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Mr. Hatter

Level 6 Battlemaster · Human · Chaotic Neutral
HP 23 / 28
Armor 2
Magic armor 0
Damage d8

Stats

STR +1 13
DEX +1 16
CON +3 18
INT +1 13
WIS +0 9
CHA -1 8
  • Shaky−1 to DEX rolls

Resources

  • Gambit 1
    Gained when you or a bonded ally takes outside damage. Spent on Gambit options. Resets to 0 after a battle.

Tactical Guardian

Fused with Light

Strategy pool: 6 6 5 5 3 2

  • Read the Room Level 1 When a situation is about to turn violent, roll +INT. 10+: You gain a strategy pool: roll a number of d6 equal to your roll. Also ask the GM one strategic question; they'll answer with something true and useful. Explain how you deduce it. 7-9: You gain a strategy pool: roll a number of d6 equal to your roll. The GM tells you something true, but it's up to you to interpret and make use of it.
    6-: You gain a strategy pool: roll a number of d6 equal to your roll. But you're on your own, and may not have gathered enough to act decisively.
    Use /subclass guardian read-the-room
    When a situation is about to turn violent, roll +INT. 10+: You gain a strategy pool: roll a number of d6 equal to your roll. Also ask the GM one strategic question; they'll answer with something true and useful. Explain how you deduce it. 7-9: You gain a strategy pool: roll a number of d6 equal to your roll. The GM tells you something true, but it's up to you to interpret and make use of it.
    6-: You gain a strategy pool: roll a number of d6 equal to your roll. But you're on your own, and may not have gathered enough to act decisively.
    Use /subclass guardian read-the-room
  • One Step Ahead Level 1 Your fusion with light speeds your reactions and thoughts. During combat, when an NPC or another player acts (never on your own turn), replace one die from their roll with a die from your strategy pool. Discard it from the pool and explain plausibly how you influence the encounter, possibly with an ally's help. It can't alter Last Breath, world-level random checks, or similar rolls. Use /subclass guardian one-step-ahead
    Your fusion with light speeds your reactions and thoughts. During combat, when an NPC or another player acts (never on your own turn), replace one die from their roll with a die from your strategy pool. Discard it from the pool and explain plausibly how you influence the encounter, possibly with an ally's help. It can't alter Last Breath, world-level random checks, or similar rolls. Use /subclass guardian one-step-ahead
  • Flashstep Exchange Level 1 When you swap places with someone, friend or foe, by bending space and perception with your fused light, roll +INT. 10+: You switch places seamlessly, despite obstacles, distance (near or far), or awareness. Choose one: catch them off guard (they take -1 forward); land in perfect position (take +1 forward); time it perfectly (an ally may act at once with a surprise advantage). 7-9: The swap works, imperfectly. Choose one: you or your target are exposed (the enemy takes +1 forward against you or them); the light burns hot (take 1d4 damage, ignoring armor); you or your target land somewhere compromised (the GM says how).
    6-: The light bends wrong. The GM chooses one: you end up in the wrong place, maybe in danger; your light must recharge before you use this again; the enemy notices and acts immediately or takes +1 forward.
    You must see your target, even briefly, or have a direct line of light to them. Not in total darkness without another light source.
    When you swap places with someone, friend or foe, by bending space and perception with your fused light, roll +INT. 10+: You switch places seamlessly, despite obstacles, distance (near or far), or awareness. Choose one: catch them off guard (they take -1 forward); land in perfect position (take +1 forward); time it perfectly (an ally may act at once with a surprise advantage). 7-9: The swap works, imperfectly. Choose one: you or your target are exposed (the enemy takes +1 forward against you or them); the light burns hot (take 1d4 damage, ignoring armor); you or your target land somewhere compromised (the GM says how).
    6-: The light bends wrong. The GM chooses one: you end up in the wrong place, maybe in danger; your light must recharge before you use this again; the enemy notices and acts immediately or takes +1 forward.
    You must see your target, even briefly, or have a direct line of light to them. Not in total darkness without another light source.
  • Guardian's Stand Level 3 When you defend an ally or group of allies and declare that you're standing in the breach, roll +CON. 10+: Hold the line as long as needed. Choose one: allies within near take +1 forward; raise cover (a shield wall or barrier) giving you and allies there +2 armor until the end of next round; make a light doppelganger to draw enemy aggression. 7-9: You hold, at a cost. Choose one: your position is compromised (the next enemy attack on your side deals +1 damage or adds a debuff); you're exhausted (take -1 forward); an ally you protect falters (they take -1 forward).
    6-: Your defense falters. The GM chooses one: you're overwhelmed (the next attack on your side deals +1 damage, and you're knocked down: -1 forward); your stance weakens (bonus armor drops to 0, ending this round); you leave an opening (an enemy takes +1 forward against your side).
    For the fight: +1 magical armor (stacks), and you can take a protected ally's damage instead, halved (rounded down). Use /subclass guardian take-hit
    When you defend an ally or group of allies and declare that you're standing in the breach, roll +CON. 10+: Hold the line as long as needed. Choose one: allies within near take +1 forward; raise cover (a shield wall or barrier) giving you and allies there +2 armor until the end of next round; make a light doppelganger to draw enemy aggression. 7-9: You hold, at a cost. Choose one: your position is compromised (the next enemy attack on your side deals +1 damage or adds a debuff); you're exhausted (take -1 forward); an ally you protect falters (they take -1 forward).
    6-: Your defense falters. The GM chooses one: you're overwhelmed (the next attack on your side deals +1 damage, and you're knocked down: -1 forward); your stance weakens (bonus armor drops to 0, ending this round); you leave an opening (an enemy takes +1 forward against your side).
    For the fight: +1 magical armor (stacks), and you can take a protected ally's damage instead, halved (rounded down). Use /subclass guardian take-hit
  • Shielded Pursuit Level 6 (Passive) You're not just a wall, but a shield and a spear. When you take damage while defending, you may store half of it (rounded down). When you make an attack roll, you can release the stored damage on top of your normal damage, or save it for a later attack. Stored damage can only be released while the battle is happening. Use /subclass guardian take-hit to store it and /subclass guardian release to unleash it
    (Passive) You're not just a wall, but a shield and a spear. When you take damage while defending, you may store half of it (rounded down). When you make an attack roll, you can release the stored damage on top of your normal damage, or save it for a later attack. Stored damage can only be released while the battle is happening. Use /subclass guardian take-hit to store it and /subclass guardian release to unleash it
  • 🔒 Perfected Assault Level 9
    Unlocks at level 9.

Moves & abilities · 14

  • Gambit When you or someone you have a bond with takes damage from an outside source, gain 1 Gambit (it was all part of the plan). Reveal your ploy at any time and spend Gambits, stacking as you like:
    • +1 to anyone's roll (1)
    • Deal your damage to an enemy (2)
    • Create an obstacle or distraction one enemy must deal with first (3)
    • The GM helps you reveal a trap, ambush or plan that gives your side a surprising advantage (4)
    Gambits reset to 0 after a battle.
    When you or someone you have a bond with takes damage from an outside source, gain 1 Gambit (it was all part of the plan). Reveal your ploy at any time and spend Gambits, stacking as you like:
    • +1 to anyone's roll (1)
    • Deal your damage to an enemy (2)
    • Create an obstacle or distraction one enemy must deal with first (3)
    • The GM helps you reveal a trap, ambush or plan that gives your side a surprising advantage (4)
    Gambits reset to 0 after a battle.
  • Heavy Armor Training Ignore the clumsy tag on armor you wear.
    Ignore the clumsy tag on armor you wear.
  • Tactics Only one Tactic is active at a time.
    • Aggressive: Hack and Slash deals your damage even on a 6-.
    • Cautious: +1 to Defy Danger.
    • Reactive: You can't Hack and Slash, but you can Counterattack.
    • Defensive: When you Defend, a 6- counts as a 7-9.
    • Reckless: Deal +1d4 damage, and take +1d4 damage.
    Only one Tactic is active at a time.
    • Aggressive: Hack and Slash deals your damage even on a 6-.
    • Cautious: +1 to Defy Danger.
    • Reactive: You can't Hack and Slash, but you can Counterattack.
    • Defensive: When you Defend, a 6- counts as a 7-9.
    • Reckless: Deal +1d4 damage, and take +1d4 damage.
  • Change Tactics When you draw on your training to size up a fight, roll +INT. 10+: You form a plan and pick a new Tactic. 7-9: You pick a new Tactic, but choose one:
    • The Tactic is slow to take hold: -1 forward
    • An earlier plan set this up: spend 1 Gambit
    • It puts you in a spot or draws attention to you (the GM says how)
    When you draw on your training to size up a fight, roll +INT. 10+: You form a plan and pick a new Tactic. 7-9: You pick a new Tactic, but choose one:
    • The Tactic is slow to take hold: -1 forward
    • An earlier plan set this up: spend 1 Gambit
    • It puts you in a spot or draws attention to you (the GM says how)
  • Counterattack When you're attacked in melee while using Reactive Tactics and try to counter, roll +DEX. 10+: You parry the attack and riposte, dealing your damage. 7-9: You expertly parry the attack.
    When you're attacked in melee while using Reactive Tactics and try to counter, roll +DEX. 10+: You parry the attack and riposte, dealing your damage. 7-9: You expertly parry the attack.
  • War Knowledge +1 to Spout Lore about combat: historic battles, military figures, martial weapons and armor.
    +1 to Spout Lore about combat: historic battles, military figures, martial weapons and armor.
  • Battle of Wits When an enemy is watching you and you face a hard choice, the GM tells you what they expect you to do.
    When an enemy is watching you and you face a hard choice, the GM tells you what they expect you to do.
  • Death: Grand Plan When you die (failing or forgoing Last Breath), your death is revealed as your final gambit. Work with the GM to reveal your master plot: it gives your allies a major advantage, sets your enemies up for destruction, or sets big world events in motion.
    When you die (failing or forgoing Last Breath), your death is revealed as your final gambit. Work with the GM to reveal your master plot: it gives your allies a major advantage, sets your enemies up for destruction, or sets big world events in motion.
  • Default Tactic: Aggressive Hack and Slash deals your damage even on a 6-. You're always in this Tactic until you Change Tactics, and can spend 1 Gambit at any time to return to it.
    Hack and Slash deals your damage even on a 6-. You're always in this Tactic until you Change Tactics, and can spend 1 Gambit at any time to return to it.
  • Phase 2 When you kill an enemy, you can Change Tactics for free.
    When you kill an enemy, you can Change Tactics for free.
  • Reckless Aggression Reckless Tactics: your melee attacks gain +2 piercing. Aggressive Tactics: roll damage twice and keep the better result.
    Reckless Tactics: your melee attacks gain +2 piercing. Aggressive Tactics: roll damage twice and keep the better result.
  • Multiclass Learner Take one move from another class (not Called Shot or Backstab), treating your level as one lower. Tell everyone how you learned it.
    Take one move from another class (not Called Shot or Backstab), treating your level as one lower. Tell everyone how you learned it.
  • Playing the Long Game When your Gambits would reset to 0, keep 1.
    When your Gambits would reset to 0, keep 1.
  • All Part of the Plan Spend 2 Gambits to negate the damage of any attack.
    Spend 2 Gambits to negate the damage of any attack.

Inventory · 35 items

  • A sack of colored rocks
  • Bag of Books ×4
  • Bloodclaw blaw ×2
  • Boulder's chain
  • Bushle of poison vines
  • Carver hide armor +3
  • Coins ×34
  • Crystal armor trinket (l)
  • Crystallum earspike
  • Cultist necklace
  • Dagger
  • Devour
  • Dungeon Rations ×3
  • Essence metal
  • Glimmer canteen
  • Incineration scroll
  • Kilnwalker claws ×2
  • Mountain ape fur
  • Pendant of detect harm
  • Salamah entry pass
  • Scale armor
  • Selunari snowcloak
  • Shield
  • Shotgun
  • Spyglass
  • Standard issue spear
  • Swirling sapphire
  • Tagit oil ×2
  • Tailsman of the tide
  • Tonfas
  • Tongue coiled draught ×2
  • Tough as nails scroll
  • Vial of healing water ×3
  • Warhammer
  • Whisper twin