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Nome:Nehtri, colei che porta la vendetta o colei che porta la follia.
Nata da:
Ukara, Irskullor e Amaska.
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Livello2PF14Esperienza3Dominio2FattiOggetti
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CA7PF attuali12TSSecoli di controllo quasi ossessivo da parte delle due madri hanno reso Nehtri molto brava ad evitare di promettere cose che non può mantenere. Qualcuno potrebbe addirittura definirla una bugiarda (a suo rischio e pericolo), ma non ha mai dovuto subire il giduizio di Ukara o Amaska.TipoOggettoValore
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CaratteristicheResilienzaEvasioneSpiritoArmatura
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ValoreBonusCheck131213Per poter svolgere al meglio il proprio compito ha dovuto imparare molto presto a comprendere le vere intenzioni delle persone. Scudo
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Forza1417Armi
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Destrezza1625Fervore e influenzaMolto competitiva, specialmente sul piano fisico detesta essere messa in secondo piano e si allena costantemente per superare i propri limiti fisici.Altro
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Costituzione1318TotaliSpesi
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Intelligenza10011Fervore32Non la migliore delle studentesse, non c'è mai stata una materia che ha destato l'interesse di Nehtri che non fosse lo studio della mente dei mortali. Adora vedere come le culture mortali evolvono e come cambiano i loro ragionamenti. Ovviamente tutto nell'ottica di fornire loro la migliore punizione possibile
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Saggezza8-113Influenza30
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Carisma1318
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Doni
Punti spendibili
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DominiReceive the Incense of FaithBonus("Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult."
Questa è una abilità passiva che fa sì che possiate iniziare fin da subito con un Culto.)
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Bladetutti gli attacchi fanno 1d10 +1 danni. Possono evocare ogni arma usate. Possono non ferireBurning Rebuke - On TurnCommit Effort. Every foe that attacks you while your Fray die in fire damage before each attack is resolved, even if they have more hit dice than you or make multiple attacks. Normally, only mindless creatures or remarkably disciplined foes can remain calm enough to avoid the damage. Mobs suffer this damage straight. In addition, any foe who closes into melee combat with you suffers 1 damage per round, 3 for mobs. 2
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InfernoImmune al fuoco. Utilizzare il fuoco come arma magica con gittata 15 metri e fa 1d10 danniInfectious Delirium - ActionCommit effort for the day and target a visible creature, indicating a particular obsession, false belief or other insanitiy that should afflict it. Any creature who sees the affected target must make a Spirit Saving throw or be likewise infected with the madness, each becoming a nee vector for the insanity. A successfull save makes the target immune to this infection. You may indicate what kind of people are to be affected. (Individual name, classes, geographical area.) At max of two hundred people ad first level , double every level. Cannot induce suicide.2
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PazziaSe si usa un potere mentale o emozionale su Nehtri si subisce 1d6 danni per livello. Inoltre può identificare ogni malattia mentale di una personaUnerring Blade - InstantCommit Effort to the scene’s end. Your current or next melee attack hits on anything but a natural roll of 1 and does maximum damage. This strike can penetrate any protection short of an invincible defense against the weapon being used.1
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Hallucinatory World - ActionCommit effort for the scene and choose a particular hallucination or false sensory impression that all visible targets around you suddenly perceive. This hallucination cannot cause actual damage to the target and they will subconsciusly avoid taking action based on it that cause physical harm to themselves. Subtle, plausible hallucinations wll not be resisted by target unless they have reason to suspect their senses. Worthy foes who are threatened, overwhelmed, or doubtfull of a vision can make a Spirit save at the start of each round to become immune to this figt for the scene, and any victim is freed as soon as it takes hit point damage1
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Firestorm - (Smite) ActionCommit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound. Enemies who remain within this zone after the initial hit take 1 damage per two levels rounded up for each round they stay with the flames, three per two levels of mobs.
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Contempt of Distance - ConstantYour movement action can take you to any point in 60 feet, provided there’s a target to hit at the end of the move, and no barriers that cannot be smashed through. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there.
Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below. If an enemy flees, you can commit effort for the scene to remain with them for the round, no matter how far they go or teleport as an instant action to their current location.
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Firewalker - On TurnCommit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. You cannot move more than ten miles total in any one hour.1
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