"Asher Nightingale is a Brash Warrior who Defends the Weak."
Tier 4
Effort 4
EXP 0
Might 20
Pool 13
Edge 2
Speed 12
Pool 7
Edge 0
Intellect 17
Pool 16
Edge 2
Skills
Riding/S
Heavy Bladed/T
Social*/T
Performance*/T
Initiative/T
Defense: Intellect (fear or intimidation)/T
Issue Challenge*/T
Persuasion/S
Public Speaking/S
Attacks
Dragonlance - 6 damage (all attacks are eased, 4 additional damage on dragons, on a hit a dragon of your choice in short range has its next attack eased)
Mithril Plate Mail - heavy armor, speed cost reduced by 2.
Shield - Eases Defense: Speed rolls verses melee attacks
Adventurers Pack
Knocking Boots (Oddity) - Once per day these boots can magically open one locked object.
Ring of Roses (Oddity) - With an action you can produce a single rose in your hand at will.
Bands of Lost and Found (Oddity) - Found in pairs, the dial on these bands always points to the other.
Singing Stein (Oddity) - While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them. The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Performance check with the difficulty level equal to the poison level. If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics.
Cyphers (max: )
Cypher
Lvl
Jolly Oozebean Sugarbomb
3
A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.
1: White - You can breathe underwater.
2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.
3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.
4: Gray - Rolls against being charmed or frightened are eased.
5: Gold - You gain a climbing speed equal to your movement speed.
6: Red - You gain 4 recovery points.
7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.
8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
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
Persuade Public Speaking
Interaction Skills
Enabler
1
Allies short range benefit one r
Step defense, attack,skill
Encouragement
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.o
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 artifacts at a time.
Warding Shield
Enabler
0
You have +1 to Armor while you are using a shield.
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.
Devoted Defender
Action
2
Choose one character you can see. That character becomes your ward. You are trained in
all tasks involving finding, healing, interacting with, and protecting that character. You can have only one ward at a time. Action to initiate.
Bold
Enabler
0
You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.
Lucky
Enabler
0
You have one additional Pool called Luck that begins with 3 points, and it has
a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track.
Dual Wards
Enabler
0
You can have two wards from Devoted Defender at a time. Choosing a second ward can be its own action, or you can choose two wards with one action (and only pay the cost once for doing so). The wards must remain within an immediate distance of each other. Benefits provided by Devoted Defender apply to both your wards. If your wards separate, you choose which retains the benefit. If they come back together, both regain the benefit immediately.
Combat Challenge
Other
0
All attempted tasks that draw an attack to yourself (and away from someone else) are eased by two steps.
Gain Unusual Companion (Thistle)
Enabler
0
You gain a special specimen as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies, you can hunt in the wild for 1d6 days to find a new one.
Spell: Improved Monster Bane
Enabler
0
When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage.
This can be used once per Recovery.
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.