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Phantomcrossing

Rin Kumada/Sailor Mars

Feb 24th, 2014
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  1. Rin Kumada
  2. Level 3
  3. Wounds 0/13
  4. Vitality: 31/31 (d8)
  5. Composure 0/17
  6. Emotional Wall: 35/35
  7. MP: 6/6
  8. Base Move: 30ft
  9.  
  10. Languages
  11. Japanese
  12. Ancient Millennium
  13. Russian
  14. English
  15.  
  16. Might 10 (+0)
  17. Agility 14 (+2)
  18. Endurance 12 (+1)
  19. Intellect 15 (+2)
  20. Will 17 (+3)
  21. Charisma 16 (+3)
  22.  
  23. Perks:
  24. Fire Child: On a successful Agility Reaction test against natural or supernatural fire Damage, you may trade degrees of success for restored MP at a rate of 2 for 1.
  25. 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.
  26. Prescient: twice per encounter, as an immediate action before the roll is made, you can add a +3 bonus to any d20 die roll or your AC as a flash of foresight.
  27. Eidetic Memory: You need no lavish collection of Spell Scrolls for your magics, through meditation and the burning of incense you can commit all the magic you would learn into the infinite confines of your hallowed mind.
  28.  
  29. Big Damn Perk
  30. Chastise Spirits (Su): 9/Day. You can use divine energy granted by your patron spirits in the spirit world to damage hostile spirits (Outsiders, Mental Beings/projections, Fey, Incorporeal Undead, Elementals, Creatures with the Spirit Subtype)
  31. Chastising spirits is a standard action that deals 1d6 damage/character level to all spirits within 30 feet of you. The affected spirit tests Will against Your Charisma bonus + your level for half damage.
  32. When using this ability against incorporeal creatures, you do not have to roll the normal 50% miss chance—the effect hits the spirits automatically. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  33.  
  34. Feats: 3
  35. Dowsing: You can follow a psychic or magic energy pattern such as a ley line or the invisible trail left by a supernatural creature. Make an Insight check DC 15 as a free action. This costs 2 points of Emotional Wall(succeed or fail) and you acrue 1 point of Composure damage if you fail.
  36. Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 2500 Yen or less, otherwise scribing a scroll takes 1 day for each 10,000 Yen in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
  37. Spirit Sight: You can see the spirits of creatures who have died within a number of minutes equal to your Will Modifier. For instance, if your Will is 17 (+3 bonus), you can see the spirits of creatures that have died within the past 3 minutes. You can speak with these spirits, but you gain no special ability to command them or to communicate with them if you do not share a language. These spirits are not creatures per se and cannot be harmed or affected in any way, magical or otherwise. In addition, you gain a +4 circumstance bonus on Perception or Insight checks made to detect incorporeal, ethereal, or invisible creatures.
  38. Extra Chastise: Gain 3 more uses of Chastise Spirits per day.
  39.  
  40. Trainings: 6 points/Level
  41. Religious Lore +3
  42. Arcane Lore +3
  43. Artistry (Caligraphy) +3
  44. Insight +3
  45. Lucidity +3
  46. Stealth +2
  47. Melee +1
  48.  
  49. Equipment:
  50. School Uniform
  51. Shrine Maiden Outfit
  52. Cuter Shrine Maiden Outfit
  53. Geta
  54. Basic Shoes
  55. Slipper Shoes
  56. Gym Kit
  57. Casual Sneakers
  58. Casual Clothes
  59. School Bag
  60. Notebooks/Folders
  61. Pencil Case
  62. Pens
  63. Giant Sanrio Purse
  64. Wallet
  65. Student ID
  66. Cell Phone
  67. Stack of 25 Offuda
  68. Zippo Lighter (Formerly great grandpa's)
  69. Pack of Matches
  70. Cheap lighter
  71.  
  72.  
  73. Combat
  74. Armor Class: 12, 15 Regalia
  75. Weapons +2 Touch with Ofuda. 1d6 Damage to creatures with Evil, Shadow, Spirit or Undead subtyes
  76.  
  77. Spells Remembered: (7) + 2 at first level. 2 new learned each level. Can spend resources on incense and purification rituals to add new spells to memory.
  78.  
  79. -Jump (Senshi) Lvl 1. Standard Action. Cost 1. +10 on Acrobatics tests to Jump for caster level in minutes. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
  80.  
  81. -True Strike. (Senshi) lvl 1. Cost 1. 1 standard action. Personal Target. You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
  82. Senshi Spell Enhancement: The affected attack bypasses all damage reduction.
  83. Planet Power Enhancement: If you expend two uses of mythic power, you gain a +10 insight bonus on your second attack that round and a +5 insight bonus on your third attack that round. The second and third attacks can be on your turn or on another creature's turn before your next turn (such as when you attempt an attack of opportunity).
  84.  
  85. -Divine Favor, (Priestess) lvl 1; Cost 1, 1 standard action, Range personal, Target you, Duration 1 minute
  86. Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
  87. Senshi Spell Enhancement: You also gain the luck bonus on reaction tests and skill checks. Alternatively, you can cast this spell on another willing creature, changing the range to touch and target to living creature touched
  88. Spell Casting/Power Casting
  89.  
  90. -Cheat, (Seer) Lvl 1, Cost 1, as "Cheat"
  91.  
  92. -Exorcism, (Priestess) Lvl 1, Cost 1 as "Exorcism"
  93.  
  94. -Burning Mandala (Mars 2) As Scorching Ray
  95.  
  96. -Concecrate (Priestess 2)
  97.  
  98. Mars Transformation Wand
  99. - Required to access Transformed State as a Full Round Action.
  100. -Accessible Pool of MP 10/10
  101. -Summons Regalia of Mars when activating transformed state.
  102. - +2 Caster Level on Spells with Fire or Divination Keyword.
  103. -Immaterial When Activated
  104.  
  105. Transformed State Senshi Tier 1: Path Selected: Hierophant. Planet Power: 5/5
  106. Senshi Features
  107. 1 Senshi Feat: Senshi Spell Lore: Gain Senshi Spells Equal to your Senshi Tier.
  108. - Mars Fire SPREAD, Path of Mars lvl 1; Cost 1, 1 standard action, Range 15 ft cone-shaped burst, instantaneous
  109. Reaction test Agility half
  110. A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
  111. Senshi Spell Enhacnement: The range increases to 20 feet, and the damage dealt increases to 1d6 points of fire damage per caster level (maximum 5d6).
  112.  
  113. 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.
  114.  
  115. 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.
  116.  
  117. 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.
  118.  
  119. Heirophant Path Features
  120. -Bonus Vitality & Emotional Wall: Whenever you gain an archmage tier, you gain 4 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.
  121.  
  122. -Recalled Blessing (Su): You can expend one use of Planet power to cast any one spell without expending MP. This spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a reaction test, non-Tiered creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.
  123.  
  124. Path abilities
  125. -Senshi Spellcasting (Ex): You can learn a number of spells equal to your tier and can expend Planet
  126. 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.
  127.  
  128. Senshi Spellcasting: Spells Remembered: Accessible When Transformed Only:
  129.  
  130. -Mars Fire IGNITE, Path of Mars lvl 1; Cost 1, 1 standard action, Close (25 ft. + 5 ft./2 levels), Instantaneous
  131. An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire damage.
  132. You must succeed on a ranged touch attack to hit your target.
  133. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
  134. Planet Power Enhancement Spell Enhancement: By spending 1 planet power this fire bypasses fire resistance and immunity.
  135.  
  136. Transformed Equipment
  137. Regalia of Mars
  138. - +3 Armor Class
  139. - Wound/Vitality Soak 2 + 1/Senshi Tier
  140. - 2+ 1/Senshi Tier difficulty added against divination spells cast against
  141. - Resistance to Fire & Cold Damage
  142.  
  143. When you hit zero MP, You are Fatigued.
  144. You can continue casting spells by accumulating stress or wounds on a 1 for 1 equivalency to MP.
  145. -Current Available Magic Paths:
  146. Priestess Path
  147. Path of Mars
  148. Seer Path
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