Bree
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Facts[edit]
- Background: noble who took up the cause(s) of the downtrodden peasants & serfs as a reluctant fighter
- Profession: Brupek noble
- Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
- Lead Knights of _____
- (in progress)
- (another?)
Attributes[edit]
- Strength 14 +1
- Dexterity 13 +1
- Constitution 16 +2
- Intelligence 10 +0
- Wisdom 13 +1
- Charisma 16 +2
Skill Rolls[edit]
- Strength 7
- Dexterity 8
- Constitution 5
- Intelligence 11
- Wisdom 8
- Charisma 5
Saving Throws[edit]
- Hardiness: 10
- Evasion: 11
- Spirit: 10
Power[edit]
- Effort: 5
- Influence: 5
- Dominion: 16 (6 free)
- Train Implausible Mob - Elite
- Experience: 18
Combat[edit]
- AC: 1
- HP: 25
- Armor: Heavy with Shield, affects Hardiness(?)
- Attack Bonus: +4
- Weapon: Sword
- +6 to Hit with Charisma, flashy & witty banter while dueling
- +6 to hit with Constitution, defensive and stalwart style
- 1d10+3 damage
- Fray: 1d8
Words and Gifts[edit]
- Apotheosis
- Receive the Incense of Faith
- Constant
- Capable of receiving worship
- Begin to form a cult
- Sanctify Shrine
- Action
- Costs 1 Wealth per Level
- Can target a gift or miracle at any person within the sacred grounds
- Smite the Apostate
- Instantly kill offending worshiper or less
- Action
- Hear Prayer
- Constant
- capable of hearing prayer
- can communicate
- can listen for particular people or topics
- Receive the Incense of Faith
- Command
- Basic abilities
- Charisma up to 16 or 18
- Communicate with ANY intelligent creature (Understanding and being understood)
- does not guarantee obedience
- Gifts
- The Lines of Rule
- No Effort
- spot true leader in any group or social context
- Commit Effort
- group of NPCs of lesser foes will instinctively obey
- if strangeness is brought up then NPCs may get Spirit saving throw
- No Effort
- Soldier's Faithful Heart
- Constant
- Creature of equal or fewer hit dice than level finds oath totally binding if oath is made freely
- Only magical coercion can force them to disobey or betray
- Can only affect one hundred (100) people per level
- Guards! Seize Him!
- Up to a Small Mob can be made to appear at the current location, provided within ten (10) miles of you. Only formally-pledged followers can be summoned.
- Action
- The Lines of Rule
- Basic abilities
- Sun
- Basic abilities
- May shed daylight up to 200 feet
- Cannot be blinded or vision impaired by darkness or mists
- invincible defense against fire damage
- vision can pierce blindfolds or survive physical removal of the eyes
- Gifts
- Body of Burning Light
- Commit effort
- gives AC 3 against creatures with sight
- weapons & attacks count as magical, 1d10 minimum damage, range of 200 feet
- sunlight for susceptible creatures
- Hope of the Dawn
- Commit Effort
- you and allies gain Morale 12 and invincible defense against magical emotional influence
- Allied NPCs gain +1 hit die and +1 to hit
- allies aware of your wishes
- Creation's First Light
- Commit Effort
- On Turn
- Vision penetrates any non-magical barrier. Allows you to see anything and everything out to the horizon.
- Automatically penetrates illusions and sees the true shape of shape-shifters.
- Cannot pierce Deception gifts.
- Body of Burning Light
- Basic abilities
- Sword
- Basic abilities
- all weapon or unarmed attacks are magical
- cannot be disarmed
- can summon any melee weapon ever used to hand as an Instant Action
- Gifts
- Steel Without End
- Constant
- all weapons do 1d10+1, may use any attribute if relevant to style
- Thirsting Razor
- Commit Effort
- On Turn
- always hit lesser foes with melee attack, but only actual melee
- no need to roll to hit
- Contempt of Distance
- Constant
- move towards enemy as long as attack
- move full movement anywhere, without navigating path (such as to a rooftop or in the sky)
- Nine Iron Walls
- Instant
- Commit Effort for scene
- Invincible defense against all physical attacks until the next round
- does not apply to environmental hazards, spells, or other non-attack sources of harm
- Can be used after a successful hit
- Shattering Hand
- Commit Effort
- On Turn
- Melee damage rolls and Fray dice are always maximum. Destroy barriers up to five (5) feet thick in one action. Magical substances may resist this power.
- Steel Without End
- Basic abilities
- Apotheosis
- Receive the Incense of Faith - Constant
- Able to be worshiped.
- Receive the Incense of Faith - Constant