Editing Mikkos Szabo

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*Inherent: Dexterity set to 16  
 
*Inherent: Dexterity set to 16  
 
*Liar's Flawless Grace (Constant): His lies can never be detected as such by magic or other special abilities. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.
 
*Liar's Flawless Grace (Constant): His lies can never be detected as such by magic or other special abilities. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.
*Walking Ghost (On Turn, Commit Effort): Cannot be detected by lesser foes unless he attacks them or otherwise draw blatant attention, even if he is standing right in front of the NPC. Worthy foes have a chance to notice him with a Spirit save if he goes into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention.
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*Walking Ghost (On Turn, Commit Effort): You cannot be detected by lesser foes unless you attack them or otherwise draw blatant attention, even if you are standing right in front of the NPC. Worthy foes have a chance to notice you with a Spirit save if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention
  
 
== '''Luck''' ==
 
== '''Luck''' ==
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*Salting Away the Luck (Instant, Commit Effort): Commit Effort after he rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in his presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time.
 
*Salting Away the Luck (Instant, Commit Effort): Commit Effort after he rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in his presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time.
 
*The World Against You (On Turn, Commit Effort): He is able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings.
 
*The World Against You (On Turn, Commit Effort): He is able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings.
*By Chance (Action, Commit Effort): Commit Effort for the scene. Dictates an event in his presence that isn’t utterly improbable, and it happens. Damage to foes is limited to a 1d12 die for a focused calamity on a single target or a 1d6 damage die apiece for troubles that affect a group. This power affects only physical objects and events, and not minds or emotions.
 
  
 
== '''Night''' ==
 
== '''Night''' ==
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== '''Apotheosis''' ==
 
== '''Apotheosis''' ==
 
*Receive the Incense of Faith
 
*Receive the Incense of Faith
*Sanctify Shrine
 

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