- 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.
Nightclaw
Warrior
Fellowship Generated sheet, not saved Β· Seed 407 (Id) Β· Alpha, Adventuring Β· level 18 placeholder from Mythril Β· Heroic by default Β· generated traitsPerks
- Gain +3 defense.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Increase your base movement speed by 5 meters.
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Gain +5 to relevant knowledge tests involving appraisal, finance, management, operations, etc.
- 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.
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.
- Immune to dark magic, corruption, fear, and despair.
- Immune to domination magic.
- Reduce 5 damage from an attack from a dark creature.
- Detect dark creatures, enchantments, and artifacts within medium range.
- Add +5 holy damage to any melee attack against a dark creature.
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
- 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
- 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
- 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
- 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.
Traits
Solves through force.
Has people who obey, support, or rally behind them.
Wants to be known for something specific.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Heavy Weapon Proficiency; chopping weapon with a powerful cutting head.
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.
Attuned users can sense where the Tetherstone is.
User can see in low light environments.
Notes
No notes.