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"Asher Nightingale is a Brash Warrior who Defends the Weak."

Tier
4
Effort
4
EXP
0
Might
20
Pool
20
Edge
2
Speed
12
Pool
12
Edge
0
Intellect
17
Pool
17
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
  • Brewing & Distillation /T
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)
Damage Tracking
Armour
6
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
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: )
 CypherLvl
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
AbilityTypeCostPool
Thrust Action1
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 Enabler0
Persuade Public Speaking
Interaction Skills Enabler1
Allies short range benefit one r Step defense, attack,skill
Encouragement Action1
.While you maintain this ability through ongoing inspiring oration, your allies within short range ease one of the following task types (your choice): defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
Blessings of the Gods Action3
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 Action3
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 Action2
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 Action3
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 Other0
Your faith gives you additional reserves. Add 4 points to your Intellect Pool.
Experienced With Armor Enabler0
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost for wearing armor by 2.o
Lunge Action2
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 Enabler0
You can bear three artifacts at a time.
Warding Shield Enabler0
You have +1 to Armor while you are using a shield.
Experience Defender Enabler0
When wearing armor, you gain +1 to Armor.
Babel Enabler0
After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language.
Devoted Defender Action2
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 Enabler0
You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.
Lucky Enabler0
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 Enabler0
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 Other0
All attempted tasks that draw an attack to yourself (and away from someone else) are eased by two steps.
Gain Unusual Companion (Thistle) Enabler0
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 Enabler0
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.
Impart Ideal Action3
After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as “All life is sacred,” “My political party is the best,” “Children should be seen, not heard,” and so on. An ideal influences a creature’s behavior but doesn’t control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses.
Paulper to Paladin Action2
As an action you can remove all your dressing as a paladin to be dress is standard commoner clothes. All magical weapons, armor and companions that are vestiages of your god diappear into and extra dimention space. You can use the power again to return your vestiges to you fully donned and equipped.
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.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

AsherNight.

System

Cypher System

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