Skip to content

Sootfoot Wizard

Adversary overview

This warrior cling to old drills, and secondhand tales of bravery, trying to prove themselves constantly.

The Sootfoot Wizard uses academic language to explain away poor results, citing obscure theories no one else has heard of. Knows enough to be useful, but resents every reminder of what they might have been.

Stat block

Tier
2
Type
Ranged
Difficulty
14
HP
5
Stress
7
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Warped Wand
Range: Far
Damage: 2d8 +4
Attack Mod: +4
Damage Type: Magical

Features

Passives

Actions

  • Banked Shot
    stress 1

    Mark a Stress to target a creature the Sootfoot Wizard cannot see with their Warped Wand attack.

  • Unstable Umbra
    stress 1

    Mark a Stress to choose a location within Far range. All targets within a Very Close range to that location must make an Agility Reaction Roll (14). Targets who fail take 2d8+2 magic damage, and mark a Stress. Targets who succeed take no damage, and gain 1 Hope.

Reactions

  • Not in the Face
    stress 1

    When the Wizard is hit by an attack, they may mark a Stress to reduce the damage by half and teleport to a location within Far range.

Evolutions

Motives & tactics

Avoid direct fights Cause chaos Miscast magic Overexplain everything

Experiences

  • Obscure Knowledge +3
  • Dirty Tricks +2

Sootfoot Wizard

Tier 2 ranged

This warrior cling to old drills, and secondhand tales of bravery, trying to prove themselves constantly.

Motives & Tactics: Avoid direct fights, Cause chaos, Miscast magic, Overexplain everything

Difficulty: 14 | Thresholds: 8/16 | HP: 5 | Stress: 7

ATK: +4 | Warped Wand: Far | 2d8 +4 Magical

Experience: Obscure Knowledge +3, Dirty Tricks +2

HP:

STRESS:

Features

Banked Shot - Action: Mark a Stress to target a creature the Sootfoot Wizard cannot see with their Warped Wand attack.
Not in the Face - Reaction: When the Wizard is hit by an attack, they may mark a Stress to reduce the damage by half and teleport to a location within Far range.
Unstable Umbra - Action: Mark a Stress to choose a location within Far range. All targets within a Very Close range to that location must make an Agility Reaction Roll (14). Targets who fail take 2d8+2 magic damage, and mark a Stress. Targets who succeed take no damage, and gain 1 Hope.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.