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Phantomcrossing

Her Past: Mikage Chiba/Sailor Moon

Feb 25th, 2014
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  1. Champion of Love and Justice Sailor Moon/Mikage Chiba
  2. 14 Years Old
  3. Level 3
  4. Wounds 0/16
  5. Vitality: 36/50
  6. Stress 0/15
  7. Emotional Wall: 53/53
  8. MP: 7/11
  9. Base Move: 30ft
  10.  
  11. Languages
  12. Japanese
  13. Ancient Millennium
  14. French
  15. English
  16.  
  17. Might 12 (+1)
  18. Agility [15] 17 (+3)
  19. Endurance [14] 16 (+3)
  20. Intellect 14 (+2)
  21. Will 13 (+1)
  22. Charisma 16 (+3)
  23.  
  24. Perks:
  25. Good Aim: +3 to ranged attacks
  26. Moon Child: Spells cost 1 less MP at night.
  27. Focus Attuned: Can Attune to an open, friendly, or non sentient physical Magical Foci/Reservoir and use it's power while in contact as a full round action with no role. Hostile or Warded Foci/Reservoirs may require roles of varying difficulty.
  28.  
  29. Big Damn Perk:
  30. Whirling Frenzy (Rage): 1/day, 6 Round Duration. You can fly into a rage a certain number of times per day. You temporarily gains a +4 bonus to Might and a +2 dodge bonus to Armor Class and on Agility Reaction Tests. While in a whirling frenzy, You may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.
  31. Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Might bonus increases to +6, and the dodge bonus to Armor Class and on Agility Reaction Tests increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Might bonus increases to +8, and the dodge bonus to Armor Class and on Agility Reaction Tests increases to +4.
  32. While raging, you cannot use any Charisma- or Intellect- based Trainings, or any abilities that require patience or concentration, nor can you cast spells that require more than a Standard or Move Action to cast, or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s Endurance modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued for the duration of the current encounter. You can extend the duration of a rage by accruing stress at a rate of 1 round per point of Stress. By accruing 2 Stress and 1 Wound you can negate being fatigued after a rage for the duration of the encounter.
  33.  
  34. Feats:
  35. Snap: As a move action you can gain a bonus on Intimidating or certain kinds of Persuasion Charisma checks equal to your current Stress for 1 minute. Afterwards your Stress increases by 1 & it may effect the opinion of you on those you use it on.
  36. Expertise: You may take a Penalty on attack rolls for this round up to your level to gain an equal dodge bonus against attacks.
  37. Studious: You gain +2 bonus on Rolls related to academics & research.
  38. Weapon Finesse: You may use your Agility for Melee Attack rolls and melee damage rolls with light or one handed weapons.
  39.  
  40. Trainings:
  41. Academic Lore (History): +3
  42. Academic Lore (Literature): +3
  43. Pop Culture Lore: +3
  44. Acrobatics: +3
  45. Persuasion: +3
  46. Deceive: +3
  47. Intimidate: +3
  48. Perform (Woodwind) +3
  49.  
  50. Equipment:
  51. High Quality Flute given to you as a 12th birthday gift/becomes Tranquility Flute When Transformed.
  52. School Uniform
  53. Basic Shoes
  54. Slipper Shoes
  55. Gym Kit
  56. Fashionable Clothes (+2 on Charisma based checks)
  57. Casual Sneakers
  58. School Bag
  59. Notebooks/Folders
  60. Pencil Case
  61. Pens
  62. Luna Disguise Pen (1mp per activation, disguise lasts 3 hours)
  63. Cellphone
  64. Sailor Compact
  65. Power Bars
  66. Imperium Silver Crystal Brooch
  67. Japanese Translation of The 3 Musketeers
  68. Japanese Translation of The Journey West.
  69. Pink Purse
  70. Pink Jacket
  71. Wallet
  72. Student ID
  73.  
  74. Imperium Silver Crystal Brooch
  75. -Required to access Transformed State as a Full Round Action.
  76. -Accessible Pool of MP 30/30 (Normal rules apply to MP, Structure takes place of Wounds/Composure).
  77. -Structure 60/60. If Imperium Silver Crystal Brooch reaches 0 structure, the Brooch shatters. Without the Brooch or another Medium of transfer, the Imperium Silver Crystal will be Unbound & Difficult to use.
  78. -Damage Soak when targeted: 10
  79. -Summons Regalia of the Moon when activating transformed state.
  80. -Summons Moon Tiara
  81. -Summons Odango Covers
  82. -Spells Given by Brooch at Caster Level 8.
  83. Moon Healing Escalation Lvl 4, (Transmutation, Conjuration [Healing]) Cost 7. Range 25 + 5ft/2 caster levels. You must succeed on a Charisma + Arcana test against the Target's Endurance Score - Wounds Accumulated. If successful, the target of 1 Living Creature that is or used to be a Humanoid (Human). Target is cured of Disease(unless congenital or genetic), Poison, Brain Washing, and Transmutations. They are returned to their normal form and are recovered 2d6 Wounds & 2d6 Composure.
  84.  
  85. Combat
  86. Armor Class: 15
  87. Weapons
  88. Exceptionally Balanced Concealed Flip Knife (+2 Master Craft) (+4 against being found, +4 Melee/+7 Ranged to hit, 1d4+4 damage, 19-20 Crit. You may trade 1 degree of success for +2 vitality damage. You may trade 1 degree of success for 1 Wound)
  89.  
  90. Spells Remembered
  91. Lvl 1
  92. Jump (Senshi) Lvl 1. Standard Action. Cost 1. +10 on Acrobatics tests to Jump for 3 minutes. Bonus scales at higher level.
  93. Tiara Magic (Moon) Lvl 1, free action. cost 3. Move Action. Requires Tiara of at least Rare Value to use as Focus: Empowers a precious metal or gem encrusted Tiara into a projectile weapon that can deal 4d6 damage as a thrown weapon. Attacks made with tiara count as ranged touch attack.
  94. Cure Light Wounds (????) Lvl 1: Standard Action: Cost 1. Touched target restored 1d8+3 vitality or 2 wounds.
  95. Scream (Moon) lvl 1: standard action. Cost 3. Every creature within a 10 ft radius of you takes 1d8 damage. They may make an endurance test opposed by your charisma test, if they fail they are stunned for 1 round per degree of failure (minimum 1) and take 1 wound per degree of failure.
  96.  
  97. Spell Casting
  98. When you hit zero MP, You are Fatigued.
  99. You can continue casting spells by accumulating stress or wounds on a 1 for 1 equivalency to MP.
  100. -Current Available Magic Paths:
  101. Path of the Moon
  102. ???? ?? ????
  103.  
  104. Transformed State Senshi Tier 4: Path Selected: Champion. Planet Power: 6/11, Surge +1d8
  105. Senshi Features
  106. 2 Senshi Feats
  107. -Senshi Paragon: Your tier is considered 2 higher for determining the potency of senshi abilities, feats, and spells. This doesn't grant you access to senshi abilities or greater versions of senshi spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of planet power or adjust the dice you roll for your surge.
  108. -Senshi Spell Lore: Gain Senshi spells equal to your mythic tier
  109.  
  110. Ability Score: Upon reaching the 2nd Senshi Tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
  111.  
  112. Hard to Kill (ex): When you first exceed above max wounds, you automatically stabilize without needing to attempt an Endurance check. If you have an ability that allows you to act while above max wounds you still gain wounds for taking actions, as specified by that ability. Bleed damage still causes you to gain wounds over time. In addition, you don't die until your total Wounds equals 3 times your Endurance Score. This ability is active even when not transformed.
  113.  
  114. Planet Power (Su): Senshi characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of planet power equal to 3 plus double your Senshi tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of planet power. If an ability allows you to regain uses of your planet power, you can never have more than this amount.
  115.  
  116. Surge (Su): You can call upon your planet power to overcome difficult challenges. You can expend one use of planet power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
  117.  
  118. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on Initiative equal to your Senshi tier. In addition, as a free action on your turn, you can expend one use of planet power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
  119.  
  120. Recuperation (Ex): At 3rd tier, you are restored to full Vitality & Emotional Wall after 8 hours of rest so long as you aren't dead. In addition, by expending one use of planet power and resting for 1 hour, you regain a number of Vitality & Emotional Wall equal to half your full respective totals (up to a maximum of your full Emotional Wall or Vitality) and regain the use of any character features or Big Damn Perks that are limited to a certain number of uses per day (such as rage, bardic performance, MP, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of planet power or any Senshi abilities that are limited to a number of times per day.
  121.  
  122. Path Features
  123.  
  124. -Bonus Vitality & Emotional Wall: Whenever you gain a Champion Tier, you gain 5 Bonus Vitality and Emotional Wall Points. They do not effect your total hit dice count. This ability is active when not transformed.
  125.  
  126. -Distant Barrage (Ex): As a swift action, you can expend one use of Planet power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target's cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
  127.  
  128. Path Abilities
  129.  
  130. -Wall Smasher (Ex): Whenever you succeed at a throw or a bull rush or reposition combat maneuver, you can smash your opponent against a wall (or suitable large obstacle) within the range you could move the target into as a result of the maneuver, dealing unarmed strike damage to your opponent and the wall. If you expend one use of planet power when you use this ability, this damage ignores the hardness of the wall. If the damage destroys the wall, you move the opponent into the space beyond the wall and it immediately falls prone.
  131.  
  132. -Full Moon [Titan's Rage] (Su): You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons. This size increase lasts a number of rounds equal to your tier, and doesn't stack with any other spell or ability that alters your size.
  133.  
  134. -Display of Strength (Su): As a free action, you can expend one use of planet power to attempt a feat of Might, gaining a +20 circumstance bonus on one Might-based training checks or Might ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Might score for a number of hours equal to your Senshi tier for the purpose of determining your carrying capacity.
  135.  
  136. -Unstoppable Shot (Ex): You can use a ranged or thrown weapon to make a single powerful shot that shoots through all creatures in a line. As a standard action, make a single ranged attack roll and resolve the attack against all targets in a straight line up to the maximum range of your weapon, stopping at any barrier the attack couldn't penetrate. Roll damage once and apply that damage to each creature hit by the attack. Before making the attack roll, you can expend one use of planet power to bend the path of the attack up to two times as it strikes targets or objects. Each deflection can alter the line of the attack up to 90 degrees, allowing you to shoot around corners or cover.
  137.  
  138. Senshi Spells: 4
  139.  
  140. Lunar Light Bean. Level 1. Cost 3. Range: Medium (100 ft. + 10 ft./level). 1 Standard Action. Duration 10 min/lvl. Focus Required: Gemstone with value of at least 1000 yen. The Gem glows softly and your body sheds light as a torch providing illumination for 30 feet, with dim illumination for another 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the Lunar Light as a Beam of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray per 2 caster levels with the same characteristics either on the same round (if you can take multiple attacks in a round) or on a subsequent round. Firing the last ray quenches your radiance, and the spell ends.
  141. Planet Power Enhancement: Your rays deal 2d6 points of damage, and you gain a bonus to hit and on damage rolls equal to your Senshi Tier.
  142.  
  143. True Strike. (Senshi) lvl 1. Cost 1. 1 standard action. Personal Target. You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
  144. Senshi Spell Enhancement: The affected attack bypasses all damage reduction.
  145. Planet Power Enhancement: If you expend two uses of mythic power, you gain a +10 insight bonus on your second attack that round and a +5 insight bonus on your third attack that round. The second and third attacks can be on your turn or on another creature's turn before your next turn (such as when you attempt an attack of opportunity).
  146.  
  147. Fairy Fire (Moon). Lvl 1. Cost 1. 1 Standard Action. Range long (400 ft. + 40 ft./level). Area creatures and objects within a 5-ft.-radius burst. Duration 1 min/level (D). A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
  148. Senshi Spell Enhancement: Outlined creatures are dazzled. The spell outlines figment illusions in the burst, revealing them as such. This effect applies only to figments with a caster level equal to or less than your tier.
  149. Planet Power Enhancement: If you expend two uses of planet power, each creature in the burst must succeed at an Endurance Test opposed by your Charisma + Spell Level or be blinded for 1 round.
  150.  
  151. Nimbus of Light (Moon) Level 1. Requires Senshi Focus. 1 standard action. Personal Range, Self Target. Duration 1 min./level or until discharged (D). A glittering corona of sunlight or moonlight surrounds your body at a few inches distance—until you release it as a focused blast of divine energy.
  152. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.
  153. As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet.
  154. As a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 point per round that's elapsed since you cast the spell (max of 1d8 + caster level damage). You can trade degreees of success 1 for 3 Vitality, 1 for 3 Emotional wall, or 1 for 2 Wounds.
  155. Attacking with the nimbus of light ends the spell, whether the energy hits its target or not.
  156. Senshi Spell Enhancement: Nimbus of Light base damage becomes 1d8 + 1d8 per 2 Tiers
  157. Planet Power Enhancement: You treat the target of this attack as Flat Footed, ignoring Agility Bonus, Acrobatics, & Dodge Bonuses.
  158.  
  159. Transformed Equipment:
  160.  
  161. Regalia of the Moon (Body Magic Item Slot)
  162. - +3 Armor Class
  163. - Wound/Vitality Soak 2 + 1/Senshi Tier
  164.  
  165. Moon Tiara (Face Magic Item Slot)
  166. -Center Set with Moon Garnet.
  167. -Provides +2 insight bonus to Initiative and Armor Class.
  168. -When used as Foci for Moon Tiara Magic you can spend 2 Extra MP to increase the rolled damage by 50%
  169.  
  170. Odango Covers (Head Magic Item Slot)
  171. -Grants access to altered effect of the Explosive Spell Metamagic Feat
  172. On an failed Agility roll versus your spell casting stat, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defi ned by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). Every degree of success by which one fails against your spell casting stat they are pushed an additional 5 feat. In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that have area effects. An explosive spell uses up 5 more MP than the Spell's normal cost.
  173.  
  174. Tranquility Flute
  175. Can be used as a Bludgeon. One handed Finesse Weapon (can benefit from being held two handed for +1/2 strength modifier in damage [minimum 1]). +3 Magic Weapon.
  176. +6 to hit in Melee. 1d8+3 Damage. Critical Range 20. Bludgeoning Success trade rate.
  177. -Accessible Pool of MP 10/10 (Normal rules apply to MP, Structure takes place of Wounds/Composure).
  178. -Structure 15/15. If Tranquility Flute reaches 0 structure, it shatters to reveal it's whole mundane form underneath. It cannot become the Tranquility Flute again for 24 hours.
  179. -Damage Soak when targeted: 5
  180. -Spell Remembered by Tranquility Flute:
  181. Moon Light Tranquility Sonata [Calm Emotions]. (Unique) Lvl 1. Cost 3. Requires Playing Flute. 1 standard action. Range Medium (100 ft. + 10 ft./level). Area Creatures in a 20-ft.-radius spread. Duration Concentration, up to 1 round/level (D). Opposed Test, Will versus Charisma Test or Your Ability to play instrument + Spell Level.
  182. This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
  183. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
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