Juniper 1

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Juniper Weird Luminoth

Researcher Child of Crawling Light

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● 4
Dream Creation, Double Action
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Spend one mystic dice to release a dream that
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has been growing inside your body. This new
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life can be anything you desire, including
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objects, but is ephemeral, unable to physically
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interact with the world. Hunters often use these
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lifeforms as illusions to deceive others. This
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new lifeform cannot be bigger than medium
size. It can be made to speak and perceive but
otherwise cannot touch or be touched. Lasts for
1 hour before dissipating into the void or if it
moves farther than 100 ft away from you.
Occult ● ● ● Child of Crawling Light Augmentations
Your crawling favor seethes with life. Its tendrils
grasp at enemies, slowing their movement to
half, and its ghostly light blinds them, filling their
eyes with visions you will never have to
understand. And by spending
two additional mystic dice, the radius will
increase to 1 mile.
Dreamborn Body, Passive 7 4
As children of dreams, Luminoth are closely
tied with ephemeral consciousness. When they
would gain mystic dice, they gain double the
amount. But if they would descend, they
descend double the amount. Luckily, many
Luminoth abilities use mystic dice instead of I will master the occult
descent. If you are using Convictions well, I will learn all
expect a max of 6 dice per 2-3 hour session. I will traverse the void
Luminous Flight, Free Action I will explore peril
You may spend one mystic dice to enable Full We will survive together
Fly movement until your next rest. Also, any We will evolve humanity
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time you are bathed in bright light, especially
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light from the Crawling Moon, you can fly
without using dice.
Intrusive Thoughts, Special Action
By spending one mystic dice, you can insert
your dreams into others as intrusive thoughts.
All Luminoth can use this to insert a feeling,
Ranged weapons ●
such as fear or happiness, into their target. You
must be able to sense the target, but your 5 Mystic Dice
target does not have to sense you. They must
roll an Influence check of 10 to resist the
thoughts, with the difficulty increasing by 5 for
every additional mystic dice spent. If they fail,
they succumb to the emotion and in combat
gain a status reflecting the emotion you gave
Membrane

22 10
2

3 2
2 5
5 3
Mindhack

Throwing Teeth Spike

2d6+STR+DEX+4 3d6+STR

Throwing (30 ft), Pierce


Imbued (Lightning),
Hallucination

Masochist - You revel to suffer. Descend twice, all further skill


checks automatically critically explode but you take double
damage (after armor). Rolling 20's adds additional explosion dice.
The attack that caused you to breakdown cannot damage your
blood. Half Climb, Half Swim, Full Ground

Smell Sight, Hearing

Backpack, Bedroll, Bow Drill, Iron Core, Sedative,


Bundle of Torches, Waterskin, Whetstones, Code
Ink, Parchment, Quill Pen, Seal Ring, Writing Tablet

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