Klavier

## Stats

—Klavier, Session 45

## Skills and Abilities

**Rito Bonuses:** +1 Finesse and Magic.

**Rito Feathers:** The Rito honed their skills to take full advantage of their natural weapons for an advantage in combat. One a week, a Rito may attempt to remove unnecessary feathers to create natural weapons to be used in combat. By sharpening and carefully deciding where to remove them, the Rito rolls 2d8 and creates that many feathers to be used as throwing weapons.When grappeled, a Rito may attempt to roll again if they fail the check by losing some of their deathers. If this happens while the Rito has already used this card's other ability, the Rito will take 1d4 damage.

**Rito Traits:** The Rito are a unique race of Bird-like beings who find their home high in the mountains of Hyrule. They are separated based on their viewpoints calling each other by titled like Tribesman or Nomad. The Rito are able to use their wings for sustained flight, although it is limited by their surroundings. They must be at a high altitued to fully take advantage of their abilities. When in battle, a Rito may substitute their walking speed for flying speed equal to the number they have attributed to Finesse. They must use an AP to start and stop their flight however or risk crashing at low altitues.

**Unique Downtime Activities:** Klavier is able to use his downtime activity to commune with his patron or the spirits around him to preform small tasks that may yield rewards. This ability often generates rerolls. He may also use his time to ask his patron for a boon. When asking for this boon, he must spend time meditating and offering amounts of his energy to his patron that can be aided if an ally or two were to offer with him. Once an acceptable amount of energy is gathered, they will be able to ask for any boon or question within the patron's power as a reward, though he doesn't have to comply.

**Final Verbiage:** An Occultist is able to preform tasks some would say are cruel or excessive. An Occultist can force its poe spirit while in physical form to charge at an enemy and shatter itself, exploding outward with the remaining durability of the body it is inhabiting. This attack is directed in a way that the Occultist and their allies are unaffected by the blast. This attack deals the Occultists Spirit stat +1 per remaining HP on the form the poe spirit is inhabiting outward in a 30ft square. Enemies may roll an opposed Spirit check to negate damage. After exploding in this way, the spirit will be unable to be summoned again until after they and the occultist rest.

**Possession:** An Occultist is one who manipulates the dead. When gaining this card, the Occultist chooses how they will decide going forth with this ability:

Possession is an art of manipulating a newly formed poe spirit into servitude. The poe spirit gains the protection of the Occultist and will not darken or become monstrous. The poe spirit also gains the residual memories of the object or being it possesses, growing as it changes forms.
The Occultist as a reaction can call the poe spirit out from its vessel to protect themselves or an ally from a magical attack, though this risks the poe dispersing for the combat as it will take damage.

-Other options not currently known-

**Oration:** A poe spirit manipulated by an Occultist has many abilities. A spirit while possessing a body or form may deliver any spells made by the bonded Occultist or its allies from itself instead of from the originator of the magic. The poe spirit disperses upon defeat but does not die. When the spirit returns, it is the same spirit as when it was there before. It gains the physical movement and traits of whatever object or being it is possessing. As an action, the Occultist can tell the spirit to preform any task the body the spirit is inhabiting can preform.

**Gifted Knowledge:** A Vassal of a great earthen patron gains the ability to call upon a portion of their master's magic when in dire need. When attacking, a Vassal may use a burst of power from their patron when channeling their magic through a Wand or Staff. This attacks with the Magic stat dealing basic damage, but can be enhanced with other effects. Allies take no damage. When a target is struck with this ability, the Vassal may choose to increase or decrease one of their stats for each point of damage that would be dealt by the blow even if resisted. The first attack the target makes after hit with this ability has either advantage or disadvantage.

**Gifted Strength:** A Vassal of a great earthen patron gains the ability to call upon a portion of their master's magic when in dire need. Any Stat Check by the Vassal can be rolled with the Vassal's highest stat +1 by using a use of this ability. This may be used as a reaction to apply to saves as well. As an action, you can release an amount of your patron's power from yourself to attempt to stun an opponent with a Magic vs Spirit check by using a use of this ability or a stamina. Uses of this ability may be recharged upon making an offering to your patron.

**Gifted Ambition:** A Vassal of a great earthen patron gains a higher purpose. By being gifted with power, they now must work to forward the goals of their patron above all else. When casting a spell or using an ability of a magic item, the Vassal may use this ability to target multiple targets with the magic up to the number of points in their Magic stat. When striking an opponent with an attack, the user may give up power to their patron in the form of one Heart or Stamina to replace the damage of the attack with the Vassal's Spirit stat. The Patron may refuse to give up power to any Vassal cards if Displeased.

## Trivia

(by Schnugget3)(by Schnugget3)