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Phantomcrossing

Aiha Mizuno/Sailor Mercury

Feb 20th, 2014 (edited)
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  1. Aiha Mizuno/Sailor Mercury
  2. Level 3
  3. Wounds 0/10
  4. Vitality: 24 (d8)
  5. Composure 0/18
  6. Emotional Wall: 27
  7. MP: 8 (as sorcerer)
  8. Base Move: 30ft
  9.  
  10. Languages
  11. Japanese
  12. Ancient Millennium
  13. Telepathy (60 ft)
  14. Chinese (Mandarin)
  15. German
  16. Portuguese (Brazillian Dyalect)
  17. English
  18.  
  19. Might 11 (+0)
  20. Agility 14 (+2)
  21. Endurance 10 (+0)
  22. Intellect 18 (+4)
  23. Will 14 (+2)
  24. Charisma 13 (+1)
  25.  
  26. Perks:
  27. Water Child: total immersion in water restores 3 MP/Minute
  28. Sensitive: you may take psychic feats, and you may be given info about strange feelings, disturbing dreams, and inexplicable occurrences. You have no control over these things.
  29. Empathic: You gain +3 bonus on rolls to understand or relate with someone.
  30. Deep Sea Salvage: more comfortable socially around girls than guys, you gain +1 degrees of success on successful charisma tests with women or -1 degree of failure on a failed roll.
  31.  
  32. Big Damn Perk
  33. Psychic Mimicry: You may treat any Spell or Power with the Psychic or Mind Effecting keywords you have had direct or metaphysical contact with as a Power Known for the next 24 hours. You may store as many levels worth of powers as your current character level + Senshi Tier. You may dismiss a temporarily known power as an Immediate Action to learn another.
  34.  
  35. Wild Surge: You let your passion and emotion rise to the surface in a wild surge when casting spells or using powers. During a wild surge, a you gain phenomenal psionic strength, but may harm yourself by the reckless use of such power (see Psychic Enervation, below).
  36. -You can choose to invoke a wild surge whenever you cast a spell. When used you gain +1 to your caster level with that manifestation of the power. The level boost gives you the ability to augment the powers to a higher degree than you otherwise could; however, you pay no extra Magic Points for this wild surge. Instead, the additional 1 MP that would normally be required to augment the spell effectively supplied by the wild surge.
  37. -Level-dependent power effects are also improved, depending on the spell cast with wild surge.
  38. -If you have the Overchannel feat, it cannot work at the same time as Wild Surge
  39. -Benefit of Wild Surge improves to +2 at lvl 3, +3 at lvl 7, +4 at lvl 11, +5 at lvl 15, and +6 at lvl 19. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented MP cost is subtracted from the caster's MP reserve.
  40. Psychic Enervation: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, you may be overcome by the strain of your effort. The chance of suffering psychic enervation is equal to 5% per caster level added with the wild surge. If you are overcome by psychic enervation you are dazed until the end of her next turn and loses a number of MP equal to your character level.
  41.  
  42. Feats: 3
  43. Mind Reading: cost 1d3 Emotional Wall & 1 Composure. Meet a DC from a chart to get surface thoughts pending nearness to target as a full round action.
  44. Second Sight: You can see supernaturally invisible creatures or objects. This is always active. It does not work on naturally invisible things like X-Rays, certain magical energies, or creatures with Extraordinary Invisibility.
  45. Studious: You gain a +2 on rolls related to Academics or Research
  46. Psychokinesis: As a full round action you can exert up to 5 pounds of pressure with the force of your mind at a range of 30 feet. This means you can move an object up to 5 pounds, as though lifting it, moving it at a rate of 5 feet per round. Cost to activate 1d4 emotional wall & 1 composure, upkeep of 2 emotional wall per minute of sustained activity. Fine manipulations require a test with base DC 20 and rising subject to GM supposition.
  47.  
  48. Trainings: (4+int/lvl)
  49. Academic Lore (Psychology) +3
  50. Academic Lore (Mathematics): +3
  51. Pop Culture Lore: +1
  52. Athletics: +3
  53. Persuasion: +3
  54. Insight: +3
  55. Lucidity: +3
  56. Computer Science: +3
  57. Ranged: +2
  58.  
  59. Equipment:
  60. Cell Phone
  61. School Uniform
  62. Basic Shoes
  63. Slipper Shoes
  64. Gym Kit
  65. Casual Sneakers
  66. School Bag
  67. Notebooks/Folders
  68. Pencil Case
  69. Pens
  70. Mercury Transformation Wand
  71. Simple Purse
  72. Wallet
  73. Student ID
  74. Old portable Cassette Player
  75. Earbud headphones
  76. Noise Canceling Headphones
  77. Cassette Tape with Custom White Noise pattern on both sides to function in over crowded loud areas.
  78.  
  79. Combat
  80. Armor Class: 13, In Regalis 16 with 4 Soak.
  81. Weapons -
  82.  
  83. Social Combat
  84. Social Protection: 14
  85. Persuasion: +3, 1d3+1
  86.  
  87. Mercury Transformation Wand
  88. - Required to access Transformed State as a Full Round Action.
  89. -Accessible Pool of MP 10/10
  90. -Summons Regalia of Mercury when activating transformed state.
  91. - +2 Caster Level on Spells with Water or Ice Keyword.
  92. -Immaterial When Activated
  93.  
  94. Spells/powers Remembered 5
  95. Far Hand Lvl 1
  96. Call to Mind Lvl 1
  97. Conceal Thoughts Lvl 1
  98. Mercury Bubbles, Blast (As Obscuring Mist) Lvl 1
  99. Energy Ray Lvl 1
  100. Concussion Blast Lvl 2
  101.  
  102.  
  103. Spell Casting/Power Casting
  104. When you hit zero MP, You are Fatigued.
  105. You can continue casting spells by accumulating stress or wounds on a 1 for 1 equivalency to MP.
  106. -Current Available Magic Paths:
  107. Psychic Path
  108. Psychokinetic Path
  109. Path of Mercury
  110. Path of Illusions
  111. Path of Shadows (Unlocked through Psychic Mimicry & breakthrough of Wildsurge while in telepathic contact with Mikage Chiba. Totally not a simultaneous foreshadow to Dark Mercury. Nope. No way. No how)
  112.  
  113. Transformed State Senshi Tier 1: Path Selected: Archmage. Planet Power: 4/7
  114. Senshi Features
  115. 1 Senshi Feat:EXTRA PLANET POWER (Senshi) : You can store more planet power than your tier would normally allow. Benefit: You gain two extra uses of planet power each day.
  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. Archmage Path Features
  124. -Bonus Vitality & Emotional Wall: Whenever you gain an archmage tier, you gain 3 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.
  125.  
  126. -Archmage Arcana: Wild Arcana (Su): As a swift action, you can expend one use of planet power to cast any one spell without expending MP. The spell must be on one of your available Path List and must be of a level that you can cast normally. You don't need to have this spell on your list of Spells Remembered. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total MP cost adjustment can't be greater than that of your current Senshi Tier.
  127.  
  128. Path Abilities
  129. -Senshi Spellcasting (Ex): You can learn a number of spells equal to your tier and can expend Planet power when casting them to enhance the results. To select a spell you must have it on your Path List. Every time you gain a new tier, you can select an additional spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional spell whenever you gain a tier.
  130.  
  131. Senshi Spellcasting: Spells Remembered: Accessible When Transformed Only:
  132. -Mercury Bubble Shell, Least: (Water) Lvl 1. Cost 3, Casting Time 1 standard Action. Range: self. Duration 1 round/level. It creates an immobile, faintly shimmering 5 foot radius magical sphere of water around the caster that prevents any 1st-level spell effects from penetrating. This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the sphere to their subject without affecting the sphere at all. Second and higher level spells are not affected by this spell. The sphere can be brought down with a successful dispel magic spell. The caster can leave and return to the sphere without penalty. Note that spell effects are not actually disrupted by the sphere unless cast directly through or into it. A caster standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the sphere would not be luminous.
  133. -Planet Power Enhancement: Add half your tier (round down) to the level of spells the globe excludes. Additionally, extend the duration to Concentration + 1 round/level
  134.  
  135. Transformed Equipment
  136. Regalia of Mercury
  137. - +3 Armor Class
  138. - Wound/Vitality Soak 2 + 1/Senshi Tier
  139. - Water Breathing
  140. - Resistance to Cold Damage type. Resistance = Halved Damage.
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