COUNSEL
The Counsel is a skilled negotiator who enhances the strength of his words with arcane augmentation. While not a true spellcaster, the Counsel can tap into a reservoir of magic power to further enrich his natural diplomatic skills.
Class Benefits
Aspect Bonus: +1 [MC]
Combat Value Bonus: +1 <IR>
Starting Skills: Assessment, Discipline, Knowledge: Society, Notice [SP], Persuasion, Any one other skill
Starting Proficiencies: Light Armor, Simple Melee, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Light armor, sturdy clothing, knife, walking stick, traveling pack, $51.15 left
Talents
Rank 1: Arcane Negotiator
- The Counsel has a mana pool consisting of 1 Neutral Mana. However, the Counsel cannot use it to cast spells like a spellcasting class. Instead, he uses it only to augment other abilities. This special mana pool regenerates at the same rate as any other mana pool would.
- Whenever you damage an opponent with an attack, you may spend a point of Neutral Mana. If you do, that target is pushed back on the Combat Clock by one phase.
Rank 2: Counsel’s Wisdom
- As a zero-cost action, you may spend a point of Neutral Mana. For one round (10 phases), all friendly characters who can see and understand you gain +1 <IR>.
Rank 3: Calm the Mind
- As a zero-cost action, you may spend a point of Neutral Mana and choose an ally that you can see. That character can immediately remove a condition of their choosing.
Rank 4: Guided Strikes
- You gain +1 neutral mana in your pool.
- When you damage an opponent with an attack, you may spend a point of Neutral Mana. If you do, you may mark that target. Allies adjacent to that target gain +1 to Attack against that foe while it is marked.
Rank 5: Force of Will
- During an encounter, as a zero-cost action, you may discard a card from your Hand of Fate. If you do, all allies that can see and understand you gain +1 <ER> and +1 <IR> for the rest of the fight and heal up to 5 STUN.
- You ignore all negative modifiers when making Persuasion checks.