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Player Name
ClassWizardSpeciesVisitor - Shadow FaeLevel1Tier2
Character NameGravenor
body d2reflex d6presence d6
Mind d6Sense d8Will d8
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)+
Other Equipment
Faeflower Tea×1
Aether Orb×1
Dragon Dust×1
Crown
9
Mind over Matter: During any downtime or rest you can make rolls to recover strain at advantage, but rolls made to recover injuries during the same time are made at disadvantage.
Manipulate Magic: Once per Rest treat the result of a magic check as one result band higher (crit fail = fail).
Magical Understanding: Once per Rest add your magic die without taking a strain on a Perceive or Study check.
Mixing Magic: Once per Scene take 1 strain to use 2 mediums and Speak a phrase. Roll both dice and take the higher.
Knowledge is Power: You have resistance to any magical damage from your mediums.
Siphon Magic: After 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.
Magical Control: When you use an action to sustain a spell, you can move it to an alternate target without taking a strain. (If it's targeting an enemy, it requires another roll.)
Efficient: When you spend a strain to lower the difficulty of a magic check, you lower it by 3 per strain instead of 2.
Apprentices & Magical Servants: At the start or end of each downtime, automatically fill (1+Tier) segments toward an existing ritual or magical long-term project started by you or a party member. This cannot be split between multiple projects.
Subclass: 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.
Name: Vial of fae waterBonus + 1
WeaponConduitTool
Special: Water conduit
Modifier(s):
Name: Bone StaffBonus + 3
WeaponConduitTool
Special: 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
Modifier(s):
Name: Bone wandBonus + 1
WeaponConduitTool
Special: Shoot
Modifier(s):
Name: Devil FartBonus + 3
WeaponConduitTool
Special: Add a d6 when doing necromancer things
Modifier(s):
Name: Faerie medicine kitBonus + 1
WeaponConduitTool
Special: Can be used to heal and buff without spending a strain or combined with magic for extra benefit
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Strain
Worn Armor
Stays after being "used"
Temporary Armor
Removed after being "used"
Injuries
Minor
TN 5 to heal
Roll 2d4
w/ adv
Crit Check
Major
TN 9 to heal
Roll 2d8
w/ adv
Crit Check
Mortal
TN 13 to heal
Roll 2d12
w/ adv
Crit Check
Wants
Immediate
Long Term
Fears
Immediate
Long Term
Species
Visitor - Shadow Fae
Subspecies
Trait #1
Base Connections: Select 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.
Trait #2
Blood of the Fae: Once 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.
Trait #3
Binding Oaths: Once 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.
Descriptor 1
Accompanied - Animal Companion lvl 1
Descriptor 2
Accompanied - Animal Companion lvl 2
Descriptor 3
Descriptor 4
Descriptor 5
Titleat Tier 2:
The Annointer
Effects
Renowned for 'healing'. Trusted. Can detect those that are bit by werewolves(rolled a 46), can cure those who have not turned yet.
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
  • Buy or Sell (Rare or Magical)
  • Heal
  • Infuse
  • Look for Quests
  • Make Money
  • Personal Phrase
  • Relax
  • Repair
  • Ritual
  • Status
  • Train (Advantage for class skills)
  • Long Term Project
2 actions per Rest
5 per Downtime
1 crown for adv before roll
2 crown for adv after roll
Difficulty
Rest:  4   7
Downtime:  1  4  7  10  13
Projects, Training & Rituals
Abjure Chad's armor to be magic resistant
8
/ 8
Necromancer
8
/ 8
The library people revere me
8
/ 8
Name
Chad
Armored: Wear light, medium or heavy armor (Drawbacks still apply) Replace Natural
Aquatic: Can swim w/o movement penalties & breathe underwater.
Bulky: Gains an additional injury box. [+1 Dice] Overpower
Burrowing: Can burrow into anything softer than healthy wood.
Coordination: Once per [Scene] when attacking the same target or attempting something together, one of you has advantage on the check.
Deadly: [+1 dice] to fight all checks.
Defensive: [+1 dice] whenever you make a defensive check
Dexterous: Can handle [1+Tier] tools or weapons. Equipment Dice-Tier 1=2 Tier 2=3 Tier 3=4
Flight: Has the ability to fly.
Hunter: [+Attribute Dice] Prowl & Maneuver. Adv on the first attack of a scene.
Keen: [+attribute dice] Perceive. Once per [Scene] you can direct your animal ally to take 2 actions while still allowing you to take 2 actions as well.
Magic: Select a Medium your ally can Speak to. You must spend a strain when they use magic. Equipment Dice-Tier1=d6 Tier2=d8 Tier3=d10
Mobile: Each move counts as two. [+attribute dice] Maneuver
Natural Weapons: Unarmed attack gains a modifier and equipment dice becomes Tier1=d8 Tier2=d10 Tier3=d12
Resistant: Gains resistance to 1 non weapon damage type (ex. Heat.)
Ridable: Can be ridden by up to 2 medium or 1 large creature(s).
Self-sufficient: Has a strain pool equal to 2+(2×tier). Regains when you do.
Small: Adv on the first Prowl check in a scene. Adv. to fight checks vs large or larger.
Useful: Once per Rest & Downtime your ally can roll the same skill. Combine result.
Tiny: -1 injury box. Adv. on prowl. Adv. to fight checks vs medium or larger creatures.
Tough: -1d6 on crit check
Telepathic: Can communicate silently with you up to long range.
Skills
Strike
+
3
Throw
+
2
Intimidate
+
1
Overpower
+
3
Maneuver
+
-1
Shoot
+
1
+
Attributes
Bodyd
8
Reflexd
6
Pres.d
6
Sensed
6
Willd
10
Mindd
6
Name: Silvered WoodCutter's Axe
Skill: Bonus +3
Effect
Adv on attacks to trees and werewolves. cleave to tier enemies when incapacitating. costs 1 strain after each use
Modifier:
Name: Frightening armor
Skill: Bonus +1
Effect
Advantage on Intimidation Checks. Abjured to be magic resistant
Modifier:
Strain
Bonus Armor
Armor
Injuries
Roll 2d10
Crit Check