Richter
High Elf Conduit
Mage Apprentice Fate And Creation Domain
1 2
1 -1 1 2 2 16
33 11 8 Piety +2
1M 6 2 2
◆ ◆
2 1 0
◆
Warrior Priest
Staff +1 +1/+1/+1 0
0 +1 +9
Heavy Armor
Prayer of Steel
0 0 0 Your god fills your body with the light of creation,
making you harder
to hurt and move. You gain a +6 bonus to Stamina,
and this bonus
increases by 6 at 4th, 7th, and 10th levels.
Additionally, you gain a +1
bonus to stability.
Quickness Ward
The gods imbue a divine swiftness within you.
Whenever an adjacent
creature deals damage to you, you can shift up to a
+1 +1 +1 number of squares
equal to your Intuition score after the damage is dealt.
PIETY IN COMBAT DOMAIN PIETY AND EFFECTS Your choice of domains provides you with two
At the start of a combat encounter or some other stressful situation tracked in combat additional ways to earn piety during combat, as triggered by specific events. Signature Trait: High Elf Glamor A magic glamor makes others perceive you
rounds (as determined by the Director), you gain piety equal to your Victories. At the Additionally, whenever you activate a domain effect by praying for piety, you can as interesting and engaging, granting you an edge on Presence tests using
start of each of your turns during combat, you gain 1d3 piety. choose one of your domains and have that domain's prayer effect take effect
Additionally, you can gain more piety by praying to the godsbut beware! Doing so can immediately. the Flirt or Persuade skills. This glamor makes you appear and sound
easily draw their ire, as the gods hate to be annoyed. Whenever you roll to gain piety at
slightly different to each creature you meet, since what is engaging to one
the start of your turn, you can pray (no action required). If you do, your roll gains the Fate Domain Piety and Effect Piety: You gain 2 piety the first time in an encounter that
following additional effects: an ally within 10 squares obtains a tier 3 outcome on a power roll, or an enemy within 10 might be different for another. However, you never appear to be anyone
* If the roll is a 1, you gain 1 additional piety but anger the gods! You take psychic squares obtains a tier 1 outcome on a power roll. Prayer Effect: You call on the forces of other than yourself.
damage equal to 1d6 + your level, which can't be reduced in any way. fate to create a reliable future. Choose a creature within 10 squares. That creature
* If the roll is a 2, you gain 1 additional piety. automatically obtains a tier 1 or tier 3 outcome (your choice) on their next power roll
* If the roll is a 3, you gain 2 additional piety and can activate a domain effect of your made before the end of the encounter. Glamor of Terror (2 Points) When a foe strikes, you reverse the magic of
choice (see below).
You lose any remaining piety at the end of the encounter. Creation Domain Piety and Effect Piety: You gain 2 piety the first time in an encounter your glamor to instill fear into their heart. Whenever you take damage from
that a creature within 10 squares uses an area ability. Prayer Effect: You summon the a creature, you can use a triggered action to make that creature frightened
PIETY OUTSIDE OF COMBAT forces of creation and create a wall of stone within 10 squares whose size is 5 + your
Though you can't gain piety outside of combat, you can use your heroic abilities and Intuition score. The wall lasts until the end of the encounter. of you until the end of their next turn.
effects that cost piety without spending it. Whenever you use an ability or effect outside
of combat that costs piety, you can't use that same ability or effect outside of combat Oracular Visions
again until you earn 1 or more Victories or finish a respite. Your deity rewards you with hazy visions of things to come. Each time Graceful Retreat (1 Point) You gain a +1 bonus to the distance you can shift
When you use an ability outside of combat that lets you spend unlimited piety on its you earn 1 or more Victories, you earn an equal number of fate points. when you take the Disengage move action.
effect, such as Healing Grace, you can use it as if you had spent an amount of piety equal Whenever you or a creature within 10 squares makes a test, you can
to your Victories. spend 1 fate point to tap into a vision of the outcome, granting that
creature an edge on the test. You lose any remaining fate points when you
REVITALIZING RITUAL finish a respite. (FATE POINTS: _______ )
Each time you finish a respite, you can choose yourself or one ally who is also finishing a
respite to gain the benefit of a divine ritual. The chosen character gains a bonus to their
recovery value equal to your level that lasts until you finish another respite.
Mage Apprentice Fallen Immortal
Benefit: You have the Religion skill
Additionally, whenever you use
an ability that deals untyped
damage, that ability can deal holy
damage instead.
Drawback: You will never fully
gain a mortals comfort with
◆
untruth. Any test you make to
deceive another creature takes a
bane.
◆ ◆
◆ ◆
Secluded Bureaucratic Academic
Hyrallic,
Caelian,
Vastariax
Invisible Force
You manipulate a tiny object with your mind.
Psionic, Ranged Maneuver
Ranged 10 One size 1T object
Effect: You can grab or manipulate the target object with your
mind, moving the object up to a number of squares equal to your ◆
Reason, Intuition, or Presence score (your choice). You can use
this ability to turn doorknobs, pull levers, and so forth. You can ◆
manipulate any small movable piece of a larger object as long as
the piece is unattended and size 1T. You cant use this ability to
break a smaller piece off a larger object.
◆
Melee Weapon Free Strike Holy Lash Violence Will Not Aid Thee 3
Magic, Ranged, Strike Main action Magic, Ranged, Strike Main action
Melee 1 Ranged 10 One creature or object Ranged 10 One creature
2 2
2
3 3 + I holy damage; vertical pull 2 3+ I lightning damage
5 + I holy damage; vertical pull 3 6+ I lightning damage
6
8 + I holy damage; vertical pull 4 9+ I lightning damage
8
Effect: Until the end of the targets next turn, they have The first time on a turn that the target deals damage to
damage weakness equal to the characteristic score another creature, the target of this ability takes 1d10
used for this abilitys power roll. lightning damage (save ends)
Ray of Wrath Blessed Light Corruptions Curse 5
Magic, Ranged, Strike Main action Magic, Ranged, Strike Main action
Ranged 12 Ranged 10 One creature or object Ranged 10 One creature or object
2 2
2
4 5 holy damage 3+ I corruption damage
7 holy damage 6+ I corruption damage
6
10 holy damage 9+ I corruption damage
8
One ally within distance gains a Based on tier gotten:
1. M<0 ,damage weakness 5(save ends)
number of surges equal to the 2. M<1 ,damage weakness 5(save ends)
3. M<2 ,damage weakness 5(save ends)
tier outcome of your power roll.
Word of Guidance Healing Grace Weakening Brand
Magic, Ranged Triggerd Magic, Ranged Maneuver Magic, Melee, Strike, Weapon Main action
10 one ally Ranged 10 Self or one ally Melee 1 Main action
2
The target makes an ability roll
for a damage-dealing ability. 4 + M , R , I , or P holy damage
6 + M , R , I , or P holy damage
9 + M , R , I , or P holy damage
The power roll gains an edge
Spend 1 Piety: The power roll has a
double edge. Effect: The target can spend a Recovery.
Spend 1+ Piety: For each piety spent, choose one of the following enhancements:
Until the end of the targets next turn, they have
* You can target one additional ally within distance.
damage weakness equal to the characteristic score
* You can end one effect on a target that is ended by a saving throw or that ends used for this abilitys power roll.
at the end of their turn.
* A prone target can stand up.
* A target can spend 1 additional Recovery.
Hands of the Maker
Magic Maneuver
Self Self
You create a mundane object of size 1S or smaller. You
can maintain a number of objects created this way
equal to your Intuition score. You can destroy an
object created this way with a thought, no matter
how far you are from it (no action required).