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NAME: Danya'amnayel "The Hearth-Maker" LEVEL: 2 XP: 0

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

ATTACK Check Damage Damage Roll Damage Taken


Worn Dagger 3 1d6 1 or less None
Thrown Worn Daggers 3 1d6 [2] 2-5 1
Scythe Hand 4 1d10 [3] 6-9 2
10 or more 4
FACTS
BLANK GAPS: Currently unknown to her. She may
gain glimpses of her past from random events or
circumstances that link her to it. May cause pain
Origin: depending on the trauma or severity of memory
WANDERING CAREGIVER: She primarily goes
where death is recent to lay people to rest and heal
those that have a chance at living. She is adept with
Profession: healing and other soothing remedies to calm people
MATERNAL INSTINCT: A mother-like figure to all.
Wants to protect all those that are helpless and
weak. PATIENT WATCHER: Has dealt with the sick
and dying for so long that rarely anything phases her
Relationship: emotionally
WORDS GIFTS
Death Withholding the Mercy, Scythe Hand
Health Flesh Made True, Merciful Gaze
Authority [4] Decree of Authority (Thrall-Making Shout)
Endurance
LOW MAGIC / THEURGY / STRIFES
Low Magic: The Merciful Hand [5]
WEALTH: 0
EQUIPMENT
Light Armor, Worn Dagger, 3 Worn Throwing Dagger

On Turn= "Free Action" but can only take an option once per turn
Action = Only one per turn

Abilities: Death Abilities: Health Abilities: Authority Abilities: Endurance


Eye for Death [6] Angelic Body [7] Heaven's Voice [8] Divine Protection [9]
Withholding the Mercy [10] Flesh Made True [11] Decree of Authority [12]
Scythe Hand [13] Merciful Gaze [14]
Attribute Modifier
3 -3 Music List Dominion Spending:
4 -2 Under Your Scars: Godsmack 2: Teaching people Way of Merciful Hand and setting up a medical ward in Spearshell
5 -2 Save Yourself: Breaking Benjamin
6 -1
7 -1
8 -1
9 0
10 0
11 0 Stuff for Safe Keeping Later
12 0 ANGELIC ORDER: She may know specific angels and would be opposed to killing them
13 1 DEATH'S ADVOCATE: She has been in numerous battles over her near immortality and is steeped in death. Knows a strong opponent and their history from their stare
14 1 ANGEL OF BATTLE: An angel of old from just before the Shattering. Present during the Wars of the Fallen Empires and may remember some of her ancient lineage
15 1
16 2 Word Idea: Heaven
17 2 Aspect of the Law [15]Lesser Gifts Greater Gifts
18 3 OR Angelic Wings [16] Reducer of Man [17]
19 4 Heavenly Body [18] Messenger [19]
Guardian? [20]
Ideas for leveling up Unveiled Splendor [21]
Sun/Fertility/Endurance Word Binding?
???

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

[2] 40 yrd range

[3] 200 ft range. Always deals 1 HP minimum, even on a miss

[4] Reskinned Command

[5] Total Slots: 1 (equals level!)


Can expend slot to do one of the following:
--Heal a target 2d6 HP
-Provide a target protection against magical diseases

[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)

*On Turn action*


Can learn details of what, where, and how anything died/is dying within 100 ft

[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

[12] "Thrall-Making Shout"


*Commit Effort for Day/Action*
State a Command.

-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)

[13] *Commit Effort/On Turn Action*


Can use gaze or a blade as a magic weapon. Has 1d10 dmg die and 200 ft range. Always deals 1 HP
against living creatures/undead even on a miss

[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

[16] *Commit Effort/On Turn*


You can fly at twice the usual movement rate. If undistracted and able to fly in a straight line, they can
reach speeds of up to 100 mph

[17] *Commit Effort for Scene/Day On turn action*


Once on your turn, a damage die you inflict with an attack is read straight

[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

[19] *On turn Action*


Choose a target at any range. A gesture suffices if you can see the target, otherwise you must use a name
they consider their own true name. That creature can hear what you say with perfect clarity and
understands the intent of your words completely.
Alternatively, you can speak aloud and have any intelligent creature within 200 ft of you hear you with
perfect clarity

[20] *Instant? / Commit Effort For Scene*


You can choose one creature that you can see within 100 ft of you. If that target remains within 100 ft of
you, if an action would cause direct harm to them, you can choose to take half of the damage they would
have received (rounded up).

[21] *Commit Effort for Scene/On Turn Action?*


You unveil your true alien splendor to those around you. Lesser foes up to a Mob in size will cease
aggressive actions towards you. (Worthy foes can make a Spirit saving throw to avoid this effect) [More to
it?]

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