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ShimaShim

Saluki (HQHS)

Jan 12th, 2025
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  1. Name: Saluki
  2. Gender: Female
  3. Race: Kirin
  4. -Tempered Rage: passive; A heated argument becomes literal when a Kirin gets angry. Whenever your temperament boils over in a discussion, or any situation, you transform into a Nirik, a creature of pure fire, and gain +1 to all Intimidation, Fear, or other aggressive non-skill social actions. In Combat this form triggers after you are helpless for 3 turns in a row or fall helpless immediately after recovering from a previous helpless state. This form makes your recovery roll Instant with DC3, allowing you to act immediately on success with a +2 to your other action that turn. In combat this form lasts until you recover. Outside of combat it lasts until you calm down.
  5. -Kirin Horn: passive; A kirin’s horn counts as a basic catalyst for the purposes of spellcasting only.
  6. -Tranquil Hooves: instant, recharge 2; The calm lifestyle and mountainous home has made Kirin light and nimble to walk without disturbing even the grass or air. On success you can walk across any terrain you normally can without causing any disturbances or triggering any traps. Or you can leap high into the air, gliding through the wind to reach as high as those who can fly and land as soft as a feather.
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  8. Appearance: Saluki is an ash-grey kirin with a mane the color of orange autumn leaves, tied into two braided pigtails that go down wither side of her face. She wears a big, attention grabbing witch's hat to school that's dusty and worn with age, along with a long black cloak that resembles a holocaust robe, used for putting out any unintentional fires caused by her Nirik fires. Her curved Kirin Horn glows with a yellow light like the lingering kindle in a smoked out charcoal.
  9. Personality: Saluki is an extremely introverted Kirin who generally doesn't fit in with others - even among the equally bizarre clique she's worked her way into at school she stands as sort of a loner. She has extremely poor social skills and when she finds her voice, more often than not it comes out wrong and makes her feel all the more like she shouldn't bother trying to talk. Sometimes she's fine with her solitude, having a multitude of niche hobbies to keep her happy, but other times she finds the grass much greener on the other side as she contemplates if she'd be happier with a more active social life. She often assumes anyone trying to speak to her is looking for an opportunity to make fun of her, and is wary of others.
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  11. Class/Skills: Blue Mage [Mage/Summoner]
  12. -Elementalist: locked, passive; When you choose this skill, select an elemental type (fire, ice, lightning, etc). The elements you select can be applied to all spells you know, adding their effect to any skill with the spell tag. This skill can be taken multiple times for 1 skill point for each new element you take.
  13. --Smoke: Spells with this effect conjure a thick smoke around their targets, rapidly damaging eyes and lungs after a few moments of exposure. The target will lose one of their actions next round or two on a crit, and will take 1 additional point of damage from all attacks that hit it during that time. Smoke can also be used to create cover and blind enemies, enabling characters to sneak by more easily.
  14. -Conjure Minion: recharge 1, spell; Conjure up a small minion with 3/3 health and a random boost depending on the roll (Even: +1 to actions. Odd: DC-1 to actions. Crit: gain both effects). This minion lasts until combat is over.
  15. -Enhancement: recharge 2 after effect ends, spell; You focus arcane energy to mark a target, increasing their magical potency. Choose a Weapon tag on cast of Enhancement, applying both that Weapon’s skills to all their spells as a passive effect for the next 2 turns. On Crit they can focus this enhancement, allowing the target to decide whether their skills deal physical or magical damage on cast for the duration of Enhancement.
  16. -Ethereal Claw: recharge 1; Draw on the energy of a minion to empower yourself for one strike, Apply all roll modifiers and bonuses your minion has, whether they be from a passive or external effect, to this attack regardless of what they were originally for (i.e. If the minion has a DC-1 for ranged attacks and a DC-1 for a specific action, this would combine to be DC-2 on Ethereal Claw). These modifiers are applied when the skill is declared, with success or fail determined after all bonuses are added.
  17. -Magic Bolt: recharge 2, spell; Fire a volatile bolt of magic to deal damage. Roll two dice and use the higher roll for results and ignore the other completely. If one roll Crits, you may save the other roll to be used as part of your next Magic Bolt. If you use a saved Crit for Magic Bolt, it does not proc this effect.
  18. -Beastial Mimicry: recharge 2, unique, spell; Copy one passive skill from a target, giving yourself the same bonus for the rest of combat. On Crit you can copy the target’s racials as well, keeping these for the rest of combat and they are not replaced on recasting this skill.
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  20. Special Talent: Minions successfully summoned by Saluki also have access to one passive skill of her choosing
  21. Trained Talent: Saluki is skilled at making figurines from clay, often used for her hobbies, and is likewise skilled at painting them. She gains +2 to any skill check involving the creation/decoration of statues, figurines, or sculptures.
  22. H/W: 5/5
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