Erilene Finch

~Clay's page

40 posts. Alias of bookrat.


Race

Clay

Classes/Levels

| Changeling Rogue Level 2 | S9, A11, I11, W10 | Health 15 | Damage 0| D10 | Move: 10 | Perc 12 | Insanity: 0 | Corruption: 0 | Fortune: No | Status: Normal

Gender

Persona: Female Halfling, Age 17 |

About ~Clay

Name: Clay
Ancestry: Changeling
Identified Gender: Female
Real Age: 15
Level: 2
Lifestyle: Destitute
Quirk: You must always speak the truth as you know it.
Real Appearance: Soft clay with a melted appearance
Personality: You adopt the personality of those around you.
Relationships: You are loyal and constant to the people you call friends, but you don’t go out of your way to make new friends.
Desire: Mischief
Fear: Isolation

Current Appearance: A young halfling woman of average appearance, about 17 years old.

Strength: 9
Agility: 11
Intellect: 11
Will: 10

Perception: 12 (Int +1)
Defense: 10
Health: 12
Healing Rate: 3

Size: 1
Speed: 10
Power: 0

Damage:
Insanity: 0
Corruption: 0

Spoken Languages: Common

Written Languages: None

Professions:
Common (Artisan: Ceramist)
Common (Artist: Sculptor)
Criminal (Forger)
Wilderness (Exile)

Ancestry Traits and Abilities:

Immune damage from disease; charmed, diseased

Iron Vulnerability You are impaired while in contact with iron.

Shadowsight You see into areas obscured by shadows as if those areas were lit.

Steal Identity You can use an action to alter your appearance to match that of a living creature you can see within short range. The target must be Size 1/2 or 1 and have a humanoid shape of flesh and blood. Your body transforms to look like the target, but nothing you wear or carry changes. The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your natural form.

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path: Rogue

Level 1

Attributes: +1 Agi, Int
Health +3

Languages and Professions Artist: Sculptor

Nimble Recovery You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you must complete a rest before you can use it again.

Trickery Once per round, when you would make an attack roll or challenge roll, you can use this talent to make the roll with 1 boon. If you get a success on an attack roll made with the boon granted by this talent, your attack deals 1d6 extra damage.

Level 2
Health +3

Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.

Drug Design: If you have an alchemist’s kit, you can spend 10 minutes working with the kit to produce a chemical. When you finish, make an Intellect challenge roll. On a success, you create 1d3 + 1 chemical doses. On a failure, you create 1 dose and you must complete a rest before you can use Drug Design again. Each dose is stored in a syringe and retains potency until you complete a rest or use this talent again. You can use an action, or a triggered action on your turn, to inject the chemical dose into yourself or a willing target creature you can reach. Targets immune to the poisoned affliction are unaffected by the chemical. If a target receives a chemical dose while under the effects of another chemical dose, the target must succeed on a Strength challenge roll with 1 bane for each dose or become poisoned until it completes a rest.
For each dose you create, choose one of the following options. Each option includes an aftereffect when the chemical’s effect ends.

• Chemical Clarity. You must inject the dose into the target’s eyes. For 1d6 hours, the target gains either darksight or a +2 bonus to Perception. When the effect ends, the target makes all Perception rolls with 1 bane for 1d6 hours.
• Empowering Chemical. For 1d6 minutes, the target makes attack rolls with 2 boons. When the effect ends, the target becomes fatigued for 1d6 minutes.
• Focusing Chemical. For 1d6 × 10 minutes, the target makes all challenge rolls with 2 boons. When the effect ends, the target makes all challenge rolls with 1 bane for 1d6 × 10 minutes.
• Pain Relief. The target takes half damage from all sources for 1d6 rounds. When the effect ends, the target becomes poisoned for 1d6 rounds.
• Healing Salve. For 1d6 minutes, when the target heals damage, it heals double the normal amount. When the effect ends, the target becomes fatigued for 1d6 minutes.

Expert Path:

Master Path:


Equipment:

Sling (20 stones)
Rags
Cheap Blanket

Toolkits: Forgery, Ceramic sculpting/painting

4 bits

A tiny idol of a demon carved from green stone.

Spellcasting:

Tradition:
Tradition Special:
Rank 0:
Spell Name (2/2): Description.

Rank 1:
Spell Name (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Questionnaire:

(Copy and paste the questions and answers from character generation here, using the questions on pages 27-28)

My Story:

Random Rolls: