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Xenthori

133 WIP NPC [H. Chimera Chimera] MLPFEMTORPG

Sep 13th, 2018
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  1. Name: Nomad, Carrion, and Pariah
  2. Gender: Hermaphrodite
  3. Race: Chimera
  4. Class: Chimera (Shaman/Summoner)
  5. Talent: Chimera (Instead of a set race, N/P/C has four racials that represent her rattlesnake, dingo, and vulture parts.)
  6. Hit/Wounds: 8/8
  7. Alignment: Neutral/Evil
  8.  
  9. Skills:
  10. (Chimera: Desert Beasts) Arabian Endurance: automatic instant/passive; once per combat; Saddle Arabians are known for their tenacity and endurance in harsh conditions. Once per combat if you are rendered helpless you may use this racial skill to immediately recover on your turn. You are immune to any adverse effects typical for a desert, and you suffer no penalties for fighting in desert environs.
  11. (Chimera: Dingo) Sound Hound: Passive; Intelligent canines have to put up with so much. However there are some perks to being a diamond dog. While heightened hearing can be annoying at times (you know way more than a dog your age should) with a bit of concentration and focus, its a very nifty thing. You can listen on whispers and distant conversations with ease; your ungulate friends can’t keep a secret from you. Allies that know that you can do this can communicate with you in confidence escaping the notice of others (except other diamond dogs of course). Also when an enemy engages combat, for the first turn any attack targeting you hits on a DC+2 (DC+1 for stealth attacks and ambushes). You are also unaffected by light-level.
  12. (Chimera: Vulture) Griffon Flight: Griffons can fly, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.
  13. (Chimera: Rattlesnake) Toxic Slime: passive; A specialty of the cult of Smooze and the main reason why goo ponies are treated with caution and skepticism. Your slimy body is now poisonous and all your unarmed attacks have the poisoned tag and deal direct wound damage. You can also poison weapons of your own or a willing ally with a DC6. Poisoning weapons will last a successful roll - 5. (i.e. 1 turn on 6, 2 turns on 7 etc.)
  14. (Free Multiclass) Merge: passive; Instead of summoning other beings, you call the magic into your own body. All your skills that would summon a minion instead apply all the skills, effects, and half the hits/wounds the minion would have had, rounded up, to you. Merged minions still count to the limit of minions you can have total, and you can only be affected by one ‘minion’ at a time, if you are already merged any further summoned minions are summoned as normal. You also gain the Conjure Minion skill for free with this skill.
  15. (Class) Eidolon: Passive; A master summoner can pick or even create a specific creature themselves from the aether. You start play with a permanent minion with 5 points to spend in skills from the list. If the Eidolon dies, this skill receives a Recharge 3 before it can be resummoned.
  16. >Eidolons start with 5/5 health, Natural Catalyst, and Natural Weapon (They count as having an untagged weapon for unarmed attacks and anything requiring weapons)
  17. Adapted Arms: Add a tag to the Eidolon’s Natural Weapon, can be taken multiple times. (Dual)
  18. Regenerative: passive; The Eidolon naturally heals itself quickly, recovering 1 hit every turn while not helpless.
  19. Shred: passive; The Eidolon’s normal attacks tear at the target, causing it to take 1 hit of damage every turn for (Roll-5) turns after the attack. Multiple applications don’t stack damage but the duration will.+
  20.  
  21. Inventory:
  22. (Weapon) Bite and Claw: Unarmed, Dual, Venomous Bite (Toxic Slime), Sharp Claws (Shred)
  23.  
  24. Nothing else
  25.  
  26. Traits:
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