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  1. Body Manipulation
  2. Poison Dagger
  3. Lv 1 – 1d4 damage + 1d4 poison per round. Rounds are equal to caster level.
  4. Lv 11 (Upgrade) – Damage is 1d20 initial damage + 1d12 x INT mod poison damage per round. Rounds equal to INT mod.
  5. Two Hand Sword
  6. Lv 5 – Attack deals 1d10 damage + chance to stun. Stun DC Fort 10 + Int Mod. Enemies stunned are stunned for a full round.
  7. Lv 11 (Upgrade) – Deals 1d10 + INT mod damage + Chance to stun. Stun is DC Fort 10 + INT mod + level. Stunned enemies are stunned for a full round.
  8. Long Sword
  9. Lv 8 – This attack bypasses physical AC. It deals 1d10 damage.
  10. Lv 11 (Upgrade) – This attack bypasses physical AC. It deals 1d10 x 10 damage.
  11. Acidic Palm
  12. Lv 11 – Deals 10 + INT mod damage to AC, lowering enemy AC for a full round.
  13. Hand Cannon
  14. Lv 15 – On a successful hit it deals 1d20 +10 x INT mod damage.
  15. Nova Fist
  16. Lv 20 – On a successful hit it deals 100 x INT mod damage with a 20% chance for procing double damage.
  17. Lv1 (2) Lv5 (4) Lv8 (6) Lv11 (7) Lv14 (8) Lv17 (9) Lv20 (10)
  18. Fire Breath
  19. Lv 2 – Deals 1d4 per level fire damage in a 45 degree cone to enemies.
  20. Lv 12 (Upgrade) – Now deals 1d10 per level fire damage. Enemies also now ignite doing 25 fire damage per round for 2 rounds. The burn over time effects can stack.
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  26. Frost Shock
  27. Lv 3 – Chance to encase an enemy in Ice. Fort DC 10 + Int Mod. When frozen, the enemy must make a strength check of 20 in order to break. The enemies ability to break out will vary depending on the strength and size of the enemy. Other misc. effects may also come into effect.
  28. Lv 12 (Upgrade) – DC is now increased to 10 + INT mod + Level. It deals 100 damage per round each round the enemy is frozen. Strength check is now 30 to break. The enemies ability to break out will vary depending on the strength and size of the enemy. Other misc. effects may also come into effect. When an enemy breaks out, the ice explodes dealing an additional 100 damage.
  29. Lv3 (1) Lv5 (2) Lv7 (3) Lv9 (4) Lv11 (5) Lv15 (6) Lv20 (7)
  30. Skin Graft
  31. Lv 4 – On a successful attack, Ravel may take a skin sample. Ravel may alter his appearance to look like any humanoid type he has taken a sample for. Samples last 24 hours. If any effect or ability is used to detect Ravel’s true identity, his effect will immediately dispel.
  32. Lv4 (Innate)
  33. Air Wall
  34. Lv 5 – Cone shape gust of wind blows enemies back. Enemies must first succeed on a STR check 10 +Int Modifier. If they fail they are blown back. They must then make a balance check DC 10 + INT mod. If they fail they fall down and must spend an action picking themselves up.
  35. Lv 14 (Upgrade) – The DC increases to 10 + Level on Str DC. The DC increases to 10 + INT mod + Level on balance DC. It now inflicts 1d6 x 40 wind damage to all affected targets regardless of saves.
  36. Lv5 (2) Lv8 (3) Lv11 (4) Lv15 (5) Lv20 (6)
  37. Symbiote (Instant)
  38. Exploding Symbiote
  39. Lv 6 – On a successful body manipulation may trigger an exploding leech that latches on and explodes dealing
  40. 1d6 x INT mod damage.
  41. Lv 20 (Upgrade) – Exploding Symbiote now deals 1d20 x INT mod damage.
  42. Siphon Symbiote
  43. Lv 8 – On a successful body manipulation may trigger a life draining leech. It latches on draining 1d4 + WIS mod amount of life, healing Ravel for that much. The leech last for 1d4 + WIS rounds.
  44. Lv 15 (Upgrade) – Siphon symbiote now drains for 1d12 x WIS mod damage and heals Ravel for that much per round. Still last 1d4 + WIS mod rounds.
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  47. Armor Eater Symbiote
  48. Lv 10 – On a successful body manipulation may trigger an armor eating symbiote. It lowers the enemy AC it attaches to by 1d4 AC per round. Ex. 30 AC enemy drops to 27 each round the leech is attached. Duration rounds are equal to level.
  49. Lv 15 (Upgrade) – Now drains AC equal to 1d4 + INT modifier per round. Duration still equals the caster level.
  50. Curse Bearer Symbiote
  51. Lv 12 – On a successful body manipulation may trigger Curse Bearer Symbiote. Curse Bearer Symbiote attaches to an enemy. While attached that enemy takes 1.5 times more damage. This last 1d6 + WIS mod rounds.
  52. Lv 15 (Upgrade) – The duration is improved to 1d8 + WIS mod rounds.
  53. Anti-Resistance Symbiote
  54. Lv 15 – On a successful body Manipulation may trigger. Anti-Resistance Symbiote latches on to an enemy. While attached it reduces their spell resistance to 0. Duration last 1d4 + WIS mod rounds.
  55. Symbiote Queen
  56. Lv 20 – On a successful body manipulation may trigger. Places a Symbiote monarch on an enemy that last for 1d4 + WIS mod rounds. Each round it will hatch a random symbiote in the victim. Symbiote abilities may now stack while Symbiote Queen is attached.
  57. Lv6 (1) Lv8 (2) Lv10 (3) Lv14 (4) Lv18 (5)
  58. Fireball
  59. Lv 7 – Cast a rolling fireball at an enemy that deals 1d10 x level damage. Fire splash damage effects anything in a 10 ft radius for ½ damage.
  60. Lv 16 (Upgrade) – Damage now deals 1d10 + 10 x 100 damage to initial target and still splashes in a 10ft radius for ½ damage. Anything hit by this including splash damage ignite in flames taking 50 damage per round for 3 rounds.
  61. Lv7 (1) Lv10 (2) Lv13 (3) Lv17 (4) Lv20 (5)
  62. Living Spark
  63. Lv 8 – Sends an arc of lightning surging through enemies. It deals 1d6 x lv damage to an enemy and there is an addition bolt of lightning for every 2 levels. Ex. Lv 12 would hit 6 enemies.
  64. Lv 16 (Upgrade) – Damage now deals 1d10 x level damage. In addition to the damage upgrade all of the bolts may be concentrated onto one target now.
  65. Lv8 (2) Lv13 (3) Lv18 (4)
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  69. Skin of Diamond
  70. Lv 9 (Instant) – Ravel may boost his AC instantly equal to INT mod + WIS mod against that attack.
  71. Lv 17 (Upgrade)(Instant) – In addition to adding AC INT + WIS mod, the duration last a full round instead of one attack, and damage reduction is added equal to INT + WIS Mod + Level.
  72. Lv9 (2) Lv12(3) Lv15 (4) Lv18 (5)
  73. Elemental Coating
  74. Lv 10 – May enchant a weapon with a property that triggers on that weapons next attack.
  75. Lv 10
  76. Fire: Deals 1d6 x level damage
  77. Cold: Add attack bonus equal to caster level
  78. Air: Increase crit range equal to caster INT modifier
  79. Holy: Add 1d8 x level damage and auto hits undead enemy.
  80. Lv 17
  81. Vampiric: Enchants a weapon with the ability whenever enchanted weapon deals damage, it heals the wielder for that much. Duration of this enchantment last 1 full round.
  82. Lv 19
  83. Dispelling: Enchants weapon with the ability to randomly dispel beneficial buffs when they hit. Duration of this enchantment last 1 full round.
  84. Lv10 (2) Lv14 (3) Lv18 (4) Lv20 (5)
  85. Disperse
  86. Lv 13 (Instant) – Ravel has mastered the ability to evade any attack instantly. May be used to avoid any single attack, spell, or ability.
  87. Lv13 (2) Lv16 (3) Lv20 (4)
  88. Meteor Storm
  89. Lv 20 – Targets an enemy as the central point. Meteors strike the initial target and all other enemies within a 20 ft radius for 100 damage x INT modifier. Any enemies within 10ft of the impact take ½ damage. Any enemies within 20ft of the impact take ¼ damage. This spell overcomes all spell resistance.
  90. Lv20 (2)
  91. ULTIMATE ABILITY
  92. Mimic Tank – Any spell like effect used against Ravel can be stored forever and become one of Ravel’s abilities. The ability will stay with Ravel as a 1 time per day ability until a new ability takes its place.
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