- 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.
Sable
Rogue
Fellowship Generated sheet, not saved · Seed 405 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Increase your base movement speed by 5 meters.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Gain +5 to relevant knowledge tests involving appraisal, finance, management, operations, etc.
- Always reroll 1's and 2's on stealth tests.
- When the party is making a group stealth test, up to three allies gain a free re-roll.
- Always reroll 1's and 2's on infiltration tests.
- Infiltration tests complete twice as fast, and complete in one round when you exceed +5 difficulty.
- When using a sword or bladed weapon (such as a dagger), you can choose to make two attacks instead of one.
Powers
- Magical detection, identification, marking, scrying, and tracking effects fail against you.
- This also applies to detection-based enchantments, such as alarms.
- Magical powers receive false intel about you, at your discretion.
- e.g. telepathy, status identification, and other magical senses misdirect the caster.
- You can choose the false details, but it cannot materially exceed your power level.
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
- Improved hearing. Add +5 to sound-based perception tests.
- Can filter and isolate unwanted sounds; e.g. eavesdrop across a room.
- This can overhear hushed conversations within medium range in line of sight.
- Cannot be Deafened. Ignore penalties from unwanted noise.
Requires Power: Chi: Physical
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
- 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.
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
- 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.
- While active, sounds within your aura are silenced.
- Stealth tests based purely on sound automatically succeed.
- Gain advantage on mixed stealth tests, where sound is partially relevant.
- Observers cannot hear you. They suffer disadvantage on mixed stealth tests.
Requires Power: Chi: Hearing
- Move your source of hearing up to long range.
- Your second source of hearing can pass through matter.
- This power can be resisted by anti-scrying and warding enchantments.
- Tactile sensitivity improves greatly. Add +5 to delicate, tactile-heavy tasks.
- e.g. +5 to sleight of hand, picking locks, cracking safes, climbing, breaking objects, needlework, etc.
- e.g. +5 to detecting sleight of hand, finding hidden passages, finding and disarming traps, etc.
- Detect movement within medium range, including vs. hidden creatures.
- The user may be able to recognize illusions by their absence of weight.
- Tactile senses extend along continuous surfaces; e.g. walls, bridges, tunnels, ropes, etc.
- You can "feel" up to medium range along any surface you have contact with. You sense its edges.
- The user may detect hidden passages that are otherwise perfectly concealed.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Wants danger, movement, and heightened stakes.
Treats sacred or serious things lightly.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; short curved sword suited to ships and close quarters.
General travel gear for dungeoneering, errands, and field work.
Basic tools for securing lines and negotiating short climbs.
Creates a 10m area of dense smoke, obscuring vision for tactical retreats or ambushes.
Creates a very loud series of pops and bangs.
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Absorbs the sound and vibration produced by footfalls.
Concealable blade that severs magical effects and spell control.
User can see in low light environments.
Notes
No notes.