- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
Kassira
Rogue
Fellowship Generated sheet, not saved · Seed 425 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Gain +5 to concealing your intentions.
- This is not the same as fabricating a lie.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- 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.
- Automatically succeed at athletic maneuvers DC {10 + Athletics} or lower.
- Ignore movement penalties from difficult terrain.
- Can climb most vertical surfaces at half movement speed, even when others cannot.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- Once per turn, a movement you make can ignore all attacks of opportunity.
- Once per scene, gain +2 to a task that you spend at least a short scene carefully performing.
- Once per session, gain an additional +3 (for a total of +5) to one such methodical task.
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
Powers
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
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.
- 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.
- 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.
- 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.
- 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
- 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: 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.
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.
Traits
Wins through misdirection.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Treats sacred or serious things lightly.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Polearm Proficiency; versatile thrusting weapon with reach.
Foraging, navigation, weathering, and wilderness safety gear.
Lock tools, probes, wires, and compact infiltration supplies.
Creates a very loud series of pops and bangs.
Recipient-specific recovery of physical health and stamina
Creates a 10m area of dense smoke, obscuring vision for tactical retreats or ambushes.
Glass orb whose wisps point toward concentrations of sapient Prana.
Grant lizard-like climbing on surfaces.
Absorbs the sound and vibration produced by footfalls.
Attuned users can sense where the Tetherstone is.
Notes
No notes.