Gravenor

Visitor - Shadow Fae · Wizard · Level 1 · Tier 2

by @seans
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Attributes
body2
mind6
reflex6
sense8
presence6
will8
Skills

Crafting

brew(Sense)
build(Mind)
infuse(Pres)
1
unmake(Will)

Fighting

shoot(Reflex)
2
strike(Body)
throw(Body)

Knowledge

nature(Will)
civilization(Mind)
1
arcane(Sense)
spiritual(Mind)
2

Social

deceive(Reflex)
sway(Pres)
1
intimidate(Pres)
intuit(Pres)
lead(Will)

Utility

medicine(Mind)
1
maneuver(Reflex)
1
navigate(Sense)
overpower(Body)
perceive(Sense)
1
endure(Will)
prowl(Reflex)
Gravenor
Resources
Money9g
Status

Strain

0

Worn Armor

3

Temp Armor

2

Fate Tokens

2

Wounds
Minor Wounds
Major Wounds
Mortal Wounds
Equipment
Vial of fae water

Water conduit

conduitd1
Bone Staff

Once per rest after an enemy within long range is killed, command them to rise as an option. They have abilities they had in life and act on their turn but with tier+2 wounds, no armor, shares your strain pool and rolls d8s. Sustain like a spell

weapond3
Bone wand

Shoot

weapond1
Devil Fart

Add a d6 when doing necromancer things

conduitd3
Devil Fart
Faerie medicine kit

Can be used to heal and buff without spending a strain or combined with magic for extra benefit

toold1
Faerie medicine kit
Inventory
Faeflower Teapotion2

Made from leaves of a plant that grows in the faelands where fae blood has spilled. Drink during a Rest to heal 1 injury & 1 strain automatically. 1 per rest max.

×1
Aether Orbpotion4+T

1. Hold your sustain for 1 scene 2. Regain 1d4+Tier strain 3. Advantage & no strain for a phrase 4. Speaking/advantage on all checks for a ritual, potion or magic project 5. Deal 1d4+Tier strain & 1d4 injuries to all within close range

×1
Dragon Dustpotion2+T

Skin grows thick scales wherever this is rubbed. Mix with water & rub it on your body. Take 1 injury or 2 strain. You gain resistance to mundane damage until the end of your next Rest.

×1
Character Abilities

Subclasses

The Necromancer (Intimidate) Undead Minions: Any attacks from permanent or temporary undead minions/companions have the vampire effect. If you take the strain instead of them on their attack, you can heal the injuries. Necromancers bend death to their will—reanimating bones and shadow to do their bidding while drawing power from pain and sacrifice.

Descriptors

Accompanied - Animal Companion lvl 1: You gain an animal companion. You now have 3 actions during each turn during an action scene. You must take at least 1 of these actions, and your Companion must take at least 1 of these actions. You cannot take a strain for a 4th action. You can communicate feelings and simple ideas towards your Companion and they can do the same to you. Such as, run, I'm happy, defend them, hide, there's a fire. When you are within medium range of your animal companion and you take the move action, they can also take the move action in the same direction as an incidental.

Accompanied - Animal Companion lvl 2: Your animal companion can (but doesn't have to) gain sentience, their personality is in line with their previous nature. Your animal companion gains 2 new abilities. Your animal companion can now speak aloud. You have advantage on checks to avoid being frightened while within long range of your animal companion. Once per [Scene] if you're within long range both of you can take a strain to have your companion Speak a phrase you know on a medium you have a conduit for. The same benefits and negatives from the previous tier of this ability still apply. If you complete the second project, to find a new companion, they jump straight to the second tier of this ability.

Race Abilities

Base ConnectionsSelect an element of the base world as your obsession (examples: Flowers, silver, stars, hay, etc.). You gain a +1 bodily integrated conduit that is part of your body. You can use conduit points to add to this conduit if you desire.
Blood of the FaeOnce per [Rest], speak a phrase without spending a strain. This can be of any medium, even one you don't have experience with. You are vulnerable to attacks with cold iron weapons and have disadvantage on checks made to escape cold iron chains or locks. In addition, if you return to the faeland you can spend a Downtime or Rest action to change from a shadow fae to a light fae.
Binding OathsOnce per [Downtime], you can make an agreement with a being, shaking hands or verbally coming to mutual agreement. If you or they break the agreement, that being takes injuries equal to [½ your will + tier]. You must decide this upon making the agreement. This is a magical effect but beings under its effect are not automatically aware of it.

Class Abilities

Manipulate MagicOnce per Rest treat the result of a magic check as one result band higher (crit fail = fail).
Siphon MagicAfter failing a defensive check against a phrase or magical attack, choose one: Your next magic check is made with advantage OR your next defense check against magic is made with advantage.

Titles

The Annointer

Renowned for 'healing'. Trusted. Can detect those that are bit by werewolves(rolled a 46), can cure those who have not turned yet.

Custom Abilities

No custom abilities.

Allies
Chad

Chad

Tier 1·Strain 0·Armor 4·5 abilities
Projects

Abjure Chad's armor to be magic resistant

^

8 / 8

Necromancer

Can bring people back to life or speak with dead or something

8 / 8

The library people revere me

People think I'm super healer, I rolled a 27 then a 30

8 / 8

Notes

thses are notes