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Human Nethermancer

(p. 76, ED)

Attributes
Dexterity (12): 5/D8
Strength (11): 5/D8
Toughness (13): 6/D10
Perception (18): 7/D12
Willpower (15): 6/D10
Charisma (13): 6/D10

Talents
Circle1st2nd3rd5th7th
Karma Ritual1/12/23/34/47/7
Read and Write Language1/82/93/105/127/14
Read and Write Magic*1/82/93/105/127/14
Spellcasting*2/93/104/115/127/14
2 x Spell Matrix1/12/23/35/57/7
Thread Weaving*1/82/93/105/127/14
Astral Sight*--2/93/105/127/14
Durability (4/3)--1/13/35/55/5
Frighten**--2/83/95/117/13
Spell Matrix----3/35/57/7
Taunt----3/95/117/13
Spell Matrix------5/57/7
Willforce------5/117/13
Animal Possession------5/117/13
Spirit Hold*------5/167/18
Enhanced Matrix--------7/7
Spirit Talk*--------7/14
Lifesight*--------7/14
Spirit Dodge*--------7/14

Damage
Circle1st2nd3rd5th7th
Death Rating: 3539475563
Wound Threshold: 99999
Unconsciousness Rating:2730364248
Recovery Tests: 2
Recovery Dice: 6/D10

Karma
Circle1st2nd3rd5th7th
Karma Points:1012152027
Karma Dice: D6

Initiative
Dice: D8

Movement
Full: 57
Combat: 29

Combat
Physical Defense: 7
Spell Defense: 10
Social Defense: 7
Armor: 3
Mystic Armor: 2

Weapons/Armor
2 Daggers [Damage: 7/D12]
Leather Armor
Quarterstaff [Damage: 7/D12]
Sling [Damage: 7/D12]

Notes
Fourth Circle
: The nethermancer can spend a Karma Point on Perception Tests.
Fifth Circle: Spell Defense + 1
Sixth Circle: Social Defense + 1
Seventh Circle: Initiative Dice + 1 Step



Adept Statistics List/Illusionist/Scout



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