
Level 1 · Echelon 1
Vaantika Sunward
Devil · Paragon · Censor
Former aristocrat — Charmed Life
Might
+2
Agility
+1
Reason
+1
Intuition
-1
Presence
+2
Stamina
30
Winded at 15
Recoveries
12
Value 10
Speed
6
Stability
1
Size
1M
Disengage
2
Saving throw
6+
Heroic resource
Wrath
Potency — from Presence
Weak
0
Average
1
Strong
2
Damage & distance bonuses
- Melee damage
- +2/+2/+2
- Ranged damage
- —
- Melee distance
- —
- Ranged distance
- —
Signature ability
Shield Bash
In your hands, a shield isn't just for protection.
Keywords
Melee, Strike, Weapon
Action
Main action
Distance
Melee 1
Target
One creature
Power Roll + Might or Agility
- ≤114 + M or A damage; push 1
- 12–167 + M or A damage; push 2
- 17+9 + M or A damage; push 3; M < STRONG, prone
Devil traits — 3/3 points spent
Silver Tonguesignature
Your innate magic allows you to twist how your words are perceived to get a better read on people and convince them to see things your way. You have one skill of your choice from the interpersonal skill group (see Skills in Chapter 9: Tests), and you gain an edge on tests when attempting to discover an NPC's motivations and pitfalls during a negotiation (see Chapter 11: Negotiation).
Beast Legs1 pt
Your powerful legs make you faster. You have speed 6.
Impressive Horns2 pts
Your cherished horns are larger than the average devil's, and a hardened representation of your force of will. Whenever you make a saving throw, you succeed on a roll of 5 or higher.
Culture
- Environment
- Urban
- Organization
- Bureaucratic
- Upbringing
- Noble
- Languages
- Caelian, Vaslorian, Anjali
Career & perk
Aristocrat
Career? Who needs a career when you're born into money! Or marry into it! Or con your way into it! Whatever the case, you didn't need to work thanks to (someone's) generational wealth.
Charmed Life
Whether through some supernatural power or your innate persuasiveness, you were able to defraud other aristocrats. You did it for fun. And when you were found out, you lost your status. Whether you served time or escaped punishment, you decided to rehabilitate yourself and became a hero.
Perk: Power Player
Skills — 8
Complication
Chosen One
Perhaps the stars marked you out at birth, or maybe your name appears in an ancient prophecy. In any case, a sinister cult has decided that you're important to their plans—though you don't particularly like the fate those plans have in store for you.
Benefit
You have 3 destiny points. Whenever you spend your Heroic Resource for your class, you can spend 1 or more destiny points instead. Each time you earn a Victory, you regain 1 destiny point.
Drawback
Whenever you spend 1 or more destiny points, you take 1d10 psychic damage that can't be reduced in any way, and the cult that seeks you becomes aware of your location.
Censor — 1st-level features
+1st-Level Domain Feature
You gain a domain feature from your domain, as shown on the 1st-Level Censor Domain Features table. Additionally, you gain a skill from your domain, chosen from the skill group indicated on the table. ###### 1st-Level Censor Domain Features Table | Domain | Feature | Skill Group | |----------------------------------|-------------------------------|---------------| | Creation | Hands of the Maker | Crafting | | Death | Grave Speech | Lore | | Fate | Oracular Visions | Lore | | Knowledge | Blessing of Comprehension | Lore | | Life | Revitalizing Ritual | Exploration | | Love | Blessing of Compassion | Interpersonal | | Nature | Faithful Friend | Exploration | | Protection | Protective Circle | Exploration | | Storm | Blessing of Fortunate Weather | Exploration | | Sun | Inner Light | Lore | | Trickery | Inspired Deception | Intrigue | | War | Sanctified Weapon | Exploration |
+Blessing of Compassion
You exude a magic presence that can soothe those willing to socially engage with you. You gain an edge on any test made to assist another creature with a test. Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1 (to a maximum of 5), and the first test made to influence them gains an edge.
+Blessing of Comprehension
You can interpret diagrams and charts even if you don't understand the language associated with them. You are considered fluent in all languages for the purpose of understanding the project source for any crafting or research project (see Chapter 12: Downtime Projects).
+Blessing of Fortunate Weather
Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite, the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of weather, each of which grants a benefit to you and your allies: **Clear:** You and your allies gain an edge on tests that use the Search or Navigate skills. **Foggy:** You and your allies gain an edge on tests that use the Hide skill. **Overcast:** You and your allies gain an edge on tests that use the Endurance skill. **Precipitation:** When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill. If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features negate each other where their areas overlap.
+Censor Abilities
You use a blend of martial techniques and divine magic to attack your foes and defend your allies. ##### Signature Ability Choose one signature ability from the following options. Signature abilities can be used at will. (*Quick Build:* Your Allies Cannot Save You!) ##### Heroic Abilities You call upon a number of heroic abilities, all of them bound to your wrath. ###### 3-Wrath Ability Choose one heroic ability from the following options, each of which costs 3 wrath to use. (*Quick Build:* The Gods Punish and Defend.) ###### 5-Wrath Ability Choose one heroic ability from the following options, each of which costs 5 wrath to use. (*Quick Build:* Purifying Fire.)
+Censor Order
Censors are the will of their god made physically manifest, and you act as your god's agent in the world. As you shoulder that responsibility, you choose a censor order from the following options, each of which grants you a skill. (*Quick Build:* Paragon.) - **Exorcist:** You specialize in hunting your order's hidden enemies, knowing that an open mind is an unguarded fortress. You have the Read Person skill. - **Oracle:** Corruption has deep tendrils that can be missed, leading you to specialize in uncovering clandestine threats to your order. You have the Magic skill. - **Paragon:** Without a strong example and a firm hand, the weak will be corrupted. You specialize in setting an example for your order. You have the Lead skill. Your censor order is your subclass, and your choice of order determines many of the features you'll gain as you gain new levels.
+Deity and Domains
Choose a god or saint who your character reveres from Chapter 14: Gods and Religion, or ask your Director about the deities in your campaign world. With the Director's permission, you can also create your own deity and choose four domains to be part of their portfolio. After choosing your deity, pick one domain from their portfolio. Your choice of domain determines many of the features you'll gain from this class. (*Quick Build:* Cavall as deity and War as domain.)
+Faithful Friend
You have the following ability.
+Grave Speech
You have the following ability.
+Hands of the Maker
You have the following ability.
+Inner Light
Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. You place a ray of morning light into the chosen character's soul, granting them a +1 bonus to saving throws that lasts until you finish another respite.
+Inspired Deception
The gods favor your thievery with magic. Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Presence on the test instead of another characteristic.
+Judgment Order Benefit
The first time on a turn that you use your Judgment ability to judge a creature, you gain the following benefit based on your order: - **Exorcist:** You can teleport up to a number of squares equal to twice your Presence score. This movement must take you closer to the judged creature. You do not need line of effect to your destination. - **Oracle:** You can deal holy damage equal to twice your Presence score to the judged creature. - **Paragon:** You can vertical pull the judged creature up to a number of squares equal to twice your Presence score.
+Judgment
You pick out the enemies most worthy of your wrath and place a divine judgment upon them, censoring them with the power of your god. You have the following ability.
+Kit
You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (*Quick Build:* Warrior Priest.)
+My Life for Yours
You channel your will to mend your wounds or the wounds of your allies. You have the following ability.
+Oracular Visions
Your deity rewards you with hazy visions of things to come. Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test. You lose any remaining fate points when you finish a respite.
+Protective Circle
You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature. The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can't be targeted by strikes.
+Revitalizing Ritual
Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. The chosen character gains a bonus to their recovery value equal to your level that lasts until you finish another respite.
+Sanctified Weapon
As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities that use the weapon. This benefit lasts until you finish another respite.
+Wrath
The power you serve grants you a Heroic Resource called wrath, fueling your abilities as you censor those your church deems to be heretics. ##### Wrath in Combat At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain wrath equal to your Victories. At the start of each of your turns during combat, you gain 2 wrath. Additionally, the first time each combat round that a creature judged by you (see Judgment below) deals damage to you, you gain 1 wrath. The first time each combat round that you deal damage to a creature judged by you, you gain 1 wrath. You lose any remaining wrath at the end of the encounter. ##### Wrath Outside of Combat Though you can't gain wrath outside of combat, you can use your heroic abilities and effects that cost wrath without spending it. Whenever you use an ability or effect outside of combat that costs wrath, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite. When you use an ability outside of combat that lets you spend unlimited wrath on its effect, you can use it as if you had spent an amount of wrath equal to your Victories. (Such abilities aren't part of the core rules for the censor, but they might appear in future products.)
Notes
Carries her order's writ of censure folded inside her shield. Reads it aloud before every execution, whether or not anyone is listening.
How these numbers were derived
- Beast Legs: Speed becomes 6
- Sword and Board kit: +9 Stamina
- Sword and Board kit: +1 stability
- Sword and Board kit: +1 Disengage