SANGEIST

SANGEIST


STR 29 INT 40

AGI 37 PER 30

END 31 CHA 27


SPADES 42

CLUBS 12

HEARTS 30

DIAMONDS: 20


DR: 4

Body: 19

Equipment: Naginata, Padded overcoat, healing kit (2)


Background: Hermetic Scholar

Noncombat skills: medicine (INT)+10%, engineering (INT)+10%, street-smarts (CHA) +5%, survival (PER)+5%, Stealth (AGI)+5%, Knowledge – Political (INT)+5%



SPADES


A – +5% to hit with naginata

escalating blood pool: tap 4 hearts. every successful attack adds 1 to the blood pool up to Y (highest spade card) unless these are restored.


2 – Bleed attack

Fast attack (passive): your attacks are difficult to time. Opponent's take -5% penalty to parry and block attempts.


3 –

1 BA in 15 ft AoE

1 BA+2d6

passive: +5% chance to hit against target that is bleeding

4 –

2BA

1 BA+3d6

+10% to hit with naginata


CLUBS


A –

Defiling leech, for 3 turns, successful bleed attacks deal 1d10 END damage and caster gains +10% bonus to END saves

Blood curse: for 5+CHA-bonus # of turns, cause target -5% to skill check; gain +5% bonus to skill checks

Bloodsword (passive): when blood counter is maxed, gain blood rite spell. “+2 DR and heal 1/turn any allies within 25 feet for 5+CHA-bonus # of turns. Counters are removed.


2 –

close/open wound: heal 1d6+PER, or deal 2d6+PER damage


3 –

“thin blood” – for x turns, bleed damage is doubled. Applies status effects based on wound location.


HEARTS


A –

Blackheart: tap x number of hearts to add 2x damage (i.e. if you tap 1 heart, add 2 damage)

anticipate: for every 10 feet of movement that you sacrifice, gain +5% bonus to dodge, up to 25%.


2

unarmored proficiency: +1 movement and +5% to all saves

light armor proficiency: +1 movement, and can cast spells with no penalty

light armor proficiency: +5% dodge, +10% to AGI saves

3

adrenaline: tap card to gain +1BA for END# of turns. Tap an additional heart to double movment speed for the same number of turns.

Riposte: successful parry triggers free A/O.


DIAMONDS

A – Path of the Lone Wolf: when out-numbered, gain +1 DR, +5% to END checks, and +1 damage to all successful attacks.

2 – Blood Trail: gain +4 movement when in pursuit of fleeing enemy. Your flanking strikes now add +2d6 damage.


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