Human Storm Mage

Level 3 Platoon Controller
Human, Humanoid EV 10
Stamina 40 Immunity Corruption 3, Psychic 3
Speed 5 Size 1M / Stability 0
Free Strike 5

Might

0

Agility

0

Reason

2

Intuition

0

Presence

1

Lightning Bolt 2d10 + 2

Magic, Ranged, Strike Signature Action
Ranged 15 One creature or object
≤11: 7 lightning damage 12—16: 10 lightning damage 17+: 13 lightning damage
5 Malice:

The ability takes the Area keyword and becomes a 10 × 1 line that targets each enemy and object in the area.

Gust of Wind (3 Malice) 2d10 + 2

Area, Magic Action
5 cube within 1 All enemies and objects
≤11: Slide 2;
M<0 slowed (save ends)
12—16: Slide 4;
M<1 slowed (save ends)
17+: Slide 6;
M<2 slowed (save ends)
Effect:

The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects.

Arcane Shield

The mage imposes a bane on incoming melee strikes and abilities. Whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage and is R<1 pushed 2.

Supernatural Insight

The storm mage ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.

Report Issue

You must be logged in to report an issue.

Log in
  1. Human Malice


    1. Alchemical Device

      3 Malice
      1. Area, Magic, Ranged Maneuver Non-Minion
        3 cube within 10
        Each enemy in the cube
      2. ≤11: 4 corruption damage;
        A<0 slowed (save ends)
        12—16: 6 corruption damage;
        A<1 slowed (save ends)
        17+: 9 corruption damage;
        A<2 restrained (save ends)
    2. Exploit Opening

      5 Malice
      1. Until the end of their turn, each human acting this turn has an edge on their abilities, or a double edge if their ability targets an enemy affected by a condition.

    3. Staying Power

      7 Malice
      1. Each non-minion human in the encounter regains Stamina equal to 5 times their level.

    Report Issue

    You must be logged in to report an issue.

    Log in