- Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
Ormus
Caster
Haven / Adventurer's Guild Generated sheet, not saved Β· Seed 201 (Id) Β· Adventuring Β· level 14 placeholder from Platinum Β· Heroic by defaultPerks
- Once per day, spend a scene in deep study to roll 2d20 and take the best result.
- Later that day, you may spend that result on a mental test, using it in place of a die roll.
- All mental skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- When rolling damage for a magical power, 1's and 2's explode.
- When a die explodes, add its value to the score and reroll them.
- 'Innate' powers do not count toward your spellcasting limit.
- You can cast an unlimited number of 'Innate' powers each round, plus one non-Innate power.
Powers
- See thermal signatures. Adds +10 to detecting hidden creatures.
- You can see perfectly through smoke as though it's not present.
- Conjure a 6 meter area of fire, inflicting the burning condition on victims.
- Conjure a campfire (1 meter area). Won't immediately inflict burning.
- Increase nearby temperature to a comfortable level, or cook a meal in a single round.
- Breathe small gouts of fire, create smoke patterns, control fire color, etc.
Requires Power: Ignite
- Create a 10 meter area smoke cloud. Lasts 3 rounds.
- The smoke suppresses visibility. Creatures inside cannot see beyond melee range.
- Create and reshape a 25 meter area smoke cloud. Lasts 5 rounds.
- Instantly dismiss an area of smoke, or move it up to 10 meters.
Requires Power: Ignite
- A 10 meter zone of fire is fully under your control.
- It can be expanded, doused, altered, or bounded to a chosen area of effect.
- This can instantly remove a burning condition from a target.
- You can move the zone of fire up to 4 meters each round.
- Radiate heat and light equal to a small campfire.
Requires Power: Control Fire
- Fire spells deal an additional +1d6 fire damage while focusing.
- Cause a large, non-magical object to melt as though it has endured hours of superheated flame.
- The object rapidly melts like a viscous liquid, but cools too rapidly to be harmful.
- A tiny precision fire torch extends from your finger.
- e.g. weld items, brand inscriptions into surfaces, light tinder, etc.
- Gain +2 attack, +2 damage, and +1 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve lightly around obstacles to hit its mark.
- Gain +5 attack, +3 damage, and +2 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve around obstacles to hit its mark.
- Victim is knocked 10 meters in a chosen direction and enters the prone condition.
- Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.
- Can launch targets upward at half strength, such as to assist with a jump.
- Victims in a 15 meter cone are knocked 15 meters in a chosen direction.
- Save vs. Athletics to fully resist. A half save reduces the knockback to 8 meters.
- Control a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.
- Can also create vacuums, remove dust, cobwebs, particulates, etc.
- Can cast for free while using Concentration.
Requires Power: Ignite
- Make a spellcasting attack. Deals 1d6+Arcana fire damage and inflicts burning.
- Deal 1d6+Arcana fire damage to a 6 meter area. Inflict burning on victims.
- Can alternatively be cast as a 10 meter cone.
- Deal 1d6+Arcana fire damage to a 10 meter area. Inflict burning on victims.
- Can alternatively be cast as a 16 meter cone.
Traits
Directs and inspires others.
Has legitimate command or institutional power.
Wants kinship, household security, or family duty fulfilled.
Wants actions to matter beyond the present.
Stays controlled and steady under pressure.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Bow Proficiency; ranged weapon for mobile and precise shooting.
Equipment for retrieving or carrying a stranded or injured person.
General travel gear for dungeoneering, errands, and field work.
Recipient-specific replenishment of internal essence
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Attuned users can sense where the Tetherstone is.
Channels efficient, rechargeable lightning bolts.
Notes
--- Overview --- - Patriarch of Marin family. - Grandfather. - Platinum Water Sorcerer. - Still mind, tidal power.