- If you kill an opponent, your next attack gains advantage and +2 damage.
- Incapacitation does not count as a kill.
Blaze
Warrior
Fellowship Generated sheet, not saved Β· Seed 406 (Id) Β· Alpha, Adventuring Β· level 18 placeholder from Mythril Β· Heroic by default Β· 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 Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Increase your base movement speed by 5 meters.
- If an opponent misses their melee attack against you, spend 1 Willpower to counter-attack them.
- Can activate for free once per encounter, or any time a melee opponent botches their attack.
- 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.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Powers
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
- 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
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
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
- 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.
- When affected by a spell, deal 3 unsoakable damage to its caster.
- Your sorcery powers cannot be suppressed by warding enchantments.
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
- Reduce a source of damage taken by 3.
- Reduce a source of damage taken by 5.
- Ignore the effects of unwanted pain.
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
- 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).
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
States needs and claims space directly.
Struggles to stay still or leave things alone.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Mace Proficiency; heavy blunt weapon for crushing blows.
Tools for navigating, marking, and working through confined underground routes.
Equipment for retrieving or carrying a stranded or injured person.
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
User can see in low light environments.
Attuned users can sense where the Tetherstone is.
Notes
No notes.