Mage Tank-Chapter 267.5: Full Party Character Sheets (and a special shout-out)

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Chapter 267.5: Full Party Character Sheets (and a special shout-out)

Esquire Arlo Xor’Drel

Age: 3 (Physical: 21, Actual: 38)

Delver Level: 16 (Effective Level: ??)

Delve Record: 16 Platinum (Modified)

Special Delves: 2

Health: 3185/3185

HP Regen: 3717.6

700/700SP Regen: 320

Mana: 400/500 (100 Reserved)

MP Regen: 200

Blessed: 6/26

Shielding: 0/190

Movement (mph): up to ~470 mph

Dodge: AwfulBase, up to w/ block & semi-perm buffs

Resistance

146 - 264

93 - 201

89 - 197

88 - 196

123 - 231

Resistance to contests

Immunities:

Bleeding, Paranoia

Conditional: Fear

+100% crafting skill progression.

+100% to Dimensional Magic skill progression.

50% resistance to non-consensual dimensional effects.

Spectacular Vernacular: You have an eidetic memory for languages and an intuitive grasp of grammar. You learn new languages and dialects at incredible speed.

That’s a Lot of Stats!: You can gain bonus attribute points through training up to a maximum score of ten in each attribute.

Attributes

Trait (10): Leverage increased considerably when performing feats of strength.

Nimean Weapon (10)

Your Strength-based attacks are considered magical unless you choose otherwise. You may add the effect of Oblivion Orb to a Strength-based weapon attack for 1.25x its normal cost, rounded up. This spell originates at the point of impact.

Flurry of Blows (20)

Each STR attack you make deals additional damage equal to your STR times the number of previous STR attacks you’ve made in the last 6 seconds.

Point Blank (10)

You may make thrown and ranged weapon attacks while in melee range of an enemy with no penalty.

Rapid Blocks (10)

You may equip or stow your shield near instantaneously. Your Speed is considered doubled for determining how quickly you can block. (You gain an additional reaction each round that can only be used to block)

Bolt (20)

Your sprinting speed is doubled, which also applies to flight. Whenever you move, you immediately begin moving at your full sprinting speed unless you choose otherwise.

Trait (10): 90% resistance to mundane damage.

I Can Do This All Day (10)

Health and Stamina regeneration bonuses from Fortitude are doubled.

Super - We Can Do This All Day (10): Whenever you take damage from a hostile source, a nearby ally who is missing health or stamina regains an amount of health or stamina equal to half the damage taken, their choice.

Body of Theseus (20)

Critical damage you take and extra status effects applied by crits are reduced by a % amount equal to your Fortitude. Current reduction: 70%. Your body is becoming something more than human.

Just a Flesh Wound (40)

You are immune to Bleeding and (so long as you aren’t dead) can naturally regenerate from any injury, no matter how severe. Your body becomes capable of fully replacing any part of itself with your natural HP regeneration. This includes limbs, organs, entire bodily systems, and even your brain! But, if your head is destroyed, will you be the same person when it grows back?

Body of Asclepius (70)

Whenever you would heal from any source, double that healing.

Super Evolution: Whenever you would gain Shielding from any source, double that Shielding.

Magical Thinker (10)

You acquire a basic understanding of any spell after seeing it fully cast a single time.

Coordinated Thinker (20)

Your Intelligence score is considered doubled for comprehending spatial and dimensional concepts. This ranges from mundane topics such as easily estimating distance, the volume of a room, or the spatial relationships between objects, all the way up to sexier things like developing novel methods of interdimensional travel.

Whenever you activate a skill that targets a point in space, you do not need to have line of sight to that point, even if the skill would normally require it, as long as the point is within range of the skill.

Arcane Geometry (40)

Choose 1 mana shape from the list below. Whenever you use that mana shape on any skill, it does not apply a cost increase. This effect may only occur once every 6 seconds.

You can change the chosen mana shape with 1 hour of meditation once per day.

Acute

If you use the acute shape and the skill makes a cone of any length, it instead makes a line with quadruple that length.

Bowl

If you use the bowl shape and the skill makes a line of any length, it instead makes a cone with one-quarter that length.

Bubble

If you use the bubble shape on a skill that targets or affects only you, it instead targets and affects all entities of your choice within 5 feet of you.

Devil Drill Beam!

(Obtuse + Tangent, but you get a discount for being a pretty little princess)

If you use the Devil Drill Beam shape on a skill that requires touch, it instead becomes a 30-foot line that continues through all obstructions and entities along the line.

This shape triples the original skill cost.

Funnel

If you use the funnel shape on a skill that targets only one entity, the damage and healing the skill would cause is doubled. A skill shaped with Funnel can only target 1 entity regardless of any other shape, ability, or effect that would allow otherwise.

Hole

If you use the hole shape on a skill that emanates from you (such as a line, cone, or aura), you can instead cause the skill to emanate from any point within 30 feet of you. facing any direction. If the effect has a duration, it continues to emanate from the chosen point regardless of your own movement.

Jet

If you use the jet shape on a skill that requires touch, it can instead affect any target within 30 feet of you.

Metronome

If you use the metronome shape and the skill is a line, create a sphere at the end of the line with a radius equal to one quarter the line’s length. The skill affects all valid entities both in the line and in the sphere at the end of the line.

All shapes after metronome affect the sphere instead of the line.

Obtuse

If you use the obtuse shape and the skill requires touch, it instead creates a line extending out to 30 feet from you and targets the first valid entity in that line.

Pendulum

If you use the pendulum shape and the skill makes a line, it becomes a cone with a range equal to half the line’s length.

Segment

If you use the segment shape on a skill that creates an AoE, you can cause that AoE to exclude one or more portions of its area, allowing it to affect only enemies or only allies.

Tangent

If you use the tangent shape on a skill that makes a line, the line continues through all obstruction and targets all entities along the line, even if it would normally only target the first.

Translation

If you use the translation shape on a ranged skill, its range is tripled.

Tube

If you use the tube shape, the skill gains a sustain cost equal to its base cost. This replaces any duration the skill normally has. If the skill creates an AoE, the AoE lasts for the skill’s duration and targets all valid entities whenever they enter the AoE and at the start of each of your turns. (Skills with a sustain cost last indefinitely until you can no longer pay the cost. Sustain costs must be paid at the beginning of each of your turns or else the effect immediately ends.)

Vertex

If you use the vertex shape on a skill that targets only one entity, you can target a second entity within range.

Wedge

If you use the wedge shape on a skill that makes a spherical AoE, it instead makes a cone with a length equal to 4 times the sphere’s radius.

If you acquire any additional mana shapes, they will be added to the list above. If you can augment a mana shape beyond the effects listed, further augments still carry a cost.

Ziggurat

When you use the ziggurat shape and the skill only targets willing characters, it can instead target any character. If a target is unwilling, you must succeed in a contest using the skill's governing attribute vs. the target's FOR if it is a technique, or WIS if it is a spell. If you fail, the skill has no effect on the target.

This is Kind of My Thing (Fast Recharge, but different) (10)

Mana regen bonus from WIS is doubled. Ambient Absorption is 25% more efficient.

Where’s Nuralie? (20)

With 6 seconds of concentration, you can automatically detect the presence and location of any entity using an AGL-based stealth skill within your normal sight range, regardless of cover, so long as their AGL is lower than your WIS. (Joke’s on you, Nuralie’s AGL is the same as your WIS so you still can’t use this to find her.)

Bonus (Revelation of the Eye’s Sight): This ability also applies to entities hidden through invisibility or illusion, so long as their CHA is lower than your WIS. (Still doesn’t help you find Nuralie, lol.)

Sage Advice (40)

Your intuition and decision-making skills are impeccable, finding the perfect solutions to even the most esoteric problems. Whenever you perceive an ally making a check involving an intrinsic skill, you can concentrate to improve their check by an amount equal to your WIS.

This ability has a number of charges equal to the number of evolutions you have in WIS. Charges have a consecutive cooldown of 24 hours.

Additionally, you are immune to Paranoia and your allies still treat you as an ally even if they are Paranoid.

Paranoia

An entity with Paranoia treats all other entities as enemies and no entities as allies for the purpose of effects that reference the allegiance of other entities. For example, an effect that states “All allies within 30 feet of you heal 30 HP” does not affect anyone because you do not treat any entity as an ally.

Additionally, a paranoid entity is never considered a willing target for any effect that requires one. Effects that require a willing target, such as Blessings, immediately end if the target becomes paranoid.

However, paranoid entities are not necessarily hostile to everyone. They may still be willing to fight alongside their comrades, but they are keenly suspicious, awaiting some inevitable betrayal.

Center of Attention (10)

Your CHA is considered doubled when attempting to taunt or distract an entity.

Divine Favor of JuRoQi, The Dread Star of Heaven (10)

Speak the Dread Star’s true name and be seen. Ask one question and be answered. Should you survive the Dread Star’s truth, forget its name for seven days.

Passives (4/5)

Trait (Dimensional): You have an enhanced awareness of the location of allies affected by your aura and may see their physical surroundings by concentrating.

Trait (Mystical): Certain beneficial spells and abilities you apply to your allies, and which require your allies to remain within a specified distance of you, will continue to function outside of that range so long as the ally remains affected by this aura.

Trait (Mystical): Ambient Absorption - You absorb ambient Dimensional mana. This absorption is disrupted by both Divine and Spiritual mana.

Trait (Spiritual): Shared Fate - You and your bonded familiar possess a shared fate. The psychic bond shared by you and your familiar is stronger, which may result in some level of emotional transfer between you. You are always aware of the physical condition of your familiar and vice-versa. When your familiar suffers damage, you suffer mental anguish and must pass a WIS save or become incapacitated. The difficulty of this save is determined by the amount of damage suffered by your familiar. Additional effects may occur.

+25% Maximum mana

+25% Mana regen

Additionally, you exude an aura out to a number of feet equal to 20 + your INT. Allies within this aura gain +5 to all attacks and defenses.

Active Skills (11/12)

Physical / Dimensional

10 stamina

Make a thrown weapon attack modified by Dimensional Magic in addition to the relevant weapon intrinsic. This attack seeks out its target and cannot be dodged. The thrown weapon returns to you afterward.

Dimensional

5 mana

Make an INT Planar attack against a target you can touch. This attack cannot be blocked.

Physical

Cost: 20 mana

When you cast this spell, choose either the Cold, Fire, Lightning, or Sonic damage type.

A stationary spherical barrier of elemental force erupts in a radius around you equal to half your Physical Magic skill level in feet, warding against approach by hostile forces. When you create this barrier and every 6 seconds thereafter, make an INT Physical attack against all non-party entities that are touching or inside the barrier. The damage of this attack is the damage type chosen when you cast the spell.

Entities hit by this attack are pushed to the edge of the barrier. Additionally, if the damage type was Cold, entities hit by this attack are Slowed; if Fire, they are Ignited; if Lightning, they are Shocked; and if Sonic, they are Deafened and knocked prone.

So long as you focus, this effect remains active.

Physical / Dimensional

20 mana + 10 mana/second

Cooldown: Variable

Create a big-ass explosion at a point you can perceive with a radius in feet equal to 20 plus your Physical Magic skill level. Make an INT Sonic attack against all entities within this area. Entities hit by this attack are Deafened for 1 minute and knocked prone.

You can focus to charge this spell prior to choosing a point to create the AoE. If you do, this spell’s radius increases by a number of feet equal to your Physical Magic skill level every 6 seconds and deals bonus Spatial damage equal to your INT every second it was charged. This spell may be charged for a maximum number of seconds equal to your Dimensional Magic skill level.

When charged for 3 seconds or more, entities hit by this attack are pulled to the center of this spell’s area.

Explosion!+ gains a 2-minute cooldown for every second it was charged, up to a maximum cooldown of 60 minutes.

This spell requires a somatic component: snapping your fingers.

Hidden Trait (Restriction): While charging this spell you may chant ominous, foreboding, or antagonistic phrases. If you do so, this spell creates an obvious visual effect that grows in intensity over time. Enemies that hear your chanting and can perceive this visual effect must succeed on a WIS check opposed by your CHA or become Distracted by you until this spell resolves.

Physical / Dimensional

20 mana reserved

Grant a nearby ally the buff “Life Warded”. Any time a Life Warded ally would take Physical or Dimensional damage, you take half of that damage instead. The damage you receive in this way is reduced by 1 for each level of your Physical Magic skill, but cannot otherwise be reduced or negated by any means other than natural resistance or immunity.

Life Warded allies must remain within a number of feet of you equal to 20 plus your Dimensional skill level to sustain this effect.

Bonus (WNaC? Mystical Trait): Allies affected by your aura are always considered to be within the range of this spell.

Physical

Cost: 20 stamina + 1 stamina per second

You create an aura around you with a radius in feet equal to your Physical Magic skill level. Allies within this aura gain Shielding equal to your STR + FOR ( when this skill is activated. While the ally remains within range, this Shielding regenerates at a rate equal to its maximum value over 6 seconds.

Mystical

Variable mana - 50% of the cost of the mana disrupted

Temporarily disrupt the flow of mana within a spell, object, or person. This can weaken or negate spells, halt the flow of magic within a magical item, or disrupt a magical effect imbued within an individual.

The cost of Dispel is reduced by 0.5% per level of Mystical.

Mystical

Cost: 100 mana reserved, Variable

Uno backward is No U

You exude an aura out to a number of feet of you equal to your Mystical Magic level plus your INT. Allies within this aura gain Spell DR equal to your Mystical Magic level.

Whenever a hostile spell you can perceive targets an ally or space within range of this aura, you may react to seize that spell and change its targets to any valid targets of your choice. To do so, you must expend mana equal to the total amount of mana spent on the target spell by its original caster.

If the spell creates an AoE or targets a point in space, you may decide where the AoE is placed or which point in space the spell targets. The redirected spell maintains the statistics it had when cast, such as its attack, damage bonus, mana shapes, and other effects. The range of the redirected spell is equal to the maximum range as originally cast, centered on the original caster.

Dimensional / Mystical

50 mana reserved

Cooldown: 24 hours

Summon the c’thon Shog’tuatha.

Dimensional - Deific

5 mana

Variable Cooldown

Pass through the void and teleport to a place you can see within a number of feet equal to 500 times your Dimensional Magic skill level. This skill’s cooldown is based on the distance traveled, with a minimum cooldown of 1 second if the distance is less than or equal to 5 times your Dimensional Magic skill level in feet, up to a cooldown of 1 hour when traveling the maximum distance.

Dimensional / Physical

10 stamina + 2 stamina/sec

You gain an aura with a radius in feet equal to half your Dimensional Magic skill level. Entities within this aura are pulled toward you a number of feet equal to your Dimensional Magic skill level every second.

While this aura is active you are Immobilized and immune to forced movement. Affected entities with STR lower than your INT are also Immobilized.

Intrinsic Skills (11/12)

Pocket Closet (10)

Your inventory is converted into an accessible pocket dimension, but no longer benefits from STR. 50% of the space can be dedicated as Quick Access, allowing you to retrieve anything held in Quick Access stasis from your normal inventory screen. The Closet can be expanded by spending mana.

Checkpoint (20) - (Requires Pocket Closet and Shortcut)

This is a Pocket Closet upgrade.

You may designate a limited number of physical locations as Checkpoints, which can be accessed from within your Pocket Closet.

To do so, you must be present in the location you wish to designate and must spend one hour establishing a permanent link to your Pocket Closet.

While within the Pocket Closet, you may create a portal exit to any of your designated Checkpoints by casting Shortcut.

Any given Checkpoint may only be used once per day. A Checkpoint portal may remain open for up to 1 hour and may be traversed by anyone. Closing a Checkpoint portal requires 60 seconds of concentration. Permanent Checkpoint portals, or Checkpoint portals with entrance and exit restrictions, require a Reality Anchor.

You may designate up to one Checkpoint for every 10 levels of your Dimensional Magic skill. You may eliminate any existing Checkpoint with 60 seconds of concentration, allowing you to designate a new Checkpoint in its stead.

Heavenly Gates (40)

The Dread Star blesses your travel through the in-between.

Your portals and teleports become Deific.

A Deific effect cannot be countered, negated, redirected, resisted, prevented, or otherwise foiled or manipulated by any non-Deific effect.

System Note: Accepting this evolution will change the nature of Delves you are offered.

More! MORE!!! (10)

Physical spell cooldowns are reduced by 1% per level of Physical Magic.

Therianthropy (20)

You have no fear of melding your mind and body with the inhuman and have taken the form of a beast as your own. This form can take many shapes and appearances that you may decide, but regardless of your choice, you retain all of the capabilities of your normal form. With 3 seconds of concentration, you may transform to gain the following benefits:

Your movement speed is enhanced by X%, where X is your Physical Magic skill level.

Your unarmed attacks deal bonus damage equal to your Physical Magic skill level.

Additionally, when you gain this evolution you can pick any two of the following traits, gaining their benefits while you are transformed. You may only have one instance of any given trait.

Avian. You can fly.

C’thonic. You grow two tentacles that can be used as extra arms, allowing you to wield up to four objects simultaneously.

Whenever you gain a new evolution in Physical Magic, you may pick a new trait, adding to the ones you already have.

You can remain transformed for a number of minutes equal to your skill level. After that, you return to your normal form.

You can transform a number of times equal to the number of evolutions you have in Physical Magic. You regain all transformation uses after resting for 8 hours.

Mana-shaping efficiency (10)

Sssssssecret knowledge evolution! The efficiency of mana you spend to mana-shape a skill or ability is improved by 1% per level of Mystical.

Countermage (20)

Whenever you successfully negate a magical effect, half the mana you spent to negate it is refunded and you gain 1 stack of Potency. You can have a maximum number of Potency stacks equal to twice the number of evolutions you have in Mystical Magic.

Whenever you would use a mana shape to alter a skill, you can spend 1 stack of Potency instead of increasing the skill’s cost, up to a maximum resource savings of 100% of the cost of the base skill. Further mana shapes increase the cost as normal unless you spend additional Potency stacks for those shapes.

Auradin (10)

The effects of your auras on allies are 1% stronger per level of Leadership.

Medical Officer (20)

Whenever an ally who can perceive you is healed for any amount, they may increase that amount by your Leadership skill level. This bonus can only be gained once per minute per ally.

Specialization (10): Hammers gain +1 Penetration per level of Blunt.

Hammer Throw (10)

You suffer no penalty for using hammers as a thrown weapon. The maximum speed and distance you can throw a hammer is increased by 10% per level of Blunt.

Hammerang (20)

You gain enhanced control over the path of thrown hammers, allowing you to imbue their flight with otherwise impossible arcs and patterns. The degree of control and the complexity of the arcs you can imbue are based on your Blunt skill level.

Shared Fate (Restriction): Your bonded familiar also gains the benefits of this skill and their activities count toward this skill’s progression. However, your bonded familiar chooses this skill’s evolutions.

Must Construct Additional Pylons (10)

0.5% reduced mana cost for Dungeon constructs and actions per level of Dungeoneering (-10%).

Engineered Terror (20)

Fear and intimidation checks performed by allied entities within a Delve, dungeon, or labyrinth you control are 1% more effective per level of Dungeoneering. This bonus is multiplicative.

+Level to Block

Bodyguard (10)

If you block an AoE attack and it fails to hit you, it also fails to hit all allies in a 90-degree cone directly behind you. Additionally, you can use your reaction to block an attack targeting another character within 5 feet of you, adding your shield’s block value to their defense.

Spell Breaker (20)

You may block any type of spell, reducing the damage by 5 plus an additional 1 per level of Shields.

1 physical DR per level.

Resilient Alloys: Divine (10)

Choose 1 class of damage from the following choices. You receive 1 point of damage reduction against that class for each level of Heavy Armor.

Standard Bearer (20)

While wearing heavy armor, the range of your auras is increased by a number of feet equal to your Heavy Armor skill level. Additionally, allies within any of your auras cannot be feared as long as you are conscious and not feared.

Carouser (10)

You blend seamlessly into any social environment, able to tell who’s who at a glance. You always know who among the entities you can perceive has the most social influence and who that entity regards as an ally.

Executive (20)

You exude a presence of authority, generating trust in those who converse with you. Other characters instinctively understand your expertise, causing them to trust your opinion over their own in any topic involving an intrinsic skill you possess, as long as their level in that skill is lower than yours.

When you create a magical item that involves smithing, none of the attribute or skill requirements for the item can be higher than your Smithing level, and the number of requirements cannot exceed the number of evolutions you have in Smithing + 1.

Armorsmith (10)

You specialize in the production of the toughest and most stalwart of armors. Effects you weave into metallic items governed by the Heavy Armor skill are twice as powerful.

Defensive Specialist (20)

+50% MORE defensive weaves

Mana Capacitors (10)

The mana capacity of wands you create is increased by an amount equal to your Woodworking skill level, and the mana capacity of staves you create is increased by twice that amount.

Double Barrel (20)

Wands can have 2 spells, staves can have 4. You can use wands and staves as a focus for casting spells.

Divinity

Whenever you use a teleport or portal skill, you may spend 1 stack of Blessed to reduce the mana or stamina cost of that skill to 0. Additional stacks of Blessed must be spent for each effect that increases the resource cost of that teleport or portal, such as a mana shape, doubling the Blessed required with each additional effect.

Sees - The Eye has looked upon you and seen your dark sins, your selfless acts, your wretched failures, and your glorious triumphs. The Eye has embraced you, despite your flaws, and you have been filled with a deeper sense of self-acceptance.

You gain darkvision out to your normal range of sight. You may view the souls of others, which can provide keen insight into the nature of their very being. With focus, you can determine what mental effects, if any, an entity is affected by.

Additional benefits may be unlocked as you grow your connection to yourself, those around you, and Sam’lia.

This allows you to share the benefits of your ‘See’ ability with your allies, and also your mental impressions of the people and things around you. However, by mingling with another’s soul, your sense of identity may interfere with their own.

You have learned to allow others to deliver their perspective unto you as you can deliver your perspective unto them, although the effect is less potent when using the revelation in this way.

+77 Physical DR (25 Inherent)

+10 Fire DR

+32 Spiritual DR

+32 Divine DR

+67 Mystical DR (25 Inherent)

+32 Dimensional DR

+100 Health Regen

+180 Stamina Regen

Whenever you are hit by a hostile spell, you absorb 10% of the mana spent on that spell.

Unique Ring

A Gift from Fortune ;)

While wearing this ring you’re granted +100% to your health regeneration.

Unique Ring

May her wings guide you.

Requirements: WIS 30, Dimensional Magic 30

+60% to the range of your teleports.

Unique Targe

A Gift from Varrin :O

Made with the gratitude of the Ravvenblaq family for use by Esquire Arlo Xor’Drel, this modular targe has been crafted from the essences of an atrocidile abomination and the c’thon known as Ihbriobrixilas by the renowned smith and mana-weaver Ealdric Ravvenblaq Junior. The shield was meticulously forged and woven to custom-serve the unusual needs and abilities of the recipient. It is the first and only shield of its kind.

Strength 10, Intelligence 10, Wisdom 10 Specialized Requirements: Dimensional Attunement (Effect 1)

High. This item will halt even the fangs of the mighty Chihuarberus, although it will fall short of mitigating the slavering maw of the Demihuahua.

1) The modular slabs of Gracorvus have been woven with Ihbriobrixilas’ ability to defy gravity by altering space, along with its capacity for directing eight limbs simultaneously. This allows the user to rearrange the modular slabs of Gracorvus into a new configuration by spending 1 mana. This also allows the shield to float in place at the cost of 1 mana per minute, or move at the command of the wielder at a cost of 1 mana per second, at a speed of up to [Intelligence score] yards per second. Each individual slab can also be directed independently by the wielder at the same speed at a cost of 0.5 mana per second per plate, though the cognitive load of doing so increases substantially for each additional slab beyond the first.

2) The core of Gracorvus has been woven with an atrocidile’s frightful presence. While wielding this item in any of its assembled configurations, non-sapient enemies will perceive you as significantly more threatening than they otherwise would, and sapient creatures must succeed on a Wisdom save or suffer the same. This may cause enemies to fight, flee, or piss themselves, depending on their nature.

Accessory

A Gift From the System UwU

The name may be long, but we bet you’re longer, rawr.

Minimum skill lvl to create: 70 (57 from req, but 70 for legendary)

Requirements

STR 20, INT 40, Blunt 25, Dimensional Magic 20, Mystical Magic 20

Effects:

1) Somncres can be summoned and dismissed at will. (Dimensional 10)

2) Whenever you make a thrown weapon attack with Somncres you may create up to X Fleeting copies, where X is your INT/10. Each copy costs 2 mana to create. These copies possess all qualities imbued into Somncres at the moment the copies are created. (Mystical 10, Blunt 10, STR 10)

3) Each Somncres copy can be individually assigned to a target for 1 additional mana. (Mystical 10)

4) +100 Health Regen (STR 10)

5) +80 Mana Regen (INT 20)

6) +30 Armor Penetration to attacks made with Somncres (Blunt 15)

7) +60 damage to Dimensional attacks while wielding Somncres (Dimensional 10, INT 20)

Requirements: INT 20

Effects:

+20 damage to elemental spell attacks

Mana Capacity: 45/45

Spell Slots: 2/2

Stored Spells:

Explosion!+

Elemental Barrier

Mana capacity: 25/25

Spell Slots: 1/1

Stored spells:

Explosion!+

Automatically butchers and cooks animals placed into inventory.

Two-Handed Mace

To Spike,

In commemoration of the day we feasted upon the life’s blood of our foes.

With love,

Dru

Requirements: STR 40, Blunt 40

Effects:

1) This weapon deals an additional 100% damage when wielded with two hands.

2) Whenever this weapon deals damage it applies Bleeding/minute equal to your STR plus your Blunt skill level. Critical strikes apply twice this amount.

3) Once per hour you may increase your health regeneration by an amount equal to the combined Bleeding/min of enemies within a number of feet of you equal to your STR. This regeneration increase lasts for 1 hour.

The List

Sigil in the southeastern skies?

Ask a fairy about the deal with Hysteria

Armor Clothes Beam??

Training - Dungeons

Find More Exotic Materials

Backdoor soul stuff - Grotto subprocesses

Grotto Revelations - Xim communion

Brood King? Hidden Delver? What’s up with Shog? - ask Shog when he gets back

Grotto’s (un)hidden secrets.

Accrue power! Dominate our enemies! Attain immortality so that we might live forever! - (Added by Grotto. Ignore. Or don’t?)

Create reality anchor point for Closet - Hiward for central global location?

Etja Nothosis

Age: 3 (Physical age: 21)

Delver Level: 16 (Effective Level: ???)

Delve Record: 16 Platinum (Modified)

Special Delves: 2

Health: 935/935

HP Regen: 143.5 (+70*1.32 = 235.9)

Stamina: 340/340

SP Regen: 94

Mana: 570/570

MP Regen: 234

Blessed: 30/78

Shielding: 0/0

Dodge: 122/122 (15 Recovery)

Base, up to w/ semi-perm buffs

Resistance

62 - 94

Adaptive

114 - 146

Adaptive

87 - 119

Adaptive

42 - 74

Adaptive

71 - 103

Adaptive

Immunities:

Mind-controlling effects that would deter you from your overarching goals, Mesmerized, Distracted, memory alteration and wipe, Psychosis

Conditional Immunities:

Stunned

As an incarnation of a divine being, you inherit your racial abilities directly from their domain.

You are immune to all mind-controlling effects that would deter you from your overarching goals. You cannot be compelled to act against your truest desires.

As a golem, your body is an artificial construct. You do not suffer from Bleeding and body parts that are lost or destroyed can be readily replaced by a skilled Golemancer. Your original golem body has been modified, however, and you still experience the majority of other biological functions and vulnerabilities shared by organic entities.

You are skilled in the ancient art of the Mirtasian Cadence. You may establish a dance and rhythm prior to casting a spell. If you do so, you gain a 10% mana cost reduction to the first spell you cast, and an additional stacking 10% mana cost reduction to each spell cast in sequence with the previous spell, so long as you maintain your cadence. This cost reduction caps at 40%, and the bonus resets once the fourth spell has been cast in the sequence.

Attributes

Trait (10): Leverage increases substantially when performing feats of strength.

Heavy Lifter (10)

Your lifting capacity and inventory size are doubled. You can lift any object with one arm as though you were using all of your arms.

Flow State (10)

While focusing, you can dodge attacks with much greater efficiency. You gain a bonus to dodge equal to your AGI. There is a 50% chance any weakened attack you would receive while focusing instead misses entirely.

Soloist (10)

You can commit complex movements to memory with incredible precision, allowing you to perform any practiced activity twice as fast with no chance of error.

Trait (10): 90% DR to mundane damage

Natural Armor (10)

Your natural armor provides an additional amount of DR All equal to FOR/2.

Mana Barrier (20)

You may choose to have 50% of the damage you take be dealt to your mana pool instead of your health. Damage dealt to your mana in this way is doubled.

Signature Spell: Intelligence (10)

Choose one spell you know that is influenced by INT CHA. The base mana cost of that spell is reduced by 5, plus another 5 for each evolution you have in INT CHA. This cannot reduce the cost of the spell below half its base cost. You may change the chosen spell whenever you gain a new INT CHA evolution.

Chosen Spell: Mystic Blast

Fast Recharge (10)

Your base mana regeneration is increased by 100%. Once per day, you can instantly regain mana equal to your WIS * 3.

Enhanced Focus (20)

You can focus on an additional number of things equal to the number of WIS evolutions you possess.

Total Recall (40)

You have a perfect memory, able to flawlessly recall every minute detail of your life from birth with absolute clarity. No effect can modify or erase your memories, and any false memories are immediately recognized as such. Additionally, you are immune to the Psychosis status.

Performance Artist (10)

You have perfect pitch, perfect rhythm, and can play any song by ear with only a single listen on any instrument you know how to play. You can learn to play any instrument by spending one hour experimenting with it.

Force of Personality (20)

Whenever you deal damage to any number of entities with an active skill, you can deal additional damage to those creatures equal to your CHA.

Transfixing Presence (40)

Your beguiling charm has been honed to such heights that all who look upon you are entranced by your very being. Non-allied entities within a number of feet of you equal to your CHA must make a successful WIS check or become Mesmerized. You may apply this effect selectively, or suppress it completely if you so choose. This effect may only occur once per entity per day.

Your deep insight into the art of allure has also made you immune to being Mesmerized or Distracted by another.

Mesmerized

A Mesmerized entity cannot attack the source of their mesmerization, and treats the source as an ally. Mesmerization ends if the source of the mesmerization attacks, deals damage, or takes obvious hostile action against the mesmerized entity.

Mana Sculptor (70)

The first AoE mana shape you apply to a skill is free. The size of all AoE mana shapes is doubled.

Spell Crit (10)

Your critical range with spells is increased by +1.

Guardian Angel (20)

You are instinctively made aware of any skill or attack that would target you if the source’s CHA is lower than your LCK. Your first use of Nullify each minute has a maximum mana cost of 10.

Double Down (40)

You have a number of Double Down charges equal to twice the number of LCK evolutions you possess (Current charges: 6). Whenever you are granted a temporary beneficial effect, you can spend 1 Double Down charge to double the benefits of the effect, and whenever you would be inflicted with a temporary detrimental effect, you can spend 1 charge of Double Down to negate the effect on you.

Each charge has a cooldown of 24 hours.

Passives (5/5)

You may open your soul and embrace the spiritual essence of a nearby ally, sharing the cost-reducing benefits of your Mirtasian Cadence and allowing you to use your Incarnation passive to combine one of your active skills with their own. Additionally, any skill utilized in this manner gains the benefit of your Finishing Move passive, and will deal 200% bonus damage if it is the fourth spell cast in sequence.

Arcane: You have learned to harvest the power of those within your vessel, gaining a benefit for each avatar whose soul you have tasted.

Orexis: Endless Hunger - Your Incorporate ability is 100% more effective and refunds mana when used based on the mana density of the Incorporated substance. Incorporate can be used to forcefully take a soul into your own, either whole or piecemeal.

Hysteria: SPOILERRRRSSSS

Whenever you use an Active Skill governed by CHA, you gain 1 stack of Blessed. You can only gain 1 stack of Blessed this way per skill activation, even if that skill has multiple effects.

The bonus you receive when spending a stack of Blessed is increased to +10.

Active Skills (7/7)

5 + 2 Mana/sec

Dimensional

You can manipulate gravity in a localized area with a maximum radius equal to your Dimensional Magic skill level, emanating from a point you can perceive. Entities within this area with STR lower than your CHA are immobilized for so long as they remain within it. Additionally, you may force any number of entities within this area to move up to a number of feet equal to its radius in any direction every 6 seconds. The radius of this effect may be doubled by doubling its mana cost.

You may use this spell to fly at no cost.

Variable Mana

Mystical

You can suppress and even eliminate the effects of magic within a radius equal to half your Mystical Magic skill level, emanating from a point you can perceive. This costs mana in proportion to the amount of mana being nullified, with a base cost equal to half the mana of the targeted effects. When cast as a reaction, this spell costs mana equal to the full mana cost of the targeted effects. These costs are reduced by (0.25*CHA)%.

5 Mana

Dimensional

You break down the fundamental forces holding an object together, causing its constituent components to fly apart. Make a CHA Spatial attack with penetration against an entity you can perceive. This attack deals double damage to mundane targets.

Variable mana

Divine

You can draw in the form and essence of other things and make them part of yourself. The effects of this ability vary. Incorporating objects may give you material properties of those objects, whereas incorporating a spirit may even give you memories of that spirit. Be careful you don’t lose yourself in the process. Greater levels of Divine Magic increase the potency of what you can incorporate.

10 mana

Mystical

Create a blast of raw magical force, making a CHA Mystical attack in one of three configurations.

Line. Make a line attack with a length equal to 4 times your CHA.Cone. Make a cone attack with a length equal to 2 times your CHA.Sphere. Make a spherical AoE attack with a radius equal to half your CHA.

Cost: 40 mana

Divine

Make a CHA Divine attack against all hostile entities within a number of feet of you equal to your Divine Magic skill level. Entities damaged by this attack are pushed to the edge of this range and knocked prone. This attack deals Holy damage, and gains a bonus to damage equal to your Divine Magic skill level.

If you spend any stacks of Blessed on this skill, the affected area becomes difficult terrain for hostile entities and grants Celerity to allies. This effect lasts for 6 seconds for each stack of Blessed spent.

An entity with Celerity has their movement speed doubled.

10 stamina / round

Dimensional

You accelerate your own time, allowing you to act much faster than normal. You gain Haste. Haste grants Celerity, 1 additional action/round, and immunity to slowed.

Intrinsic Skills (12/12)

50

Mana Efficiency (10)

You are masterfully precise in your control of mana for magical applications. Whenever you would spend additional mana beyond the base cost of any spell, the amount you spend is 1% more effective per skill level.

Magic Detection (20)

The range of your magic sense is increased by a number of feet equal to your Mystical Magic skill level. When you see a magical effect, you know it is magical, approximately how much mana it contains, its general effect, and from which schools of magic it originates.

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Absolute Authority (40)

Entities cannot counter or negate your spell effects unless the skill level for the effect they are using is equal to or higher than your Mystical Magic skill level.

42

This skill is derived from the ancient practice of the Mirtasian Song, which uniquely influences the spellcasting of you and your allies.

Cadence (10)

If you cast your spells in time with the cadence of the Song, each successive casting becomes 10% more powerful, with a maximum percentage bonus equal to your Incantation skill level.

Rhythm (20)

You can engage in ritual dance to the rhythm of the Song. When you do, allies who can perceive your dancing gain a +5 bonus to all opposed checks for each evolution you have in Incantation.

Metronome (40)

While using Mirtasian Cadence, you can Focus to increase your resistance to mind-affecting abilities by 5 + 5 times the number of Incantation evolutions you possess.

41

This skill improves the capabilities of your Incarnation passive ability. You can combine up to 3 skills at level 40, 4 skills at level 70, and 5 skills at level 100.

Nullify: Return on Investment (10)

Whenever you dispel a magical effect using Nullify, you gain an amount of mana equal to 5 times the number of Exemplar evolutions you possess. This mana must be applied to pay the cost of any augmenting effects of the next spell you cast (i.e. mana shapes, AoE increases, etc.) or it is lost.

Siphon: Frame of Reference (20)

Whenever you use Siphon, or a combination spell with Siphon, you can cause the spell to ignore your allies. Alternatively, if Siphon only targets your allies, it costs half as much to cast and maintain.

Incorporate: Adaptive Materials (40)

Whenever you alter your body to replicate a material you have Incorporated, you gain resistance to one damage archetype related to that material.

35

Real Big Spells (10)

Whenever you spend extra mana to increase the range and/or size of any of your spells, the cost of doing so is reduced by 0.5% per level in Dimensional.

Cheap Big Spells (20)

AoE mana shaping is twice as efficient.

35

Yearning (10)

While focusing, you cannot be Distracted, Stunned, or Mesmerized.

Release (20)

You understand well the state of exaltation that can be produced when you enforce your will upon the world. Bliss is not your only reward for doing so. Whenever you cast a Divine spell, you gain a number of stacks of Blessed equal to the number of evolutions you have in Divine Magic.

26

Crowd Work (10)

You prefer to perform in more intimate venues, but you’re more than capable of wowing larger groups. Whenever your performance has an audience with more than one member, you have a chance of Mesmerizing any individual member. For each member Mesmerized, your chance to Mesmerize the others increases. Your chance to Mesmerize is based on your CHA and opposed by the audience member’s WIS.

Godly Set (20)

Whenever a non-hostile entity witnesses you perform for at least 1 minute, you may grant them 1 stack of Blessed. While Blessed in this way, the entity feels a greater sense of peace and contentment. Affected entities are aware of this mental effect and may end it at will.

20

Reconnaissance is your ability to scout ahead, notice hidden entities like stealthed entitiess and traps, and determine the location of your objectives.

Trap Mechanic (10)

Once you notice a trap, if the entity who set the trap has an INT lower than your WIS, you learn what the trap does and precisely how to disarm the trap in the safest way possible.

High-Value Target (20)

You can focus to learn the distance and direction to the highest grade monster or highest level Delver within a number of feet of you equal to 100 * your Reconnaissance skill level. Characters whose CHA or Stealth skill level is higher than your Reconnaissance skill level are immune to this effect, causing you to instead locate the next highest grade or highest level character that is not immune to this effect.

20

Confidant (10)

You have a knack for getting others to divulge sensitive information. After conversing with a non-hostile character for 1 minute, you can make a CHA (Diplomacy) check against that character’s social defense. On a success, they reveal one secret they would not normally share.

This ability has a cooldown of 24 hours for each character.

Hero (20)

As an activity, you can inspire a character conversing with you, allowing you to make a CHA (Diplomacy) check against their social defense. If you succeed, they place their unshakeable trust in you, always acting in your best interests even when opposed to their former allegiances. However, they will not violate their moral code or subject themselves to undue harm.

The activity takes place over a conversation. Hostile and unfriendly characters are immune to this effect; if you act in a way that causes the character to become unfriendly or hostile, the effect immediately ends.

20

Clothier (10)

You specialize in light and mobile garments, often worn by mages and socialites. Mana weaves you imbue into fabrics that impose an INT or CHA requirement are twice as powerful.

Offensive Specialist (20)

+50% More offensive weaves

10

Tryptophan (10)

Food you prepare allows diners to sleep under nearly any condition, through common interruptions, and with pleasant dreams to boot. Whenever an activity or cooldown calls for an 8-hour rest, well-fed diners may complete that activity in 1 less hour for each evolution you have in Cooking & Hospitality.

10

Flexibility (10)

You recover an amount of dodge at the start of your turn equal to half your Light Armor skill level.

10

Information Awareness (10)

You can take the Analyze and Observe actions as free actions.

Divinity - None

You can manipulate any AoE you cast into any contiguous shape so long as the total area covered is equal to or less than the original AoE size.

Circular AoE’s may be divided into multiple AoEs so long as the total radius is equal to or less than the original.

Cone AoEs may be divided so long as the total angle is equal to or less than the original.

Line AoEs may be divided so long as the total length is equal to or less than the original.

Once per day, one of the following effects may occur, although you may not choose when or if one triggers.

1) An attack you make that would otherwise miss miraculously hits.

2) An attack made against you that would otherwise hit miraculously misses.

Requirements: Etja Nothosis, Escalated Delver

Effects:

1) This wand can be used as a focus for Mystical spells. When used as a focus, it adds +10 damage to all Mystical attacks.

2) Whenever you hit an entity with a Mystical attack, you may choose to deal Force damage equal to your Mystical Magic skill level to all entities of your choice within 5 feet of the target.

3) Your maximum number of Blessed stacks is increased by 6.

4) While performing the Mirtasian Dance, your attacks deal an additional X damage and you gain +X to your dodge pool, where X is your Incantation skill level.

Draw the line.

Requirements: INT 20, Mystical Magic 20

Effects:

1) +20 mana regen

2) Whenever you cast a spell that creates a line extending from you, you can duplicate that line in a different direction by spending mana equal to the spell’s mana cost.

3) Whenever you are targeted by a spell that is a line, you can spend mana equal to that spell’s mana cost to redirect the line in a different direction extending from you. If you do, the spell has no effect on you.

A staff of office for the Archon of the Fifth Court, crafted by the scorned lady known to you only as The Mimic. It would eventually come to light that the Archon himself had also been crafted by The Mimic, a treachery that led to the collapse of the judiciary and enabled a violent coup against the realm’s emperor. This staff may serve as a symbol of your strength, or a promise of retribution to those who would oppress you.

WIS 20, Divine 10

1) Spell Mimicry: You may imbue this staff with a charge of any spell you can cast by spending an amount of mana equal to that spell’s cost plus 10. This item may only be imbued with 1 spell at a time, but up to 5 charges of that spell may be stored. If the spell is channeled, each charge may store up to 6 seconds worth of channeling. The maximum amount of mana that can be stored within this item is 100, excluding the 10 additional mana required to imbue each charge.

2) Archon’s Faith: While wielding this staff, your Divine Magic skill is considered to be 5 higher.

3) Spells you cast may originate from the head of this staff.

WIS 20

Whenever you would spend mana, the amount you spend is reduced by 10%. The minimum cost reduction from this effect is 1 mana (1 mana every 6 seconds while channeling), but cannot reduce the mana cost to less than 1.

Light Armor Set

Requirements: STR 10, SPD 10, AGL 10, CHA 30, LCK 30

Effects:

+35 Physical DR

+40 Spiritual DR

+30 Divine DR

+25 Mystical DR

+20 Dimensional DR

+40 to maximum Dodge Pool

+10 to Dodge Recovery

+50 Health Regeneration

+60 Stamina Regeneration

+80 Mana Regeneration

When worn as a full set, this armor will consume mana to fully repair itself from any damage over the course of 1 minute.

Mana Capacity: 60/60

Nuralie Vyxmeldo’a

Age: 24

Delver Level: 16 (Effective Level: ???)

Delve Record: 16 Platinum (Modified)

Special Delves: 2

Health: 806/806

HP Regen: 80.6 (+70*1.32 +45 = 218)

Stamina: 310/310

SP Regen: 31 (+45+180 = 256)

Mana: 100/100

MP Regen: 10 (+45+80 = 135)

Blessed: 12/26

Shielding: 0/62

Movement (mph): 468 (Normal) 694 (Dim Light) 1735 (Dim+Dark+Chemist) 3470 (ALL buffs + Sprinting)

Dodge: 337.5/337.5

Recovery: 52.5

Base, up to w/ semi-perm buffs

Resistance

65 - 97

30 - 62

10 - 42

55 - 87

91 - 123

50%

Immunities:

Slowed, Paralyzed, own poisons

Conditional Immunities:

Trait (10): The leverage you are able to produce when performing feats of strength is increased considerably.

Draw Weight (10)

Your Strength score is considered doubled when used to fire a bow or other ranged weapon requiring STR.

Melt Into Shadow (10)

Ritualism: So long as you are in dim light or lower, you gain an additional bonus to your Stealth equal to your AGI.

Keen Hands (20)

When crafting, products that require dexterous manipulation to produce are X% more effective, where X is your AGI.

Flawless Precision (40)

Your body has transcended the inaccuracies of its physical material, allowing you to move with impossible precision. Your movements are so exact that you can position any part of your body to a pinpoint location within one nanometer of where you intend, without fail. This extraordinary control allows for flawless execution of movements, no matter how complex or delicate the task.

You are also no longer tied to the limitations of your physical body on your movement. You are immune to the Slowed and Paralyzed statuses.

Hide From Thought (70)

You can move and stand between the thoughts of those who would perceive you. Your stealth cannot be foiled by any sense other than true sight. Additionally, you can focus on a character to become imperceptible to that character.

DODGE! (10)

(Counterattack)

Your Dodge Pool is increased by an amount equal to your SPD.

Additionally, whenever you dodge an attack and the attack misses, you gain an additional action on your next turn. This effect can only occur once per turn.

Adrenaline Rush (20)

Whenever you gain haste, you may immediately react to take any action.

You gain a number of Haste charges equal to the number of SPD evolutions you possess (Current charges: 3). You can spend a Haste charge as a free action to gain Haste for 6 seconds. Each charge has a cooldown of 1 hour.

An entity with haste gains an additional action every 6 seconds and has Celerity.

Phasing (40)

You can focus to vibrate your physical body so fast you become incorporeal. You can remain incorporeal in this way for a number of minutes each day equal to the number of SPD evolutions you possess (Currently 3 minutes). You recover all of this time after resting for 8 hours.

Trait (10): You gain 90% reduction to mundane damage.

No First Blood (10)

Whenever you would be hit by an attack, you can gain defense against that attack equal to twice your FOR as no action.

This ability has a number of charges equal to the number of FOR evolutions you possess. All charges are regained whenever you complete an 8-hour rest.

Chemical Constitution (20)

Beneficial substances you ingest are 2(X)% more effective, where X is your Fortitude.

Rote Memory (10)

You understand not only the academics, but the kinesthetics behind your crafts. Your crafting speed is increased by 2% per INT when using manual tools.

Super: Collective Memory

Up to 4 designated allies in your party gain 50% of the bonus you receive from Rote Memory while within 1 mile of you.

Calculated Shot (20)

When aiming, add your INT to your attack roll with ranged weapons.

Weak Spot (40)

With 6 seconds of focused observation, you can deduce the weakest point on any entity. Once an entity’s weak point has been identified, your Intelligence improves your chance to score a critical strike against that Entity in addition to any other stat that governs your chance of scoring a critical strike. (+1 crit range per INT evolution)

Keen Sight (10)

Your WIS is considered doubled when used for visual perception.

Edge of Attention (10)

Whenever a non-allied entity is Distracted, you are invisible to them.

Ranged Crit (10)

Ranged attacks gain +1 crit range.

Passives (4/5)

If a potion you make would have both positive and negative effects, you are immune to the negative ones.

Stimulants. Your movement speed and reaction time are improved by 50% for 1 minute.Nootropics. Your INT skills are 20% more effective for 1 minute.Anxiolytics. You gain 50% resistance to mind-altering effects for 10 minutes.Analgesics. Pain is no more than a mild annoyance to you for 10 minutes.

Active Skills (9/12)

5 mana

Divine

You can examine another creature to determine various stats, such as their current and maximum HP, mana, or stamina, what kinds of damage they are most resistant or vulnerable to, or which status effects they are strongest or weakest against. The amount of information you gain is determined by your INT and is opposed by their CHA.

Physical

You can turn one stable mundane substance into any other stable mundane substance you have encountered. You can transmute a number of ounces equal to your Physical Magic skill level.

5 stamina

Spiritual

Make a thrown weapon or ranged weapon attack. This attack makes no sound and the thrown weapon or projectile becomes invisible and incorporeal until it strikes its target. This attack deals Spectral damage.

1 stamina /second

Physical / Spiritual

While aiming at a target you may charge this skill for any length of time. Upon firing, you make a ranged weapon attack, and an additional ranged weapon attack against the same target for every 6 seconds this skill was charged. All bonuses applied to this skill, your attack, your weapon, or your ammo apply to each attack made this way, regardless of whether the bonus is restricted to a single attack or projectile.

5 mana

Physical / Spiritual

While in dim light or lower, you may teleport to another area of dim light or lower that you can see within X feet, where X is 5x your Physical or Spiritual magic level, whichever is higher. This teleportation is completely silent.

Physical / Spiritual

Cooldown: 1 hour

Make an INT attack against a target you can perceive opposed by their FOR. If successful, double the target’s Toxicity. This affects all statuses that include the keyword Toxicity.

Physical

Cooldown: 1 minute

You utilize another creature you can touch as a test subject for your biological research. If you cast this skill using stamina, the number of Bleeding stacks on the target is doubled. If you cast this skill using mana, it gains a range equal to 20 plus your Physical Magic skill level in feet, and the Toxicity on the target is doubled.

Physical

You fire a cordon of arrows into the air, creating a 15-foot radius ring of arrows on the ground within your bow’s range. Whenever an entity crosses the ring of arrows, you may instantly cause an arrow from the ring to magically fire itself at that entity. Attacks made this way are considered bow attacks made by you.

15 stamina + 5 stamina / turn

Spiritual

Your form shifts into a spectral manifestation, causing you to become incorporeal. While incorporeal in this way, you can still make weapon attacks, but cannot otherwise physically interact with entities.

Intrinsic Skills (12/12)

45

This skill improves the potency and effect duration of all alchemical compounds you create by 1% per skill level.

Arcane - You can imbue spells into potions and alter their effects. With sufficient preparation and understanding, you can create potions that impart custom-made skills.

Pocket Healer (10)

Your potions that restore health are 1% more effective per skill level and you can craft them 1% faster per skill level.

Stacking DoTs (20)

Whenever you apply toxicity with a poison, the total toxicity on the target increases by 1% for every poison currently affecting them.

Resource Management (40)

Health, stamina, and mana potions you create last for an additional number of hours equal to the number of Alchemy evolutions you possess (3). You are no longer limited to benefiting from a single potion effect at a time.

45

Flexibility (10)

You recover an amount of dodge at the start of your turn equal to half your Light Armor skill level.

Robe of Many Pockets (20)

Your Inventory capacity is increased by an amount equal to ten times your Light Armor skill level. Your party members can access anything in your inventory as though it were their own. However, you may designate which items, if any, your party members are allowed to access in this way. You are always aware when a party member attempts to access anything within your inventory, and may prevent a party member from withdrawing an item as no action.

Bug-Out Bag (40)

Your health regeneration, mana regeneration, and stamina regeneration are all increased by an amount equal to your Light Armor skill level. Your movement speed and dodge pool are increased by half that amount.

43

You are attuned to the Spiritual school of magic, and automatically gain this skill at Creation. Bonuses from Spiritual vary by skill.

Sense Life (10)

You can sense the presence of living things within a number of feet of you equal to 2x your skill level (+60% Deijin’s Star). Practice can hone your ability to determine distance and direction.

Haunting Poisons (20)

Whenever an entity suffers damage from Spiritual Toxicity you apply, that entity takes an additional amount of Psychic damage equal to your Spiritual Magic skill level.

Mechamancer (40)

You have an enhanced connection with the technology you imbue with your spirit. Mechanical entities under your control can be constructed to possess a number of your intrinsic skills equal to the number of Spiritual Magic evolutions you possess. Intrinsic skills granted this way begin at a level equal to your own.

Further, you may focus to strengthen your spiritual connection with one of your mechanical minions, allowing you to perceive through it, guide its actions, and grant it the ability to use any of your intrinsic skills as if they were its own. You may only inhabit one minion at a time in this way.

40

Poisoned Ammunition (10)

Whenever you impose toxicity with a ranged weapon attack, the amount you impose is increased by your Archery skill level.

Sniper (20)

When aiming, you gain a bonus to your attack equal to your Archery level.

Stay on Target (40)

As a free action, you can focus to aim at another character you can perceive. While aiming, that character becomes highlighted to you and your allies and cannot enter Stealth. This highlighting remains visible through all cover and obfuscation, including solid barriers and magical invisibility. Attacks you make against the highlighted character ignore mundane obstruction.

40

Shroud of Shadows (10)

While in darkness, you become increasingly translucent, making you even harder to detect by sight. So long as you are in dim light or lower, you gain 20% translucency per evolution you have in Stealth. At 100%, you are completely invisible.

Move Through Shadow (20)

While in dim light or lower, you gain a bonus to movement speed equal to your Stealth skill level.

??? (40)

31

Inquisitor (10)

You gain Magic Sense out to a number of feet equal to your Divine Magic skill level (+60% Deijin’s Star). Your Magic Sense also reveals entities considered sacred or profane to your deity, even if they are not otherwise magical.

Lightbringer (20)

You bring light into the darkest places. You gain bonus darkvision range and gain Evil Sense out to a number of feet equal to your Divine Magic skill level (+60% Deijin’s Star). Additionally, whenever you hit with an attack against a hostile entity, you gain shielding for 1 minute equal to your Divine Magic skill level, or twice that much if the target is profane to your deity. This shielding can only be granted once per target per minute.

30

Rot (10)

Whenever you apply Toxicity, apply an additional amount equal to your Physical Magic skill level.

Plague Doctor (20)

Whenever you apply a stack of Bleeding to an entity, you apply an additional stack. The Toxicity of all poisons you inflict is increased by an amount equal to your Physical Magic skill level. You can take the active skill Mad Experiment.

28

This skill improves your ability to craft simple and complex machines.

Machinist (10)

When you take the Analyze action to study a machine, you learn the machine’s purpose and how to craft it, as well as identifying any magical effects currently affecting it.

As a 1-hour activity, you can craft a magical object imbued with one of your intrinsic skills, which takes the form of a tool capable of performing tasks associated with that skill. That object becomes animated, and can fly with a movement speed of 20. It can perform any task associated with its imbued intrinsic skill, but cannot attack, imbue another object with any magical effect (including mana weaves), cast skills, or spend your mana, stamina, or HP.

You can command the object to perform a task, which it will do autonomously until the task is completed, whereupon it will wait for further instructions. It performs the task at the same speed you would perform it normally, using your level in that skill to determine its success.

You can have a maximum number of animated objects from this ability equal to 1 + the number of evolutions you have in Engineering. By spending a ruby chip when creating the object, you can make the object permanent, causing it not to count against this limit.

Mana Triggers (20)

You can create runes that allow for your traps and other devices to be triggered on contact from up to 2X feet away, where X is your level in Machinist.

25

Merchant (10)

You instinctively know the market value of any item you inspect. When presenting an item to another character whose CHA is lower than your WIS, you instinctively know the highest price for which they would be willing to pay or the lowest price for which they would be willing to sell the item.

Studied Negotiator (20)

Whenever a Mercantile or Diplomacy check would call for CHA, you may instead use your INT.

22

Leatherwoman (10)

You specialize in garments meant for stealth and survival, often worn by rogues and archers. Mana weaves you imbue into fabrics that impose an AGL or SPD requirement are twice as powerful.

Defensive Specialist (20)

You become a specialist in Defensive weaves.

The maximum combined attribute requirements of mana weaves and essences for which you are a specialist becomes 1.5 times your Tailoring skill level, so long as the crafted item has no weaves or essences for which you lack a Specialist evolution. For example, if you have Tailoring 20 with the Defensive Specialist evolution, you can now weave one or more Defensive effects into fabrics where the total combined attribute requirements are 30 or lower, such as by imposing STR 15 / FOR 15.

20

Dual-Wielding: Blades (10)

If you are wielding two bladed weapons, whenever you attack with one of those weapons, the attack also gains the bonuses of the other weapon. (This only applies to bonuses on the weapon itself.)

Mutilation (20)

Whenever you hit with an attack using a bladed weapon and your governing attribute exceeds the target’s Fortitude, you inflict them with Weakness (physical) until the end of their next turn.

20

Sense Motion (10)

You gain motion sense out to a number of feet equal to 20 + your Reconnaissance skill level. (41*1.6 = 65.6)

Exclamation Mark (20)

You know which characters you can perceive are alerted and if they are aware of you. Characters with a CHA or Subterfuge skill level higher than your Reconnaissance skill level are immune to this effect.

+100% Alchemy

Divinity

This revelation has given you a profound insight into the nature of discrete objects. All that exists is at once independent in its identity, but also the sum of all that has affected it. You can touch an object to feel the connections that make it distinct, and trace its history to moments that define it. The breadth of such connections can be overwhelming to a mortal mind, but mastery over this revelation will make the experience as familiar to you as any of your normal senses.

2) Techniques that require a charge time are treated as though they have been charged for an additional 6 seconds.

3) While undetected, you are always considered to be aiming.

4) When you are hit by a hostile spell, you absorb 10% of the mana spent on that spell.

5) Immutable

Daggers

Requirements: AGI 10, LCK 10

+50% damage on crit when used alone, or +100% extra when wielded together.

Ring

May her generosity empower you.

Requirements: Intelligence 40, Spiritual Magic 20

+60% to the range of your Sense abilities.

AGL 30, Tailoring 10

+180 Stamina Regen

+750 to inventory space

+500 to inventory space for crafting materials

INT 20

+40 to maximum mana

+80 mana regen

Magic Longbow

Forged by the renowned bowmaker, Altarea Ravvenblaq, from the essence of a divine avatar’s soul, this bow possesses a powerful hunger to sate all of your worldly desires.

Divine 10, Archery 20, AGL 20

By spending 1 mana, you may make any attack fired from this bow deal Holy damage.You may take the active skill Hunger Shot.The bow hungers. You have fed it many lives, earning you its favor, but its longing never abates. By spending 10 mana, you may make any attack fired from this bow deal Wicked damage.

Light Armor Set

AGI 30, SPD 30, INT 30, CHA 10

+25 Physical DR

+20 Spiritual DR

+55 Mystical DR

+60 Dimensional DR

+120 Dodge Pool

+30 Dodge Recovery

Improved self-repair

Varrin Ravvenblaq

Age: 21

Delver Level: 16 (Effective Level: 23)

Delve Record: 16 Platinum (Modified)

Special Delves: 2

Health: 1220/1220

HP Regen: 212 (+70*1.32 = 304.4)

Stamina: 400/400

SP Regen: 473 (1419 OOC)

Mana: 100/100

MP Regen: 10

Blessed: 12/26

Shielding: 0/0

Movement (mph): 513 (708) / 1026 (1417) (while flying)

Rage: 0/59

Dodge: 449/449

Dodge Recovery: 60

Base, up to w/ semi-perm buffs

Resistance

362 - 394

67 - 99

34 - 66

24 - 56

64 - 96

48%

Immunities:

Common Environmental Hazards, Slowed

Conditional Immunities:

Immobilized, Paralyzed, Prone, Forced Movement, Heavy Armor Implacable, ALL MENTAL while Berserk

+100% crafting skill progression.

You are immune to common environmental hazards, such as regions of extreme heat or cold. You can survive for twice as long without food, sunlight, water, or breathable air than a normal human. The first stack of fatigue you receive has no effect, and to become exhausted requires an additional stack of fatigue. When you recover from being exhausted, you are not fatigued.

You are born with a larger stature than normal for your genetics. You gain +50% weapon skill progression when using two-handed weapons. You gain a +25% damage bonus when fighting creatures smaller than you.

Attributes

Trait (10): Your leverage is considerably increased when performing feats of strength.

Giant’s Hand (10)

As long as you can lift them normally, you can wield weapons up to 3 times your size without penalty.

Siege Breaker (20)

Your damage against mundane objects is increased by 10x. Your damage against magical objects is increased by 2x. You can effortlessly move through any object or structure with an amount of Kinetic DR equal to or lower than your STR, destroying a 5-foot diameter section of it in the process.

Rip and Tear (40)

Their blood is borrowed. You’re calling in the debt. Your STR-based attacks apply Bleeding equal to your STR on hit. STR-based attacks made against Bleeding targets apply 2*STR Bleeding on hit. STR-based attacks made against entities that are immune to Bleeding deal an additional amount of damage equal to your STR.

??? (70)

Fluid Movement (10)

You can stand and move on any liquid surface as though it were solid ground, and you can slow your descent when falling through the air to 5 feet per second as long as your feet are below you.

You still take damage from liquids that would hurt you on contact, such as acid or lava. If you are knocked prone while standing on a liquid, you fall into it as though you didn’t have this ability.

Spellbreaker (20)

You can parry spell attacks that target you. If you succeed, the spell is negated and the caster is stunned until the end of the turn.

Parry: As a reaction, you can parry an attack by spending an amount of dodge equal to the amount you would normally spend to dodge the attack. When successful, the effect of a parry is governed by the skill or ability that grants the ability to parry.

Blink (40)

Whenever you successfully dodge an attack, you may teleport up to 15 feet in any direction and make an AGI attack. You gain a bonus to dodge equal to your AGI.

Counterattack (10)

Whenever you successfully dodge an attack, you gain an additional action on your next turn. You gain a bonus to dodge equal to your SPD.

Adrenaline Rush (20)

Whenever you gain haste, you may immediately take any action as a reaction.

You gain a number of Haste charges equal to the number of SPD evolutions you possess. You can spend a Haste charge as a free action to gain haste until the end of your next turn. Each charge has a cooldown of 1 hour.

Sleight of Feet (40)

You gain a bonus to dodge equal to your SPD.

You gain an additional reaction that can only be used to dodge.

Whenever you would be forced to make a contest of any kind, you may dodge to avoid the contest, causing the opposing entity to fail. The difficulty of the dodge is equal to the opposing entity’s check.

Additionally, you are immune to the Slowed status.

Trait (10): 90% DR to mundane damage.

Deep Breaths (10)

Your stamina recovery is tripled while you are outside of combat and not engaged in strenuous activity.

Super: Let’s All Take Some Deep Breaths (10)

If your stamina is full, allies below 50% stamina receive 50% of your bonus from Deep Breaths while outside of combat and not engaged in strenuous activity.

Second Wind (20)

Whenever you spend stamina on an active skill, you regain health equal to the stamina spent. You can take the active skill Second Wind.

Test Subject (40)

The toxicity of all potions you consume is halved. For every beneficial effect you have that is conferred by an external source (such as potions, the abilities of other entities, item effects, etc.), you gain +6 to all attacks.

Damage Analysis (10)

Whenever you deal damage to an entity, you learn whether that entity is immune, resistant, or vulnerable to that damage, as well as how much damage was actually dealt (allowing you to calculate damage reduction, if any).

Resolve (10)

Mind-altering effects on you only last half as long and cannot last longer than a number of minutes equal to 120 minus your WIS.

Bad Cop (10)

You gain a +1 bonus to intimidation for each stack of Rage you possess.

Critical Strikes: Martial (10)

Your critical range with weapon attacks increases by 1.

Passives (4/5)

Your critical range when wielding a sword is increased by +1.

When wielding a sword, your parries cost 10 less dodge (minimum 10).

Berserk: An entity that is berserk must do everything within their power to make an attack against the closest hostile entity to them. If none are within range, they move to the closest hostile entity and attack, or sprint towards the nearest hostile entity if they cannot reach. If your Rage stacks exceed your WIS, your Rage stacks are reduced to equal your WIS whenever an outside effect ends the Berserk status.

Additionally, while Berserk, you gain 1 stack of Rage every 6 seconds and your Rage stacks do not decay. If there are no hostile entities that you can perceive, your Rage stacks are reduced to an amount equal to your WIS after 6 seconds.

Rage: Entities gain +2 to all weapon attacks for each stack of Rage they have. If an entity has more stacks of Rage than their WIS, they become Berserk for as long as their Rage stacks exceed their WIS.

Rage decays in two ways. If an entity does not make a weapon attack for 6 seconds, they lose 1 stack of Rage, and if they have more Rage stacks than their WIS for 6 seconds, their number of Rage stacks is reduced to equal their WIS.

Active Skills (11/12)

Physical/ Spiritual

10+ Stamina

This attack makes two separate attacks. The first attack deals normal damage. The second attack deals Spectral damage and gains a bonus equal to your Spiritual Magic skill level.

Arcane: Spoiler :)

5 stamina

Physical

This attack targets all characters around you in a radius in feet equal to half your Physical Magic skill level plus your weapon’s reach.

10 stamina

Physical

This attack inflicts bleeding equal to your Physical Magic skill level.

Physical

5 stamina

Cooldown: 6 seconds

Make a melee weapon attack. You gain a bonus to your Physical DR equal to your Physical Magic skill level for 6 seconds after the attack.

Physical

5 stamina

Move up to twice your normal movement and make a melee weapon attack. This movement counts as sprinting.

Physical

Variable stamina

Conditional cooldown

You may spend any amount of stamina to regain 5x that much HP.

Once you use this skill, you cannot do so again until you rest for at least 1 hour.

Spiritual

Cost: 20 stamina

Cooldown: 1 minute

Strike out at the souls of your enemies, forcing them to follow your spiritual winds lest their animas be severed. Make a Blades weapon attack against all hostile entities within 20 feet of you plus an additional 5 feet for each Spiritual Magic evolution you possess (Current range: 30 feet). Entities hit by this attack are pulled to you. The damage dealt by this attack is Spectral.

Variable stamina

Physical

As long as you are wielding a melee weapon, whenever an enemy makes a melee attack against you, you can use your reaction to make an opposed melee attack against them that cannot be dodged. If your attack hits, their attack automatically fails.

This ability costs an amount of stamina equal to the original attack’s dodge threshold.

15 stamina

Spiritual

Choose an entity you can perceive within a number of feet of you equal to 20 + your Spiritual Magic skill level. You become incorporeal and invisible until the end of the turn, and move to a space directly behind that entity if possible. This movement does not consume movement speed. If you do, you may make a melee attack against that entity as no action. This attack deals Spectral damage instead of its normal damage types. If the entity cannot perceive you, this attack is also modified by your Spiritual Magic skill.

10 stamina

Spiritual

You gain any number of Rage stacks up to a maximum equal to half your Spiritual magic skill level. (17)

10 stamina + 10 stamina per clone

Spiritual

Cooldown: 1 hour

Spoiler :0

Intrinsic Skills (11/12)

68

Swords (Specialization): +1 Bleeding per level of Blades.

Two-handed Expertise (10)

Attacks made when wielding a two-handed weapon in two hands are modified by the Blades skill twice.

Winding Strikes (20)

Whenever you deal damage to a hostile entity with a Blades weapon attack, you gain 1 stack of Winding. If you have 5 or more stacks of Winding, you can make a Blades weapon attack as a free action on your turn. All stacks of Winding are lost if you do not deal damage to a hostile entity for 1 minute.

Iaido (40)

The first four attacks you make each combat gain an attack bonus equal to your Blades skill level, cannot be dodged, overcome physical resistance, and gain physical penetration.

40

Athletics improves your ability to perform all manner of physical activity, from sprinting to jumping to scoring goals in competitive sports.

Track and Field (10)

Your jump height and jump distance is increased by an amount equal to your Athletics skill level, and your movement speed is increased by an amount equal to half your Athletics skill level.

Forward Striker (20)

Whenever you sprint, you can pass through the space of any character and cannot be detained until the end of the turn.

Breaking the Wall

You gain a number of Wallbreaker charges equal to the number of evolutions you have in Athletics. As a free action, you can spend 1 charge of Wallbreaker to become immune to Drained, Fatigued, Exhausted, Immobilized, Paralyzed, Slowed, Stunned, and Weakened until the end of your next turn. Whenever you complete an 8-hour rest, you regain 1 Wallbreaker charge.

40

+1 Physical defense/level

Implacable (10)

While wearing heavy armor, attacks that deal less damage to you than your Heavy Armor skill level cannot impose detrimental status effects on you.

Berserker (20)

Whenever you are hit by an attack (whether or not it deals damage), you gain 1 stack of Rage.

Entities gain +2 to all weapon attacks for each stack of Rage they have. If an entity has more stacks of Rage than their WIS, they become Berserk for as long as their Rage stacks exceed their WIS.

Rage decays in two ways. If an entity does not make a weapon attack for 6 seconds, they lose 1 stack of Rage. If they end their turn without making a weapon attack while they have more Rage stacks than their WIS, their number of Rage stacks is reduced to equal their WIS.

Triage Suit (40)

While wearing heavy armor, your bleeding and toxicity thresholds are increased by an amount equal to your Heavy Armor skill level. The first time each round you are healed, you heal an additional amount equal to your Heavy Armor skill level.

40

Restrictor Belt 1 (10)

So long as you have spent no mana in the last 10 minutes, your weapon attacks gain +1 damage per every 3 levels of Physical.

Restrictor Belt 2 (20)

So long as you have spent no mana in the last 20 minutes, your weapon attacks gain +1 damage per every 2 levels of Physical.

Restrictor Belt 3 (40)

So long as you have spent no mana in the last 24 hours, your weapon attacks gain +1 damage per every 1 level of Physical, and you gain additional stamina regeneration equal to the total damage bonuses from all Restrictor Belt evolutions you possess.

34

Spectral Damage Expertise (10)

Whenever you deal Spectral damage with an attack, that damage is increased by an amount equal to your Spiritual Magic skill level.

Projection (20)

You can step out of your body, becoming an incorporeal spirit, complete with spiritual manifestations of your equipment with all of their effects and abilities. You can make weapon attacks and activate skills while incorporeal in this way, but cannot otherwise physically interact with objects. If your weapon attacks would deal physical damage, they deal that much spectral damage instead.

Ritualism: You may manifest an ancestral soul clone when using this ability. If you do so, the soul clone is an autonomous entity which you can direct telepathically. All other effects of Projection, beyond those listed above, are ignored. You may summon a number of soul clones equal to the number of Spiritual Magic evolutions you possess, which last for a number of minutes equal to the same.

Soul clones have their own health and dodge pools, but consume your stamina and mana when using skills. Each soul clone can only be recovered after 1 hour of meditation.

33

Carouser (10)

You blend seamlessly into any social environment, able to tell who’s who at a glance. You always know who among the characters you can perceive has the most social influence.

Executive (20)

You exude a presence of authority, generating trust in those who converse with you. Other characters instinctively understand your expertise, causing them to trust your opinion over their own in any topic involving an intrinsic skill you possess, as long as their level in that skill is lower than yours.

33

While training other people, their skill level increases 1% faster for every level of Educator.

Cram Session (10)

When training another person in a skill, their skill level increases at double the rate until their skill reaches the level of your Educator skill level.

Adaptation (20)

You have a deep understanding of different learning styles and can develop a curriculum best suited to the individual needs of your pupils. Your bonus to training speed from Educator is doubled.

Ritualism: SPOOOOIIILERRRR

30

Group Engagement (10)

You gain a bonus to your Physical defense equal to your Tactics skill level when at least three enemies are within your melee range.

Allied Engagement (20)

Allied attacks against entities within your melee range gain Physical penetration.

20

Hook (10) [Spectral shenanigans ability for flavor]

Whenever you successfully dodge a melee attack, you deal kinetic damage to the attacker equal to your Brawling skill level.

Keen (20)

Your melee attacks cannot be minimized. Your critical range with melee attacks is increased by 1.

20

Military and Delving (10)

Whenever you perceive a Technique being used, you can immediately identify that technique, receive its full description, and can take it as an Active Skill so long as you meet the requirements, if any.

Vexillologist

(spooler)

15

Weaponsmith (10)

Mana weaves applied to metallic weapons you create are twice as powerful.

1

+150% Blades

Divinity - Nephithaya, Goddess of Ancestry

+16 DR All (24)

+86 Physical DR (129)

+60 Health Regeneration (90)

+240 Stamina Regeneration (360)

+160 Dodge (240)

+40 Dodge Recovery (60)

While Berserk, you gain +68% resistance to hostile mind-affecting abilities. (100%)

This item can only be wielded by members of the Ravvenblaq family.

+1 Spiritual Defense / level (+24)

+4 Physical DR / level (+96)

+2 Bleeding threshold / level (+48)

+2% Slow & Immobilize resist / level (48%)

Set Bonus: As long as you are wearing at least 4 pieces of Ravvenblaq Regalia, your weapon attacks with Blades gain a bonus equal to 2 * Level. (+48)

Bladed Weapon (single-edged curved sword)

This outrageously long and razor-thin sword was one of the first mastercraft swords forged by arcane blacksmith Ealdric Ravvenblaq Jr., and thus one of the first bespoke mana-weaved swords that defied conventional forging techniques. The 20-foot long blade is less than a quarter of an inch thick and only 1 inch wide, with a very slight curve, designed for maximum reach while maintaining the lightest possible profile for maximum speed.

Such a blade would be structurally impractical to the point of uselessness were it not for the magical qualities imbued in its forging, and so was a daring experiment in the nature of arcane smithing. The experiment proved exceptionally successful, with the sword having now been used by three generations of Ravvenblaq Delvers specializing in two-handed swordsmanship techniques that can take advantage of such a massively long and thin blade.

As the blade is so light given its size, it is easily deflected without proper strength and form, especially at its furthest ranges. Thus, despite its appearance, it is best suited for high-Strength builds backed by exceptional skill in order to push through opposing blocks and parries when engaging in DvD combat.

Kazandak has the following properties.

STR 20, AGL 10, SPD 20

Kinetic and Spectral attacks made with this weapon gain a +20 bonus.

The wielder can focus to shorten the blade to 3 1/2 feet, or extend it to its normal length of 20 feet.

This weapon is immune to physical damage and any attempt to alter its shape or function, other than by the Collapsible feature.

Prismatite Longsword

Requirements: STR 58, WIS 40, Brawling 40

Effects:

This weapon may make Mystical attacks. When making Mystical attacks with this weapon, it gains a +58 bonus.

This weapon may make Spectral attacks. When making Spectral attacks with this weapon, it gains a +80 bonus.

When drawn, this weapon ends the Berserk status on its wielder. On hit, this weapon ends the Berserk status on its target.

An exceptionally high-quality cloak earned as a System reward by the Delver Yaretzi of Seaward. It has since been adorned with equally high-quality–and gaudy–gemstones mined in the Littan province of Seqaria. This cloak grants its user the ability to fly, while simultaneously letting everyone around them know how fucking awesome they are.

AGL 20, SPD 20

Allows the user to fly at their normal movement speed. Allows the user to perform any action while airborne as though they were on the ground.

Requirements: FOR 20, Blades

+40 to your Rage threshold.

You cannot be disarmed of, or forced to drop, your weapon.

You gain a bonus to your flying speed equal to half your normal movement speed.

Xim Xor’Drel

Age: 30

Delver Level: 16 (Effective Level: ??)

Delve Record: 16 Platinum (Modified)

Special Delves: 2

Health: 1220/1220

HP Regen: 122 (+70*1.32 = 214.4)

Stamina: 400/400

SP Regen: 40 (+60 = 100)

Mana: 560/560

MP Regen: 80 (+120 = 200)

Blessed: 28/31 (+5 Ring)

Shielding: 400/400

Movement (mph): 96/192

Dodge: Terrible

Base, up to w/ semi-perm buffs

Resistance

10 - 170

Varied Elemental

140 - 266

50 - 176

10 - 136

60 - 186

Immunities:

Psychosis, Fear, Stupefy

Conditional Immunities:

Immobilized, Paralyzed, Bleeding, Toxicity, Ignite, Sleep

+50% resistance against fear and sleep effects. You do not experience nightmares, and can easily fall asleep under most conditions. You gain +30 feet to your darkvision range.

Abilities that change or manipulate the body are 50% stronger.

Your Blunt and Divine intrinsic skills advance 50% faster.

Attributes

Trait (10): Your leverage is increased considerably when performing feats of strength.

Grip (10)

Your STR is considered doubled when resisting enemy attempts to break your block, disarm you, or strip your shield or other item held in your hand.

Brained (20)

You gain a bonus equal to your STR when making STR attacks or STR checks against an entity that is blinded, distracted, slowed, immobilized, stunned, paralyzed, prone, or unconscious.

Holy Might (40)

You gain +1 to all actions governed by STR for each stack of Blessed you possess. Whenever you gain any number of stacks of Blessed, you can react by making a STR attack against any valid target.

Perfect Balance (10)

You can effortlessly balance on any surface that is not sharp enough to damage you.

Sword and Sorcery (10)

Whenever you make a melee attack, you may cast a spell.

Trait (10): 90% DR to mundane damage

Receptive Healing (10)

Charisma-based healing is twice as effective when used on you.

Super: Instructive Healing (10)

Whenever you recover health in an amount greater than the health that you are missing, 25% of the excess recovery is granted to the next closest ally who is missing health.

Double Recovery (20)

Whenever you receive Charisma-based healing, recover an amount of stamina equal to X% of the value healed, where X is your FOR.

Biostatic Field (40)

You gain Shielding equal to your FOR every 6 seconds. The value of this Shielding increases by an amount equal to your FOR each time it is applied, up to a maximum value of your FOR*10 (Current maximum: 400).

If you are hit by an attack, this effect is interrupted for 6 seconds and reset.

As long as you have at least 1 shielding, you cannot be forced to move and are immune to the Immobilized and Paralyzed statuses.

Fast Learner (10)

Choose three intrinsic skills you know; each of these skills levels up at double the normal rate until level 20. All of your other intrinsic skills, including future ones, level up at double the normal rate until level 10. If all of your intrinsic skill slots are filled and no intrinsic skill you possess can benefit from this evolution, you gain an additional intrinsic skill slot.

Fast Recharge (10)

Your mana regen from WIS is doubled. 1/day recover 3 * WIS.

Psychic Redoubt (20)

Whenever another entity targets you with a mind-altering effect, you may deal them psychic damage equal to your WIS. If this damage exceeds their WIS, they become Stupified until the end of the turn.

Stupified: A Stupified entity cannot focus or cast spells.

Mindfulness (40)

You’ve learned to manually optimize the pathways of your mana matrix through mindful meditation. You can meditate to regain an amount of mana equal to your WIS every minute you remain meditating. This meditation requires focus, and ends early if you take any significant action or have your concentration broken by an outside source. You can meditate in this way for up to 10 minutes total, which can be divided between multiple meditation sessions. This time limit is refreshed after resting for 8 hours.

Additionally, you are immune to Psychosis.

Affable Nature (10)

Entities whose WIS is lower than your CHA are automatically friendly towards you when you first meet if they would otherwise be neutral.

Wrathful Nature (20)

Whenever you deal damage to another character, you may make a CHA check vs. their social defense. If you succeed, they become feared by you. This ability has a 1-hour cooldown per character.

Additionally, you deal additional damage with all attacks equal to your CHA against characters you have feared.

Fear: A feared entity cannot attack or activate skills and must move away from the source of their fear whenever possible. A feared entity may spend six seconds to end the fear effect if they cannot see the source of their fear, assuming they have the presence of mind to do so.

Debilitating Terror (40)

Whenever you apply Fear to an entity, that entity becomes Slowed and Weakened until they are no longer Feared. Additionally, you are immune to Fear.

Slowed

A slowed entity cannot sprint and their maximum movement speed is halved. If a slowed entity would be slowed again, they become immobilized until one or fewer instances of slowed are affecting them.

Weakened

Whenever a weakened entity would deal damage, that damage is halved.

Crusader (70)

You gain the Sacrament of the Crusade. Your party members can prepare your sacraments as their own, provided their deity allows it.

Sacrament of the Crusade

You and all allies who can perceive you gain a bonus to all attacks equal to your CHA against profane targets. The first time each ally hits the same profane target with an attack, you gain 1 stack of blessed.

As an action, you can spend 5 stacks of blessed to declare any entity you can name or perceive as profane to you, provided your deity allows it. Consider this carefully.

Fortunate Attacks (10)

You have 3 Fortunate charges. Whenever you make an attack that would miss, you can spend 1 charge to cause it to hit, so long as hitting the target would be possible for you.

Charges have a consecutive cooldown of 24 hours.

Passives (5/5)

ignite an enemy, for every second they remain ignited there is a 50% chance that another enemy within 5 feet of them will become ignited. This chance may only occur a number of times equal to your CHA divided by 10 per ignited enemy, with a minimum number of instances equal to 2.

Fear take Psychic damage equal to your CHA and gain 1 stack of Cursed. This effect repeats every 6 seconds while the entity is afflicted by your Fear. Whenever you would inflict Fear on an entity immune to Fear, that entity instead takes Psychic damage equal to your CHA and gains 1 stack of Cursed.

Cursed: For each stack of Cursed an entity possesses, they receive a -6 penalty to all attacks and contested checks.

If an entity has any stacks of Blessed when they would gain any number of stacks of Cursed, they instead lose that many stacks of Blessed. Any remaining stacks of Cursed after all Blessed stacks have been exhausted affect the entity normally.

If an entity has any stacks of Cursed when they would gain any number of stacks of Blessed, they instead lose that many stacks of Cursed. Any remaining stacks of Blessed after all Cursed stacks have been removed in this way are granted to the entity normally.

Active Skills (11/12)

Divine

5 mana

Heal an entity close enough for you to touch for an amount equal to 5x your CHA.

Mana Shape: Body Regrowth. Focus on a specific part of the body to regenerate any type of tissue.

Divine

5 mana

You remove an amount of bleeding, toxicity, or Rage equal to your CHA*8. If you remove one of those statuses completely, you can remove another by however much cleanse you had remaining, until you run out.

Alternatively, you can negate any one non-stacking detrimental status of your choice, or your deity may choose for you.

Divine

10 mana, plus 10 mana/sec charged

Summon a pillar of consuming Divine fire to smite your enemies. Make a CHA Divine attack against all entities within a 10-foot radius of a point you can perceive, with an additional bonus to the attack equal to your CHA for every second this spell was charged. This attack deals Righteous damage.

If Sam’lia finds nothing worthy of judgment in the target’s past, this attack deals Physical fire damage instead of righteous, and the bonus damage is based on your INT, not your CHA.

All entities damaged by this attack are Ignited. If this attack deals Righteous damage, the damage type of Ignited is Righteous.

Divine

10 stamina

Cooldown: 6 seconds

Make a melee weapon attack against a target, confronting them with the power of your god. If this attack deals damage in excess of the target’s FOR, the target is stunnedfor 3 seconds.

A Stunned entity is immobilized and cannot act.

Divine

10 stamina

Cooldown: 6 seconds

This reaction counts as blocking with your shield. You must have a shield equipped to use this reaction.

Make a Shields melee attack against your attacker. If this attack hits, the target is stunned for 3 seconds after their attack resolves. (They must be within reach to make this attack.)

A Stunned entity is immobilized and cannot act.

Spiritual / Divine

10 mana

Cooldown: 1 use per target per day

You grant a nearby ally a number of stacks of Blessed equal to your Divine Magic skill level plus your Charisma, divided by 5 (Current stacks: 26). After 1 minute, that ally loses a number of stacks of Blessed equal to the same.

Whenever the target ally deals melee weapon damage to an enemy, they consume a portion of the enemy’s life essence, dealing additional damage and receiving an amount of healing equal to the number of stacks of Blessed they possess.

Additionally, the target ally may elect for their melee weapon attacks and damage to become Holy or Infernal (depending on your deity) for so long as they are Blessed. This effect lasts for 1 minute.

Blessed: A Blessed entity may spend any number of stacks of Blessed to increase their attack or defense by 8 per stack spent for one attack. You may have a maximum number of stacks of Blessed equal to your LCK + Delver level. If an effect would take you over this maximum, the additional stacks rapidly decay.

10 mana

Spiritual / Divine

Cooldown: 1 use per target per day

You grant a nearby ally 1 stack of Blessed.

For 1 minute, the target ally gains 1 stack of Blessed each time they deal damage with a melee weapon attack.

Blessed: A Blessed person may consume any number of stacks of Blessed to increase their attack damage or defenses by 8 per stack spent, for one attack or defense. Additionally, a Blessed person may spend any number of stacks of Blessed to improve their chances of success during any activity.

10 mana + 1 mana/sec

Divine/Spiritual

Cooldown: 1 minute

Summon the icon of Sam’lia’s beating heart, emitting an aura of fear around you. When you cast this spell and again at the beginning of each of your turns, make a CHA attack against the social defense of all hostile entities within a number of feet of you equal to 20 plus your Divine Magic skill level, applying Fear to those entities on hit. This Fear lasts for so long as you channel this effect, and an additional 6 seconds thereafter.

Divine

Cost: 20 mana + 2 mana/second

On activation, you and all allies within a number of feet of you equal to your Divine Magic skill level gain 1 stack of Blessed and heal an amount of HP equal to 1.5x your CHA. This effect repeats every 6 seconds. (Current range: 63 feet, Current healing: 105)

Divine

Cost: 100 stamina + 10/round

Cooldown: 24 Hours

You gain Flying and Haste.

You may spend stamina or mana to add fire damage to any attack up to Divine Magic skill level at a rate of 7.5:1.

Whenever you make a melee attack against a single target, you may instead make an attack against all entities of your choice in a cone extending out to a number of feet equal to 1.5x your Divine Magic skill level.

You gain DR Holy equal to 1.5x your Divine Magic skill level.

Your spells are immune to hostile Mystical Magic effects.

Divine

Cost: 20 mana

Grant a target you can touch the buff Lifeguard. Whenever an entity with Lifeguard is reduced to half health or lower, they heal for an amount equal to 10x your CHA and lose the Lifeguard buff. If an entity with Lifeguard would be reduced to 0 HP, they are instead reduced to 1 HP before Lifeguard activates.

Intrinsic Skills (11/12)

Reach Out (10)

Your beneficial touch-based Divine skills can be cast at a range of a number of feet equal to twice your Divine Magic skill level. The range of all other Divine skills is doubled.

Cleansing Fire (20)

Your Divine and Fire attacks deal no damage to allies, and your allies take no damage from your ignite. Instead, they are cleansed for a value equal to your Divine Magic skill level.

Zealot (40)

All of your attacks may become Infernal. Your Divine attacks gain a bonus equal to your Divine Magic skill level.

Scepters (Specialization): Your attempts to persuade or intimidate are +1% more effective per level of Blunt when wielding a scepter.

Bone Breaker (10)

Whenever you apply a status effect with a blunt weapon attack, the status lasts at least until the beginning of your next turn.

Rock Rattles Cage (20)

Whenever you hit with a blunt weapon attack and your attack’s governing attribute exceeds the target’s FOR, the target is Stupefied until the end of the next round. Additionally, you cannot be Stupefied.

Shieldbreaker (40)

Your blunt attacks gain penetration with all damage types. Whenever a character blocks your blunt weapon attack, they become stunned until the end of the turn.

Revelation Awareness (10)

You acquire an intuitive understanding of the nature of any revelation when you witness the power that revelation has granted.

Commune (20)

Once per day, you may commune with your god by spending one hour in meditation and prayer. This allows you to ask questions of, and receive insights from, your deity. The duration and nature of the communion is at the whim of the divinity.

??? (40)

Mark of Seral’phae (10)

You may inscribe the rune of Seral’phae’s Whisper on one piece of light armor or article of clothing you possess by using simple ink or blood. While equipped with an item bearing the rune, you gain +1 to your Divine and Spiritual defenses per level of Light Armor.

Mark of Vem’man (20)

You may inscribe the rune of Vem’man’s thirst on one piece of light armor or article of clothing you possess by using simple ink or blood. While equipped with an item bearing the rune, your maximum mana pool is increased by an amount equal to twice your Light Armor skill level.

Archmage Robes (40)

Your spell attacks gain a bonus equal to your Light Armor skill level. Once per day, on hitting with a spell, you may triple this bonus.

Divine Ward (10)

Add your CHA to your Physical defenses when blocking, up to a maximum bonus equal to your level in Shields.

DoT be Not (20)

Attacks you block with a shield cannot impose bleeding, toxicity, or the ignited status.

Spirit Guide (10)

Whenever you use an active skill to bestow a beneficial effect to an entity, they gain 1 stack of Blessed.

Hear their Lamentation (20)

Allies that deal damage to an entity affected by one or more status effects you have applied gain a number of stacks of Blessed equal to the number of evolutions you have in Leadership. (Currently 2)

Mighty Blows (10)

Whenever you deal unarmed damage in excess of a target’s FOR, that target must pass a FOR check opposed by your STR or become stunned until the end of the turn.

Stunned: A Stunned entity is immobilized and cannot act.

Holy Fist (20)

Whenever you hit a hostile entity with an unarmed attack, you gain 1 stack of Blessed for each evolution you have in Unarmed.

Mind Hunter (10)

Whenever you deal psychic damage without making a psychic attack, increase the damage dealt by an amount equal to your Spiritual Magic skill level. Psychic damage affected by this evolution does not end effects that would normally end if the target takes damage.

Psychic Feedback (20)

As a reaction, you may add your Spiritual Magic skill level to your social defense for one attack. If that attack fails, the attacker takes Psychic damage equal to your Spiritual Magic skill level. This effect has a number of charges equal to the number of Spiritual Magic evolutions you possess. You regain all charges after taking an 8-hour rest.

Track and Field (10)

Your jump height and jump distance is increased by an amount equal to your Athletics skill level, and your movement speed is increased by an amount equal to half your Athletics skill level.

Linebacker (20)

As an action, you can tackle any character within 5 feet of you by making a STR:Athletics kinetic attack against them. If this attack hits, the character is knocked prone and you can choose to automatically grapple them.

Whenever you sprint, you can perform this action as a free action until the end of the turn.

Bureaucrat (10)

You instinctively know the laws and social mores of any civilized area you visit, including expected behaviors, etiquette, and other rules of social engagement.

Hero (20)

As an activity, you can inspire a character conversing with you, allowing you to make a CHA (Diplomacy) check against their social defense. If you succeed, they place their unshakeable trust in you, always acting in your best interests even when opposed to their former allegiances. However, they will not violate their moral code or subject themselves to undue harm.

The activity takes place over a conversation. Hostile and unfriendly characters are immune to this effect; if you act in a way that causes the character to become unfriendly or hostile, the effect immediately ends.

Insulation (10)

When you gain this evolution, choose one of the following attack types: cold, fire, lightning, sonic, or kinetic. You gain resistance to attacks of that type.

As an 8-hour activity, you can change the chosen damage type to a different listed damage type. This activity can be performed while resting.

+50% Blunt

+50% Divine

+50% Athletics

+10% All

+100% All to 10

+1 Slots if maxed and all at 10+

Divinity

You and all allies who can perceive you gain a bonus to all attacks equal to your CHA against profane targets. The first time each ally hits the same profane target with an attack, you gain 1 blessing.

As an action, you can spend 5 blessings to declare any entity you can name or perceive as profane to you, provided your deity allows it. Consider this carefully.

Unarmed attacks made in this form deal an additional amount of Righteous damage equal to (1.5x) your Divine Magic skill level. Profane targets dealt damage this way become Ignited.

This transformation lasts for a number of minutes equal to (1.5x) the number of revelations you possess, and can be ended voluntarily.

In order to use this form you must possess The Heart’s Favor. The Heart’s Favor can be acquired through worship or acts of dedication made to The Heart. Using this form expends The Heart’s Favor and it must be obtained anew to use this transformation again.

Divine fire acts like normal fire, though it cannot be extinguished through normal means, and can stick to otherwise non-flammable materials. Divine fire bypasses fire resistance, and deals bonus damage based on your god’s attitude toward the target.

You can summon a dreamscape around you at will, which will adjust its form and function depending on your emotional state. Entities within this dreamscape cannot escape through physical means unless you allow it, and must defeat you in a contest of will or divinity to leave without permission. This dreamscape can be perceived by entities as though it were fully real, even if they are not trapped within its confines.

Once a dreamscape is summoned, it lasts for 1 minute for each revelation you possess and you cannot do so again until after your next dream.

+60 Block Value

Applies 40 Bleeding on block.

Requirements: Xim Xor’Drel, Escalated Delver

1) Your weapon attacks absorb 5 mana from the target.

2) +10 fire DR

3) Your skills that impose the Fear status are 25% cheaper.

4) Your transformations last twice as long. If they are sustained, they instead cost half as much to sustain.

5) As an action, you can transform into a Wraithclaw, gaining the following effects.

Requirements: AGI 10, INT 10, CHA 30

+60 Spiritual DR

+20 Dimensional DR

+10 Mystical DR

+120 Mana Regen

+20 movement speed

Your jump height is increased by 20

Your jump distance is increased by 40

Your climbing speed is increased by 20

Your swim speed is increased by 20

+60 Stamina Regen

The duration of your transformations is increased by 1 minute per piece equipped (5 minutes).

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Blunt Weapon

Requirements: CHA 40, LCK 10, Divine Magic 50

1) When you hit with this weapon, the target is Ignited. (CHA 20)

2) Whenever you Ignite an enemy with this weapon, they gain 1 stack of Cursed and 1 additional stack of Cursed every 6 seconds thereafter for so long as they are Ignited. (Legendary - Divine 20)

3) Whenever you Ignite an enemy with this weapon, you gain 1 stack of Blessed. (Legendary - Divine 20)

2) This weapon may convert any attack made with it to Infernal. When making Infernal attacks with this weapon, it gains a +10 Infernal damage bonus for each Divine Magic evolution you possess (Currently: 30). (CHA 20)

3) Your Blessed capacity is increased by +8. (Divine 10, LCK 10)

LCK 10

+10 Social Defense

+10% Intrinsic Skill Progression

CHA 30

+60 to all healing applied through active skills

Your Fear effects last 6 seconds longer

Athletics 20

Athletics improves +50% Faster

Divine Magic 20

This ring adds +8 to your Blessed capacity.