Kraken

Octopus Friend

Apr 24th, 2019
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  1. Name: Sorcha the Conductor
  2. Sea nymph/Selkie-inspired
  3. Cephalopod body: 6 arms, hand-feet (so 8 limbs), big nose (like a beak geddit), fluff camouflage?, flexible, webbed fingers
  4. Possible capricorn influence (goat + octopus)
  5. Super gay hair/hair equivalent
  6. Weird eyes (https://gizmodo.com/octopus-eyes-are-crazier-than-we-imagined-1783195433)
  7.  
  8. Class: Malediction Invoker
  9. Patron: Something Oceany (Skill, Storm, Sea)
  10. Race: Svirfneblin/Changeling
  11. Skill Bonuses: +2 Dungeoneering, +2 Insight
  12. Background: Arcane Student Who Saw Too Much (You receive a +1 bonus to saving throws to end effects that daze, stun, immobilize, or restrain you.)
  13. Theme: Watershaper
  14. Paragon Path: Keeper of the Nine (Need History training)
  15.  
  16. HP: 23 AC: 17
  17. Str 11 Con 13 Fort: 13
  18. Dex 10 Int 16+2 Ref: 16
  19. Wis 16+2 Cha 8 Will: 16
  20. HSV: 5 Bloodied: 11 Surges: 7
  21. Init: +0
  22. Passive Perception: 14
  23. Passive Insight: 22
  24. Speed: 6
  25. Size: Medium
  26.  
  27. *Increases by half of level.
  28.  
  29. Languages: Common/Elder, Elven/Rundoian, Deep Speech/Goopy Ocean stuff, Primordial/Symbological?
  30. Skill Bonuses: -1 Acrobatics (Dex, ACP), +4 Arcana (Int), -1 Athletics (Str, ACP), -1 Bluff (Cha), -1 Diplomacy (Cha), +12 Dungeoneering (Wis,Race,Trained,PoS), +0 Endurance (Con, ACP), +4 Heal (Wis), +10 History (Int,Trained,PoS), +12 Insight (Wis,Race,Trained,PoS), -1 Intimidate (Cha), +4 Nature (Wis), +4 Perception (Wis), +10 Religion (Int,Trained,PoS), -1 Stealth (Dex, ACP), -1 Streetwise (Cha), -1 Thievery (Dex, ACP)
  31. Trained Skills: Religion, History, Dungeoneering, Insight
  32. Feats:
  33. Weapon Expertise: Staves (+1 feat bonus to attack rolls)
  34. Weapon Focus: Staves (+1 feat bonus to damage rolls)
  35. Staff Expertise (+1 feat bonus to attack rolls of implement powers; no OA for ranged/area attacks; melee weapon attack increases reach by 1)
  36. Implement Focus: Staves (+1 feat bonus to damage rolls of implement powers)
  37. Improved Defenses (+1 feat bonus to Fort, Reflex, Will)
  38. Melee Training: Wisdom (Use Wisdom for MBAs with proficient weapons)
  39. Ritual Caster
  40. Power of Skill [Domain]: You gain +1 feat bonus to trained skill checks. You can use Divine Bolts as a basic attack.
  41.  
  42. Inherent Bonuses: Magic items offer EFFECTS, not raw stats, when they appear. All characters gain a +1 enhancement bonus to attack rolls and damage rolls at 2nd, 7th, 12th, 17th, 22nd, and 27th level. All PCs gain a +1 enhancement bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.
  43.  
  44. Change Shape: You have the changeling disguise power. (Adjusted to take on the appearance of inanimate objects of Medium size)
  45. Changeling Trick: You have the changeling trick power.
  46. Mental Defense: You have a +1 racial bonus to Will.
  47. Shapechanger: You have the shapechanger subtype; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
  48. Earth Walk: You ignore difficult terrain that is rubble, uneven stone, or an earthen construction.
  49. Stone Camouflage: You have the stone camouflage power.
  50. Under-dweller: Dungeoneering is always a class skill for you.
  51.  
  52. Watershaper Starting Feature (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You also gain the aquatic trait, so you can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures. Further, you gain a swim speed equal to half your speed. You also gain the buffeting wave power.
  53.  
  54. Covenant of Malediction
  55.  
  56. Powers
  57. A: Divine Bolts
  58. A: Vanguard's Lightning
  59. E: Thunder Of Judgment
  60. D: Silent Malediction
  61.  
  62. Armor: Hide
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