Lough the Mournful, Dancer in the Seasons | CG Changeling Inlander Exemplar / Bastion 8 | ◆◇↺
Deity
Nhimboleth
Location
p62
Strength
19
Dexterity
16
Constitution
14
Intelligence
12
Wisdom
12
Charisma
12
About Pelt of the Beast
"Become the Monster, Hunt the Hunter"
Daily Preparations:
Society Profile:
Basics
#2011
Vigilant Seal
Default Provision: ???
Active Downtime: Craft Hunter's Bane
Default Downtime: Earn Income w/ Crafting (Expert)
Standing
Fame: (8/12 spent)
Grand Reputation: (60; Admired, T3)
Primary Reputation: Vigilant Seal (60; Admired, T3)
Slotted Boons
Chronicle: Big Game Hunter (□□□), Traveler of the Spirit Road (□□□), Society Connections (□)
Achievement: Adversary Lore, Combat Mentor, Heroic Defiance, Vigilant Seal Gear
Senses
Languages (4) ➤ Common; Aklo, Cthonian, Jotun
Perception (*) +11 w/ Darkvision, Hunter’s Bane
Shift Immanence (◇) imbue divine spark into different Ikon when rolling initiative
Explore ➤ Search w/ Reactive Shield
Defense
AC 26 kilt or 28 spellguard; HP 104
Fortitude (**`) +15, Reflex (*`) +14, Will (***`) +16 w/ Unassailable Soul
Spellguard Shield (~) +2 circumstance to saves / AC vs targeted spells and may Shield Block
Heroic Defiance VS Boon (~) When Lough spends a Hero Point to avoid death, he awakens with 1 HP
Resist Corruption VS Boon (~) Lough has resistance equal to his VS tier [3] vs evil (unholy) damage
Mist Child (~) The flat DC to target Lough while concealed is 6 or hidden is 12
Reactive Shield (↺) Raise a Shield as a Strike would be hitting you
Shield Block (↺) w/ Spellguard Shield (hardness 9, HP 76)
Offense
Exemplar Class DC (ST) 24; Martial Weapons (**), Heavy Armor (*), Bulk 2.1/9.0, Speed 25
Reactive Strike (↺)
[dice=Energized Spark bonus damage (cold, fire or spirit)]2[/dice]
[dice=Gleaming Blade bonus damage (cold, fire or spirit)]4[/dice]
[dice=Shadow Sheath bonus damage (cold, fire or spirit)]4[/dice]
[dice=Liar's Hidden Blade bonus damage (cold, fire or spirit) vs OG]6[/dice]
Epithets and Ikons:
"The Mournful"
To be a hero is to endure countless hardships and stand where others have fallen, shouldering dreams and destinies in their stead. Though this weight may reach your eyes, you bear this burden so that those under you can live smiling. You are trained in Diplomacy. After you Spark Transcendence (✨), your act resonates with bittersweet poignancy, making one enemy of your choice within 30 feet who witnessed the act dazzled as tears or memories dance in their eyes. This is an emotion and mental effect. The enemy remains dazzled until the start of your next turn, and then they are temporarily immune for 10 minutes.
"Dancer in the Seasons"
You flourish in spring and idle in summer, give in fall and take in winter. You gain the Energized Spark feat for your choice of cold, fire, void, or wood. When you critically succeed on a Strike, you can Step as a free action in a whirl of leaves, snow, blossoms, or shimmering heat. The season changes, rotating each time you use this ability.
When you Spark Transcendence (✨), you gain temporary Hit Points equal to half your level [4] as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn.
☀️Pelt of the Beast This animal hide, whether worn about the shoulders or waist, is all you need to survive even the harshest elements. When you make your daily preparations, choose cold, electricity, fire, poison, or sonic damage. The pelt attunes to that damage type.
Immanence @ You gain resistance equal to half your level to the damage type the pelt is attuned to. You also treat environmental cold and heat effects as one step less severe.
Transcend (✨) w/ Survive the Wilds (◆, aura, manipulate) You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself. Until the start of your next turn, this shine creates an aura in a 15-foot emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.
☀️Scar of the Survivor A scar on your body commemorates a time someone tried to end your story and failed—a testament to your resilience and fortitude.
Immanence @ Divine energy spreads outward from your scar, reinforcing your flesh. You gain the benefits of the Diehard feat and a +1 status bonus to Fortitude saving throws.
Transcend (✨) w/ No Scar but This (◆, concentrate, healing, vitality) Your wounds knit shut with hardly a scratch. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8. [4d8]
☀️Shadow Sheath With an infinite array of darts, throwing knives, or similar weapons, you never need worry about being unarmed. You can spend 1 minute to load a weapon meeting the shadow sheath’s usage requirements into the sheath, which is hidden somewhere on your person. As long as the shadow sheath is on your person, you can Interact to draw an exact copy of the weapon from thin air. These copies retain the runes and abilities of the hidden weapon, though if you use any limited-use abilities (such as talismans or Activations with a frequency limit), they count against the weapon’s normal usages. A copy disappears shortly after leaving your hand (or being used for a thrown Strike).
Immanence @ May Interact (◇) You can Interact to draw a weapon from the shadow sheath as a free action. Your Strikes with a weapon produced from the shadow sheath deal 2 additional spirit damage per weapon damage die, which increases to 3 per die if the target is off-guard.
Transcend (✨) w/ Liar’s Hidden Blade (◆) After failed Strike, draw and Strike w/ same MAP vs off-guard; then may draw
☀️Gleaming Blade w/ Red-Gold Mortality This blade glitters with such sharpness it seems to cut the very air in front of it.
Immanence (base) @ Strikes with the gleaming blade deal 2 additional spirit damage per weapon damage die.
Immanence (ikon feat) @ When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a Will save against your class DC to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute.
Success: The creature regains the full number of Hit Points that would be healed.
Failure: The creature regains only half the number of Hit Points as the contradictory energies swirl within it.
Critical Failure: The creature doesn’t regain any Hit Points.
Transcend (✨) w/ Flowing Spirit Strike (◆◆, spirit) Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn’t have the agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Inlander Survival (ability text):
Energized Spark
Heroic Defiance (Boon)
Humble Strikes
Hunter’s Bane
Pelt of the Beast
Resist Corruption (Boon)
Scar of the Survivor
Shadow Sheath
Skybearer's Belt
Slag May
Spellguard Shield