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 About KrislyxName: Krislyx
 Tales of the Pirate Isles Background: You have family relations in the Pirate Isles. Strength: 9
 Perception: 14
 Size: Medium
 Damage: 0
 Spoken Languages: Naga, Common, Dark Speech Written Languages: Naga, Common Professions:
 Ancestry Traits and Abilities:  Magic. You discover one tradition of your choice. Thuergy Venomous Bite. When you make an unarmed strike, you can attack with your fangs. A success on your attack roll against a living creature forces the target to make a Strength challenge roll. A failure on the challenge roll indicates the target becomes poisoned for 1 minute. At the end of each round a target is poisoned in this way, it must get a success on a Will challenge roll or gain 1 Insanity Level 4:
 Invoke the Cosmic Egg. You can use an action, or a triggered action on your turn, to invoke the power of the Cosmic Egg. For 1 minute, you impose 1 bane on attack rolls made against you, and you make challenge rolls to resist attacks with 1 boon. In addition, you recognize illusions for what they are and can see invisible creatures and objects within the range of your vision. You can use this talent a number of times per day equal to 1 + your Power score. You regain expended uses when you complete a rest. 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: Priest
 Characteristics. Health +4, Power +1 Languages and Professions. You either read one language you can speak or add a language to the list of languages you can speak. Also, add one religious profession. Language: Dark Speech
 Magic. You discover one tradition associated with your religion (see Religious Traditions). Then make two choices. For each choice, either discover a tradition associated with your religion or learn one spell from a tradition you have discovered. Choice 1: Order Tradition
 Choice 2: Order Spell
 Choice 3: Theurgy Spell
 Shared Recovery. You can use an action to heal damage equal to your healing rate. Then, choose one creature other than you that is within short range. The target also heals damage equal to its healing rate. Once you use this talent, you cannot use it again until after you complete a rest. Level 2:
 New spells: 
 Level 5
 Level 8:
 Magic. Learn one spell from your traditions. Annoint the Faithful. Exchange: Divine Aid for Angelic Aid. Inspiring Prayer. When you use Prayer on a creature other than yourself, you make attack rolls and challenge rolls with 1 boon for 1 round. Improved Shared Recovery. You can use Shared Recovery twice Expert Path: Exemplar Level 3: Attributes. Agility, Will +1.
 New Spell: Focused Light
 Inner Radiance. When you cast a Celestial spell or an Order spell, you can use a triggered action to release your inner radiance, causing light to shine from your body for 1 minute out to a number of yards equal to 1 + your Power score. While you emit light in this way, when you cast a Celestial or Order attack spell, you make the attack roll with 1 boon and creatures make challenge rolls to resist your spell with 1 bane. Level 6 Health +2 Magic. Divine Aid, Theurgy 3. Trading out Rainbow for Even the Scales, Order 3. Imperious Light. While you are emitting light from the effect of your Inner Radiance talent, you can use an action to force one creature within the area of light to make a Will challenge roll. On a failure, the creature becomes immobilized for 1 minute or until it is no longer in the radius of your light. When the creature is immobilized in this way, it is also blinded. At the end of each round, an affected creature can repeat the roll and removes the immobilized affliction from itself on a success. Once you use this talent, you must wait at least 1 minute before you can use it again. Level 9 Characteristics. Health +2 (37), Power +1 (5) Magic. You learn one spell.
 Exemplar’s Authority. When you use Imperious Light, you can choose a number of creatures equal to your Power score. Order’s Wings. While you are under the effect of your Inner Radiance talent, a pair of wings made from solidified light grow out from your back and grant you the flier trait. Master Path: Mystic Navigator Level 7: Attributes: Increase three by 1. Intellect, Will, Agility.
 Far Sight: You can see four times as far as can an ordinary creature of your species. Fastest Path: You can find your way to almost any destination. If you concentrate for 1 hour, you discover the fastest route to that destination. Until you complete a rest, you double the rate at which you and members of your group (or a vehicle you are on board) travel towards that destination. When the GM rolls a random encounter, she must roll twice and take the better result. Once you use this talent, you cannot use it again until you complete a rest. Level 10: Commune with the Seas. You can use an action to cast your senses out over and under the waters to learn hidden truths. If you concentrate for 1 minute, you learn three true things about the waters within 10 miles of you. Once you use this talent, you cannot use it again until you complete a rest. Expeditious Travel. When following a route you discover with your Fastest Path talent, you quadruple the rate of travel instead of doubling it. Equipment:  Fancy clothing
 Tools:
 Interesting Thing: An oversized tome, wrapped in leather, with a heavy padlock securing it, but with no key and no means to open the lock.
 Scroll: Bless, Vitality Burst x1 (R), Moderate Healing x2 (R1)
 Potion: 
 Coin: 41 gp, 5 ss, 1 cp
 Spellcasting:  Tradition: Celestial
 Rank 2:
 Rank 4:
 Triggered. On your turn, you can use a triggered action to cast this spell. Tradition: Order
 Rank 2:
 Rank 3:
 Even the Scales (2/2)
 Rank 4:
 Attack Roll 20+ The target is also stunned for 1 round. Sacrifice: You can use an action and expend a casting of this spell to heal all your damage and remove 1 Insanity from yourself. Rank 5
 As you speak the word of summons, a glyph falls from your tongue and dissolves in the air. Make a Will attack roll against the target’s Will. If the target has a Health score of 50 or lower, you make the roll with 1 boon. On a success, the target teleports to an open space you can reach, falls prone, and becomes immobilized for 1 hour. When the target is immobilized in this way, it is also impaired. At the end of each round, the target can make a Will challenge roll with 2 banes and ends the effect on itself with a success. Attack Roll 20+ The target also takes 3d6 damage. Tradition: Theurgy
 Rank 3:
 Rank 4:
 Rank 5
 You call out to your god to mete out justice against the target. Make a Will attack roll against the target’s Will. You make the attack roll with a number of boons equal to the target’s Corruption score. If the target is a demon, devil, faerie, spirit, or undead, you make the attack roll with 3 boons. On a success, the target takes 8d6 + 8 damage, and it must get a success on a Will challenge roll or become stunned for 1 round. If you get a failure on the attack roll, you gain 1d6 Insanity from realizing that either you misjudged the target or your god was not listening to your prayer. Forceful Conversion (1/1)
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