Zalsus

 Con's page

102 posts. Alias of Conman.


Full Name

Connor

Race

Dragonborn/Enforcer/Slayer 3 | S13, A10, I11, W11 | Perception: 12 | Move: 9 | Def: 16 | HP: 26 | Damage: 0 | Insanity: 0 | Corruption: 2 | Power: 0 | Fortune: No | Status: Normal

About  Con

Ancestry: Dragonborn
Gender: Male
Age: 28
Level: 3
Flaws: Bloodlust, Chronic Facetiousness, Acute Fear of Pain

Strength: 13
Agility: 10
Intellect: 11
Will: 11

Perception: 12
Defense: 16
Health: 26
Healing Rate: 6

Size: 1
Speed: 9
Power: 0

Damage: 0
Insanity: 3
Corruption: 2

Spoken Languages: English

Written Languages: English

Professions:
Academic (Music)
Common (Construction)
Wilderness (Animal Husbandry)
Common (Blacksmith)
Academic (SotDL)
Criminal (Thug)

Ancestry Traits and Abilities:

Spellscarred
When a creature attacks you with a spell you grant the creature 1 boon on its attack roll and you make challenge rolls to resist spells with 1 bane.
Bellowing Defiance
You make Will challenge rolls with 1 boon. Once a day you can use an action to grant this boon to all friendly creatures within short range who can hear you for 1 minute
Demonic Glare
As a triggered action on your turn, you can twist your face into a frightening visage. Any creature that can see your face must make a Will challenge roll or become frightened for 1 round. They make this challenge roll with a number of banes equal to half your Corruption score (rounded down). Once you use this talent, you cannot use it again until after you complete a rest.

Quirks and Marks of Darkness:

Missing right eye.

Paths and Path Abilities:

Novice Path: Enforcer
Catch Your Breath: You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Once you use this talent, you must wait until you complete a rest before you can use it again.
Demoralize: You can use an action to menace one target creature within short range. If the target can see and hear you, make a Will attack roll against the target’s Will. On a success, the target becomes frightened for 1 minute. On a failure, the target becomes immune to your use of Demoralize until it completes a rest.
Spiritbreaker: When you use a weapon to attack a creature that has at least one affliction, you make the attack roll with 1 boon.
Vicious Assault: Your attacks with weapons deal 1d6 extra damage, or 2d6 extra damage if the target is impaired.

Expert Path: Slayer
Butchery: When an attack roll you make results in a success or a failure, you can use a triggered action to make an attack. You make the attack roll for this attack with 1 bane, but the attack deals 1d6 extra damage. You then grant 1 boon on all rolls made to attack you until you take another turn.
Grievous Wound: Whenever you roll damage dice for an attack you make and you roll at least two 6s, the target of your attack falls prone and becomes impaired until the end of your next turn.

Master Path:


Equipment:

Fire Enchanted Spear:
You can use an action to cause flames to swirl around the object for as long as you concentrate. The flames shed light as a torch. You can use a triggered action to brighten the flame; when you do so, the flame will stay on for 1 minute before extinguishing, at which point the effect ends. The object has three uses. You regain expended uses once each day when you place the object in a fire.
Scale Armor
(Def:16)
Sepsis Stone:
When you spend five minutes sharpening your blade with this sharpening stone, your blade glows an eerie purple color (shedding light out to 2 yards). While your blade is glowing, any time you deal damage, you also cause the poisoned affliction for 1 round. If the creature is already poisoned, you deal 1d6 extra damage. If you roll a 20+, the creature remained poisoned until they take a rest. If you roll a 0 or less, your blade stops glowing. The glow ends when you take a rest, or when you use a triggered action on your turn to end it the effect.
Jumper Boots:
You can use an action to teleport to a location you can see. This item has 3 uses. Uses reset when you take a rest.


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.