THE EXORCIST
This world is choked with evil. Beyond the walls of a city corrupted by vice and injustice, monstrous beings born of Sin roam the land unchecked. I am the blade in the darkness. I am dawn's long-awaited light. I am an Exorcist.
Your ability to sense and resist the powers of Sin alongside your commitment to rooting out evil has made you a force for roving Hellbeasts and the dark spirits of the land to reckon with. You are exceptionally adept at mitigating the effects of Sin and engaging the forces of darkness head on.
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Hierography |
Half Action
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The Exorcist starts the game with this ability at Notch 1.
At the end of each Rest (Short or Rull), you create (Notch) + (Charisma) Seals, slips of paper inscribed with powerful Spells.
As a Half Action, you may expend one Seal in order to place it on a creature (whom you can see) within 10 meters. Seals provide either a beneficial effect (for allies) or a detrimental effect (for enemies).
Only one instance of each Seal may be active at a time. A Seal's effect ends when the Scene ends, when you or the Sealed creature are reduced to 0 HP, or you voluntarily end the Seal's effect as a Free Action during your turn.
Pick two Seals you know now. You learn a new Seal with every Notch you gain in Hierography.
As a Half Action, you may expend one Seal in order to place it on a creature (whom you can see) within 10 meters. Seals provide either a beneficial effect (for allies) or a detrimental effect (for enemies).
Only one instance of each Seal may be active at a time. A Seal's effect ends when the Scene ends, when you or the Sealed creature are reduced to 0 HP, or you voluntarily end the Seal's effect as a Free Action during your turn.
Pick two Seals you know now. You learn a new Seal with every Notch you gain in Hierography.
SEALS
The Aegis of Asmodan
If the Sealed creature is an ally, they decrease all incoming Physical damage by 1d4 + Charisma. If the Sealed creature is an enemy, they increase all incoming Physical damage by 1d4 + Charisma.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Aid of Athagoras
Whenever the Sealed creature resolves an attack against an enemy target, a creature of your choice within 10 meters of your position recovers 1d4 HP.
The size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Balm of Balathak
If the Sealed creature is an ally, each successful Save they make restores 1d4 + Charisma HP to them. If the Sealed creature is an enemy, each successful Save they make causes them to take 1d4 + Charisma Holy Damage.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Benediction of Bartemius
If the Sealed creature is an ally, they increase all instance of healing they receive by 1d4 + Charisma. If the Sealed creature is an enemy, they decrease all instances of healing received by 1d4 + Charisma.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Bloody Bounty of Bolun
If the Sealed creature is an ally, they gain 1d4 + Charisma Endurance whenever they hit with an attack. If the Sealed creature is an enemy, their attacker gains 1d4 + Charisma Endurance whenever they are hit by an attack.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
In either case, the size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Fleeting Fires of Ferion
If the Sealed creature is an ally, each failed roll grants a cumulative +(Notch) bonus to their next roll; this bonus resets to +0 after a successful roll. If the Sealed creature is an enemy, each successful roll grants a cumulative -(Notch) penalty to the next roll; this penalty resets to -0 after a failed roll.
The Gambit of Gyria
If the Sealed creature is an ally, they may re-roll any dice that shows its lowest value and add a +(Notch) bonus to the re-roll. If the Sealed creature is an enemy, they must re-roll any dice that shows its highest value and suffer a -(Notch) penalty to the re-roll.
The Guiding Eye of Golandril
If the Sealed creature is an ally, they gain a +(Notch) bonus to Attack rolls. If the Sealed creature is an enemy, attacks against them have a +(Notch) bonus to hit.
The Lances of Lumeria
If the Sealed creature is an ally, their attacks deal an additional 1d4 Holy Damage; the size of this dice increases by one degree for each Notch of Hierography you have beyond the first. If the Sealed creature is an enemy, they take (Notch) Holy Damage when Defending for every Defense dice they roll which could have Bumped but didn't.
The Ossuary of Osiris
When the Sealed creature is reduced to 0 HP, part of its escaping life essence is captured. Roll (Notch) d6 and remove 1 Strain from yourself for every dice you roll which Bumps.
The Pact of Pallas
When you place this Seal, it is placed upon two different creatures of your choosing within range. Designate one of these creatures as the Font and the other as the Cup. Whenever the Font deals damage, the Cup gains 1d4 + (Charisma) Endurance. The size of this dice increases by one degree for each Notch you have in Hierography beyond the first.
The Radiant Retribution of Rael
If the Sealed creature is an ally, enemies that attack them take 1d4 + Charisma Holy Damage after the attack is resolved. If the Sealed creature is an enemy, they become Fixated on you while the Seal endures; after making an attack which did not include you as a target, they take 2d4 + Charisma Holy Damage.
In either case, the size of this dice increases by one degree for every Notch you have in Hierography beyond the first.
In either case, the size of this dice increases by one degree for every Notch you have in Hierography beyond the first.
The Veil of Vexora
If the Sealed creature is an ally, they gain Advantage on the first (Notch) Defense or Save rolls they make each round. If the Sealed creature is an enemy, the first (Notch) Defense or Save rolls they make each round have Disadvantage.
The Winds of Wodos
If the Sealed creature is an ally, their Speed increases by (Notch) and they gain an extra Half Action each round. If the Sealed creature is an enemy, their Speed is reduced by (Notch) to a minimum of 1, and their total Actions per round are reduced by 0.5.
The Zeal of Zelora
You gain a point of Zeal whenever a Sealed creature resolves an attack, up to a maximum of (Charisma) Zeal at a time. All the Zeal you've accumulated are lost once the creature is no longer Sealed. Zeal can be spent as a Free Interrupt to increase or decrease an instance of damage which occurs within 10 meters of you by 1d4 per Zeal spent. The size of this dice increases by one degree for every Notch you have in Hierography beyond the first.
Aura of Retribution |
Half Action - Concentration
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Gain (Notch) Physical Resistance. Any time you Resist damage of any kind, your attacker takes all the damage you resisted (this damage cannot be ignored, resisted, or negated).
Brand of Evil's Bane |
Half Action
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Place your Brand on a creature you can see within 10 meters. It remains Branded until you or it is reduced to 0 HP or the Scene ends.
You have a +(Notch) bonus to hit Branded creatures and once per round an attack you make against a Branded creature deals an additional 1d4 Holy Damage. The size of this damage dice increases by one degree for each Notch you have in Brand of Evil's Bane beyond the first.
You have a +(Notch) bonus to hit Branded creatures and once per round an attack you make against a Branded creature deals an additional 1d4 Holy Damage. The size of this damage dice increases by one degree for each Notch you have in Brand of Evil's Bane beyond the first.
Smite the Wicked |
Action
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Make a weapon attack. If you hit, apply a Seal you know to the target (this does not count against the total number of Seals you can place). The Seal remains active until the target succeeds on a Save to end it, or until you use Smite the Wicked on another target.
You may use Smite the Wicked (Notch + Charisma) times per Scene.
You may use Smite the Wicked (Notch + Charisma) times per Scene.
Perks
Gaze the AbyssYou can sense the presence of Sin and those affected by Sin with an Awareness Feat, much like one might detect a faint scent. |
Hunter's ReflexYou have Advantage on the first Defense and the first Save you make each round. |
Oathbound SlayerChoose two creature types. These creatures are your Adversaries. You can always sense the presence of any Adversary within 100 meters of you and may make an Awareness Feat to draw Line of Sight to them, even if they are Invisible or Hidden. The first attack you make against an Adversary each round has Advantage. |
Pierce the DarknessWhen you attack a Sealed enemy, ignore a number of points in all their Resistances equal to the Notches you have in Hierography. |
Redeemer's ReprieveWhen a Sealed enemy is reduced to 0 HP, roll your Resolve to recover HP equal to the number rolled. |
Writ of PainOnce per round, when an enemy hits you with an attack, they become Sealed with a Seal you know (this does not count against the total number of Seals you can place). |
Rituals
Anchoring WardOver the course of 15 minutes, you draw a series of holy words and symbols on the ground, creating a zone which pulls spirits from the Unworld into the material plane, forcing them to become tangible while they remain within the zone. Spirits inside your Anchoring Ward cannot enter the Unworld again while they remain within the area of effect.
The zone is a cube whose dimensions are equal to your Charisma x 2 and the zone lasts until your next Full Rest ends. When you create the zone, pick two of the following:
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DeputizePaint upon a willing ally (who is not you) the words and symbols of a Seal you know. Until their next Full Rest (or until the markings are removed), they gain all the benefits of that Seal. |
PurgatoryTouch a person, an object, or the ground of a location and chant prayers to weaken or purify Sin from the target. Roll your Charisma + 1d6 for every 5 minutes you spend chanting (up to 20 minutes). For each Bump rolled, the target's Sin Level decreases by 1. |
Recall LoreCalling upon your encyclopedic knowledge of monsters, magics, and history, you remember something important about a creature, location, or object within your line of sight. After 5 minutes of consideration, you gain a Clue for use before the Scene ends and… (pick one)
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Relentless PursuitSpend 10 minutes in meditation, focusing on a specific creature or individual you would like to find. You will roll a Feat but will not use any of your BASIC or Features; instead, you will roll 1d6 for everything you possess which belongs to the one you are seeking. This can be anything from an object the target owns to a drop of their blood or lock of their hair, even a name, a description, or an injury they gave you. For each Bump rolled, you can sense the target's general direction for 1 hour (so long as they remain on the same plane of existence as you). During this time, all Feats made to locate or track the target gain Advantage. |
Rite of ExorcismYou and a Daemon, Spirit, Godling, or other spiritual being enter a contest of wills. Over the course of the next few minutes, you will each make contested Charisma checks against one another as you both attempt to erode the will of the other through various chants, invocations, and counter-prayers.
The winner of each contest reduces their opponent’s Level by 1 per Bump above what was necessary to win the contest. If you are reduced to Level 0, you lose the contest of wills and may never again attempt this Ritual against this spirit. You regain 1 Level now and an additional Level at the end of each Full Rest you take until you return to your original Level. If the spirit is reduced to Level 0, pick one of the following which happens to them:
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