Xenthori

137 WIP Sell Out [M. Unicorn Necrolord] MLPFEMTORPG

Nov 5th, 2018
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  1. Name: Sell Out
  2. Gender: Male
  3. Race: Unicorn
  4. Class: Necrolord (Summoner/Necromancer)
  5. Combat Talent: (Bureaucracy: passive; An enemy can't attack Sell Out without first filling out the proper paperwork to do so. If an attack is made against Sell Out by someone who hasn't filled out the paperwork, the attack is magically negated and Sell Out is required to inform them of this ability and give them the paperwork needed to attack him. Filling out this paperwork is automatic, and once signed allows the individual to attack Sell Out as they see fit. As long as they keep this paperwork on their person, Bureaucracy doesn't affect them in any future combat scenario.)
  6. Noncombat Talent: (Big Fish in a Small Pond; passive: The ancient Sell Out can raise during combat can manifest a form without needing to be summoned via Raise Ancients, but cannot participate in combat this way. This ancient spirit can manifest magical written contracts that are binding once signed. The terms on said contract must be agreed upon by any signing the contract, and it's magical effects only trigger when one side breaks the agreements in that contract. These terms cannot result in physical harm or death, but can result in the loss of property, memories, or other results that wouldn't direct effect combat.)
  7. Hit/Wounds: 5/5
  8. Alignment: Lawful Evil
  9.  
  10. Skills:
  11. (Free Racial) Unicorn Catalyst: passive; a unicorn’s horn counts as a catalyst for spellcasting.
  12. (Free Racial) Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
  13. (Racial) Posh: So you’re leaving high society for a life of adventure? It’s dangerous to go alone. Take this. You can start the game with a magical item that gives a +1 to a single Spell. If held by someone without that skill, the item’s residual magic allows that spell to be cast at DC 8. (Reflect)
  14. (Free Multiclass) Raise Ancients: spell; Call upon the long slumbering fallen beasts or the mass of bones in the local area to summon a new terror. You summon up an ancient undead with varying health and one skill effect. You can only have 1 Ancient at a time, and it returns to the earth at the end of combat.
  15. -Reaper (3H/3W): recharge 3; Strike a foe three times, rolling separately for each attack.
  16. -Bone Cage (5H/5W): passive; The Ancient is immobile, but is risen up around a target area, forming a cage. Those trapped cannot make physical attacks against anything outside and vice versa. When the Ancient falls helpless, a roll can be made to pass in or out of it.
  17. -Mana Void (3H/3W): The Ancient has a strong attraction of magic, it can roll to redirect any spell cast by anyone in combat to itself.
  18. (Class) Reflect: Recharge 3 (2 with Energetic), spell; Warp space around a target. The next successful or critically successful action against them is reflected back to the attacker or caster.
  19. (Class) Energetic: passive; reduce the Recharge of one of your skills by 1. Skills at recharge 1 cannot be lowered below 1. Can only be taken once. (Reflect)
  20.  
  21. Inventory:
  22. Fountain Pen and Letter Opener; Dual Weapon
  23. Hawaiian Shirt
  24. Loosely Tied Tie (Posh Item: Reflect)
  25. Briefcase: Legal Documents, Sealed Ink Wells, Quills, Ink Pads
  26.  
  27. Traits:
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