- Gain +5 to all Athletics, Constitution, and Resolve Saves.
Vark
Warrior
Fellowship Generated sheet, not saved · Seed 419 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- If you kill an opponent, your next attack gains advantage and +2 damage.
- Incapacitation does not count as a kill.
- 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.
- 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.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
Powers
- When affected by a spell, deal 3 unsoakable damage to its caster.
- Your sorcery powers cannot be suppressed by warding enchantments.
- 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
- 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
- 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
- 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
- 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
- Reduce a source of damage taken by 3.
- Reduce a source of damage taken by 5.
- Ignore the effects of unwanted pain.
Traits
Solves through force.
Has people who obey, support, or rally behind them.
Holds firm once committed.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; extended blade with strong melee reach.
Equipment for retrieving or carrying a stranded or injured person.
Foraging, navigation, weathering, and wilderness safety gear.
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.
Elite blade for anti-sorcery. Difficult to master.
Notes
No notes.