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Darata Kaedim is a young member of the Kaedim noble family of Malka. His father died of poison, and he was taken in by his uncle and aunt. Since then he has attached himself to his older cousin Narinae, and aspires to become a powerful Inquisitor in the likes of Helian Aerwoit.

Darata

Kaedim Youth

Darata Color(2)

Basic information

Birth name

Darata Kaedim

Birthplace

Malka

Personal and Family Information

Religion

Shessism

Residence

Memtroi

Parents

Gerron and Tallys Kaedim

Relatives

Kaedim Family

Characteristics

Race

Malkan

Age

21

Height

5'9"

Eyes

Blue

Hair

Blond

Other features

Damage to left side of face

Education and Occupation

Education

Decent

Notoriety


Darata

Level 1 Malkan Inquisitor

Darata Color(2)

Combat stats

Strength: 5
Dext.: 5

Contn.: 5
Intel.: 0

Hybrid pseudostats

Might: 5
Prws.: 10

Power: 10
Cun.: 5

Noncombat skills

Interpers.: 9
Trickery: 9

Survival: 0
Education: 1

Other stats

HP: 30

Speed: 6

Size: 1

Race: Malkan

Armor (e/m): /
Reflex (e/m): 7/5

Fort. (e/m): 7/5
Will. (e/m): 5/5

Centipede

Level 5 Spiked Chain

Custom-made spiked chain of the Yellow Inquisitor, crafted from sanguite. The strangely organic appearance of the weapon as well as its bizarre shape give reference to the name. When swung it almost seems to be alive, tearing into foes with a vicious hunger.

WeaponMain-Handed, Prowess
Hit die: 2d4 damageRange: 2 Melee, 6 Thrown
Accuracy mod.: +0
Critical: Target is stunned, regain 2hp.
Properties: +5 prowess, +5 to all damage.

Power (passive ✦ Martial): Leeching Strikes: Solid hits deal no extra damage, but grant you +4 hp and slow the target.


Noble's clothing

Clothing

Elaborate clothing frequently worn by the well-to-do of your tribe.

Clothing
Enhancement: +3 Interpersonality, +1 Education

The nobleman's swindle: When making Trickery rolls against someone whose Interpersonality is lower than yours, the roll gains a +2 bonus.


Yellow Inquisitor's cloak

Clothing

The cloak of the yellow inquisitor of Malka. Asserts your supreme authority - and dangerousness.

Clothing
Enhancement: +5 Interpersonality, +2 Trickery

Inquisitor's cunning: Trickery rolls made against you by those whose Interpersonality is less than yours take a -4 penalty.



Non-Combat Abilities[]

The Other Cousin

Utility

Years of keeping your head down and appeasing your dangerous relatives has made it far easier to hide your true intentions.

Passive
'

You gain a +3 Bonus to all lies and bluffs targeting other members of your family, but suffer a -2 penalty to Intimidation rolls against family members.


Nothing to Say

Utility

Something about you seems so utterly uninspiring that it doesn't seem as if it would be worthwhile to even acknowledge you.

Encounter
Trickery
Trigger: Someone is about to speak with you

You make a trickery check. If it succeeds, whoever was about to speak with you reconsiders his/her reasons for doing so.


Combat Abilities[]

Level 1

Debilitating Strikes

Disarm

You strike your enemy with heavy blows which sap their strength, while your own momentum increases.

Passive ✦ Martial
Passive ability

Upon dealing damage to a foe with a weapon, the foe loses 1 strength and you gain 1 strength until the end of your next turn.


Hungering Strike

Attack

You fling your weapon at a distant foe, striking them with a weak but painful attack.

At-will ✦ Martial
Standard      Chained Weapon, Thrown
Target: 1 Foe

Strike target at a range of up to 4 tiles for 1[W]-4. Target is marked.

If used on a bloodied enemy, gain +1 speed.


Bloody Bite

Attack

You lash out with your weapon quickly at a single target, making a shallow but painful wound which drains your foes vitality.

At-will, Recharge 4+ ✦ Martial
Standard      Spiked Chain
Target: 1 Foe

1[W]-2 Damage, and the enemy is dazed.

"Solid Hit:" Recover 1d4 health.



Level 2

Crown of Thorns

Attack

You dash around your target, wrapping the spiked chain of your weapon around your enemy and trapping them in a deadly embrace.

Martial ✦ Stun
Full Action      Chained weapon
Target: One dazed or prone foe in range 2
Attack: Weapon vs. Fortitude

Hit: 3[W] damage, and the target is stunned. Both you and the target grant combat advantage to all attackers until the beginning of your next turn. You may designate a tile adjacent to your target to move into without triggering attacks of opportunity.


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