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Seraph
Temple-Bred Acolyte

Sole’anni

Level 2 Galapa + Faerie Seaborne Seraph (Divine Wielder)
Sprint Leap Maneuver
Lift Smash Grapple
Control Hide Tinker
Perceive Sense Navigate
Charm Perform Deceive
Recall Analyze Comprehend

Armor & Stats

MINOR
DAMAGE
MAJOR
DAMAGE
SEVERE
DAMAGE
Mark 1 HP
Mark 2 HP
Mark 3 HP
HP 0 / 7
Stress 0 / 7
Hope 2 / 6

Weapons & Armor

Proficiency
Arcane Gauntlets
Magical Melee Strength d10+3
Armor
Empty
No armor equipped.

Experiences

Galapa + Faerie
  • Galapa — Shell: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Faerie — Wings: You can fly. While flying, you can **mark a Stress** after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.
Seaborne
  • Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
    Uses
    Session
Seraph
  • Prayer Dice
    At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
  • Hope Feature: Life Support Spend 3 Hope to clear a Hit Point on an ally within Close range.
Divine Wielder
Foundations
  • Spirit Weapon
    When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.
  • Sparing Touch
    Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.
    Uses
    Long Rest
Spellcast Trait: Strength (+3)
  • Bare Bones
    Level 1 • Recall 0
    When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds: - **Tier 1:** 9/19 - **Tier 2:** 11/24 - **Tier 3:** 13/31 - **Tier 4:** 15/35
  • Body Basher
    Level 2 • Recall 1
    You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.
  • Bolt Beacon
    Level 1 • Recall 1
    Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.
  • Empty Slot
  • Empty Slot

Background

Autosaves

Connections

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