- Gain +5 to all Athletics, Constitution, and Resolve Saves.
Ari
Priest
Fellowship Generated sheet, not saved · Seed 432 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Increase your base movement speed by 5 meters.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- Gain +5 to relevant knowledge tests involving anatomy, medical lore, diagnostics, treatment, surgery, tending to wounded.
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- Gain +5 to relevant knowledge tests involving theology, mythology, cult psychology, priestly subjects, etc.
- When you cast an area of effect spell, exclude up to two creatures from the effect.
Powers
- Detect a target's wounds, status effects, and mental and emotional stress levels.
- Cure a target of all poisons, curses, sickness, fatigue, slowness, coldness, fear, and stuns.
Requires Power: Purify
- Make a spellcasting attack vs. a dark creature. Deals {5d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
- Make a spellcasting attack vs. a dark creature. Deals {1d6 + Arcana} holy damage.
- Victim must save vs. Resolve or be 'Stunned' for 1 round.
- Apply successful "Darkburn" attacks on all dark creatures within short range.
- Can optionally cast as a 25 meter cone.
Requires Power: Purify
- Two allies gain +2 to all skill tests for the next scene. Cannot be stacked.
- Chosen target gains +5 on a single skill test. Cannot be used retroactively.
- Only works for actions that complete in one round. It cannot affect extended tests.
- Grant yourself or a companion a special retry on a failed skill test.
- Target rerolls with 1d12+10 instead of a 1d20. Use the better result. Natural 12s crit.
- Only works for actions that complete in one round. It cannot affect extended tests.
Requires Power: Purify
- Target creature heals 2d6 HP from wounds taken within the last short scene.
- Heal all HP on a chosen target.
- This power heals lost limbs, life-threatening medical conditions, fractured spines, etc.
Requires Power: Purify
- Taunt any number of chosen dark creatures within medium range.
- Affected creatures suffer disadvantage to all actions except attacking you.
- Affected creatures must half-save vs. Resolve or they must move toward you and attack.
- Target ally within long range cannot be attacked this round, directly or indirectly.
- Opponents cannot include the ally in an AOE effect that would negatively impact them.
- Bless a 50 meter zone for a scene. Within the zone, dark creatures have disadvantage.
- Intelligent dark creatures may recognize their disadvantage and avoid the sanctified area.
Requires Power: Heal
- Heal 2d6 HP on up to {Resolve + 1} targets within short range.
- Conjure powerful healing energies within a 25 meter area. Lasts a day.
- Anyone taking a long rest in Holy Ground recovers 3 HP.
- The affected area benefits from the same advantages as 'Sanctify' if the power is known.
- Recolor an object, outfit, surface, or willing creature.
- Targeting a creature can recolor their skin, hair, eye color, and similar cosmetics.
- Disguise an object or outfit as something of similar size and shape.
- Tactile inspection may reveal the distorted shaping effects.
Requires Power: Glamour
- Create a static hologram within a {Arcana} meter area.
- Appear as semi-translucent hologram projections. Viewers know they are illusions.
- You can alter the hologram's appearance while 'Concentrating' on it.
- Conjure a static illusion up to {Arcana + 1} meters in size.
- The phantasm appears fake to anyone within melee range.
- Can be positioned above ground, such as to paint hardlight designs in the air.
- The Phantasm blocks vision from the outside only; you can hide inside it.
- Conjures up to ten 'Phantasm' spells in the area.
- Can optionally be combined into a single illusion up to {Arcana + 5} meters in size.
- Create simple lighting effects.
- Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.
- Can attach a faint glow or marking light to a visible target.
- Can choose the color, focus, intensity, and simple properties of the light.
- The light is not bright enough to blind or distract.
- Create a complex lighting environment up to long range.
- Can cast the equivalent of ten 'Create Light' spells.
Requires Power: Light, Power: Glamour
- A chosen item in your possession is invisible.
- The item being smuggled must be worn, wielded, touched, or otherwise be on your person.
- Can make objects within a fixed {Arcana + 2} meter zone invisible.
- Create a fixed-position mirror or lens that bends light.
- Can produce reflections, lens effects, or grant up to 5x magnification.
- Can be fixed in mid-air or attached to surfaces; e.g. windows, walls, etc.
- Cannot be moved, but can be reshaped or altered with 'Concentration'.
Requires Power: Light
- Conjure a blinding flash within short range, or as a 15 meter cone.
- Affected creatures save vs. Perception or are blinded for 2 rounds. Half-save for 1 round.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Wants truth, expertise, or discovery.
Lives through faith, vows, or sacred duty.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Polearm Proficiency; simple two-handed reach weapon.
Portable objects for officiating a described observance.
Equipment for retrieving or carrying a stranded or injured person.
Mark terrain with special chalk that is invisible to demons, but visible to humans.
Established magical treatment of recent wounds
Smokes if there are demonic creatures within medium range.
Identify trace miasma effects to track demon kills.
Inspire emotional positivity and help repel demonic forces.
Glass orb whose wisps point toward concentrations of sapient Prana.
Attuned users can sense where the Tetherstone is.
Notes
No notes.