- Increase your base movement speed by 5 meters.
Adrian
Warrior
Haven / Adventurer's Guild Generated sheet, not saved Β· Seed 204 (Id) Β· Adventuring Β· level 18 placeholder from Mythril Β· Heroic by defaultPerks
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Once per round, take a 2 meter step. This can avoid area of effect abilities or attacks of opportunity.
- Can be performed on your turn or as an interrupt / reaction.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- If a standard (non-heroic) opponent has 3 or less HP after your attack, you may insta-kill them.
- Using this ability fully kills them; capture or recovery is no longer possible.
- If you kill an opponent, your next attack gains advantage and +2 damage.
- Incapacitation does not count as a kill.
- When using a sword or bladed weapon (such as a dagger), you can choose to make two attacks instead of one.
Powers
- Improved vision. Add +5 to visual-based perception tests.
- Can see clearly even in low light or pure darkness.
- Gain immunity to unwanted light effects, such as blinding exposure.
- Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
Requires Power: Chi: Physical
- Jumps gain up to +2 meters of height and +5 meters of distance.
- Jump anywhere within medium range, up to 10 meters high.
- Ignore all terrain penalties.
- Ignore fatigue, encumbrance, and physical strain effects.
Requires Power: Chi: Physical
- You can split your movement before and after your action.
- Make an additional action other than movement this round.
- Ignore Attacks of Opportunity (but not Readied Attacks).
Requires Power: Chi: Physical
- Add +3 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Add +5 to Athletics, Combat, Constitution, Ranged, and damage tests this turn.
Requires Power: Chi: Physical
- Gain +1 Defense.
- You react instantly to danger, allowing you to act on surprise rounds.
- Avoid a thrown attack or physical hazard that you are aware of.
- Can be spent retroactively to convert a failed evasion into a successful one.
- If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Requires Power: Chi: Physical
- Fully heal your HP whenever you take a long rest.
- Recover 5 HP, even in the moment your Death Threshold is hit.
- This ability can regenerate missing limbs, shattered spine, lost organs, etc.
Requires Power: Chi: Physical
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
Requires Power: Chi: Physical
- Reduce a source of damage taken by 3.
- Reduce a source of damage taken by 5.
- Ignore the effects of unwanted pain.
- When affected by a spell, deal 3 unsoakable damage to its caster.
- Your sorcery powers cannot be suppressed by warding enchantments.
Traits
Seeks the unknown.
Has legitimate command or institutional power.
Wants danger, movement, and heightened stakes.
Wants actions to matter beyond the present.
Pushes upward toward success or recognition.
States needs and claims space directly.
Equipment
12 Defense; refined magical armor that counts as unarmored.
+1 Defense while equipped.
Blade Proficiency; extended blade with strong melee reach.
Foraging, navigation, weathering, and wilderness safety gear.
General travel gear for dungeoneering, errands, and field work.
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Formidable blade capable of devastating damage against demons.
User can see in low light environments.
Attuned users can sense where the Tetherstone is.
Notes
House father who gets restless indoors, treating formal obligations as delays before the next dangerous voyage.