Quinto
The Quinto are a secret order of holy archers sworn to defend Mankind against daemons, spirits, and the myriad of nightmares that stalk the night. They are gifted with special insight into mortal hearts and have the ability to sense when evil is nearby. Their elusive ways and dealings with the supernatural cause many to fear and shun them as heretics and harbingers of woe. What drives you to hunt the darkness? Do you have allies in the Church? Which monster do you despise the most?
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Key Ability
Eye of Truth
Perk
You hide a third eye in the middle of your forehead, a divine gift you may open at any time to see as the gods do. Your third eye may remain open for as long as you like. However, it is quite unsettling to look at, frightens ordinary folk, and gives you away as an agent of the Quinto. Like a normal eye, your third eye must be able to view the world in order to function properly (it cannot see while concealed). Choose one of the following insights your eye may reveal and learn another at Levels 5, 10, 15, and 20. As a Free Action, you may open your third eye to:
Perk
You hide a third eye in the middle of your forehead, a divine gift you may open at any time to see as the gods do. Your third eye may remain open for as long as you like. However, it is quite unsettling to look at, frightens ordinary folk, and gives you away as an agent of the Quinto. Like a normal eye, your third eye must be able to view the world in order to function properly (it cannot see while concealed). Choose one of the following insights your eye may reveal and learn another at Levels 5, 10, 15, and 20. As a Free Action, you may open your third eye to:
- Sense the presence of daemons, magic, undead, or godlings
- Tell when a creature is lying or withholding information
- See in complete darkness and through solid matter
- Know a creature's current HP, Focus, and Prowess
- Gain a +(Power) bonus to one Range attack each round
Quinto Schema
A Quinto draws their power from the gods and may learn any Quinto or Divine Schema.
Castigation
Action - 1 Focus
Make a range weapon attack. If you hit, the target takes (Power) damage each time they voluntarily enter a space (Save ends).
Action - 1 Focus
Make a range weapon attack. If you hit, the target takes (Power) damage each time they voluntarily enter a space (Save ends).
- Rank 2: Push the target (Power) yards if you hit.
- Rank 3: If you attack and hit a creature under the effects of Castigation, that creature is teleported up to (Power) yards into an unoccupied space of your choosing.
- Rank 4: When the effects of Castigation ends, the target becomes Slowed (Save ends).
- Rank 5: If you hit with Castigation, add a second effect: the target takes (Power) damage each time they voluntarily complete an Action (save ends).
Flowing Shot
Action - 1 Prowess
Make a range weapon attack then make another range weapon attack.
Action - 1 Prowess
Make a range weapon attack then make another range weapon attack.
- Rank 2: Each time you hit with an attack made as part of Flowing Shot, recover 1 Prowess.
- Rank 3: You may move (Power) yards after each attack made as a part of Flowing Shot.
- Rank 4: For each space entered during Flowing Shot, gain 1 Temporary HP when the Action is over.
- Rank 5: Make a third range weapon attack with Flowing Shot.
Infallible Aim
Minor Action - 1 Prowess
The next range attack you make gains a +(Power) bonus to Combat.
Minor Action - 1 Prowess
The next range attack you make gains a +(Power) bonus to Combat.
- Rank 2: The next range attack you make deals an additional 1d6 damage (this increases to 2d6 at Rank 4).
- Rank 3: You may use Infallible Aim as a Free Action.
- Rank 4: Infallible Aim affects the next two range attacks you make.
- Rank 5: You may spend 1 Focus when you use Infallible Aim. If you do, the next two range attacks you make automatically hit so long as you roll at least 1 Bump.
Living Fane
Minor Action - 1 Focus
If you are Staggered, Slowed, or Weakened, end the condition if a Save could normally end it.
Minor Action - 1 Focus
If you are Staggered, Slowed, or Weakened, end the condition if a Save could normally end it.
- Rank 2: You may use Living Fane on an adjacent ally.
- Rank 3: Add Vulnerable, Immobilized, and Blinded to the list of conditions you can end with Living Fane.
- Rank 4: After using Living Fane, you are immune to negative status conditions ended by Living Fane until the Scene ends.
- Rank 5: For each negative status condition ended by Living Fane, gain one of the following: Hidden, Shielded, or Regen (5) until you take damage.
Pierce the Darkness
Action - 1 Focus
Make a range weapon attack targeting all creatures in a straight line 10 yards out from your current position.
Action - 1 Focus
Make a range weapon attack targeting all creatures in a straight line 10 yards out from your current position.
- Rank 2: Every creature hit by Piercing the Darkness takes an additional 1d6 damage (this increases to 2d6 at Rank 4).
- Rank 3: Allies hit by Pierce the Darkness do not take damage, but gain Temporary HP equal to the damage this power would otherwise deal to them.
- Rank 4: Increase the range of Pierce the Darkness to 20 yards.
- Rank 5: Enemies damaged by Pierce the Darkness are Stunned until the end of their next turn.
Vault
Interrupt - 1 Focus
When an enemy voluntarily enters a space adjacent to you, you may use the following Interrupt: move (Speed) yards.
Interrupt - 1 Focus
When an enemy voluntarily enters a space adjacent to you, you may use the following Interrupt: move (Speed) yards.
- Rank 2: When you use Vault, make a range attack against the triggering creature as part of the move.
- Rank 3: Increase the distance you can move with Vault by (Power) yards. You can jump vertically or horizontally for any part of or for the entirety of the movement.
- Rank 4: If the attack you make with Vault succeeds, the target is Stunned until the end of your next turn.
- Rank 5: Vault costs 1 Prowess instead of 1 Focus.
Quinto Perks
Conviction
While your Eye of Truth is open, you are immune to Charmed, Fixated, and Silenced status.
While your Eye of Truth is open, you are immune to Charmed, Fixated, and Silenced status.
Divine Purpose
Pick one of the following types of monster you are sworn to destroy: Aberrants, Accursed, Godlings, Infernals, or Undead. While your Eye of Truth is open, you have Advantage on Feats made to attack, Counter, track, and sense this type of creature.
Pick one of the following types of monster you are sworn to destroy: Aberrants, Accursed, Godlings, Infernals, or Undead. While your Eye of Truth is open, you have Advantage on Feats made to attack, Counter, track, and sense this type of creature.
Foresight
Your Eye of Truth gives you brief glimpses into the near future. Once per round, you may either negate an instance of Advantage you'd grant an enemy or gain an instance of Advantage you wouldn't otherwise have.
Your Eye of Truth gives you brief glimpses into the near future. Once per round, you may either negate an instance of Advantage you'd grant an enemy or gain an instance of Advantage you wouldn't otherwise have.
Immaculate Arrow
Instead of firing mundane ammunition, you fire bolts of holy power drawn from your very soul. You never need to track ammo or reload a range weapon you wield.
Additionally, your shots can curve unnaturally, bending to avoid barriers and even turning sharply mid-flight. Enemies cannot benefit from Cover against your attacks. You may open your Eye of Truth to draw line of sight to any creature so long as they are not Hidden or Invisible and you have some idea of where they are.
Instead of firing mundane ammunition, you fire bolts of holy power drawn from your very soul. You never need to track ammo or reload a range weapon you wield.
Additionally, your shots can curve unnaturally, bending to avoid barriers and even turning sharply mid-flight. Enemies cannot benefit from Cover against your attacks. You may open your Eye of Truth to draw line of sight to any creature so long as they are not Hidden or Invisible and you have some idea of where they are.
Moving Target
After you complete a movement, gain +1 Guard. This bonus continues to accumulate until your next turn starts.
After you complete a movement, gain +1 Guard. This bonus continues to accumulate until your next turn starts.
Slayer of Evil
While your Eye of Truth is open, you deal an additional 1d6 damage with range weapon attacks (this increases by 1d6 at Levels 5, 10, 15, and 20).
While your Eye of Truth is open, you deal an additional 1d6 damage with range weapon attacks (this increases by 1d6 at Levels 5, 10, 15, and 20).
Rituals
Consecrate Weapons
Over the course of 10 minutes, you can bless up to 5 of the weapons you and your allies wield against evil. Until your next Full Rest, these weapons have +1 DpB against your choice of Aberrants, Accursed, Godlings, Infernals, or Undead.
Over the course of 10 minutes, you can bless up to 5 of the weapons you and your allies wield against evil. Until your next Full Rest, these weapons have +1 DpB against your choice of Aberrants, Accursed, Godlings, Infernals, or Undead.
Farsight
Meditate on finding a specific type of creature (Aberrant, Accursed, Undead, etc.) for up to 1 hour with your Eye of Truth open. Make a Feat with +1 for every 15 minutes spent in meditation. You sense the number and strength of these creatures within a radius of 1 mile per Bump rolled.
Meditate on finding a specific type of creature (Aberrant, Accursed, Undead, etc.) for up to 1 hour with your Eye of Truth open. Make a Feat with +1 for every 15 minutes spent in meditation. You sense the number and strength of these creatures within a radius of 1 mile per Bump rolled.
Mythic Bestiary
Describe a mythical creature to the group (real or imagined). This takes 10 minutes in-game time. Your allies will be extra vigilant upon hearing the monster's description, gaining a +2 bonus to Awareness until your next Full Rest is complete.
Describe a mythical creature to the group (real or imagined). This takes 10 minutes in-game time. Your allies will be extra vigilant upon hearing the monster's description, gaining a +2 bonus to Awareness until your next Full Rest is complete.
Preparation
You obsessively prepare for the challenges you are likely to meet. You may use this Ritual as you finish any rest. If you're finishing a Full Rest, describe 3 ways in which you are preparing for the challenges ahead. If you're finishing a Short Rest, describe one way you're preparing. When any of your preparations could possibly come into play, gain a point of Destiny to resolve the situation.
You obsessively prepare for the challenges you are likely to meet. You may use this Ritual as you finish any rest. If you're finishing a Full Rest, describe 3 ways in which you are preparing for the challenges ahead. If you're finishing a Short Rest, describe one way you're preparing. When any of your preparations could possibly come into play, gain a point of Destiny to resolve the situation.
Remote Viewing
Open your Eye of Truth and meditate on a person or place you've previously encountered. So long as you remain in concentration with your eyes closed and your Eye of Truth open, you view the target remotely so long as they are on the same world or plane of existence as you and not protected from your sight by magic.
Open your Eye of Truth and meditate on a person or place you've previously encountered. So long as you remain in concentration with your eyes closed and your Eye of Truth open, you view the target remotely so long as they are on the same world or plane of existence as you and not protected from your sight by magic.
Secret Eye
After 10 minutes of concentration, the next use of your Eye of Truth may be performed without actually opening it.
After 10 minutes of concentration, the next use of your Eye of Truth may be performed without actually opening it.
See the Soul
Let your Eye of Truth meet the gaze of another mortal's eyes; for the next 10 minutes you are able to read their surface thoughts. The target must actually look into your opened Eye of Truth in order for this to work.
Let your Eye of Truth meet the gaze of another mortal's eyes; for the next 10 minutes you are able to read their surface thoughts. The target must actually look into your opened Eye of Truth in order for this to work.
Watcher's Keep
You may sleep, but your Eye of Truth does not. Whenever you and your allies begin a Full Rest, you can spend 10 minutes in concentration to keep you Eye of Truth open as you sleep, allowing you to maintain a full watch while resting.
You may sleep, but your Eye of Truth does not. Whenever you and your allies begin a Full Rest, you can spend 10 minutes in concentration to keep you Eye of Truth open as you sleep, allowing you to maintain a full watch while resting.