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GOAL: Help the weary, bring peace to the dead, and learn more about myself INFLUENCE: 2 DOMINION: 2
DESCRIPTION: A rather tall amazon-esque woman (6' 4") with golden tan skin andCommitted
eyes. Danya often keepsSpent
her dreadlocked hair
2 in a ponytail wh
ATTRIBUTE Value Modifier Check SAVING THROW Check
Strength 12 0 9 Hardiness 11
Dexterity 15 1 6 Evasion 13
Constitution 18 3 3 Spirit 12
Wisdom 13 1 8
Intelligence 11 0 10
Charisma 16 2 5 EFFORT LEFT: 3
Committed
HIT POINT MAX 17 Current: 17 Scene
ARMOR CLASS 6 [1] Day
FRAY DIE 1d8
On Turn= "Free Action" but can only take an option once per turn
Action = Only one per turn
Altered Backstory: Danya woke up one morning in the middle of nowhere, with only faint glimpses of her past
She could remember a few faces of people she cared for, but could hardly remember their names
With her confusion, she learned she was Godbound and could heal people with a glance. She took this opportunity
to wander around and try to help as many people as possible as it was one of the few things to bring her some joy.
Still to this day, she feels something is off about herself and seeks to learn why her powers caused her to forget.
She came to Spearshell as she sensed the enormous amount of bodies and she had visions of a child with a jewel in her dreams
Jewel is actually a Space Bird egg, a sentient creature that is often used in protective iconography
[1] Wearing Light Armor
[6] *Action*
Can command undead in presence as an action, up to a Mob (Greater undead get a Spirit saving throw to
resist and cannot self-destruct)
[7] Constitution increases to 16 (was 10). Has invincible defense against disease and poisons. Can
diagnose disease/poisons easily
[8] Charisma score increases to 16 (was 11). You can communicate with any intelligent creature + they and
you understand each other clearly. Commands are correctly understood, but not necessarily obeyed
[9] Constitution increases to 18 (was 16 with Angelic Body). Does not need to eat, sleep, drink, or breathe.
[10] Those reduced to 0 HP/HD within 200 ft can auto stabilize or die at your discretion. If desired, willing
living creatures at 0 HP/HD can continue to act for # of rounds equal to your level before dying
[11] *Action*
Can cure a target's maimings, blindness, poisons, mutilations, and birth defects by sight once per round.
Does not heal HP but can restore lost limbs and cripples
-If directed at a group: All lesser foes, up to a Vast Mob, instantly obey it. Command lasts until end of scene
(Must not be inherently suicidal or be engaged in combat with you)
-If directed at an individual: Anything can be demanded of them until released. (Worthy foes get a Spirit
saving throw to resist. Cannot be engaged in combat with you)
[14] *Action*
Can target a creature within sight, they heal 2d6 + your level HP IF they Commit Effort for Day to receive it.
Creatures with no Effort can receive this once per day
[15] You can understand and be understood by any intelligent creature, and you know when a creature is
lying or what their true intentions are, unless hidden by Deception or Night word abilities.
Additionally, choose one word or aspect that relates to your personality. You can perform miracles around
that aspect, even if you do not have the associated word bound to you
[15] You can understand and be understood by any intelligent creature, and you know when a creature is
lying or what their true intentions are, unless hidden by Deception or Night word abilities.
Additionally, choose one word or aspect that relates to your personality. You can perform miracles around
that aspect, even if you do not have the associated word bound to you
[18] Increase either your Strength, Dexterity, or Constitution score to 16. Additionally, you do not need to
sleep, eat, or breathe and you have invincible defenses against exhaustion, poisons, and diseases