"Asher Nightingale is a Brash Warrior who Channels Divine Blessings."
Tier 4
Effort 4
EXP 0
Might 20
Pool
Edge 2
Speed 12
Pool 0
Edge 0
Intellect 20
Pool 0
Edge 2
Skills
Riding/S
Heavy Bladed/T
Damage Tracking
Armour
4
Speed Cost
1
State
Hale
Damage = weapon damage + bonus from roll - armour
Equipment
0 Coins
Mithril Plate Mail
Shield
Adventurers Pack
Cyphers (max: )
Cypher
Lvl
Special Abilities
Ability
Type
Cost
Pool
Thrust
Action
1
This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point.
Practiced in Armor
Enabler
0
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice.
Hedge Magic
Action
1
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object.
Mental Link
Action
1
You open a pathway to another creature’s mind via a light touch, which allows you to transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. Instead of applying Effort to decrease the difficulty of this ability, you can extend the duration by one hour for each level of Effort applied.
Blessings of the Gods
Action
3
Authority/Law/Peace (3 Intellect points). You prevent a foe that can hear and understand you from attacking anyone or anything for one round.
Blessing of the Gods
Action
3
Protection/Silence (3 Intellect points). You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. The difficulty of all defense rolls for you and all creatures you designate within the bubble is decreased by one step, and no noise, regardless of its origin, sounds louder than a normal speaking voice.
Mighty Blow
Action
2
You strike two foes with a single blow. Make separate attack rolls for each foe, but both attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both of these attacks.
Repair Flesh
Action
3
When you touch an impaired or debilitated character, you can move him up one step on the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if you use this ability on a PC during a rest, you grant him a +2 bonus to his recovery roll.
Divine Fortitude
Other
0
Your faith gives you additional reserves. Add 4 points to your Intellect Pool.
Experienced With Armor
Enabler
0
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost for wearing armor by 2.
Lunge
Action
2
This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge increases the difficulty of the attack roll by one step. If your attack is successful, it inflicts 4 additional points of damage.
Expert Cypher Use
Enabler
0
You can bear three cyphers at a time.
Divine Radiance
Action
2
Your prayer calls divine radiance from the heavens to punish an unworthy target within long range, inflicting 4 points of damage. If the target is a demon, spirit, or something similar, it also stands in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this blessing, the target can’t be awed by this attack again for several hours.
Experience Defender
Enabler
0
When wearing armor, you gain +1 to Armor.
Momentum
Action
0
If you use an action to move, your next attack made using a melee weapon before the end of the next round inflicts 2 additional points of damage.
Overawe
Action
05
A blast of divine radiance from the heavens spotlights a target you select within long range, pushing the target to its knees (or similar appendages, if any) and rendering it helpless in the light for up to ten minutes, or until it breaks free. The overawed target cannot defend itself, make attacks, or attempt anything other than to shake free of the divine awe each round. If the target is a demon, spirit, or something similar, it also takes 1 point of damage that ignores Armor each round it remains affected.
Advancement
Increase Capabilities
Moving Towards Perfection
Extra Effort
Skill Training
Other Advancement
Recovery: 1d6 + 4
Rest
Duration
Already Taken
First rest
1 Action
Second rest
1 Minute
Third rest
1 Hour
Fourth rest
10 Hours
Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.