Yarona#663 (level 1)
Facts
- Bio-Mechanical Body
- House Cathak Simulacrum
- Died a Dozen Times
Attributes
|
Strength
|
Dexterity
|
Constitution
|
Intelligence
|
Wisdom
|
Charisma
|
Score
|
1
|
1
|
1
|
1
|
1
|
1
|
Modifier
|
+0
|
+0
|
+0
|
+0
|
+0
|
+0
|
Check
|
+
|
+
|
+
|
+
|
+
|
+
|
Resources
|
Total
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Free
|
|
Essence
|
x
|
|
|
Influence
|
2
|
2
|
Earned per Month
|
Dominion
|
0
|
0
|
0
|
Wealth
|
0
|
Saving Throws
|
Base
|
Mod
|
Armor Penalty
|
Final Save
|
Hardiness
|
1
|
|
|
|
Evasion
|
1
|
|
|
|
Spirit
|
1
|
|
|
|
Hit Points
Armor
Attacks
- Base Attack Bonus: +1
- Fray Die: 1d8
Description
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Attribute
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Attack Bonus
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Damage
|
|
|
|
|
|
|
|
|
|
|
|
|
Words, Strifes and Magic
Words
Universal
Fire
Gain an invincible defence against flame and smoke; may wield fire as a magical weapon with a range of up to 50 feet, and a 1d10 damage die.
???
???
Magic
The Empty Way
- Apprentice: the pprentice ca cast spells to gain immunity to hot or cold weather, ignore hunter and thrist for a day, become impervious to pain and able to fight on for one round after reaching zero hit points, or turn their unarmed attacks into 1d6 weapons for a scene.
- Adept: the adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armour class of 5 for a scene, leap up to sixty feet horozontally or half that vertically, gain immunity to natural flame/frost, or heal 1 hit point of damage as an Instant action.
- Master: the sage master's spells can purge disease or poison from the blood, grant them a natural armour class of 3 for a scene, levitate up and down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food/sleep/drink for the day.
- Archmage: an archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigour for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.
Strifes
Lesser Strife of the Torment Defied
- Initiate: ignore any mundane source of pain. Immune to infection, and wounds never worsen with neglect. Unarmed attacks deal 1d8 damage.
- Disciple: can continue fighting for one round after being reduced to 0 HP; even afterwards, can still speak or can crawl at half usual movement rate unless a coup de grace is administrated (though they cannot commit effort or perform other actions in this state).
- Master: first physical injury in a scene that would kill the master leaves them, instead, with 1 HP.
XP and Dominion Log
Dominion Log