Characters/Rhythm: Difference between revisions
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| size = Medium | | size = Medium | ||
| hp = 15/15 | | hp = 15/15 | ||
| ac = | | ac = 13 | ||
| perception = +6 | | perception = +6 | ||
| speed = 25 ft. | | speed = 25 ft. | ||
| fortitude = + | | fortitude = +6 | ||
| reflex = + | | reflex = +3 | ||
| will = +8 | | will = +8 | ||
| attributes = '''STR''' +0 | '''DEX''' + | | attributes = '''STR''' +0 | '''DEX''' +0 | '''CON''' +3 | '''INT''' +1 | '''WIS''' +3 | '''CHA''' +1 | ||
| key_ability = STR | | key_ability = STR | ||
| hero_points = 1 | | hero_points = 1 | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
* '''HP:''' 15/15 | * '''HP:''' 15/15 | ||
* '''AC:''' | * '''AC:''' 13 | ||
* '''Perception:''' +6 ({{color|#2e8b57|'''Trained'''}}) | * '''Perception:''' +6 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Speed:''' 25 ft. (land) | * '''Speed:''' 25 ft. (land) | ||
* '''Fortitude:''' + | * '''Fortitude:''' +6 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Reflex:''' + | * '''Reflex:''' +3 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Will:''' +8 ({{color|#4682b4|'''Expert'''}}) | * '''Will:''' +8 ({{color|#4682b4|'''Expert'''}}) | ||
</div> | </div> | ||
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! STR !! DEX !! CON !! INT !! WIS !! CHA | ! STR !! DEX !! CON !! INT !! WIS !! CHA | ||
|- | |- | ||
| +0 || + | | +0 || +0 || +3 || +1 || +3 || +1 | ||
|} | |} | ||
</div> | </div> | ||
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! Skill !! Modifier !! Proficiency | ! Skill !! Modifier !! Proficiency | ||
|- | |- | ||
| Acrobatics || + | | Acrobatics || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Arcana || +1 || {{color|#708090|'''Untrained'''}} | | Arcana || +1 || {{color|#708090|'''Untrained'''}} | ||
| Line 68: | Line 68: | ||
| Crafting || +1 || {{color|#708090|'''Untrained'''}} | | Crafting || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Deception || + | | Deception || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Diplomacy || + | | Diplomacy || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Intimidation || + | | Intimidation || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Local Undead || +4 || {{color|#2e8b57|'''Trained'''}} | | Local Undead || +4 || {{color|#2e8b57|'''Trained'''}} | ||
| Line 82: | Line 82: | ||
| Occultism || +4 || {{color|#2e8b57|'''Trained'''}} | | Occultism || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Performance || + | | Performance || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Religion || +3 || {{color|#708090|'''Untrained'''}} | | Religion || +3 || {{color|#708090|'''Untrained'''}} | ||
| Line 88: | Line 88: | ||
| Society || +4 || {{color|#2e8b57|'''Trained'''}} | | Society || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Stealth || + | | Stealth || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Survival || +3 || {{color|#708090|'''Untrained'''}} | | Survival || +3 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Thievery || + | | Thievery || +0 || {{color|#708090|'''Untrained'''}} | ||
|} | |} | ||
</div> | </div> | ||
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! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/containers/bags/pouch-gold-green.webp" width="24" height="24" alt="Healer | | <html><img src="https://foundry.atkennedy.com/icons/containers/bags/pouch-gold-green.webp" width="24" height="24" alt="Healer's Toolkit" style="vertical-align:middle;" /></html> || [[Healer's Toolkit]] || 1 || 1 || 0 || 5 gp | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp" width="24" height="24" alt="Torch" style="vertical-align:middle;" /></html> || [[Torch]] || 5 || 0.1 || 0 || 1 cp | | <html><img src="https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp" width="24" height="24" alt="Torch" style="vertical-align:middle;" /></html> || [[Torch]] || 5 || 0.1 || 0 || 1 cp | ||
| Line 393: | Line 393: | ||
</div> | </div> | ||
''Last synced: 2026-07-11 | ''Last synced: 2026-07-11 02:36'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Revision as of 07:36, 11 July 2026
Ashes
| Ashes | |
|---|---|
![]() |
|
| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 15/15 |
| AC | 13 |
| Saving Throws | Fort +6, Ref +3, Will +8 |
| Perception | +6 |
| Speed | 25 ft. |
| Attributes | |
| STR +0 | |
| Languages | necril |
Details
- Ancestry:
Poppet - Heritage:
Ghost Poppet - Background: Undertaker
- Class:
Mystic - Key Ability: STR
- Hero Points: 1
- Languages: necril
⚔ Defense & Saves
- HP: 15/15
- AC: 13
- Perception: +6 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +6 (Trained)
- Reflex: +3 (Trained)
- Will: +8 (Expert)
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +0 | +0 | +3 | +1 | +3 | +1 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +0 | Untrained |
| Arcana | +1 | Untrained |
| Athletics | +0 | Untrained |
| Crafting | +1 | Untrained |
| Deception | +1 | Untrained |
| Diplomacy | +4 | Trained |
| Intimidation | +4 | Trained |
| Local Undead | +4 | Trained |
| Medicine | +6 | Trained |
| Nature | +3 | Untrained |
| Occultism | +4 | Trained |
| Performance | +4 | Trained |
| Religion | +3 | Untrained |
| Society | +4 | Trained |
| Stealth | +0 | Untrained |
| Survival | +3 | Untrained |
| Thievery | +0 | Untrained |
💰 Wealth & Carry
| Coin | Total Value | Bulk | Invested |
|---|---|---|---|
| 1 GP, 8 SP | 16.6 gp | 1.8 / 5 enc / 10 max | 0/10 |
✨ Feats & Features
Heritage
Ghost Poppet- You awakened when a bit of another person's life force and a fragment of their soul-possibly, but not always, at the moment of their death-found its way into your constructed body. You don't remember anything more than vague flashes of your "before life," but that life essence still protects you. You gain resistance to void damage equal to half your level (minimum 1).
Background Features
- Undertaker
- People die. This is the unfortunate fact of life on which you've founded your business, because wherever people die, there is a demand for mortuary services. You might be a Pharasmin priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in the Medicine skill and a Lore skill specializing in one local type of undead. You gain the Forensic Acumen skill feat.
Feats
Connection (mystic)- All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature's wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.
Akashic
Elemental
Healing
Rhythm
Shadow
Constructed (Poppet) (poppet)- The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
Flammable- You have weakness to fire damage equal to one-third your level (minimum 1).
Forensic Acumen (general, skill)- You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).
If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.
This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Helpful Poppet (poppet)- You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don't give your ally a -1 circumstance penalty to their check if you critically fail your attempt to Aid.
Initial Epiphany (mystic)- You discover the basic truth of your connection. You learn your chosen connection's initial epiphany spell. Epiphany spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to spend time with your bonded allies or otherwise ponder the nature of your connection.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.
Mystic Bond (mystic)- You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic's connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don't count toward the 10-creature limit.
You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they're conscious, Unconscious, , or dead. This ability doesn't work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.
Mystic Spellcasting (mystic)- You are a spellcaster and can cast spells using the Cast a Spell activity. As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection's network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they're heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.
Rhythm (mystic)- You feel the song that moves the stars, channeling this cosmic beat through the power of audible rhythm and universal vibrations known by many as the Song of the Spheres. You might simply have a melody or tune in your mind that you feel compelled to share, beginning with the allies tied to your bond.
Tradition primal
Connection Skill Performance
Connection Spells cantrip: Summon Instrument; 1st: Motivating Ringtone; 2nd: Noise Blast; 3rd: Hypnotize; 4th: Battle Sonata; 5th: Synaptic Pulse; 6th: Vibrant Pattern; 7th: Howl; 8th: Uncontrollable Dance; 9th: Unfathomable Song
Epiphany Spells initial: Anthem; advanced: Shuffle; greater: Remix
Harmony When you Transfer Vitality, you can extend the duration of any active epiphany from the rhythm connection by 1 round.
Perfect Harmony The first time each round you Transfer Vitality, the target who regained Hit Points can Stride as a free action. This has the traversal trait.
Spell Repertoire (mystic, witchwarper)- Mystic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your chosen connection. You choose these from the common spells from the tradition corresponding to your chosen connection or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same rank to your spell repertoire. When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out epiphany spells or connection spells. You can also swap out spells by retraining during downtime.
Witchwarper The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your paradox. You choose these from the common spells from the tradition corresponding to your paradox. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same rank. At 2nd level, select another 1st-rank spell; at 3rd level, you gain a new spell from your paradox and two other 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out spells gained from your paradox. You can also swap out spells by retraining during downtime.
Vitality Network (mystic)- Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing.
Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you're master in spell DC, it regains 6 Hit Points instead; if you're legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.
Actions
Transfer Vitality (concentrate, healing, mystic)- You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.
🎒 Inventory
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Gi | 1 | 0.1 | 0 | 2 sp |
Consumables
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Healing Potion (Minor) | 2 | 0.1 | 1 | 4 gp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Healer's Toolkit | 1 | 1 | 0 | 5 gp | |
| Torch | 5 | 0.1 | 0 | 1 cp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Gold Pieces | 1 | 1 | 0 | 1 gp | |
| Silver Pieces | 8 | 1 | 0 | 1 sp |
🔮 Spellcasting
Primal Focus Spells (Primal) — Focus
Primal Spontaneous Spells (Primal) — Spontaneous
Rank 1 (3/3 slots)
Stabilize [cantrip, concentrate, healing, manipulate, vitality]
Description
Life energy shuts death's door. The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.
Other Spells
Description
You compose the tangle of cosmic melodies into an anthem for your bonded companions. All bonded creatures in the area gain a +1 status bonus to attack rolls and damage rolls, and also gain a +1 status bonus to saves against effects that cause Fascinated or Confused.
Spell Effect: Anthem
Description
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.
Description
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is Frightened 1.
Failure The target is Frightened 2.
Critical Failure The target is Frightened 3 and Fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Description
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Spell Effect: Guidance
Effect: Guidance Immunity
Description
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Description
You cause the target comm unit to play a cosmically composed personal theme song specific to its owner. The creature who owns the target comm unit regains 1d8+4 Hit Points when you Cast the Spell, a +5-foot status bonus to all Speeds, and a +1 status bonus to saves against fear effects for the duration as long as the comm unit continues to play the ringtone.
Spell Effect: Motivating Ringtone
Heightened (+1) The amount of healing increases by 1d8+4.
Description
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.
The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Critical Success The target takes double damage and @Damage[(@item.level)[bleed]] damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
Description
You materialize a Musical Instrument (Handheld) in your grasp. The instrument is typical for its type, but it plays only for you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
Heightened (5th) The instrument is instead a Musical Instrument (Virtuoso handheld).
Last synced: 2026-07-11 02:36
