Dimitrious Kutuzov is a Paladin from Chanard with a one tract mind who seeks to spread the word of my faith and cleanse the corruption that has permeated through the chanard faith; Discover the original truth that has been concealed by the religious elite

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Type
PC

Races
Human

Age
20

Gender
Male

Pronouns
He/Him

Appearance

Appearance
White hair

Personality

Personality
Fixated/driven; very religious

Profession
Pilgrim

Hobbies
Praying and reading religious text

Experience

Righteous Experience - Flaw Experience

You gain experience if you were faced with a temptation to break a doctrine of your faith, but you didn’t and suffered some consequence as a result. 

Fatebound Reputation Experience - Reputation Experience

You earn Fatebound Reputation experience when you spend a token of empathy, or when you end a conflict, whether it is a brawl between siblings or a war between two nations. 

Graviturgy Experience - Skill Experience

You gain Graviturgy experience when you overpower or hold your ground against something heavier than you for the first time.

Healing Experience - Skill Experience

You can Healing experience when you cast a Healing spell on a character that is hostile or neutral towards you, or you do something nonmagical to lessen the pain of a Deep Wound.

Radiant Magic Experience - Skill Experience

You gain radiant magic experience when you reveal something that was hidden by darkness, illusion, or invisibility, such as an enemy, a secret, a truth, or a desire.

Tactician Experience - Skill Experience

You gain Tactician experience when you deal damage to a type of enemy that you have never dealt damage to before, or fight alongside an ally for the first time. 

Theurgy Experience - Skill Experience

You gain Theurgy experience when you perform a great act in alignment with your god's will, or by convincing someone else to act in service to your god.

Warding Experience - Skill Experience

You gain Warding experience when one of your warding spells breaks, or you survive a dangerous encounter, but not because you killed the threat.

Fatebound Reputation

Fatebound Reputation 1 - Reputation Power

Your rank is Potential.

[Action] If you take off your Fatebound ring and look through its holes at an image in the sky of the Eternal Instant, you will be instantly transported to that location in Eochora. 

[Action] If you take off the ring and look through its holes at the Eternal Instant from Eochora, you will be instantly transported back to the Eternal Instant.

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Graviturgy

Graviturgy 1 - Skill Power

[Spell] Push: Every character and object lighter than you within a near distance is pushed a near distance away. If a pushed character or object strikes a heavier character or object, it takes 1 damage.

[Spell] Pull: Every character and object lighter than you within a near distance is pulled next to you. If a pulled character or object strikes a heavier character or object, it takes 1 damage.

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Healing

Healing 1 - Skill Power

[Spell] Touch of Life: A character you touch regains an amount of health equal to your Healing level.

[Activity] You can spend 10 minutes observing a body to tell exactly what caused it to die.

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Radiant Magic

Radiant Magic 1 - Skill Power

[Spell] Lightsear: A distant target takes 1 damage which ignores armor and magical defense. If you roll a critical success, they are Blinded as well. 

[Action] You can cause a wisplight to magically appear near you. It is Glowing and immaterial, and you can move it anywhere you can see. If it stops Glowing, it vanishes. You can have a number of wisplights at a time up to your Radiant Magic level.

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Radiant Magic 2 - Skill Power

[Spell] Truesight: Choose any number of nearby characters. They can see even in complete darkness and can see invisible things. The spell ends for a character when they are Blinded or unconscious.

[Spell Modifier] If Lightspear or a Glowing character or object intersects magical darkness or an illusion, the magical darkness or illusion is dispelled.

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Tactician

Tactician 1 - Skill Power

[Activity] You can spend 10 minutes creating a battle strategy about an upcoming threat you will be facing. All PCs that listen to your plan (including you) earn a number of schemes up to your Tactician level.

[Activity] You can spend 10 minutes observing an NPC. The GM will then tell you the most dangerous thing they are capable of.

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Theurgy

Theurgy 1 - Skill Power

[Roll Modifier] When you witness someone else make a roll and acting directly in alignment with your god's will, and they know it, you can grant them advantage.

[Action] You can spend a few moments in prayer to ask your god if a specific course of action is in alignment with their will, and the GM will say "Yes," "No," or "Maybe." If the response is "Maybe,", you will receive "Yes" or "No" once your path becomes more clear to the GM.

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Unorganised

Righteous - Flaw

Your faith is everything. You will follow the precepts of your religion no matter the difficulties it might entail. 

Additional Rules: Write down three doctrines of your faith that you have vowed to follow. 

Write down what you would need to do to atone for a sin against these doctrines. 

If you ever break one of these doctrines, you enter a state of Transgression

Experience: You gain experience if you were faced with a temptation to break a doctrine of your faith, but you didn’t and suffered some consequence as a result. 

Complication: You realize an easy way out of the difficult situation you are in, but you must break doctrine. You suffer no ill effects from this Complication other than entering a state of Transgression. 

Conditions: Transgression: You can’t level up a skill until you properly atone for your sins. 

Human - Lineage Power

[Roll Modifier] You have advantage on rolls to resist the effects of a spell or magic. 

[Action] You can ask the GM whether or not you are on the plane that you were born on, and they will tell you. 

Warding

Warding 1 - Skill Power

[Spell] Arcane Shield: You or a nearby character gains a magical shield that grants armor equal to your Warding level. The spell breaks if the target suffers an amount of damage (after armor) greater than the amount of damage granted by this spell.

[Spell Modifier] Whenever one of your Warding spells prevents damage, sustains damage, or breaks, you immediately know it.

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Warding 2 - Skill Power

[Spell] Circle of Protection: Draw a circle on the ground, up to 10 feet in diameter. Creatures from a different plane of existence than the current one can't enter the circle unless you allow them. The spell ends when you leave the circle, and breaks if a creature from a different plane of existence attempts to cross the circle after a character smudges or alters it.

[Spell Modifier] As long as you have a warding spell active, you have +1 armor.

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