
Mark terrain with special chalk that is invisible to demons, but visible to humans.
Raiments
Raiments
Equipment Β· Rare
Self-cleaning, self-drying, self-repairing outfit.
Serenity Stone
Serenity Stone
Equipment Β· Rare
Inspire emotional positivity and help repel demonic forces.
Lifeseeker
Lifeseeker
Equipment Β· Scarce
Glass orb whose wisps point toward concentrations of sapient Prana.
Darkvision Glasses
Darkvision Glasses
Attuned Aethertech Β· Rare
User can see in low light environments.
Notes
- Wants to cleanse family's trade of shadier deals, even if it breaks their richest contracts.
--- Overview ---
- Gold 2nd year Water Sorcerer.
- Water Priestess of Ursula.
- Devout, Bright, Blunt.
- Wants to be a Siren.