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Keante

Keante


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Keante

Keante

Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


Lira forgot everything else about the dilapidated house in the moment she saw the kapenia. Quickly she moved to the center chair, set down her lantern on the table, and picked up the family scarf in both hands, pressing it against her face to feel its softness against her cheeks and breathing in deeply through her nose to smell its old familiar scent.

Her sight, her senses of smell and touch were all telling her the same thing: this was her mother's kapenia. But how could it be here, just resting here in the middle of their abandoned home?

Caution was beginning to catch up with Lira--not willing to let go of the kapenia, she kept it in one hand, but with her other hand she picked up her lantern again, and with a thought it was lit, to aid Lira in seeing through any deceptions.

 

 


Mechanics

Main Hand: Kapenia (Starknife is put away)
Off Hand: Lantern Implement


Action 1: Your action goes here.

Action 2: Your action goes here.

Action 3: Your action goes here.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

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