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Ned’s Character Sheet (FINAL)

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Dec 16th, 2018
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  1. ```
  2. —————————————————————
  3. Name: Ned
  4. Race: Human
  5. Class: Arcane Brawler
  6. Level: 1
  7. EXP: /300
  8.  
  9. Starting Items:
  10. Leather Armor
  11. Heavy Frying Pan (1d6) (Two-Handed)
  12. Bottle of Rum (3) (1d4) (One-Handed)
  13. Bottle of Canola Oil (10-Day’s Rations)
  14.  
  15.  
  16.  
  17. Str: 19 (+4)
  18. Dex: 13 (+1)
  19. Con: 16 (+3)
  20. Int: 6 (-2)
  21. Wis: 11 (0)
  22. Cha: 17 (+3)
  23. Proficiency Bonus: +2
  24. Speed: 30
  25.  
  26. Proficiencies:
  27. Athletics (x1)
  28. Intimidation (x1)
  29. Persuasion (x1)
  30. Performance(x1)
  31.  
  32.  
  33. Armor: Light
  34.  
  35.  
  36.  
  37. --------------------
  38. --Languages--
  39. Common, uncommon.
  40. -----------------
  41.  
  42.  
  43. Abilities:
  44.  
  45. Curse of Arms:
  46. Passive: Anything considered a weapon that is picked up or grabbed by you will be turned into dust in thirty seconds, or four turns.
  47.  
  48. Improvised Brawler
  49. Passive: Doubles the amount of damage rolls for every attack with an improvised weapon.
  50.  
  51.  
  52. Final Strike
  53. Unlocks at level 1: If you are using an improvised weapon, its damage roll count is doubled for one last attack, and shatters. Any weapon that parries a final strike will roll to be destroyed.
  54.  
  55. Heel of Light:
  56.  
  57. Unlocks at level 1: Deals 1d4. Kicking an enemy with the back of your foot makes their skin glow constantly for twenty minutes. The enemy will will have a -10 penalty on stealth checks in the dark. Everything 20 feet around the enemy will be considered “well-lit” while everything 20-feet further away will be considered “dimly lit” if there is no light available. The effect dampens when the enemy dies.
  58.  
  59. Pressure Pointer:
  60.  
  61. Unlocks at level 2: Poking a non-living object with your pointer finger reveals a glowing weak spot in in it. If struck by a strong, concentrated force, the object shatters completely. The more sturdy the object, the more force required to break it.
  62.  
  63. Brain Teaser:
  64.  
  65. Unlocks at level 2: Deals 1d4 at minimum. A specifically-angled punch with magic-nullifying effects. If something or someone is under the effects of a magic power, hitting them over the top of their head with the bottom of your fist will remove its effects, adding 1d4 to the total damage calculation. You can remove multiple spells at once, but the damage boost does not stack.
  66.  
  67. Life Leeching Lick:
  68.  
  69. Unlocks at level 3: You discover how to heal yourself in combat in the most difficult and disgusting way possible. Licking an enemy deals 1d10 damage to them and heals half back to the user, rounded up. Licking the blood of an enemy will deal 1d6 to it and heal half the damage taken back to you. You cannot get health from dead or unconscious enemies, and you may not use the move multiple times in a row on the same enemy. Depending on how the motion is made, the life-leeching-lick can be counted as a bonus action.
  70.  
  71. Any sharp object that has damaged an enemy will be considered “blood-covered” unless the enemy has no blood.
  72.  
  73. Slap of the Feminine Dog:
  74.  
  75. Unlocks at level 3: Deals 1d4. Slapping an opponent in the face with the palm of your hand will make them specifically target you for the rest of the battle. Effect is lost if you escape combat or go out of sight for a significant amount of time.
  76.  
  77. Backhanded Tactics:
  78.  
  79. Unlocks at level 3: Deals 1d4 damage. Backhanding a character puts a magic-dampening curse upon them, forcing them to roll a natural 7 or higher with a d20 before performing any spell. If it fails, their hands emit a puff of smoke, and nothing happens. Effect dampens after ten minutes. Does not effect Spell Steal.
  80.  
  81. Grappler:
  82. Unlocks at level 3: Grabbing and holding enemies has a +1 better strength check. Increases to +2 at level 8, +3 at level 14, and +4 at level 20. Enemies are treated as if their weight was cut in half if grappled. You are not forced to let go of an opponent at the end of your turn.
  83.  
  84. Spell Steal:
  85.  
  86. Unlocks at level 4: A forward thrust with a palm that deals no damage. Steals a limited-use spell to be used in the next three turns. May also temporarily steal a cantrip to be used exclusively by the user for three turns.
  87.  
  88. Knee of Power:
  89.  
  90. Unlocks at level 4: Kneeing your opponent deals 1d6 damage, and takes them out of a grapple.
  91.  
  92. Magnetic Snap:
  93.  
  94. Unlocks at level 4: Does not take a turn to use. Requires and empty hand to use. At the snap of a finger, your hands gain the ability to turn the next metallic object you touch into a powerful magnet. Metallic objects in a 15-foot radius that are lighter than the magnet will be drawn towards it. The magnet will be drawn to metallic objects 15 feet away from it if the other object is heavier. If both objects are roughly the same weight, they only attach to one-another when they touch. Two magnified objects will be drawn away from each other. Snapping your fingers again will stop the effect. Two objects may be magnified at once, one per hand. If your hand is turned into metal, your hand will become magnetic instead.
  95.  
  96. Chop of Chopping:
  97.  
  98. Unlocks at level 4: Karate-Chopping wooden objects will slice them like butter. Chopping sheep will magically turn them into delicious, fully-cooked lamb chops. Chopping bowls of rice will turn it into chop-suey. Chopping flesh-based beings once will make them scream “GET TO THA CHOPPA” Chopping flesh-based living beings 20 times in quick succession will turn them into a chopper themselves and fly off into the sunset.
  99.  
  100.  
  101. Pelvic Push of Power:
  102.  
  103. Unlocks at level 5: An extremely powerful short-ranged attack involving thrusting both legs forwards so the “tip” of the attack hits the enemy. It only works if the user is sexually aroused. Depending on how aroused the player is, the attack can do 1d8 to 7d8. Upon landing the move, your hormone-powered “short-staff” subsides back into its normal state.
  104.  
  105.  
  106. Roundhouse Roulette:
  107.  
  108. Unlocks at level 5: A magical kick that gives the enemy or player a random effect, decided by rolling a d20, Alone, landing the attack deals 1d4.
  109.  
  110. 1: Your leg instantly breaks, dealing 1d6 damage to you and rendering one of your legs unusable until it is healed, or you have rested. Your speed is also cut in half.
  111.  
  112. 2: All of your non-passive abilities other than Roundhouse Roulette shut down until you take a short rest.
  113.  
  114. 3: The victim is brought back to full health.
  115.  
  116. 4: Karma’s a bitch. Take the same amount of damage you dealt towards the enemy with Roundhouse Roulette.
  117.  
  118. 5: Your character becomes incredibly gay for a solid eight hours.
  119.  
  120. 6: You feel guilty for attacking another living being, and the victim starts crying. Your next two turns will be devoted to apologizing and caring for your enemy, while their next two turns will be devoted to a heartfelt speech about how difficult their life actually is. On the third turn, you both stand up, hug, and continue killing each other. Neither party will be attacked in this state, as both parties know how sacred bonding time is.
  121.  
  122. 7: Nothing happens.
  123.  
  124. 8-9: The victim indiscriminately attacks everything in sight until it dies, including its own allies.
  125.  
  126. 10-11: The victim suddenly catches fire regardless of whether or not it is flammable, taking 1d4 every turn until it dies, or the fire is extinguished. Can set nearby objects on fire.
  127.  
  128. 12: The victim explodes when any the out-of-game players use the word “and” “the” or “stupid” dealing 2d10 damage to the victim and 1d10 to any living thing within 10 feet.
  129.  
  130. 13: The victim sits down to take a breather for two turns, and everybody ignores them.
  131.  
  132. 14: The victim will stop attacking you and your allies. It will jump in front of you the next time you are attacked by another enemy, take the damage, and die dramatically by your side.
  133.  
  134. 15-16: The victims weapons and armor instantly shatter. If there are no weapons and armor available, the victim gets a small cold.
  135.  
  136. 17: The enemy turns into an array of 13 freshly-baked, delicious pies.
  137.  
  138. 18: The enemy turns into an adorable baby penguin. Anybody who dares try to kill the penguin directly or indirectly dies instantly due to the lack of a heart. Anybody who tries to trick others into killing the penguin also dies due to the lack of a heart.
  139.  
  140. 19: Instead of killing the victim, you magically kill all of its friends and family instead, letting them see their sudden, gruesome ends through magic. Deal 3d10 emotional damage.
  141.  
  142. 20: The enemy turns into dust.
  143.  
  144. Quick Fingers:
  145.  
  146. Unlocks at level 5: You become so used to switching out items in your inventory that you can do it seamlessly in combat. There will be a one-limb penalty for switching our items in your inventory instead of one full turn.
  147.  
  148. Steadfast:
  149. Unlocks at level 5: Able to take one extra action per turn, but may not use the same limb twice in attacking or skill usage.
  150.  
  151. Stomach of Steel:
  152.  
  153. Unlocks at level 5: Your spit becomes capable of coating your body with the raw material of whatever is sitting in your stomach. Spitting on a body part will coat the area it landed on, as well as the area around it. The more spit you use, the wider and thinner the affected area will be.
  154.  
  155. Coated body parts will still be able to bend as usual, but may be crippled by a higher weight.
  156.  
  157. They may increase or decrease defense, stealth, strength, etc. depending on the circumstances. They still are affects by outside sources the same way they are affected in real life.
  158.  
  159. Spitting on whatever is coating your body will quickly destroy everything you ate, and turn it into a thick liquid that dribbles off of you.
  160.  
  161. If you ate something inedible, you may still get sick, poisoned, etc until you activate the ability.
  162.  
  163. Your teeth also become capable of cutting through any surface.
  164.  
  165. If you ingested a liquid, the body part you spat on will grow a bubble-shaped clump that can be splashed onto enemies. You take no damage from materials coated on your body.
  166.  
  167.  
  168. Hot Feet:
  169.  
  170. Unlocks at level 6: You can summon small explosions out of the bottom of your feet. Hitting somebody or something with your foot deals 1d8 if it explodes, however, you are sent 20 feet away from the enemy. Stomping your foot against the ground sends you 15 feet upwards, but landing is a different story.
  171.  
  172.  
  173. Combo Fists:
  174.  
  175. Unlocks at level 6: Your uppercuts deal 1d6. Uppercutting a small to medium enemy launches them 5 feet in the air, ensuring that your next attack or action on the opponent will always land if it’s on the same turn. Overrides dexterity saving throws.
  176.  
  177. The Three Cursed Claps:
  178.  
  179. Unlocks at level 6: Your claps are given magical effects depending on how they are implemented. All of them require a whole turn to use, and two empty hands.
  180.  
  181. Applaud: By clapping continuously with one hand facing horizontally, all humanoids within hearing distance and not in combat will clap loudly in unison for as long as you keep using the ability. People under the effect will take it naturally, and continue going about their business as usual. People who know about the effects of the ability will be able to override it with sheer willpower. The more people clapping, the larger the negative modifier on hearing checks. They will be unable to use items, weapons, etc. unless they are provoked in any way.
  182.  
  183.  
  184.  
  185. The Clapper: By clapping twice in a certain rhythm, all light sources will be changed to be “on” or “off” including, but not limited to fires, electrical lights, or magical effects that produce light. Any unused light source (campfires, torches, etc.) within hearing distance can be “clapped on”, while any light sources being used will be “clapped off”
  186.  
  187.  
  188. Clap of Force:
  189.  
  190. Holding your arms behind you and clapping with deliberate force will create a massive, 10-foot cone of air in front of you that deals 1d10 to all small-to-medium enemies and knocks them 30 feet back.
  191.  
  192. If your hands are coated in a liquid from Stomach of Steel, the substance will be shot out in a 10-foot cone, as your hands dry off completely.
  193.  
  194. Ankle Annihilation:
  195.  
  196. Unlocks at level 7: Self-damage to your ankle puts your mind, body, and soul into an awakened state, making your next roll have a +8 modifier.
  197.  
  198. The Four Forbidden Flicks:
  199. Unlocks at level 7: You are blessed with four extremely powerful but short-ranged flicking attacks. Regardless of whether you land a hit, you will wait five turns to be able to use any of them again. Attempting a flick will cost all of your limb movements. None of these flicks work on those who possess great amounts of power.
  200.  
  201.  
  202. Flick of Power:
  203.  
  204. Flicking an enemy with your index finger will throw them backwards 150 feet, dealing a varying amount of damage depending on the terrain and whether or not the opponent collides with a wall.
  205.  
  206. Flick of Confusion:
  207.  
  208. Flicking an enemy with your middle finger puts them in a confused state, making them do random, unpredictable movements.
  209.  
  210. Flick of Stone:
  211.  
  212. Flicking an enemy with your ring finger petrifies them for three turns, making them immune to all damage, but unable to move.
  213.  
  214. Flick of Destruction
  215.  
  216. Flicking an enemy with your pinky puts a curse upon them that will make them self-destruct three turns later in a 15-foot radius, dealing 1d10 damage to all in its blast and 2d10 to the enemy.
  217.  
  218. Steadfaster: Unlocks at level 8: Similar to Steadfast, except you get a total of three actions, assuming you use different limbs.
  219.  
  220. Mega Punch:
  221.  
  222. Unlocks at level 8: Attempting to charge the move takes one whole turn, overriding Steadfast. You become unable to move, and stand in place while charging an ultimate attack. Enemies will attempt to avoid you if possible. At the beginning of your next turn, your first action will be an all-powerful 5d10 punch that sends the enemy 100 feet back. While the move is being charged, all damage you take will be cut in half, rounded up.
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