Monika
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Merchant / Cleric / Astrologian
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ABILITIES: 16/20
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Merchant Abilities
Valuate
When speaking with someone, you can figure out the most expensive item in their possession and how much it's worth.
Insider Trading
You are privy to knowledge that other customers do not have. When talking to merchants or engaging in a trade, you are able to have access to an advanced stock at a discounted rate.
Trade Gossip
You are adept at sniffing out gossip and rumors about key events happening in town. You’re granted a +2 on rolls involving the discovery and utilization of the hot gossip you seek.
Hired Help ($)
You can use money or barter to hire people to do odd jobs for you. This includes (but is not limited to) tasks such as: aiding you in battle, searching for a particular object, and gathering information on a particular subject. You may hire a maximum of 10 people at once; the exact number will be determined by a mod-rolled d10 when you use this path action.
Trade Winds (M)
You can use magic to manipulate wind to produce gusts up to 50mph.
Identify (M)
You can use magic to investigate an item, at which point you discern what it is and how it was created. If the item was created by a humanoid, you can also learn about its purpose.
Shrink Item (M)
You can use magic to shrink an object so that you can hold it in your hand. The object’s original size must not exceed 5ftx5ft.
Know Direction (M)
You can use magic to assign a maximum of 3 preset points at once, roughly equivalent to a geographic coordinate. Using this path action will give you a sense of where these locations are at any moment. You must have visited these locations in the past. The locations can be changed at any time but cannot ever exceed 3. This spell also gives you a sense of where the cardinal directions are to aid in navigation.
Mending (M)
You can use magic to fix something that has been torn, broken, or otherwise damaged.
Gift of Gab
You are now particularly good at learning new languages. You can pick up greetings in languages you don’t understand after spending an hour with people who speak it. You can learn an entire language in 30 days, provided you’ve spent that time immersing yourself in its culture daily.
Cleric Abilities
Spare the Dying (M)
If a person has suffered fatal damage and is on the brink of death, you can use magic to instantly heal only the particular damage that would kill them. This has a range of 10ft. Should fatal injury occur as the result of a failed roll, a willing and able Cleric may step in to prevent the death that would otherwise occur. RNG results that would otherwise cause a death generally will not proceed without the input of the present Cleric.
Cure Wounds (M)
By touching a target, you can heal significant injuries such as compound fractures and internal bleeding. This also cures them of magically inflicted statuses like poison, paralysis, and disease, and significantly lessens fatigue. The target will experience lingering soreness at relevant sites after they are healed, but hey, it’s better than the alternative!
Sacred Flame (M)
You can create a ball of radiant energy in your hand which resembles a white flame. This can be used as a source of light or can be thrown up to a distance of 30ft to inflict radiant damage on a target. You can also use it to essentially “set fire” to desecrated grounds up to 15ftx15ft and purify them, though the overall success of this depends on a roll and may cause damage to the cursed surroundings. This does not purify specific objects within the area which may have been cursed.
Sanctuary (M)
You are able to consecrate an area 10ft in diameter which prevents certain types of creatures from approaching. Undead and evil-aligned creatures cannot enter this space. You may also pick two creatures from this list to apply this effect to: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or plants. (More information on these creature types can be found in the Glossary.) Any affected creature that is within the 10ft circle when you cast this spell is repelled out of it and takes minor radiant damage. Note that this spell does not protect you from ranged attack attempts by any creature.
Ceremony (M) (P)
You can perform a sacred ritual to create a magical bond between two or more people that lasts for 24 hours. There is no upper limit on the amount of people you can link with this ritual, but the more people you link, the more strain it puts on your divine ability. This magical bond links the targets deeply. It enables telepathic communication over an unlimited distance and the participants always have a sense of each others’ physical location. This bond also evenly distributes pain and emotion across all targets of it; everything from physical damage to emotional distress and intense happiness is divided amongst the participants, lessening the burden of any one person’s experience. Whenever one target receives a physical injury, they will see the injury appear to naturally heal until all other participants have a wound of equal, but overall lessened, severity.
Astrologian Abilities
Draw
Up to four times a day, you may draw one of the following cards, with an outcome represented by the following:
• The Balance: the damage of one creature's attacks and magic are greatly increased in potency for 1 minute.
• The Bole: the damage received by one creature is greatly reduced for 1 minute.
• The Spear: a spiritual weapon appears beside you and fights alongside you, independent but commandable for 1 minute.
• The Spire: provides a minor regenerative effect on health for up to 1 minute.
Inventory
Glaive
A normal glaive used for combat. Purchased at Fantasy Costco.
Tarot Deck
A card deck used for Astrologian spells.
The Elusive Lantern
The light from this lantern can only be seen by its carrier. Sneaky!
The Dog Whistle
This is a common whistle, except that when blown it makes no noise. After 1 minute has passed, a dog will be summoned (as per the spell Summon Nature's Ally).
1. This dog may or may not obey the commands of anyone, whistleblower or otherwise.
2. When the whistle is blown again, it disappears.
3. If it is attacked, it disappears. Prior to disappearing, it will mark its territory (possible on a PC or NPC, a ranged touch attack with a range of 5 feet and a +1 bonus to hit).
4. If the dog is killed, it disappears and cannot appear for 1 week.
"Where the Sidewalk Ends" x2
Book by by Shel Silverstein. She won the first copy in her initiation, and the second copy was a gift from Alex.
Poem Collection
A notebook with pen
Dress with sash
Book of simple piano pieces
Gifted by Sayori.
A dip pen and a set of high-quality inks
Inks come in blue, green, pink, and purple. Gifted by Sayori.
Wooden New New Aspen ornament
Carved and painted into a silvery spotted bird under a crimson sun. Gifted by Sayori.
Braided white cord bracelet
With a green writing quill charm. Gifted by Sayori.
A sweater
Soft and green. Gifted by Mira.
A necklace
With a book pendant. Gifted by Mira.
A bookmark
A hand drawn bookmark of a little daisy blooming cheerily under the rays of a warm yellow sun. Gifted by Honoka.
original code by cawaii, edits by napstar |