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Name: Perlite
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Name: Vajra
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Gender: F
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Gender: Female
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Race: Dragon
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Race: Saurian
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    Dragon Flight: With or without wings, you are able to fly and hover while carrying heavy loads. Dragons can remain airborne indefinitely.
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	Special: Reptilian: Saurians are covered from head to toe with thick protective scales, making them unusually hardy opponents. However, they are also very susceptible to the cold, shunning frigid environments. You take -1 hit from all incoming attacks, unless you're hit with an Ice elemental attack, in which case you take +1 hit from all sources for 3 rounds or until helpless. Being exposed to warmth, such as being hit with a Fire attack, can remove the debuff. This debuff also applies when in cold environments.
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   Chromatic Scales: instant automatic; 3 times per combat; At character creation choose an element type [LIGHTNING]. When you use this ability, any attacks or skills against you that turn that share that element do no damage and cause no negative effects. This also allows you attempt feats most other races can’t (e.g. Swimming in lava with fireproof scales or bathing in liquid nitrogen with iceproof scales).
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	Bask: automatic, recharge 2 after effect ends; You take a moment to sunbathe, recharging your energy. After doing so, you get a +2 bonus to a skill of your choice next time you use it. The effects of Bask are cancelled if you are knocked helpless while using it. Can only be used in sunlight. The debuff from being exposed to cold can be cancelled by Basking, although if used in a snowy environment Bask's recharge is increased by 1.
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   Dragon Breath:  recharge 2; Your dragon breath is far more developed than other dragons, able to cover a wide range and inflict damage. At character creation choose an Elementalist effect for your breath that will determine its element and effect [LIGHTNING]. You can target up to 10 enemies with this attack, but the recharge increases by 1 for each enemy beyond 1 that you target. You can also use your breath to magically send messages, as long as established a link with your message recipient beforehand.
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Class: Necrolord (Summoner/Necromancer)
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Class: Smith
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	Special: Raise Ancients: recharge 2 after minion dies/is removed, spell; Call upon the long slumbering fallen beasts or draw together a mass of bones for a new terror. You summon an ancient undead minion from the list below. It cannot be healed and it returns to the earth when combat ends. On Crit your Ancient is empowered by dark energies that hinder life around it, causing the Ancient to deal 1 hit of damage to all enemies in its zone every turn.
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-Reaper (3H/2W): recharge 3; Strike a foe three times, rolling separately for each attack.
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   Pure Bonus: Craftsman: passive; You’re skill at crafting all kinds of things, not just weapons and armor. You have +2 to creating and crafting minor objects, basic equipment, or even replicas of items out of any material you have. If you are undisturbed you can make a duplicate that’s indistinguishable from the original.
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-Bone Cage (5H/3W): passive; The Ancient is immobile, but is risen up around a zone to form a cage. Those inside cannot target anyone outside, and vice versa. When the Ancient falls helpless, a roll can be made to pass in or out of it.
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   Free: Tinker: You can repair broken objects, restore negative quality weapons back to +0, fix up worn down loot to make it more valuable, or get a poorly working mechanism back into shape. On Crit you can fully restore an object back to pristine condition, even restoring magical properties it previously had. Once you use a successful Tinker on an object you cannot Tinker that object again for the rest of the session.
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-Mana Void (3H/5W): The Ancient has a strong attraction of magic. It gains a Bonus Action whenever anyone in combat makes a successful spell cast to redirect the spell to make itself the ne target.
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   (1) Appraise: instant; Determine the number of remaining hits and wounds on an enemy or possibly a weakness. More powerful enemies may be harder to Appraise. Out of combat, quickly determine value of objects, study mechanisms and documents, size up other beings, etc,.
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Skills:
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   (2) Engineering: With an eager and detailed mind, you can attempt to figure out any mechanical or manmade mechanism, device, construct or other creation. Once successfully and sufficiently studied and figured out, you can then utilize it as you wish. Such as opening specific types of locks with a mere nudge in the right part, or operating a specific machine with no further need for instruction or guidance.
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	Free: Raise Dead: spell; Raise the dead as a loyal servant, granting you a minion. Undead have double the hits they had in life, but only 1 wound. As long as the minion has more than 1 hit, they cannot fall below 1 hit, but they cannot be healed. On Crit you minion retains the racials it would’ve had in life regardless of its condition. On Crit Fail you summon a hostile undead. If no nearby corpses are available, you can widen your magic’s range to find a minion, but the Crit Fail range is increased to 3-.
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   (1) Sharpen: recharge 3; Put the grindstone to yours or an ally’s weapon, giving it +1 for the duration of combat. On Crit you give it +2. A weapon can only be Sharpened once per combat.
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	(2): Summon Esper: recharge 3, spell; Summon a beast from another plane to your aid. This minion has 4/4 health and 1 Free Skill of your choice on summon. This minion lasts until combat is over. On Crit this Esper is an exemplar, having an addition 1 Point skill of your choice that doesn’t summon minions, as long as it is from a class matching yourself or an ally’s.
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   (3) Mechanical Minion: unique, locked, passive; You have a construct of your own make as a companion. It knows the same class skills you do (aside from Mechanical Minion), plus up to 3 points of additional, non-free skills taken from any class or even a mix of different classes. It has 5 Max Hits and 5 Max Wounds, but cannot be healed except by the owner spending standard action to repair it (functioning as Heal). If it dies or is destroyed, you can fix it back up with a standard roll, restoring back to full Hits and 2 Wounds.
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	(1) Horde: passive; You gain 3 Mastery Points
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  "Assistant": A bipedal heavy automaton. A mass of intricate gears and pulleys shielded by cast-iron plates. A forge built into the chest fuels the machine, heated by a battery charged via Perlite's lightning, allows the machine to heat objects nearby and to manufacture useful machines with input from Perlite.
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EP skills:
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Minion Skills:
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	(1) Rejuvenate: recharge 1, spell; Channel magic into a target to revitalize them, restoring 3 hits. If Rejuvenate targets a minion, it has DC4 and fully restores their hits and heals a wound. If this Crits on a minion, give the minion +2 Max Hits until the end of combat.
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   (1) Hot Irons: weapon; Heat your weapons so you only need a mere touch to attack. Cleave X targets with a Crit Fail Range of X-1, dealing damage. If you are wielding a Great Weapon, Hot Irons has a Crit Fail Range of X-2. On Crit this attack brands your targets, making it painful for them to move. Their Crit Fail range is increased to 3- if Hot Irons was used on a single target, and 2- if it cleaved.
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Special Talent: 
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   (2) Gadget: unique; Craft a nifty device to aid with a specific task. Once successfully built, the gadget will autonomously do a non-combat task with the roll used to craft it. You can give your gadget to allies.
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	Serpentine senses: As a saurian, Vajra can 'taste' the air with a flick of the tongue, allowing for greater detection within her surroundings. perception checks to detect life gain a -2 to DC.
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Special Talent: While hesitant to admit it, Perlite is an excellent cook. When preparing a meal, roll as 1d10+2.
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Trained Talent:
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	Wrappings of Abyssinia: Swathed in gauze and further enchanted with words of the old tongue, Abyssinian undead prove much hardier than expected for preserved corpses. Vajra's summons gain mummified:
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Trained Talent: Perlite's keen mind and quick claws allow her to determine quickly the extent of objects mundane and mechanical, granting her a DC-2 to engineering rolls.
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	Mummified (passive): Target returns with half health and one wound 1d3 turns after destruction. Usable once.
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	Does not apply to minions created via Raise ancient.
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Assistant: 5/5
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Hits/Wounds: 5/5
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   Perlite:
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	Enchanted gauze: Catalyst (Focus)
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Heavy Spanner: A large adjustable wrench, for fixing her assistant and occasionally defending herself.
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		Special: Unleash: spell; You catalyst builds up magic passively that you can release for a powerful blast. For every 2 turns of combat you do not use this skill, increase the damage this skill deals by 1 hit. This bonus damage is reset when you use Unleash or at the end of combat.
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   Accurate: passive; A weapon designed to be easy to swing and perfectly balanced. Skills and attacks with this weapon have DC-1.
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	Wrappings of gauze around her arms and torso, enscribed with Saurian runes. focusing her magic through the bindings conjures more ethereal gauze, mummifying the target.
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   Restrained Strike: weapon; Stab at an enemy with an aimed strike that doesn’t leave you exposed. This attack doesn’t cause counterattack damage, but can only deal 3 hits at max.
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	Ritual Dagger: Single
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Arquebus: A short-stocked musket, typically balanced on a flat surface or held with care against the shoulder, capable of sending a lead ball down range into distant targets.
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		Special: Restrained Strike: weapon; Stab at an enemy with an aimed strike that doesn’t leave you exposed. This attack doesn’t cause counterattack damage, but can only deal 3 hits at max.
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   Ranged: passive; You can target characters in any Zone provided they are targetable normally. Unless your enemy also has a Ranged Weapon or a Prism Catalyst, you will not take counterattack damage (aside from Crit Fails) if you are in a different Zone from your target.
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	Carved from saurian bone, the lengthy dagger serves as an effective carving tool, both for ritual material and enemies alike. 
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   Aimed Shot: weapon; Take aim on an unexpecting target. If this is your first attack on your target this combat or if you have not dealt damage to them in the past 3 turns, then this skill becomes Automatic and deals 3 damage.
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	Pyrestone: catalyst, -1 DC to spells cast through it. A dull red stone, cracks along the surface glow the color of flames.
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Assistant:
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>grants access to Elementalist: Fire while using
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Cast-iron gauntlets: Weighty arms reinforced with iron make for effective battering tools.
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Character Traits:
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   Heavy: passive; A weapon of massive size takes more strength to wield, but lands with much greater force. Skills and attacks with this weapon have a Crit Range of 9+, and a Crit Fail Range of 2-.
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	Vajra, an ambitious sorceress from the sands of Abyssinia, seeks ever greater power, power enough to bend the desert to her whim, to bring the vast land of her home under her control. Having stolen the ritual gauze and dagger from her village's temple, she begins her journey to claim the Heart of the Sun for her own nefarious purposes.
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Cleave: weapon; Attack multiple nearby targets with a single blow. You can target any number of enemies with this skill, but each additional target over 2 increases your Critfail range by 1 (e.g. Attacking 3 targets crit fails on 3-, 5 targets crit fails on 5-. etc.,)
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	- Terribly proud, yet inexperienced, her villainy in it's infancy.
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Character Traits: 
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	- Wields a stolen power in the ritual bindings, allowing her to control far stronger minions than what she could produce on her own.
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   An agent of the Canterlot Thaumatological Society, Perlite is dispatched to noteworthy locations to observe and catalog events that may prove useful for study by society members. 
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	Rumors of the gem in question, the Heart of the Sun, drifted to her from background chatter as she performed her duties as a priestess of the temple. Having grown tired of her routine and sensing her own potential, she stole away from the temple grounds, ritual gauze and dagger in tow, on the hunt for this mysterious gem. 
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   A no-nonsense dragon while on mission, she prides herself on caution and attention to detail, knowing full well the kind of locations the society sends her to.
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	This surely magical object will advance her own power, if she could only discern a purpose for it..