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- Sea Pony
- Amphibious beings who tend to keep to their underwater kingdoms, coming in a great variety of shapes and sizes. A rarity on the surface world.
- Primary racial:
- Water Breathing: passive; Sea ponies are at their peak in their native environment. You can breathe and move freely underwater, and gain a +1 to dodge rolls while doing so.
- Secondary racials:
- Siren Song: automatic instant, recharge 2; Sea ponies are known for their bewitching ways, being able to charm weak-willed creatures. Upon failing a resist roll, an enemy is focused on you, moving within melee distance of you and passing their next turn, or two turns on a crit. Stronger enemies may be resistant or immune to Siren Song. Outside of combat, you get a passive -1 DC to Persuade rolls.
- High Tide: recharge 2; You have an innate, although limited ability to manipulate water. If you have a water source nearby, you may send it out to drench an enemy. This does 2 less hits than a normal attack, to a minimum of 1, but causes the target to take 2 extra hits from Lightning elemental attacks for the next 2 rounds. This also does normal damage and 1 extra hit to enemies made of fire, to a minimum of 2. It may also be used to put out non-magical fires. -1 DC to hit with this attack while underwater.
- Feeding Frenzy: recharge 1; You possess several rows of razor sharp teeth, and an insatiable appetite. When this attack succeeds, roll 1d3. On a 3, this attack deals twice the damage you dealt with your initial attack roll. Once the 1d3 has succeeded, Feeding Frenzy cannot be used again against the same target. A critfail on the initial d10 will result in the counterattack damage being redirected to one of your allies instead of you. If this is the case, roll 1d3. On a 3, the counter damage is reduced to 3, but on a 1, you do double counter damage to your ally.
- last racial here
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