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  1. NAME: Abra
  2. GENDER: Female
  3. RACE: Unicorn
  4. CLASS: Thaumaturge (Cleric/Mage)
  5. TALENT: +1 to spellcasting
  6. HITS/WOUNDS: 5/5
  7. AURA: Yellow
  8.  
  9. SKILLS:
  10. UNICORN CATALYST (Racial Skill): passive; a unicorn’s horn counts as a catalyst for spellcasting.
  11. UNICORN TELEKENESIS (Racial Skill): : spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
  12. POSH (Expanded Racial Skill): start the game with a magical item that gives a +1 to Homing Magic. If held by someone without that skill, the item’s residual magic allows that spell to be cast at DC 8.
  13. HOMING MAGIC (Expanded 1 Point Mage Skill): spell, recharge 2 after effect ends; on success, summons a magical projectile, plus an additional one for every point you pass the roll by, to a maximum of 5 on a critical. The projectiles follow you around, and any number of them can be launched as an Instant action, rolling separately for each. Elementalist effects can be applied to these projectiles.
  14. WRATH (2 Point Paladin Skill): spell, ranged, recharge 2; damage all nearby foes with a powerful blast, ensuring they cannot attack you on the next round; renders targets helpless on 9+ and can kill weak enemies on a crit.
  15. MASTER CASTER (Multiclass Skill): passive; +1 to all spellcasting
  16. PATRICIAN MAGICIAN (Talent): passive; additional +1 to all spellcasting
  17. PADDLING UPSTREAM (Aura Skill): Fighting like the flow of water, a Yellow Aura user never seems to be where the enemy expected them to be, reducing all counterattack damage by 1.
  18. GO WITH THE FLOW (Aura Skill): Similarly, Yellow Aura users simply know where to be, causing them to do counterattack damage to enemies.
  19. FOLLOW THE LEADER (Aura Skill): If someone else in the party succeeds in using a skill that the Yellow Aura user also knows, then the Yellow Aura user may use that skill as an automatic instant action.
  20. VERY SMALL ROCKS (Aura Skill): Due to the flowing nature of Yellow Aura and its fighting style, great weapons and dual wielding weapons slows down the user, giving them a -1 to rolls that use a great weapon or dual weapon.
  21.  
  22. WEAPONS:
  23. HORN (Catalyst): i herd magik joos cums out if u strok it
  24. NECKLACE (Posh Item): A beautifully crafted silver necklace that showcases a brilliant yellow jewel, enchanted to enhance her offensive magic.
  25.  
  26. INVENTORY:
  27. SATCHEL: Contains items that may or may not be plot devices.
  28.  
  29. APPEARANCE:
  30. Her coat is pale blue, and her purple mane is put in a bun. Her eyes are amber, and her cutie mark is a yellow blast of magic. She wears a white and yellow checkered uniform.
  31.  
  32. PERSONALITY:
  33. She is quite formidable in spellcasting, and as such is very powerful in that regard. However, she lacks a sense of independence, as she was taught to follow the orders of her commander, and so is heavily dependent on the judgment of others in most situations. She assumes a soldier's stern demeanor when she deems it necessary, but conducts casual matters in a reserved but fairly amiable manner. She holds virtue up to the utmost importance, but she can be naive at times, not having been able to exercise her own discernment.
  34.  
  35. BACKSTORY:
  36. ???
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