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Phantomcrossing

Keiko Sugimoto/Sailor Sol

Oct 16th, 2014
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  1. Keiko Sugimoto/Sailor Sol
  2. Lvl 6
  3. Wounds: 00/12
  4. Vitality: 35/35
  5. Composure: 00/21
  6. Emotional Wall: 59/59
  7. MP: 39
  8. hd base: d6
  9. Base Move: 30 ft
  10.  
  11. Languages
  12. Japanese
  13. Ancient Millenium
  14.  
  15. Might 10 (0)
  16. Agility 16 (3)
  17. Endurance 12 (1)
  18. Intellect 10 (0)
  19. Will 13 (1)
  20. Charisma 21 (5)
  21.  
  22. Perks:
  23. A Popular Girl II - +3 on persuasion tests. You gain +1 Social Protection for every adjacent ally.
  24. Cram School Ace - You gain +3 on all academic rolls made to take tests and to perform in class.
  25. Against the worst of human nature III - You can reroll a will reaction test 3/day against illusions, fear effects, or attempts to gain control of your mind.
  26. Sunchild - Spells cost 1 less MP to cast when you are in natural sunlight.
  27.  
  28. Big Damn Perk: Hex Girl, Gain Hexes at lvl 1, 2, 4, 6, 8, &etc
  29. Cackle: As a move action, you can cackle and extend the duration of certain active hexes by 1 round. Currently, only Evil Eye.
  30. Evil Eye (Su): You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a –2 penalty on one of the following: AC, ability checks, attack rolls, reaction tests, or skill tests. This hex lasts for a number of rounds equal to 3 + cha Mod (8). A will reaction test (DC 18) reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
  31. Flight (Su): You grow lighter as you gain power, eventually gaining the ability to fly. At 1st level, you can use feather fall at will and gain a +4 racial bonus on athletic tests to swim. At 3rd level, you can cast levitate once per day. At 5th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.
  32. Healing (Su): You can soothe the wounds of those you touch. This acts as a cure light wounds spell, using your caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
  33.  
  34. Feats (4)
  35. Creative - Artistry (writing) & Perform (acting) +2. increases at higher levels.
  36. Versatile Performer - Your training points in Perform count for a number of additional types of performance equal to your charisma modifier (5). When you use two types of performances in a single act you grant yourself a +2 to your training test. (Comedy, Dance, Oratory, Sing, Weapon Drill)
  37. Non Lethal Spell - Metamagic - You can change the damage type of a spell so that its damage does not spill over into Wounds or Stress/Composure. The spill over damage is lost. This increases the cost of the spell by 1 MP.
  38. Flash Casting - When you cast a spell with the [fire] and/or [light] subtype, you glow brightly for one round. You cannot hide, but any attempt to attack you is at a –2 penalty as long as the creature attacking you can see.
  39.  
  40. Trainings 5+int/lvl (5)
  41. Artistry (Writing) 3 (+8)
  42. Perform (Act) 6 (+13) / (+11) for individual versatile expansions
  43. Insight 4 (+4)
  44. Persuasion 5 (+10)
  45. Lucidity 3 (+4)
  46. Disguise 2 (+7)
  47. Deceive 3 (+8)
  48. Pop Culture Lore 4 (+4)
  49.  
  50. Character Features
  51.  
  52. Persuasion - Social Unarmed Strike 1d8, (Deceive 18-20 Critical Range)
  53. Path of Truths I: When making unarmed strikes in Social Combat, your ability convince others of your position lends your words greater weight even if you've no information to bid. Your Unarmed Strike deals 1d6 Damage lvls 1-5, 1d8 lvls 6-11, 1d10 lvls 12-17, & 2d6 lvls 18-20. Because of your friendly nature and convincing words, when you use Persuasion for attacks in social combat you may make an additional attack at a -2 penalty to all attacks as a full attack action.
  54.  
  55. Perform - Charmed Life, +5 4/day
  56. Path of the Stage: The light of theatrics lends a degree of survivability to a performer. You gain a knack for getting out of trouble. Three times per day as an immediate action before attempting a reaction test, you can add your Charisma modifier to the result of the test. You must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times you can do this per day increases by one (to a maximum of 7 times per day at 18th level
  57.  
  58. Equipment
  59. School Uniform
  60. Shoulder Bag
  61. Purse
  62. Wallet
  63. Cellular Phone
  64. School Books
  65. Makeup Kit
  66. Dancing Shoes
  67. Sneakers
  68. Gym Kit
  69. Stage Makeup Kit (+2 when used with disguise. 8 uses left, 1 hour to apply)
  70. Charm Bracelet
  71.  
  72. Sol Transformation Wand
  73. - Required to access Transformed State as a Full Round Action.
  74. - Accessible Pool of MP 10/10
  75. - Summons Regalia of Sol when activating transformed state.
  76. - +2 Caster Level on Spells with Fire, Light, or Force keywords.
  77. - Damage resistance to Fire & Force
  78. - Immaterial When Activated
  79.  
  80. Combat
  81. Armor Class: 13
  82. Weapons
  83.  
  84. Social Combat
  85. Social Protection: 21
  86. Persuasion +10 (+8/+8) 1d8+5
  87. Deceive +8, 1d8+5
  88.  
  89. Spells Known
  90.  
  91. Lvl 1
  92. Burning Hands, Mage Armor, Light, Hypnotism, Sleep
  93.  
  94. Lvl 2
  95. Pyrotechnics, Continual Flame, Scorching Ray, Hideous Laughter, Touch of Idiocy
  96.  
  97. Lvl 3
  98. Lightning Bolt, Dispel Magic, Bestow Curse, Nondetection, Fireball, Daylight
  99.  
  100. /\
  101. / \
  102. __/ /\ \__
  103. /_____\/_____\
  104. \___ /\ ___/
  105. \ \/ /
  106. \ /
  107. \/
  108.  
  109. Transformed State Senshi Tier 2: Path Selected: Archmage. Planet Power: 9/9
  110. Senshi Features
  111.  
  112. 1 Senshi Feat:EXTRA PLANET POWER (Senshi) : You can store more planet power than your tier would normally allow. Benefit: You gain two extra uses of planet power each day.
  113.  
  114. 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.
  115.  
  116. 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.
  117.  
  118. 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.
  119.  
  120. Amazing Initiative
  121.  
  122. Archmage Path Features
  123. -Bonus Vitality & Emotional Wall: Whenever you gain an archmage tier, you gain 3 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.
  124.  
  125. -Archmage Arcana:
  126. Mage Strike (Su): As a swift action, you can expend one use of planet power to make one melee attack. This is in addition to any other attacks you make this round. If you expend MP equivalent to the cost of a spell of that level, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell MP expended. The normal damage from this attack bypasses all damage soak, but the energy damage is still affected by resistances and immunities.
  127.  
  128. Path Abilities
  129. -Senshi Spellcasting (Ex): You can learn a number of spells equal to your tier and can expend Planet 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.
  130.  
  131. -Longevity.
  132.  
  133. Senshi Spell Remembered (2)
  134. -Searing Solar Beam: Path of Sun 3, Cost 5, 1 Standard Action, Range 100ft + 10/lvl. Ray.
  135. Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
  136. Senshi Enhancement: The spell's damage increases to 1d6 per caster level (maximum 10d6). The damage dealt to an undead creature increases to 1d8 points of damage per caster level (maximum 10d8), or 2d6 per caster level (maximum 20d6) if the undead is vulnerable to bright light. The damage dealt to constructs increases to 1d8 points of damage per 2 caster levels (maximum 5d8). If a creature struck has light sensitivity or light blindness, it takes the penalty from that weakness for 1 round after being struck by the light.
  137. -Spell slot to be filled later.
  138.  
  139. Transformed Equipment
  140. Regalia of Sol
  141. - +3 Armor Class
  142. - Wound/Vitality Soak 2 + 1/Senshi Tier
  143. -+30 ft to all movement speeds in Natural or Magical Sunlight effects
  144. - Resistance to Fire and Force type damage. Resistance = Halved Damage.
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