Considering their next move, the group seems to be getting back into the rhythm of battle-they've regained a good deal of their strength and recovered wits lost by the panic of being stranded, and the removal of the shadowy pall seems to have reinvigorated their spirits. As the fear fades, the old skills come easier to hand and mind...Battle Victory!Reward+3 XP
Everyone gains 3 Feat Points and 9 Attribute Points!Players
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 2 [1/3] (Grasping at Eternity)
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Attributes
Attribute Points Remaining: 15 (Max Rank=5)
Physical
Agility: 5 (2d6)
Social
Deception: 4 (1d10)
Mental
Logic: 3 (1d8)
Will: 2 (1d6)
Supernatural
Influence: 2 (1d6)
Movement: 2 (1d6)
Feats
Feat Points Remaining=6
Lethal Strike (3)
Evasive Footwork (2)
Race
Deepspawn Hybrid Perfectly Normal Human
Racial Ability: Dagonspeak/You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Equipment
1. Hand Crossbow
2. Short Bow
3-7. 4xDagger
8. Leather Armor
9. Rogues Pack (Bulky)
10. Howler Wings
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 2 [1/3] (AFK Angel)
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=Attribute Points Remaining: 11 (Max Rank=5)
PhysicalAgility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
SocialPresence: 3 (1d8)
MentalWill: 3 (1d8)
SupernaturalMovement: 4 (1d10)
FeatsFeat Points Remaining=5
Boon Access (Absorb Object)
Combat Momentum
RaceRace: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment1. Longsword
2. Glaive
3-15. 12xDagger
16. Scale Shirt (Heavy)
17. Adventurers Pack (Bulky)
18. Howler Carapace
19-20. 2xHowler Stinger
Heavy Item Maximum: 1/2?
Bulky Item Max: 1/1
Wealth level: 2 ($$)
BanesBoonsHero Name: Jao Feng Ling
Archetype: Elderly Priest Bard Git
Level: 2 [1/3] (Extra Git)
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Attribute Points Remaining: 2 (Max Rank=5)
Physical
Agility: 4 (1d10) Rank up! (4pts)
Fortitude: 2 (1d6)
Social
Deception: 3 (1d8)
Mental
Learning: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 3 (1d8)
Supernatural
Influence: 5 (2d6) 2xRank up! (9pts)
Feats
Feat Points Remaining: 1
1. Supernatural focus - voice - Influence
2. Lightning reflexes - Int+1
3. Well Rounded
4. Evasive Footwork New Feat! (2pts)
5. Skill Specialization I (Influence) New Feat! (2pts)
Race/Traits
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Priest Card
Holiness Tier: College Professor (Tier 0.5)
Goodness Grade: C
Lawful Inclinations: Maverick Rulebreaker
Strongest Current Sin: Lust
Strongest Current Virtue: Kindness
Current Probable Afterlife: Reborn to a couple of Rutabaga farmers, and immediately turned into an Orphan
Granted Powers:
3 turns/Day Immaterial Boon (Invitation to Garls Glamourous Gala)
Equipment
1. Club
2. Shortbow
3. Dagger
4. Leather Armor/Hat
5. Adventurers Pack (Bulky)
6.
8.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 2 [1/3] (Incoming Lore Dump)
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Attribute Points Remaining: 0 (Max Rank=5)
Physical
Agility: 2 (1d6)
Social
Presence: 4 (1d10) Rank up! (4pts)
Persuasion: 4 (1d10) Rank up! (4pts)
Mental
Will: 1 (1d4)
Supernatural
Influence: 4 (1d10)
Alteration: 5 (2d6) Rank up! (4pts)
Movement: 3 (1d8)
Feats
Feat Points Remaining: 0
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
4. Well Rounded New Feat! (4pts)
5. Superior Concentration 1 New Feat! (4pts)
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Attractive:Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipment
1. Shortbow
2. Quarterstaff
3. Hatchet
4. Leather Armor
5. Howler Wings
6. Vial of Howler Venom
7.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 0/1
Wealth level: 3 ($$$)
Banes
Boons
Hero Name: Moubu Karthela
Archetype: Front Line Commander
Level: 2 [1/3] (He Go Face)
Player: Criptfeind
Physical Description: Moubu is a physically imposing specimen of half orc, standing at roughly seven feet in height and with well developed muscles under his dusky gray skin. He has spiky short black hair, and often cultivates a goatee or beard. His face is often hard set, with a serious expression and intense green eyes.
Bio: Moubu was born to the Karthela tribe in a seemingly endless stretch of plains and scrub lands of the eastern expanse. Like many of the seemingly countless numbers of eastern tribal people he had a nomadic lifestyle, his tribe traveled endless miles hunting and gathering and making war on clans that roamed the expanse. Moubu grew up learning how to survive in this rugged environment, how to ride a horse, shoot a bow and hunt with a spear were all part of his childhood. As he grew into a teenager he was trained in the ways of a Karthela warrior, to fight with weapon and shield alongside other members of the tribe and to call upon the strength of the tribes ancestors to bless him and his allies with strength and speed. He found that he excelled as a warrior, he was skilled with shield and spear and by virtue of his strength became somewhat a leader among the other youths of the tribe. As Moubu grew into an adult and warrior, the tribe continued their migration though the expanse westward, eventually coming in contact with a number of kingdoms on the western edge of the expanse. The eastern tribes had a complicated relationship with the more organized and advanced kingdoms, some of the tribes would raid and pillage the lands of the kingdoms, whereas other tribes, including the Karthela, would find work as mercenaries, their cavalry and horse archers especially prized as swift, powerful, and expendable troops. Many of the young warriors of the tribes left for the kingdoms to seek their fortunes as mercenaries in the kingdoms, and Moubu was among them.
Moubu took part in a few small campaigns, leading a small group of young warriors from his tribe. He quickly found that the mercenary life was quite enjoyable to him, seeing new lands and new peoples that he had heretofore not dreamed of. He decided he wanted to see more of the world, and to prove himself within it, and so when his first terms of service were completed he declined renewal or returning to his home, and instead headed off to the west, drifting though the world, taking what jobs he could, and eventually landing in New Miriam, where he joined The Legendary League.
Attributes
Attribute Points Remaining: 1 (Max Rank=5)
Physical:
Agility=3 (1d8)
Fortitude=4 (1d10)
Might=5 (2d6)
Social:
Presence=3 (1d8)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning=1 (1d4)
Supernatural:
Alteration=5 (2d6) 2xRank up! (9pts)
Feats:
Feat Points Remaining: 2
1: Battlefield Defender
2: Defensive Reflexes II
3: Attack Redirection New Feat! (3pts)
Race and Bonus:
Equipment
1. Wahammer
2. Shortbow
3. Large Shield (Heavy)
4. Scalemail (Heavy)
5. Greatsword (Heavy)
6. Adventurers Pack (Bulky)
7-13. 5xHowler Chitin
14-16. 3xHowler Wings
17-20. 4xHowler Venom Vial (3/3 uses remaining)
Heavy Item Maximum: 3/5
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Boons and Banes: (no idea if I got them all to be perfectly honest)
Banes:
Demoralized
Disarmed I
Forced Move II
Intimidated I
Immobile
Knockdown
Silenced
Slowed
Stunned
Boons:
Haste I
Regeneration II
Resistance I
Shapeshift I
Transmutation I
Archetype: Half-Golem Brawler
Level: 2 [1/3] (Squeaky wheel gets the grease)
Player: Celloth
Attributes
Attribute Points Remaining: 7 (Max Rank=5)
Physical:
Fortitude: 5 (2d6)
Might: 5 (2d6) Rank up! (5pts)
Social:
Presence: 2 (1d6)
Mental:
Will: 3 (1d8)
Supernatural:
Creation: 3 (1d8)
Feats:
Feat Points Remaining: 5
1: Berserker
2: Natural Defense I
Traits
Resilient
Equipment
1. Adventurers Pack
2. Large Shield
3. Glaive
4. Great Axe
5. Battle Axe
6. Mace
7-16. Spear
17-18. Hatchet
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Combat Stats
Wen-TsuHit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10
Guard = 12+1 (Armor)=13
Resolve= 14
Minor Action (Concentration)=None
Superior Concentration I=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Well-Rounded: Wen-Tsu knows everything about approximately nothing at all. Any time she makes a non-attack action roll with an attribute in which she has a score of 2 or less, she rolls an additional d20 and keep the highest of the two d20s.
Superior Concentration I: When Wen-tsu take the sustain a boon minor action, she may sustain one additional boon.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor Level: Light (Guard +1)
JaoHit Points = 22/22 (+5 HP Bonus, 3 Lethal Damage)
Defenses
Toughness = 14
Guard = 14+2(Armor)=16
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=None
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Skill Focus I (Influence): When Jao uses the Influence ability for non-damaging rolls, he gains advantage I.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Evasive Footwork=Jao avoids all AoO's!
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
EmiliaHit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13
Evasion = 16+3 (Armor)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor Level: Heavy (Guard +3)
MoubuHit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14
Guard = 18+3 (Armor)=21
Resolve = 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, he also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Big Shield: Moubu gains advantage 2 on his defend actions for as long as he's wielding a shield.
Attack Redirection: When Moubu makes a Defend action and his roll exceeds the attacker's action roll, he can choose to redirect the attack to any target that could have been hit by the original attack. The original attack roll does not change, only the target. If the attack was a melee attack, he can redirect it to anyone within 5' of him (as opposed to within 5' of the attacker).
=Cooking=
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6), Large Shield (Melee, Forceful, Defensive 2/Banes: Forced Move, Stun, Knockdown)
Equipped Armor Level: Heavy (Guard +3),
AndersHit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10
Guard = 15+1 (Armor)=16
Resolve= 12
Minor Action (Concentration)=
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor Level: Light (Guard +1)
CaernHit Points = 26/26 (4 lethal damage)
Defenses
Toughness: 15
Guard: 14+1 (Armor)=15
Resolve: 15=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Battle Trance: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. He increases his toughness and resolve defense by 3 If he takes three consecutive turns without making an attack roll against a creature, the rage ends. If his armor bonus is less than 3, it becomes 3. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+1 Guard): When Caern is not wearing armor, he gains an armor bonus to his guard defense.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor Level: None