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Oct 28th, 2016
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  1. BASIC CHARACTER INFORMATION
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  5. NAME: Duskie
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  7. FAMILY:
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  9. CLASS: Druid
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  11. RACE: Human/Palathian
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  13. SEX: ♀
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  15. AGE: 30
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  17. HEIGHT: 170cm
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  19. WEIGHT:60kg
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  21. EYE COLOR: steel
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  23. HAIR COLOR: Dark
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  25. SKIN TONE: Fair
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  27. ETHOS:
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  29. RELIGION: Spirit of tranquility
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  31. LANGUAGES SPOKEN: Cultural Tongue (Northlandic, Tashrani, etc.) and the Common Trade Tongue.
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  33. TOTAL EP:
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  37. COMBAT ABILITIES
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  39. TOTAL HIT (Please use this chart to calculate hit):
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  41. Priest Primary: Spell, Secondary: Melee 85% – 50%
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  44. ARMOR RATING:
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  48. MYSTIC DEFENSE:
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  52. EVASION:
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  56. BLOCK/DEFLECTION:
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  60. SKULK/CAMO/HIDE:
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  64. NON-CLASS/RACE BONUSES:
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  69. OTHER CHARACTER NOTES:
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  76. CLASS/RACE INFORMATION
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  81. SHARED CLASS ABILITIES
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  84. Spiritual Guidance: All priests can call upon the favor of their deity to give them divine insight into a problem. This can be anything from a sign to do the thing that would best fit with the ethos of the god in question (this is not necessarily the ‘right’ thing, but would fit the morality of the god) to having a moment of lucid wisdom at a critical time. This blessing can be sought but once per day. (Intuition rolls/Skill checks have 100% success).
  85. Divine Favor: Priests are the foremost on returning the dead to the living. As such, whenever they are resurrecting the fallen they have a better chance than other classes to do so without negative penalty. This bonus always exists, though it can be negated by poor standing with the priest’s deity in question. Divine Favor also grants all priests a 85% chance to attack with divine magic. (+25% to resurrection rolls, 85% base to attack with divine magic.)
  86. Blessing of the Faithful: A priest in good standing can beseech their deity for a blessing upon a person or a small group of people. These blessings can be anything from good fortune in battle to good health. The recipients of these blessings will gain a bonus at an appropriate time of critical need, ex. A man blessed with good health manages to avoid a plague infecting a city or a soldier blessed with protection in battle is ‘missed’ by a bullet that would have otherwise killed them. A character can only receive one such blessing but it is effective until the condition of the blessing is met. A priest can make such blessings three times per day, but must be on separate people and never upon themselves. (Blessing to avoid one combat or environmental determinant. Available 3 times per day. Cannot stack blessing.)
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  102. CLASS SPECIFIC ABILITIES:
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  106. Natural Selection: The druidic form of turning undead and extra-planar creatures (meaning druids can affect both celestial and infernal beings as well as creatures from other dimensions), this talent has a different effect depending on what it’s used on. On undead, the druid has a 65% chance to drive any unintelligent undead within 60′ of the druid in question into the ground where such creatures will be crushed and destroyed. The effect on intelligent undead is lessened to 55%. When used on extra-planar creatures of any sort, there is a 50% chance to force said beings back to their plane of origin for 1d20 days. This ability can be used once per encounter. (65% to drive lesser undead into the ground, 55% for intelligent undead and 50% to banish extra-planar creatures for 1d20 days).
  107. Cry of the Hunt: Three times per day, the druid can summon 1d10 wild animals of a specified type to the aid of the druid. It should be noted that in order for the summoning to work, the druid must spend one full round concentrating on the summoning and must summon an animal type appropriate for the area (i.e. summoning sharks to a land-locked area will waste the talent and accomplish nothing). These animals are completely obedient to the druid and cannot be feared or counter-controlled in any way. These animals will remain for one hour before dispersing on their own. (Summon 1d10 wild animals of a specific type for one hour, 3 times per day.)
  108. Fury of the Storm: Once per day the druid can call down the Fury of the Storm. This isn’t weather control in the manner a group of Seers are capable of, but rather a summoning of a tremendous thunderstorm that lasts 1d4 rounds. This storm will pelt all forces hostile to the druid with hailstones, buffet them with wind and driving rain and strike them with lightning bolts. The total effects of these environmental changes are 50% slowed movement, blurred sight and 50% chance to get struck by arcing bolts of lightning. This chance increases to 95% for those wearing metal armor. A lightning strike will stun its target for 1d4 rounds and has a 5% chance to cause Catastrophic damage to those thus stricken. The druid can do no other activity while calling this storm and if he or she is sufficiently damaged, this talent may end early. (Summon a storm for 1d4 rounds with 100% blurred vision, slowing of movement by 50% and a 50% chance to get struck by lightning, 95% if wearing metal armor.)
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  123. RACE ABILITIES/LIMITS
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  127. Ambitious Will: Humans have the unique distinction of being able to pursue any class and have the chance to excel at it. While other races are limited by staunch, unbending beliefs, or a simple inability to grasp the concepts of a particular class, Humans are very open-minded to new ideas and to learn new skills. (+10% to intuition checks).
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  129. Enduring Spirit: Humans also are highly adaptable and can survive extreme differences in their environment. Because of this, Humans can endure where other races will begin to falter physically. While this does not make them immune to any particular environmental hazard, they will flourish despite these hazards, rather than be defeated by them. (+10% to endurance checks against environment hazards, such as extreme cold and heat, etc.)
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  131. Heroic Tenacity: Humans are not known for their willingness to give up or surrender. They will rally despite insurmountable odds, continue fighting even when all hope is lost and are known to have a nearly unbreakable spirit. Humans as a race have spent most of their existence fighting one enemy or another that has been more powerful than they are, granting an innate understanding of weapons and how to use them effectively as well. (55% resistance to fear, +12% to melee and ranged weapon hit).
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  133. Ingenuity: While other races are superior in crafting items, It is to Humans that most of the innovation of new inventions and new ways to do old things comes from. If a human is skilled in a particular craft there is a good chance he or she will figure out a way to make whatever their making in a different, possibly better way. Additionally, this gives Humans a slight edge in learning the complexities of magic, allowing them to see and understand magic in a way other races may have a more limited view upon. (+15% to masterwork crafting checks, +15% to spell hit).
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  135. Dark Arcana (Albadosian Only): The Albadosians are highly adept at spell-craft, having learned how to work magic around the cancelling effects of Starmetal. This measure of skill gives them a +10% to spell hit and a -20% armor rating vs. magic attacks upon them. (+10% to spell hit, -20% AR vs. magic).
  136. The Gods Shall Provide (Palathian Only): Palathians gain a +15% to all divine magic spell hit, including the magic used by rangers. Additionally, Palathians gain a +5% to crafting proficiency checks, including masterwork checks, but not including special/sentience checks. Additionally, Palathians gain a re-check on failed crafted items, at half the original percentage for success. This re-check only applies to the actual crafting roll and not masterwork and special/sentience checks.
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  143. PROFICIENCIES
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  147. WEAPON PROFICIENCIES:
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  160. UNARMED COMBAT PROFICIENCIES:
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  173. TRADE SKILL-RELATED PROFICIENCIES:
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  185. NON-WEAPON PROFICIENCIES:
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  196. EQUIPMENT:
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  207. CHARACTER ART:
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