Godbound: Blood and Oil:Shimmering Mercurial Purifier: Difference between revisions
No edit summary |
No edit summary |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 39: | Line 39: | ||
Hit Points: | Hit Points: 12/14 | ||
Experience Points: 5 | Experience Points: 5 | ||
Line 60: | Line 60: | ||
Fertility (3) - Raises Constitution to 16. | Fertility (3) - Raises Constitution to 16. | ||
A | A Sense of Ash (1) - Commit Effort. You can identify poisoned or diseased people or areas on sight. | ||
'''Stored Charms''' | '''Stored Charms''' | ||
Line 75: | Line 75: | ||
'''Effort''' | '''Effort''' | ||
Uncommitted ( | Indefinitely committed: A Sense of Ash (1) | ||
Committed for the day (1) | |||
Uncommitted (1) | |||
'''Influence''' | '''Influence''' | ||
Uncommitted (3) | Uncommitted (3) |
Latest revision as of 06:29, 17 July 2017
Name: Shimmering Mercurial Purifier
Player: squidheadjax
Campaign: Blood and Oil
Caste: Moonsilver
Current incarnation: Purifying Priestess, Envoy of Inconvenient Truths
Previous incarnation: Ruthlessly inquisitive Regulator, irrascible but brilliant Surgeon
Level: 2
Weapon: +4 Scalpel (1d6+2), +4 Paired scalpels (1d10+2), +4 Mechanical crossbow (1d8+2)
Armour: Light (Defense 19)
Attributes
Strength 10 (bonus +0, check 11+)
Dexterity 8 (16 from Deception; bonus +2, check 5+)
Constitution 13 (16 from Fertility; bonus +2, check 5+)
Intelligence 14 (bonus +1, check 7+)
Wisdom 16 (bonus +2, check 5+)
Charisma 13 (bonus +1, check 8+)
Hardiness: 13+
Evasion: 12+
Spirit: 12+
Hit Points: 12/14
Experience Points: 5
Available Dominion: 0
Spent Dominion: 2
Installed Charms
Deception (Inherent) - Raises DEX to 16.
Deceiver's Unblinking Eye (1) - You can always tell when someone is lying to you.
Perfect Masquerade (1) - Commit Effort. You can appear as any person you have seen.
Veiled Step (1) - Commit Effort. Lesser foes are incapable of detecting you. Worthy opponents can only detect you with a Spirit save.
Fertility (3) - Raises Constitution to 16.
A Sense of Ash (1) - Commit Effort. You can identify poisoned or diseased people or areas on sight.
Stored Charms
A Second Spring (1) - Spend day-long Effort. All allies within sight become rested and regain 1d6+your level HP. This does not require them to commit Effort.
Sea (3) - Can breathe and otherwise function normally under water. Immune to cold.
Body of Water (1) - Natural AC 3. Immune to poison.
Salt-Spray Purity (2) - Spend scene-long Effort to dispel an effect on yourself or an ally.
Effort
Indefinitely committed: A Sense of Ash (1)
Committed for the day (1)
Uncommitted (1)
Influence
Uncommitted (3)