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Rising Legends:
Warmage
Full-Blooded Goblin
Athletics
1
Endure
3
Martial
2
Elude
3
Nimble
1
Tools
2
Guile
3
Poise
1
Zeal
2
Magic
3
Nature
1
Observe
2

Grit

16 Energy

12 Resolve

1 Luck

3 Minor Actions

Movement


Movement Types: Primary: Land | Secondary: Swim
Senses: Darksight
Languages: Keric, Goben
Size: -1    Height: 3'8"    Weight: 45 pounds
Age: 18 years    Gender:
Form: Fangs
Affinities: None

0 / 12 AP

1 Training Limit

27 Carry Limit

60.27 Souls

2 Priority Bonus

3 Threshold

0 Physical Reduction

2 Pound Grip
Major Actions
Brain Shock + BMindDecayNature PotionSpell - Elemental (Mentalist style)Deal 4 Mystical Mind damage to Grit of target creature in 6 range.If you cause 4 or more Injury, cause Tier 2 Wounded to their head.
Defense Endure
Cause Fumble + 1UmbralChaos PotionSpell - Suppression (Charlatan style)Cause target in 8 range to add 1 face value 1 to each Skill roll they make.
Duration 4 rounds    Defense Zeal
Conjure Stone + 1TacticalEarthSpell - Elemental (Architect style)Create a 1 inch thick wall of stone angled at least 45 degrees from the ground in target space and up to 2 contiguous spaces in 4 range. The walls are not affected by gravity. Attack creatures in the spaces to choose what side of the wall they are on. On failure, they choose the side.
Duration 4 rounds    Defense Nimble
Demolish Magic + BUmbralDecaySpell - Elemental (Archmage style)Dispel target magical effect or object in 3 range. If you have this Ready, you can target a Spell being Manifested to negate the Manifestation.End up to 1 ongoing Spells you Manifested. Gain +1 on your attack roll for each.
Defense Dispel Defense
Life Siphon + BNecroticCurativeNature PotionSpell - Elemental (Warden style)Deal 3 Mystical Necrotic damage to Grit of target creature with an ongoing ability on them that you Manifested in 6 range. Heal Grit equal to half the Injury caused.If you cause Injury, increase the duration of any ongoing abilities you created on them by 1.
Defense Endure
Minor Actions
Warmage Stance + BUmbralChaosStance (Warmage style)Spells you Manifest that deal damage gain +1 damage for each 3 you exceed a target's defense roll if you are Focal Locked on them.Gain + 1 d12 on rolls to Manifest a Spell targeting an enemy you are Focal Locked on.
Passive effects
Full-blooded
Gain +2 on Priority rolls.

Scavenger
Gain +2 on Climb and Survival rolls.

Fae Blood
You are affected by Cold Iron Poison.

Owned Gear
Not calculated into above values yet.






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