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Yanniy Grehij's T6 Armor: Diamond is Unbreakable

Aug 9th, 2018
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  1. DIAMOND IS UNBREAKABLE
  2. "Holy shit!! Is that a motherfucking Jojo reference???"
  3. Your hoodie is now diamond-infused. This makes it very shiny. Terrible for stealth, but great for defending yourself. The glimmer will strike fear into your opponents. Copper wires run through the fabric from the Scorpion Knuckles, supplying power to the embedded speakers that function as a built-in amplifier for your war cry. The copper wires form chains on your back, two spools that run through your sleeves and can function effectively as an extra pair of arms.
  4. T1: Radio
  5. -VERY LOUD: Advantage on Intimidation checks.
  6. -SONIC BOOM: On a successful intimidation roll, the tens digit of your Intimidation check * P is subtracted from your opponent's HP.
  7. -HEY DJ: You can play songs. These can either be normal songs, or Songs from alchemy effects. Songs last for varying rounds, and each one can be played once per short rest.
  8. T2: Scorpion Knuckles
  9. _CHAIN_MAIL: Thanks to the tendrils of chains you can somehow control with your mind, you can now grapple without a free hand.
  10. CHAIN LASH: Whip two of your enemies as a minor action for P damage.
  11. T3: Tiny Diamonds
  12. MINERS GONNA MINE: Your Light armor is now Heavy armor. Treat it as such.
  13. CRAZY DIAMOND: [Song] Jojo OP. Lasts three rounds. It's so epic and flashy and loud, enemies suffer a penalty to their to-hit roll equal to your CHA mod.
  14. T4: First Aid Kit
  15. Your jacket takes on a hospital-garb aesthetic, still as weighty and diamond-encrusted as ever.
  16. ASCLEPIUS'S BLESSING: Advantage on Medicine checks.
  17. GOOD VIBRATIONS: [Song] Don't Worry, Be Happy. Lasts 3 rounds. You and allies within 10 feet of you can spend P hit dice per turn to restore HP. They have to stay within 10 feet of you for the entire duration of their turn.
  18. T5: Pure Water
  19. Your radio system and chains are now cooled by a built in system of the pure water you alchemized for maximum efficiency.
  20. -DISCHARGE: [Song] Lasts 3 rounds. Water from your cooling system is ejected onto surrounding terrain, making a circle of 10 feet around you difficult terrain.
  21. -OVERDRIVE: Once per short rest, use the new water cooling system and push your armor into Overdrive for one turn. Damage from Chain Lash is doubled. Your AC is boosted by 2P.
  22. T6: CA Hunter Garb
  23. The fabric beneath the diamond turns black, and leather straps and grips are now on the interior. This doesn't really do much on the stealth front like the original gear, but is still pretty neat.
  24. -I'VE GOT YOU IN MY SIGHTS: Once per short rest, spent one minor GT slot to mark a target. This target will stay marked for 5 rounds or until they reach 0 HP. While they are marked, they have disadvantage on Stealth rolls and cannot take cover.
  25. -FEIM ZII GRON: Spend one minor GT slot as your major action to melt into the Void. While you are in the Void, you can move normally throughout the battlefield, but you cannot attack or target enemies and enemies cannot attack or target you. Use a free action to get out of the Void. For each turn you are in the Void, spent one minor GT slot. You can stay in the Void for a maximum of three turns. Songs do not affect your allies while in the Void.
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