Jerek- Human Artifact Hunter

Code Name Ibis   Archetype: True Mage   Path: Artifact Hunter   Race: Human   Jerek was born on the wrong world, in the wrong time. His first love is knowledge, and in a different life he might have been a scholar. Unfortunately, scholars aren't valuable, and will be left behind to die as his world disintegrates.   To get off Jerek will have to channel his darker tendencies, to kill, to outwit. It isn't the life he chose, but he will do anything to get off this rock.       Attributes   Agility: 4   Fortitude: 2   Strength: 1     Reason: 3   Intuition: 4   Will: 3     Appearance: 3   Charisma: 2     Hit Points: 22   Initiative: 2   Spell Pool: 12    

Defenses

  Brace 1   Dodge 3   Skepticism 2     Armor 0   Resistances 3 Fire, 3 Dream    

Masteries

  Ranged   Arcana   History & Lore   Perception      

Abilities

   

Greater Path of Divination

  Caster gains access to the Greater Path of Divination, and may purchase spells from that list.    

Decipher

  Upon graduation all artifact hunters are imbued with ritual sorcery designed to aid their endeavors. The magic allows them to translate any language, either written or verbal, instantly as if it were their native tongue.    

Utilize Device

  Artifact hunters are much more proficient at utilizing magical equipment than their fellow mages. They gain an edge whenever casting a spell or making an attack through a device such as a spellstaff, spellpistol, or spellrifle.   Most other true mages look down on them for their reliance on devices, as most disciplines require mages to hard cast spells. Artifact Hunters prefer to be more pragmatic. If you have a tool, why not use it?       Skills   Perception 3   Spellcasting 3   History & Lore 2   Arcana 2   Ranged 3   Stealth 2     Catalizations   Fire Magic   Dream Magic     Perks & Flaws     Skipped Leg Day   Effect: -1 Strength   If you’ve seen the inside of a gym it was accidental. You are a weakling, and struggle with basic physical tasks like opening jars. Any time your character is limited by their lack of strength in a social situation the GM may choose to award them a point of luck.     Not Buying Your Bullshit   Effect: +1 Will      

Spell Tome

  Fire Bolt   Infuse Strength   Camouflage   Sleep   Fire Dreaming   Missive      

Equipment

    Artifact Spellpistol   Damage: 1 + Spell   Accuracy: 2   Defense: Skepticism
Children

Comments

Please Login in order to comment!
Powered by World Anvil