Krel

Masters of destruction magic, the Krel advance from the Deva base class. These normally manifest as tall, thin, red creatures resembling the devil. They are known for their ability to inspire fear in those around them and many magicians utilise them as guards.

Overview
Role: DPS

Speed: 20 ft

Ability Up: ESS

Ability Down: STR

EC: 3 + total FIN + total CHA

Health
Health On Class Advancement: +4

On Level Up: +1d6 per level

Magic
School of Magic: Destruction

Mana On Class Advancement: +3

At Higher Levels: +2d8 per level

Spellcasting Ability: ESS

Spell Save DC: 3 + Level + ESS Modifier

Aspects
Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.

The Violence: Krel are by nature very violent. When falling below 1/3 health, make a DC 10 INT save. Upon failure, become enraged. Every turn from then on you must make an attack towards an enemy.

Class Tree
The Krel advances from the Deva at level 4.