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Phantomcrossing

Koyomi Chiba/Sailor Moon

Feb 21st, 2014
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  1. Tier up in Progress
  2.  
  3. Koyomi Chiba/Sailor Moon
  4. Level 3
  5. Wounds 0/16
  6. Vitality: 43/43
  7. Composure 0/17
  8. Emotional Wall: 43/43
  9. MP: 7/7
  10. Base Move: 30ft
  11. Initiative: 5
  12. 10/???
  13.  
  14. Languages
  15. Japanese
  16. Ancient Millennium
  17.  
  18. Might 10 (+1)
  19. Agility 15 (+2)
  20. Endurance 16 (+3)
  21. Intellect 10 (+0)
  22. Will 14 (+2)
  23. Charisma 19 (+4)
  24.  
  25. Perks:
  26. Good Aim: +3 to ranged attacks (Archery is my favorite section of PE!)
  27. Moon Child: Spells cost 1 less MP at night. When in a transformed state, reduce costs by your Senshi Tier instead. All spells above level 1 must use a minimum of 1 MP.
  28. Kind: In normal or social combat, you can declare a pulled punch as an immediate action after damage is rolled or calculated but before it is applied.
  29. Ultimate Tsukino Constitution: You don't have to make Endurance Reaction Tests to avoid becoming Sickened or Nauseated from over eating or performing strenuous physical activity right after a meal.
  30. Sensitive:
  31.  
  32. Big Damn Perk
  33. Heroic Auras: As long as you are conscious, your Auras grants you and your allies within 30 feet who can see and hear you listed bonuses equal to Charisma bonus+1 per 5 levels. 2 Auras known +1 per 4 levels). Activating your Aura is a full round action. You can change which Aura you are using as a move action.
  34. Auras Known
  35. -Look out! - Allies gain your Aura Bonus to their Armor Class & Perception.
  36. -Let's Act Quickly - Allies gain your Aura Bonus to Initiative, and their speed increases by 5 feet + 5 per 4 levels you possess.
  37.  
  38. Feats: 3
  39. Sociable: You gain a +2 bonus on Persuasion and Insight tests, this bonus scales with level.
  40. Point Blank Shot: You gain a bonus of +1 on ranged attack and damage rolls within 30 ft.
  41. Rapid Shot: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
  42. Precise Shot: No Penalties for shooting into melee.
  43.  
  44. Trainings (6+int/lvl)
  45. Acrobatics: +3
  46. Pop Culture Lore: +3
  47. Persuasion: +3
  48. Insight: +3
  49. Perception: +3
  50. Artistry (Drawing): +2
  51. Ranged +1
  52.  
  53. Equipment:
  54. School Uniform
  55. Basic Shoes
  56. Slipper Shoes
  57. Gym Kit
  58. Casual Sneakers
  59. School Bag
  60. Notebooks/Folders
  61. Pencil Case
  62. Pens
  63. Kitty Purse
  64. Wallet
  65. Student ID
  66. Emergency Stash of Candy
  67. Backup emergency Stash of Candy
  68. Cell Phone
  69. Sailor Compact
  70. Imperial Silver Crystal Brooch
  71. Bag of dried crab snacks
  72. Yet more emergency candy
  73. Archery Kit with 20 blunted training arrows.
  74.  
  75. Combat
  76. Armor Class: 14
  77. Weapons
  78.  
  79. Traditional Japanese Long Bow. (blunted arrows) +5 to hit (+6 in 30 feet) Range 100ft. 1d8-4 (minimum 1). Crit 20. Trades successes 2 for 1 Vitality & 4 for 1 Wounds.
  80.  
  81. Imperium Silver Crystal Brooch
  82. -Required to access Transformed State as a Full Round Action.
  83. -Accessible Pool of MP 30/30 (Normal rules apply to MP, Structure takes place of Wounds/Composure).
  84. -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.
  85. -Damage Soak when targeted: 10
  86. -Summons Regalia of the Moon when activating transformed state.
  87. -Summons Moon Tiara
  88. -Summons Odango Covers
  89. -Spells Given by Brooch at Caster Level 8.
  90. 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.
  91.  
  92. Spells Remembered: 3
  93.  
  94. -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.
  95. Planet Power Enhancement: Area extends to 20 ft radius.
  96.  
  97. -Jump (Senshi) Lvl 1. Standard Action. Cost 1. +10 on Acrobatics tests to Jump for 2 minutes. Bonus scales at higher level.
  98. Planet Power Enhancement: Spell Duration becomes 10 minutes per level and your skill test gets a bonus equal to your Senshi Tier.
  99.  
  100. -Aid (Moon) Lvl 2.
  101.  
  102. Spell Casting/Power Casting
  103. When you hit zero MP, You are Fatigued.
  104. You can continue casting spells by accumulating stress or wounds on a 1 for 1 equivalency to MP.
  105. -Current Available Magic Paths:
  106. Path of the Moon
  107.  
  108. Transformed State Senshi Tier 2: Path Selected: Guardian. Planet Power: 7/7
  109. Senshi Features
  110. 1 Senshi Feat: Senshi Spell Lore: Learn 1 additional Spell Per Tier
  111. Lunar Light Beam. 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.
  112. 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.
  113.  
  114. Cure Light Wounds (Moon/Earth) Lvl 1: Standard Action: Cost 1. Touched target restored 1d8 Vitality and your caster level in Wounds.
  115. Senshi Enhancement:The damage cured increases to 2d8 points of vitality + 2 wounds per caster level (maximum +10). The spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what type of ability damage is cured.
  116.  
  117. 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.
  118.  
  119. 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.
  120.  
  121. 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.
  122.  
  123. Amazing Initiative
  124.  
  125. Path Features
  126.  
  127. -Bonus Vitality & Emotional Wall: Whenever you gain a Guardian tier, you gain 5 bonus Vitality & Emotional Wall. This vitality stacks with itself, and don't affect your overall Hit Dice or other statistics. This ability is active when not transformed.
  128.  
  129. -Sudden Block (Su): As an immediate action, you can expend one use of planet power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage soak or immunity.
  130.  
  131. Path Abilities
  132.  
  133. Empathic Healing (Su): You can expend one use of planet power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate Vitality, Wound, Emotional Wall, or Stress damage (such as damage soak). Alternatively, you can expend two uses of planet power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining tests against it. If you're immune to the disease or poison, transferring it to yourself destroys the affliction.
  134.  
  135. ???? (su): ?????
  136.  
  137. Transformed Equipment
  138. Regalia of the Moon (Body Magic Item Slot)
  139. - +3 Armor Class
  140. - Wound/Vitality Soak 2 + 1/Senshi Tier
  141.  
  142. Moon Tiara (Face Magic Item Slot)
  143. -Center Set with Moon Garnet.
  144. -Provides +2 insight bonus to Initiative and Armor Class.
  145.  
  146. Odango Covers (Head Magic Item Slot)
  147. -Grants access to altered effect of the Explosive Spell Metamagic Feat
  148. 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.
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