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Phantomcrossing

Kanari Kino/Sailor Jupiter

Feb 27th, 2014
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  1. Kanari Kino
  2. Level 3
  3. Wounds 0/15
  4. Vitality: 31/31
  5. Composure 0/15
  6. Emotional Wall: 31/31
  7. MP: 2/2
  8. Base Move: 30ft
  9.  
  10. Languages
  11. Japanese
  12. Portuguese (Brazilian Dialect)
  13.  
  14. Might 17 (+3)
  15. Agility 11 (+0)
  16. Endurance 15 (+2)
  17. Intellect 12 (+1)
  18. Will 15 (+2)
  19. Charisma 12 (+1)
  20.  
  21. Perks:
  22. Stand Up, Stand Out: You gain a +3 bonus on Will Reaction Tests to resist being controlled & on Social Combat checks to avoid being belittled or made to feel unimportant.
  23. Put your back into it!: Kanari can justify modifying training tests and ability tests that don't include Might with her Might Modifier as a rider. Justification, faintly plausible, is required. ("Put your back into it," Mom always says, "Hard work surpasses talent as the surest path to success!" Then dad says something mom doesn't understand and I don't get)
  24. Comfort Food: Any food Kanari makes has the added benefit of restoring the Emotional Wall of those who eat it equal to 1d8/4 levels + 1/degree of success against the creation/recipe DC. Simple Meals are the most potent comfort food.
  25.  
  26.  
  27. Big Damn Perk:
  28. Versatility: Kanari may select Additional feats at levels 1, 4, 8, 12, 16, & 20.
  29.  
  30.  
  31. Feats: 4
  32. Run
  33. You are swift of foot.
  34. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
  35. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Agility bonus to AC.
  36.  
  37. Endurance: +4 on all checks to continue swimming or running over a period of time. +4 on Endurance tests to hold your breath for an extended period or resist Vitality damage from extreme hot, cold, or a forced march.
  38.  
  39. Natural Heavyweight: Your carrying Capacity generated from your might score is treated as though you were a size category larger. You also have a +2 on Acrobatics and Athletics tests.
  40.  
  41. Second Wind/Shake it off: As a full round action you can dig deep to find the reserves to recover 1d8/5 lvls + Endurance Modifier in Vitality or Emotional Wall. After this ability is used it cannot be used again for 1d12 - Endurance Modifier Hours (minimum 1)
  42.  
  43. Shocking Fist: You can sacrifice as much vitality or take on as many wounds when you attack equal to your ranks in melee, your attacks deals an extra 1d4 of electricity damage per sacrificed point.
  44.  
  45. Trainings: 9 trainings / lvl
  46. Artistry (Cooking) +3
  47. Streetwise +3
  48. Athletics +3
  49. Acrobatics +3
  50. Melee +3
  51. Current Events Lore +3
  52. Academic Lore (Mathematics) +3
  53. Pop Culture Lore +3
  54. Drive (Motor Vehicle) +3 [Sometimes I run errands and deliveries for the shop on my Vespa]
  55.  
  56. Equipment:
  57. Junior High Uniforms (rarely worn)
  58. Juuban Central District High School Uniform (Took the entrance exam last year and passed. I've got a spot secured)
  59. Slippers
  60. Comfortable Shoes
  61. Gym Kit
  62. Sneakers
  63. School Bag
  64. Notebooks
  65. School Books
  66. Pencil Case
  67. Fold out Multitool/Utility Knife
  68. Helmet (+1 shield Bonus to AC, +3 to Reaction Tests made when wiping out/crashing a motor vehicle)
  69. Thick Biking Jacket (Light Armor. Max Dex +3, Armor Check 0. Armor Bonus +2, +3 to Reaction Tests made when wiping out/crashing a motor vehicle)
  70. Vespa with reinforced rear carry mount.
  71. Cellphone
  72. Insulated Deliver Box
  73. Basket Ball Club Kit
  74. Athletic Clubs Organizer Credentials
  75. Riding Goggles
  76. Change Belt
  77.  
  78. Jupiter Transformation Wand
  79. - Required to access Transformed State as a Full Round Action.
  80. - Accessible Pool of MP 7/10
  81. - Summons Regalia of Jupiter when activating transformed state.
  82. - +2 Caster Level on Spells with Sonic, Electricity, or Wood Keyword.
  83. - Damage resistance to Sonic & Electricity
  84. - Immaterial When Activated
  85.  
  86. Combat
  87. Armor Class: 12, 16 in Jacket & Helmet, 15 in Sailor Regalia with Soak 3.
  88. Weapons
  89. Unarmed Strike: +5, 1d3+3
  90. Improvised Weapon: +5, damage dice varies +3 or +4 if two handed.
  91. Social Protection: 12
  92.  
  93. Spells: Start play with 3 first level spells known, and every level learn 1 spell of any level you can currently cast. You gain access to 2nd lvl spells at 4th level. 3rd at 6th, 4th at 8th, & so on.
  94.  
  95. Spells Known
  96. -Jump (Senshi) Lvl 1. Standard Action. Cost 1. +10 on Acrobatics tests to Jump for 1 minute per caster level. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
  97.  
  98. -Flower Hurricane, Jupiter 1, Cost 1, Standard action, Opposed Willpower negates
  99. Caster creates a 15’ Cone-shaped Burst of scintillating flower petals that affects all creatures in the area of effect with sight:5+ HD: Stunned for 1 round. 3-4 HD: Blinded & Stunned for 1d4 rounds, then Stunned for 1 round. 0-2 HD: Unconscious, Blinded, & Stunned for 2d4 rounds, then Blinded & Stunned for 1d4rnds, then Stunned for 1 round.
  100. Senshi Enhancement: The range increases to 30 feet. Add half your tier to the spell's Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded and stunned, and one with 6 or more HD is stunned.) Creatures that succeed at their saves are dazzled for 1 minute.
  101.  
  102. -Jupiter Thunder Crash: Jupiter lvl 1, Cost 1, Melee Touch, 1 standard action,
  103. Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
  104. Senshi Enhancement: The spell's damage increases to 1d8 points of electricity damage per caster level (maximum 5d8). If the target is wearing metal armor or is made of metal, you may attempt a free grapple combat maneuver against the target.
  105. Alternatively, if the target is carrying a metal weapon, you may attempt a free disarm combat maneuver against that weapon. This free combat maneuver doesn't provoke attacks of opportunity.
  106. Planet Power Augmented: If you expend two uses of planet power and the free grapple or disarm combat maneuver is successful, the target is staggered until your next turn. This is an electricity effect.
  107.  
  108. -Jupiter Cloudburst: lvl 1, Cost 1. As "Cloudburst"
  109.  
  110. -Jupiter Autumn Aura (as Stunning Barrier) Lvl 1
  111.  
  112. Spell Casting/Power Casting
  113. When you hit zero MP, You are Fatigued.
  114. You can continue casting spells by accumulating stress or wounds on a 1 for 1 equivalency to MP.
  115. -Current Available Magic Paths:
  116. Path of Jupiter
  117. Wood Magic, Storm Magic
  118.  
  119. Transformed State Senshi Tier 1 (counts as 3): Path Selected: Champion. Planet Power: 3/5
  120. Senshi Features
  121. 1 Senshi Feat: Senshi Paragon: Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
  122.  
  123. 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.
  124.  
  125. 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.
  126.  
  127. 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.
  128.  
  129. Champion Path Features
  130. -Bonus Vitality & Emotional Wall: Whenever you gain an Champion 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.
  131.  
  132. -Champion Strike: Fleet Charge (Ex): As a swift action, you can expend one use of planet power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
  133.  
  134. Path Abilities
  135. -Always Armed (Ex): You don't take any penalties from using an improvised weapon. In addition, whenever you confirm a critical hit with an improvised weapon, you can treat its critical multiplier as ×3 instead of ×2, but the weapon is destroyed.
  136.  
  137. Transformed Equipment
  138. Regalia of Jupiter
  139. - +3 Armor Class
  140. - Wound/Vitality Soak 2 + 1/Senshi Tier
  141. - Thunderbolt Antenna: For an additional 1 MP per spell level, The Range of any touch attack (melee or ranged) or the distance of any line area of effect with the Lightning key word is extended by 20 feet.
  142. - Resistance to Electricity and Sonic Damage
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