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!### - TOCHECK: update level, check features gained, adjust underscores in spell lists, adjust spell slots circles
!### - TOCHECK: update level, check features gained, adjust underscores in spell lists, adjust spell slots circles
|### (Tracking Temporary Effects) ####
|### (Tracking Temporary Effects) ####
|CurrentHp      = 12
|CurrentHp      =
|TempHp          = 9
|TempHp          =  
|SpendRecoveries = 2
|SpendRecoveries = 2
|###  
|Skulls        = 2
|Skulls = 0
|icon1Rolled = 1
|icon1Used  = 1
|icon2Rolled = 1
|icon2Used  = 0
|icon3Rolled = 0
|icon3Used  = 0
|### for conditions, ongoing damage and other effects, max 5 conditions ####
|condition1    = Ongoing 10 Poison damage
|condition1Save = 11+
|condition2    = Dazed
|condition2Save = 11+


|#### CHARACTER ####
|#### CHARACTER ####
Line 21: Line 31:


|#### ABILITIES ####
|#### ABILITIES ####
|Str=8
|Str=13
|Dex=18
|Dex=17
|Con=12
|Con=16
|Int=8
|Int=17
|Wis=16
|Wis=12
|Cha=13
|Cha=10


|#### Image works best with a +/- 3:2 (W:H) ratio, upload it to the wiki ####
|#### Image works best with a +/- 3:2 (W:H) ratio, upload it to the wiki ####
Line 35: Line 45:
|RecoveryDie = d10
|RecoveryDie = d10
|MaxRecoveries = 8
|MaxRecoveries = 8
|ArmorClassBase = 16
|ArmorClassBase = 12
|PhysicalDefenseBase = 12
|PhysicalDefenseBase = 11
|MentalDefenseBase= 12
|MentalDefenseBase= 10
|#### use below for special bonuses from things like magic items etc.
|#### use below for special bonuses from things like magic items etc.
|ArmorClassSpecialBonus = 0
|ArmorClassSpecialBonus = 0
Line 43: Line 53:
|MentalDefenseSpecialBonus= 0
|MentalDefenseSpecialBonus= 0
|InitiativeSpecialBonus = 0
|InitiativeSpecialBonus = 0
|#### BACKGROUNDS ####
|background1      = Former Somebody
|background1Bonus = 3
|background2      = Member of a secret society
|background2Bonus = 3
|background3      = Child prodigy acrobat
|background3Bonus = 2
|background4      =
|background4Bonus =
|background5      =
|background5Bonus =
|#### ICON RELATIONSHIPS ####
|icon1      = Prince of Shadows
|icon1Points = 2
|icon1Type  = +
|icon2      = Orc Lord
|icon2Points = 1
|icon2Type  = ±
|icon3      =
|icon3Points =
|icon3Type  =


|#### BASIC MELEE/RANGED ATTACKS ####
|#### BASIC MELEE/RANGED ATTACKS ####
|BasicMeleeAttackWeapon    = Scimitar
|BasicMeleeAttackWeapon    = Scimitar
|BasicMeleeAttackWeaponDie  = d8
|BasicMeleeAttackWeaponDie  = d8
|BasicMeleeAttackAbility    = Str
|BasicMeleeAttackAbility    = str
|BasicMeleeAttackMiss     = 1
|BasicMeleeAttackMiss     = {{#var:level}}
|BasicMeleeAttackMagicBon  = 0
|BasicMeleeAttackMagicBon  = 0
|BasicMeleeAttackSpecial    = nothing to see here, make empty if there is nothing.
|BasicMeleeAttackSpecial    = nothing to see here, make empty if there is nothing.
|BasicRangedAttackWeapon    = Bow
|BasicRangedAttackWeapon    = Magic Bow+1
|BasicRangedAttackWeaponDie = d6
|BasicRangedAttackWeaponDie = d8
|BasicRangedAttackAbility  = Dex
|BasicRangedAttackAbility  = dex
|BasicRangedAttackMiss      = 0
|BasicRangedAttackMiss      = {{#var:level}}
|BasicRangedAttackMagicBon  = 1
|BasicRangedAttackMagicBon  = 1
|BasicRangedAttackSpecial  = Write anything special here
|BasicRangedAttackSpecial  = It's a kind of Magic


|#### CUSTOM SECTIONS ####
|#### CUSTOM SECTIONS ####
Line 73: Line 106:
   |Bold::+1 vs enemies not engaged with allies. +1 vs demon/devil/dragon/undead (type chosen at start of arc)
   |Bold::+1 vs enemies not engaged with allies. +1 vs demon/devil/dragon/undead (type chosen at start of arc)
   |Undainted:: Roll saves at start instead of end of turn
   |Undainted:: Roll saves at start instead of end of turn
}}
  |Cleave::Once per battle, make a no-trigger melee attack as a free action after one of your fighter attacks drops a non-mook enemy to 0 hp or slays two or more mooks in a mob.
| {{#af_list: Left::BACKGROUNDS
  |There is no background::+4
  |Former Somebody::+3
  |Anybody::+1
  }}  
  }}  
|
|
  {{#af_list: Left::ICON RELATIONSHIPS
  {{#af_list: Left::FEATS
  |Prince of Shadows::2
|Cleave::If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.
  |Priestess::1
|Another feat::You can also add the chose feat to your power or talent instead of having a separate list, whatever makes sense to you.
  }}
  }}
|
|
{{#af_list: Left::Ray of Frost (and Fire)
{{#af_list: Right::EQUIPMENT & MAGIC ITEMS
|* Studded Leather Armor
* Shortbow, Quiver, 40 Arrows
* 2 Short Swords, Whip, Dagger
* Backpack, 2 Pouches, Bedroll
* Tinderbox, 8 Torches
* 10 Candles, 2 Flasks of Oil
}}
|
{{#af_list: Left::Spell: Ray of Frost (and Fire)
  |0
  |0
  |It’s a rush of frigid air. Moisture in the air turns to snow, and a sudden frost freezes the sap at the end of the icewind.
  |It’s a rush of frigid air. Moisture in the air turns to snow, and a sudden frost freezes the sap at the end of the icewind.
Line 96: Line 134:
  }}
  }}
|
|
{{#af_list: Left::Suppressing Strike
{{#af_list: Middle::Talent: Bastion
|1
|
|Free action ◆ '''Once per battle''' ◆ {{#var:conBonus}} times extra
|Once per battle (but see below), as a free action, when a nearby ally is hit by an attack, you can choose to lose hit points equal to half that damage and have your ally take only half the damage instead. The damage you lose can come from temporary hit points, but it isn’t affected by damage resistance or other tricks to avoid the damage.<br>
You have an additional number of uses of Bastion equal to your Con modifier each arc.
|HH:126
}}
|
{{#af_list: Middle::Spell: Breath of White Ice
|1
|A ritual powered by this spell might seal something closed with ice, form a temporary ice bridge, or otherwise get you out of a jam.
|Close-quarters ◆ '''1/arc''' ◆ ''breath weapon: add escalation die to crit range''
|'''Target:''' Up to two nearby enemies<br>
'''Attack:''' Charisma + Level vs. PD<br>
'''Hit:''' 20 (3d12) cold damage<br>
'''Miss:''' Cold damage equal to your level × 4.
|HH:169
}}
|
{{#af_list: Right::Suppressing Strike
  |1
  |1
  |Same as rogue basic melee attack except . . .
  |Same as rogue basic melee attack except . . .
Line 104: Line 162:
  |HH:157
  |HH:157
  }}
  }}
|
{{#af_list: Left::Touch of Death (Evil Way Spell)
|1
|This helps me almost as much as it hurts you.
|Close-quarters spell ◆ '''1/arc''' ◆ Quick action 
|'''Special:''' You must spend a recovery to cast this spell, or two recoveries if the escalation die is lower than 3.<br>
'''Target:''' One engaged enemy<br>
'''Attack:''' Charisma + Level vs. MD or PD, whichever is lower<br>
'''Hit:''' You deal necro damage to the enemy equal to the amount you normally heal with a recovery. Then, you heal half that much damage.<br>
'''Miss:''' You deal necro damage to the enemy equal to half the amount you normally heal with a recovery.
|HH:127
}}
|
{{#af_list: Right::CONDITIONS & OTHER EFFECTS
|_____::.........
|______::.........
|_______::.........
}}
|
{{#af_list: Left::FEATS
|Feat1::shortsummary
|Feat2::shortsummary
}}
|
{{#af_list: Middle::FEATURES, POWERS & SPELLS
|power1::shortsummary
|power2::shortsummary
}}
|
{{#af_list: Right::EQUIPMENT
|* Studded Leather Armor
* Shortbow, Quiver, 40 Arrows
* 2 Short Swords, Whip, Dagger
* Backpack, 2 Pouches, Bedroll
* Tinderbox, 8 Torches
* 10 Candles, 2 Flasks of Oil
}}
|       
{{#af_list: Left::APPEARANCE
|Ashira is a slender chthonic tiefling, around 5 feet tall. Her skin is a cool grey with a faint blueish tint. She has piercing yellow eyes, dark purple hair and two dark grey horns. She never smiles, her expression always distant, as if lost in thought. Her attire is practical and muted, favoring dark cloaks, giving her an aura of mystery.
}}
}}
}}


Line 159: Line 176:
|#### SPELLS/SECTIONS ####
|#### SPELLS/SECTIONS ####
|#### This follows the same structure as previous GenericSectionsPage.
|#### This follows the same structure as previous GenericSectionsPage.
|#### Again use "Left" (or Middle/Right) (CASE SENSITIVE!) and the title (spell name in case of spells)
|#### Again use "Left" (or Middle/Right) (CASE SENSITIVE!) and the title (spell, talent name, etc)
|#### For SPELLS, follow these as the next rows:
|#### For SPELLS, follow these as the next rows:
|#### - Spell level (integer)
|#### - Number of uses (integer), put in 0 for at-will. This will generate circles to fill for each use.
|#### - School (add " (ritual)" at ends for rituals
|#### - Flavour text (can leave empty to skip)
|#### - Casting time
|#### - Range/type ◆ Uses ◆ ...
|#### - Range
|#### - Description
|#### - Components (put concentration like "Conc (1 hour)" to make it fit)
|#### - Page in book, like HH:123
|#### - Duration
|#### NOTE: If the 2nd row (Number of uses) is a number between 0-9, this will recognize it as a spell/talent/etc and use that template. Else it will just use the normal sections.
|#### - Description
|#### NOTE: If the 2nd row (Spell level) is a number between 0-9, this will recognize it as a spell and use that template. Else it will just use the normal sections.


|GenericSectionsPage2 =  
|GenericSectionsPage2 =  
{{#af_list:
{{#af_list:
  {{#af_list: Left::Chill Touch
  {{#af_list: Left::Spell: Emulate Faith
|0
|Necromancy Cantrip
|Action
|Touch
|V, S
|Instantaneous
|Channeling  the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
|👿
|0
}}
|
{{#af_list: Left::Thaumaturgy
|0
|Transmutation Cantrip
|Action
|30 feet
|V
|Up to 1 minute
|You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
* '''Altered Eyes.''' You alter the appearance of your eyes for 1 minute.
* '''Booming Voice.''' Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
* '''Fire Play.''' You cause flames to flicker, brighten, dim, or change color for 1 minute.
* '''Invisible Hand.''' You instantaneously cause an unlocked door or window to fly open or slam shut.
* '''Phantom Sound.''' You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* '''Tremors.''' You cause harmless tremors in the ground for 1 minute.
|👿
|0
}}
|
{{#af_list: Left::False Life
|1
|Necromancy
|Action
|Self
|V, S, M
|Instantaneous
|You gain 2d4 + 4 Temporary Hit Points.
|👿
|1
}}
|
{{#af_list: Left::Ray of Enfeeblement
|2
|Necromancy
|Action
|60 feet
|V, S
|Conc (1 min)
|A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
|👿
  |2
  |2
|Does your bard have secret knowledge of forgotten deities? Do they have a connection to the Priestess or Crusader that lets them channel the powers of the gods? Are they just a consummate faker, inventing bogus gods as needed and supplicating them with nonsense prayers?
|Close-quarters ◆ '''2/arc''' ◆ Quick action to cast
|'''Special:''' You can’t choose this spell if you are a multiclass cleric or have some other form of access to the cleric domains.<br>
'''Effect:''' Use one of the invocations from the cleric’s domain talents. Interpret the invocation favorably. For example, the Healing invocation provides an extra use of the heal spell, so you would gain a single use of the heal spell.<br>
There are a few special considerations to keep in mind when you emulate faith...<br>
First, you’re a storytelling bard, and you should have a story about the god or gods you are temporarily invoking to shine their light/darkness onto the heroes. It’s also possible that you’re emulating the icons, an ironic use of worldly connections.<br>
Second, there’s a limit to how many times you can cast this spell, because once you have used a specific invocation, you can’t use that invocation ever again. And finally, remember that your adventuring party can only use one invocation per battle. Will your group’s cleric appreciate you emulating faith when they’ve got the real deal?
|HH:91
  }}
  }}
|
|
{{#af_list: Right::Hunter's Mark
{{#af_list: Middle::Spell: Touch of Death (Evil Way Spell)
  |1
  |1
  |Divination
  |This helps me almost as much as it hurts you.
|Bonus Action
  |Close-quarters ◆ '''1/arc''' ◆ Quick action   
|90 feet
  |'''Special:''' You must spend a recovery to cast this spell, or two recoveries if the escalation die is lower than 3.<br>
|V
'''Target:''' One engaged enemy<br>
|Conc (1 hour)
'''Attack:''' Charisma + Level vs. MD or PD, whichever is lower<br>
|You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra <u>1d6 Force damage</u> to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
'''Hit:''' You deal necro damage to the enemy equal to the amount you normally heal with a recovery. Then, you heal half that much damage.<br>
If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action to mark a new creature you can see within range.
'''Miss:''' You deal necro damage to the enemy equal to half the amount you normally heal with a recovery.
  |🎯
  |HH:127
|1
}}
|
{{#af_list: Middle::Hail of Thorns
|1
|Conjuration
|Bonus Action
|Self
|V
|Instantaneous
|As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
|🍃
|1
}}
|
{{#af_list: Middle::Ensnaring Strike
|1
|Conjuration
|Bonus Action
|Self
|V
|Conc (1 min)
|As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
|🍃
|1
}}
|
{{#af_list: Middle::Goodberry
|1
|Conjuration
|Action
|Self
|V, S, M
|24 hours
|Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
|🍃
|1
}}
|
{{#af_list: Middle::Pass without Trace
|2
|Abjuration
|Action
|Self
|V, S, M
|Conc (1 hour)
|You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
|🍃
|2
  }}
|
{{#af_list: Middle::Silence
  |2
|Illusion '''(ritual)'''
|Action
|120 feet
|V, S
|Conc (10 min)
|For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
|🍃
|2
}}
|
{{#af_list: Middle::Spike Growth
|2
|Transmutation
|Action
|150 feet
|V, S, M
|Conc (10 min)
|The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
|🍃
|2
}}
|
{{#af_list: Right::Charm Person
|1
|Enchantment
|Action
|30 feet
|V, S
|1 hour
|One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
|🦋
|1
}}
|
{{#af_list: Right::Misty Step
|2
|Conjuration
|Bonus Action
|Self
|V
|Instantaneous
|Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
|🦋
|2
}}
|
{{#af_list: Right::Complete Spell List
|Shows all available spells for ranger per spell level. Can switch 1 spell each long rest.
|'''Level 1''' <span class="smallfont">[https://www.aidedd.org/spell/alarm Alarm] / [https://www.aidedd.org/spell/animal-friendship Animal&nbsp;Friendship] / [https://www.aidedd.org/spell/cure-wounds Cure&nbsp;Wounds] / [https://www.aidedd.org/spell/detect-magic Detect&nbsp;Magic] / [https://www.aidedd.org/spell/detect-poison-and-disease Detect&nbsp;Poison&nbsp;and&nbsp;Disease] / '''[https://www.aidedd.org/spell/ensnaring-strike Ensnaring&nbsp;Strike*]''' / [https://www.aidedd.org/spell/entangle Entangle] / [https://www.aidedd.org/spell/fog-cloud Fog&nbsp;Cloud] / '''[https://www.aidedd.org/spell/goodberry Goodberry*]''' / '''[https://www.aidedd.org/spell/hail-of-thorns Hail&nbsp;of&nbsp;Thorns*]''' / [https://www.aidedd.org/spell/jump Jump] / [https://www.aidedd.org/spell/longstrider Longstrider] / [https://www.aidedd.org/spell/speak-with-animals Speak&nbsp;with&nbsp;Animals]</span>
|<span>'''Level 2''' <span class="smallfont">[https://www.aidedd.org/spell/aid Aid] / [https://www.aidedd.org/spell/animal-messenger Animal&nbsp;Messenger] / [https://www.aidedd.org/spell/barkskin Barkskin] / [https://www.aidedd.org/spell/beast-sense Beast&nbsp;Sense] / [https://www.aidedd.org/spell/cordon-of-arrows Cordon&nbsp;of&nbsp;Arrows] / [https://www.aidedd.org/spell/darkvision Darkvision] / [https://www.aidedd.org/spell/enhance-ability Enhance&nbsp;Ability] / [https://www.aidedd.org/spell/find-traps Find&nbsp;Traps] / [https://www.aidedd.org/spell/gust-of-wind Gust&nbsp;of&nbsp;Wind] / [https://www.aidedd.org/spell/lesser-restoration Lesser&nbsp;Restoration] / [https://www.aidedd.org/spell/locate-animals-or-plants Locate&nbsp;Animals&nbsp;or&nbsp;Plants] / [https://www.aidedd.org/spell/locate-object Locate&nbsp;Object] / [https://www.aidedd.org/spell/magic-weapon Magic&nbsp;Weapon] / '''[https://www.aidedd.org/spell/pass-without-trace Pass&nbsp;without&nbsp;Trace*]''' / [https://www.aidedd.org/spell/protection-from-poison Protection&nbsp;from&nbsp;Poison] / '''[https://www.aidedd.org/spell/silence Silence*]''' / '''[https://www.aidedd.org/spell/spike-growth Spike&nbsp;Growth*]''' / [https://www.aidedd.org/spell/summon-beast Summon&nbsp;Beast]</span></span>
  <!--|<span style="opacity:0.4">'''Level 3''' <span class="smallfont">[https://www.aidedd.org/spell/conjure-animals Conjure&nbsp;Animals] / [https://www.aidedd.org/spell/conjure-barrage Conjure&nbsp;Barrage] / [https://www.aidedd.org/spell/daylight Daylight] / [https://www.aidedd.org/spell/dispel-magic Dispel&nbsp;Magic] / [https://www.aidedd.org/spell/elemental-weapon Elemental&nbsp;Weapon] / [https://www.aidedd.org/spell/lightning-arrow Lightning&nbsp;Arrow*] / [https://www.aidedd.org/spell/meld-into-stone Meld&nbsp;into&nbsp;Stone] / [https://www.aidedd.org/spell/nondetection Nondetection] / [https://www.aidedd.org/spell/plant-growth Plant&nbsp;Growth] / [https://www.aidedd.org/spell/protection-from-energy Protection&nbsp;from&nbsp;Energy] / [https://www.aidedd.org/spell/revivify Revivify] / [https://www.aidedd.org/spell/speak-with-plants Speak&nbsp;with&nbsp;Plants] / [https://www.aidedd.org/spell/summon-fey Summon&nbsp;Fey] / [https://www.aidedd.org/spell/water-breathing Water&nbsp;Breathing] / [https://www.aidedd.org/spell/water-walk Water&nbsp;Walk*] / [https://www.aidedd.org/spell/wind-wall Wind&nbsp;Wall]</span></span>-->
  }}
  }}
}}
}}
Line 352: Line 217:
|GenericSectionsPage3 =  
|GenericSectionsPage3 =  
{{#af_list:
{{#af_list:
{{#af_list: Left::Chill Touch
|0
|Necromancy Cantrip
|Action
|Touch
|V, S
|Instantaneous
|Channeling  the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
|👿
|0
}}
}}
|#### PAGE 4 (of char sheet) ####
|showPage4=0
|#### Again a generic section in case you need more room! ####
|GenericSectionsPage4 =
{{#af_list:
{{#af_list: Left::Chill Touch
|0
|Necromancy Cantrip
|Action
|Touch
|V, S
|Instantaneous
|Channeling  the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
|👿
|0
}}
}}
}}



Latest revision as of 22:56, 1 September 2025

CHARACTER
Name Nobody
3
LEVEL
Player Unknown
Class Nothing
Kin Humanoid
Description Whatever you think this is, it's nothing. Or is it, i don't know.
One Unique Thing
Nobody remembers me
BACKGROUNDS BONUS
Former Somebody +3
Member of a secret society+3
Child prodigy acrobat+2
Skill Check = 3 + Ability Modifier + Background
ICON RELATIONSHIPS TYPE GAINED USED
Prince of Shadows +    
Orc Lord±
TALENTS
Bastion I'm Bastion
Bold +1 vs enemies not engaged with allies. +1 vs demon/devil/dragon/undead (type chosen at start of arc)
Undainted Roll saves at start instead of end of turn
Cleave Once per battle, make a no-trigger melee attack as a free action after one of your fighter attacks drops a non-mook enemy to 0 hp or slays two or more mooks in a mob.
FEATS
Cleave If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.
Another feat You can also add the chose feat to your power or talent instead of having a separate list, whatever makes sense to you.
Spell: Ray of Frost (and Fire)
It’s a rush of frigid air. Moisture in the air turns to snow, and a sudden frost freezes the sap at the end of the icewind.
Ranged spell ◆ At-Will
Target: One nearby or far-away enemy

Attack: Intelligence + Level vs. PD
Hit: 9 (2d8) cold damage

Miss: Damage equal to your level
HH:189
ABILITY SCORES
+1
13
+3
17
+3
16
STRENGTH DEXTERITY CONSTITUTION
+1
12
+3
17
0
10
WISDOM INTELLIGENCE CHARISMA
Defenses & Initiative
17
PHYSICAL
DEFENSE
18
ARMOR CLASS
+6
INITIATIVE
14
MENTAL
DEFENSE
WEAPON ATTACK HIT DAMAGE MISS
Scimitar +4 3d8+1 (avg 15) 3
nothing to see here, make empty if there is nothing.
Magic Bow+1 +7 3d8+4 (avg 18) 3
It's a kind of Magic
Talent: Bastion
Free action ◆ Once per battle ◆ 3 times extra
Once per battle (but see below), as a free action, when a nearby ally is hit by an attack, you can choose to lose hit points equal to half that damage and have your ally take only half the damage instead. The damage you lose can come from temporary hit points, but it isn’t affected by damage resistance or other tricks to avoid the damage.
You have an additional number of uses of Bastion equal to your Con modifier each arc.
HH:126
Spell: Breath of White Ice
A ritual powered by this spell might seal something closed with ice, form a temporary ice bridge, or otherwise get you out of a jam.
Close-quarters ◆ 1/arcbreath weapon: add escalation die to crit range
Target: Up to two nearby enemies

Attack: Charisma + Level vs. PD
Hit: 20 (3d12) cold damage

Miss: Cold damage equal to your level × 4.
HH:169
APPEARANCE
Hitpoints & Recoveries
27
STAGG.
55
MAX HP
-27
DEAD
  
  
 
RECOVERIES
CURRENT HP
20
AVG
3d10+3
RECOVERY DICE
TEMP HP
💀💀💀💀💀
CONDITION / EFFECT / ONGOING DMG SAVE
Ongoing 10 Poison damage 11+
Dazed 11+
EQUIPMENT & MAGIC ITEMS
  • Studded Leather Armor
  • Shortbow, Quiver, 40 Arrows
  • 2 Short Swords, Whip, Dagger
  • Backpack, 2 Pouches, Bedroll
  • Tinderbox, 8 Torches
  • 10 Candles, 2 Flasks of Oil
Suppressing Strike
Same as rogue basic melee attack except . . .
1/battle ◆ Costs 1 Bravado
Hit against a standard-strength or weakling foe: Target is hindered until the end of its next turn.
HH:157
Spell: Emulate Faith
Does your bard have secret knowledge of forgotten deities? Do they have a connection to the Priestess or Crusader that lets them channel the powers of the gods? Are they just a consummate faker, inventing bogus gods as needed and supplicating them with nonsense prayers?
Close-quarters ◆ 2/arc ◆ Quick action to cast
 
Special: You can’t choose this spell if you are a multiclass cleric or have some other form of access to the cleric domains.

Effect: Use one of the invocations from the cleric’s domain talents. Interpret the invocation favorably. For example, the Healing invocation provides an extra use of the heal spell, so you would gain a single use of the heal spell.
There are a few special considerations to keep in mind when you emulate faith...
First, you’re a storytelling bard, and you should have a story about the god or gods you are temporarily invoking to shine their light/darkness onto the heroes. It’s also possible that you’re emulating the icons, an ironic use of worldly connections.

Second, there’s a limit to how many times you can cast this spell, because once you have used a specific invocation, you can’t use that invocation ever again. And finally, remember that your adventuring party can only use one invocation per battle. Will your group’s cleric appreciate you emulating faith when they’ve got the real deal?
HH:91
Spell: Touch of Death (Evil Way Spell)
This helps me almost as much as it hurts you.
Close-quarters ◆ 1/arc ◆ Quick action
Special: You must spend a recovery to cast this spell, or two recoveries if the escalation die is lower than 3.

Target: One engaged enemy
Attack: Charisma + Level vs. MD or PD, whichever is lower
Hit: You deal necro damage to the enemy equal to the amount you normally heal with a recovery. Then, you heal half that much damage.

Miss: You deal necro damage to the enemy equal to half the amount you normally heal with a recovery.
HH:127

Background

Nothing