Advertisement
Guest User

Untitled

a guest
Mar 29th, 2017
59
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.20 KB | None | 0 0
  1. -----------------------------------------------------------
  2. Abilities
  3. Hit dice - d6
  4. Base attack - same as Monk class
  5.  
  6. LVL
  7. 1- Burning ash cloud + Bloodline
  8. 2- Shadow Shuriken
  9. 3- Shadow Clone
  10. 4- Sonic fist
  11. 5- Basic elemental casting + Ability score improvement
  12. 6- Deflect projectiles
  13. 7- Extra attack
  14. 8- Summoning (blood pact)
  15. 9- Sage mode + Sealing mark
  16. 10- Teleportation mark + Ability score improvement
  17. 11- Sharingan
  18. 12- Broken bonds
  19. 13- Susan'o
  20. 14- Gate of truth + Extra attack
  21. 15- Improved elemental casting + Ability score improvement
  22. 16- Improved Susan'o
  23. 17- Mangekyo Sharingan
  24. 18- Bloodline limit
  25. 19- Greater Susan'o
  26. 20- Rinnegan + Gedo statue
  27. 21- Limbo
  28. 22- Truthseeker Orb
  29. 23- Preta Path
  30. 24- Outer Path
  31. 25- Diva Path
  32.  
  33.  
  34. Ability descriptions and mechanics
  35. ----------------------------------------------------------
  36. Most abilities in this kit requires chakra to use. The amount of chakra character has per day is equal to 2 X Character level.
  37. Ability score improvement : instead of getting two points to spend on ability scores, this character only gets one.
  38. Upon reaching 0 Chakra points this character loses all beneficial stat bonuses untill he recovers at least 1 chakra point.
  39.  
  40.  
  41. Bloodline :
  42. Due to his draconic ancestry the base AC of the character is set to 13. (This ability also counts as Unarmed Defence and Martial Arts)
  43.  
  44. Burning ash cloud :
  45. By infusing his breath with chakra, character is able to conjure a cloud of ash and immediately set it on fire.
  46. This ability causes enemies caught in the area of affect to be disoriented and to suffer 1 point of fire damage. Granting the caster an opportunity to hide. (requires a successful hide roll)
  47. This ability consumes 1 chakra point per use.
  48.  
  49. Shadow Shuriken :
  50. Character infuses a shuriken with chakra by marking it with a drop of his blood. Creating multiple shadow clones of it while its travelling towards the target.
  51. Caster makes an attack roll with a shuriken and then rolls a D10 to determine how many shuriken clones hit the target. Deals 1 physical damage per shuriken hit.
  52. This ability consumes 2 chakra point per use. Aditionally spending two times the initial chakra cost for this ability drastically increases the number of clones created.
  53. Spending 4 chakra points creates 1d20 shuriken clones dealing 1 damage each.
  54.  
  55. Shadow Clone :
  56. Character can create physical copies of himself by dividing his available chakra points in two for every clone he produces.
  57. Shadow clones have the same physical capabilities as the caster, deals 1 damage on hit for every 4 caster levels but disappears on hit regardless of the damage dealt including AOE spells and abilities.
  58. If the clones are destroyed by an attack or spell, the amount of chakra they contain is lost.
  59. If the clone is dispelled by the caster however the amount of chakra they contain is restored to the caster.
  60. This ability also works as an information gathering tool for when the clones are dispelled or destroyed they transfer all the information they possess to the caster immediately.
  61.  
  62. Sonic fist :
  63. Character focuses chakra into his next attack and breaks the sound barrier with it. Creating a small blast wave of heat and sound dealing 2 extra sonic damage and 2 extra fire damage in addition to his normal unarmed damage.
  64. This ability hits targets in a small cone in front of the caster. The range is three blocks far and wide in the combat grid. Character makes one attack roll which is used to determine which targets are affected.
  65. This ability consumes 2 points of chakra per use. (this ability can be used three times a day as it puts a lot of strain on character's body)
  66.  
  67. Basic elemental casting :
  68. Character has learned to combine his chakra with his draconic ancestry to cast basic spells. Can use offensive elemental spells to deal 1d6 damage per chakra spent. These offensive spells are used like breath weapons.
  69. Character can also use this ability to create elemental barriers. The amount of hp for the barrier created is 1d6 per chakra spent. The scale of the barrier is also determined by the number of chakra points spent.
  70. Character can also imbue his unarmed attacks with 1d6 elemental damage for 2 chakra per round.
  71. (Can increase the elemental damage by extending the amount of chakra used i.e. 4 chakra points grant 2d6 per round and 8 chakra points granting 3d6 points of elemental damage per round)
  72. (Utilised at DM's discretion)
  73.  
  74. Deflect projectiles :
  75. Same as 'deflect projectiles' presented in Players Handbook.
  76.  
  77. Extra attack :
  78. Same as 'Extra Attack' presented in Players Handbook.
  79.  
  80. Summoning (Blood Pact) :
  81. Caster calls forth a creature to fight for him. In order to use this ability, caster must have made a blood pact with the creature they wish to summon.
  82. A blood pact is formed when caster saves the life of a creature or defeats a creature but spares its life. Multiple blood pacts can be formed at any given time.
  83. Each creature subject to blood pact can only be summoned once to fight for the caster or to aid him in a task that may last up to one day (i.e. Summoning a giant bird to fly somewhere).
  84. Once they fight for the caster or fulfill the task given, the debt is paid.
  85. Only living creatures are subject to this. Undead and Constructs can not be bound by this contract.
  86. This ability costs 1 chakra point to perform the blood pact and 4 chakra points to summon bound creatures.
  87.  
  88. Sage Mode :
  89. Character gains incredible sensory and physical abilities. Passively this ability grants the user unlimited jump distance and height, slow fall, increased movement speed and the ability to overcome damage resistance (ki strike)
  90. When this ability is activated it drains 3 chakra points of the character per round.
  91. When activated this ability adds +6 physical damage and moderate knockback to unarmed attacks, grants the user Uncanny Dodge and Blindsight feats.
  92.  
  93. Sealing Mark :
  94. Character infuses sand with chakra of sealing nature. Using this sand pouch character may seal souls into little coffins made of sand and store them in the pouch for later use.
  95. Character may also use this mark to seal gateways to other dimensions and to banish creatures to their original dimensions. To use this ability on creatures character must succeed at a touch attack after casting this ability.
  96. Saving throw for this ability is 10 + 1/2 caster level + casters wisdom modifier. This ability uses 4 chakra points and can only be used once per day to banish creatures.
  97.  
  98. Teleportation Mark :
  99. Caster may spend 1 chakra point to mark items or creatures (living or non-living) they touch for 24 hours. Caster can teleport to the marked targets at will by spending 2 chakra points.
  100. Additionally caster can teleport others to marked items or creatures by touching them and casting this ability. This ability can be used on un-willing targets who fail the saving throw.
  101. The saving throw for this ability is 10 + 1/2 caster level + casters wisdom modifier.
  102.  
  103. Sharingan :
  104. Characters draconic ancestry has transformed his eyes granting him better spacial awareness. Charisma modifier is added to AC as a result. This ability also acts as Evasion feat.
  105. Sharingan also acts as a permanent 'detect magic'.
  106.  
  107. Broken Bonds :
  108. Character can choose to break free of all crowd control affects at will once per day.
  109.  
  110. Susan'o :
  111. Character utilises his draconic ancestry and chakra to create a physical form of a dragon made of pure magical energy. This form is presented as a skeletal dragon shaped energy covering the caster with its rib cage.
  112. This ability can be used as a reaction to an incoming attack to block 1d6 damage per chakra point spent. Caster must be aware of the attack in order to react to it.
  113. Additionally this ability can be sustained for 1 chakra point per round to increase the unarmed range of the caster to two blocks on the combat grid.
  114. Susan'o has a strength modifier of 12 + casters wisdom modifier + casters charisma modifier
  115.  
  116. Gate of Truth :
  117. Caster summons an archway that resembles a mouth with sharp teeth made of an alien material. Caster may use this archway to interrogate targets of his chosing by dragging them into the archway and asking them questions.
  118. Every time the target lies or refuses to answer they must make a saving throw vs death. This ability is used as an intimidation technique rather than information gathering.
  119. Targets standing in the archway start seeing the Gedo statue waiting to consume them every time they are asked a question.
  120. Saving throw for this ability is 10 + 1/2 caster level + casters charisma modifier.
  121.  
  122. Improved elemental casting :
  123. Character can utilise his draconic ancestry and his chakra more efficiently due to extended practise.
  124. Same as basic elemental casting but 1 point of chakra now yields 2d6 points of damage or protection.
  125.  
  126. Improved Susan'o :
  127. Susan'o created by the caster is now Large in size and the unarmed attack reach is 4 blocks on the combat grid.
  128. Consumes 2 chakra points per round to maintain, blocks 2d6 damage per chakra point spent and the strength modifier is now 16 + casters charisma modifier + casters wisdom modifier.
  129. Susan'o now seems to have muscles on top of the skeletal structure. It can now unleash a roar to cause fear in lesser enemies. (up to 5HD)
  130.  
  131. Mangekyo Sharingan : As the draconic blood gains potency, the eyes of the character transforms even further. Granting the user the ability to predict the trajectory of spells and spell like abilities as soon as they are cast.
  132. Character gains Improved Evasion feat.
  133.  
  134. Bloodline Limit : Character has practised his abilities to a point which he can now combine abilities effortlessly. (i.e. teleporting in Susan'o form or casting elemental spells through shadow clones etc.)
  135. (utilised at DM's discretion)
  136.  
  137. Greater Susan'o :
  138. Character can now fully utilise his draconic ancestry and chakra. Greater Susan'o looks like a fully manifested Dragon of Huge size made of magical energy.
  139. Susan'o now blocks 3d6 damage per chakra point spent. Consumes 4 chakra points to maintain per round and the strength modifier is now 18 + casters charisma modifier + casters wisdom modifier.
  140. Susan'o can now fly with good maneuverability.
  141.  
  142. Rinnegan :
  143. Character is now deemed worthy of the title 'Chosen of Lolth'.
  144. His eyes change and look similar to the eyes of Lolth himself and the character gains outsider traits. Character is now immune to all gaze attacks and illusions.
  145. To maintain this status, character must duel with his sibling (another LvL 20 NPC of any class) who will be summoned by Lolth upon reaching level 20.
  146. This duel will take place after the character is fully rested.
  147. If the character wins, he will be granted the ability to summon Gedo statue by Lolth.
  148.  
  149. Gedo Statue :
  150. Gedo statue is the vessel of the outer planes. It is a huge humanoid statue made of stone.
  151. It stands on its knees with its hands bound with giant shackles in front of it. It can be used to store souls, capture greater beings and to travel between the planes. Gedo statue requires souls as fuel.
  152. This ability consumes no chakra as it is granted by the power of Lolth himself. If the character dies, he will be restored within the Gedo statue in 2d20 days.
  153. This restoration can only happen with Lolth's blessing. Should the character fall from Lolth's grace, he/she dies permanently.
  154.  
  155. Limbo :
  156. Character has transcended the bounds of the mortal realms.
  157. He now has an invisible clone of himself at all times. This clone can not be destroyed. However those who can detect and see this clone can attempt to bind it with crowd controll spells and abilities.
  158. This clone has the same physical abilities as the caster and can attack without becoming visible. This clone cannot cast spells or use abilities.
  159. Can be controlled by the character as a free action every five turns. This clone works in a similar fashion to spell 'Command'. This invisible clone can not perform complicated tasks. It can attack, block, grab, push, etc.
  160.  
  161. Truthseeker Orb :
  162. Character now has two black orbs made of magical energy floating above his shoulders. These orbs can be shaped into any form at will by the user.
  163. They are solid and act as magical weapons which can change shape. They are called Truthseekers for they reveal everything about those they pierce to the user.
  164. When this information is transferred, targets immediately realise what is happening and become terrified. It feels like their entire lives have been watched by the wielder of this weapon.
  165. Aditionally these orbs can be used as a vorpal weapon once per day. (for a single attack)
  166.  
  167. Preta Path :
  168. Preta path is the path of magical energy manipulation and absorption. It allows the character to absorb incoming magical projectiles and attacks.
  169. Character can absorb 1/2 of his level worth of spell levels every 10 rounds. This action requires a spellcaster check similar to Counterspelling.
  170. Character can also drain magical energy out of targets by touch. Character can drain 1/5 of his level worth of spell levels per round on a successful grapple.
  171. These spell levels can be assimilated into chakra by the caster with 1/1 ratio. Assimilation process requires meditation for a full round.
  172.  
  173. Outer Path :
  174. Character can bring the dead back to life. This process requires another life in exchange.
  175. This ability costs 10 chakra points to cast and a willing individual to be sacrificed.
  176.  
  177. Diva Path :
  178. Character has mastered control over attractive and repulsive forces.
  179. This ability branches in three seperate abilities.
  180.  
  181. 1 - Shinra Tensei : Creates a powerful blast wave emanating from the palms of the caster. Dealing 1d12 damage per chakra point spent.
  182. This ability increases in magnitude as more chakra points are spent to cast it and the area of affect also increases.
  183.  
  184. 2 - Bansho Ten'in : Creates a field of gravity pulling objects towards where caster is targetting the ability.
  185. The mass of the objects moved increases as the caster spends more chakra points on this ability. (utilised at DM's discretion)
  186.  
  187. 3 - Chibaku Tensei : This is the ultimate offensive ability granted by the Diva path. It creates a small black sphere with light radiating from the edges and launches it into the air.
  188. Once in the air, this sphere begins to emit a great gravitational force over everything inside the area except the caster himself. Anything that is caught inside this gravitational filed is pulled towards the sphere.
  189. This includes living and non living things. This ability is used as a very powerful sealing technique. Those who get caught by this ability are gradually crushed by tons of material getting pulled towards the sphere.
  190. The ability imprisons anything caught in the area of affect inside this gravitational field (assuming they survive) and results in a small planetoid created from the debris.
  191. This ability costs 40 chakra points to cast. It deals 1d20 physical damage per round for 20 rounds to those caught inside the debris.
  192. Saving throw for this ability must be rolled every round for 20 rounds untill the ability stops pulling things in. Failing this saving throw 5 times in a row causes targets to be imprisoned inside the small planetoid.
  193. Saving throw for this ability is 15 + 1/2 caster level + casters wisdom and charisma modifier.
  194. Although very powerful, this ability is not to be taken lightly. There is a 1 in 4 chance that it will consume the life force of the caster when cast. So this ability is only used under very extreme circumstances.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement