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Name
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Character Name
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Race: Race
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Race: Saurian
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-Innate Racial
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-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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-Extra Racial
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-Withering Bite (Recharge 1 after effect ends): Your fangs secrete a powerful venom that weakens its victims. This attack only does half the damage of a normal attack (minimum 1, rounded up), but the target also takes 1 hit of damage per round for X amount of rounds, where X is equal to your roll-5. The duration of this DOT can stack with repeated Withering Bites, but not the damage. Going helpless from the venom of a Withering Bite, but not the initial bite itself, does not incur a wound of damage.
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Talents:
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-Trained Talent
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-Special Talent
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Hits/Wounds: H/W
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Hits/Wounds: X/Y
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Class/Multiclass: Class/Multiclass
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-Pure Skill/Multiclass Skill
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Class/Multiclass: Deathshinger (Bard/Necromancer)
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-Free Skill
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-Despair (once per conversation): Using suggestion and dark intonations you weaken the target’s resolve. Guarantees to leave them in a deep depression, or worse, making them more easily persuaded or not so much of an obstacle to deal with. (Multiclass Skill)
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-Class Skill
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-Inspire: You use song and performance to enthrall a crowd or rally your allies.
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-Class Skill
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->Noncombat: You perform for a gathered audience, and can garner reputation, favors, and resources as the GM deems appropriate.
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-Class Skill
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->Combat: All allies gain DC-1 to all rolls next turn or DC-2 on a critical success; this bonus does not stack with repeated use. Critical failure replaces the bonus with a DC+1 penalty to all rolls next turn. (Free Skill)
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-Class Skill
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-Transfix (Recharge 1 after effect ends, Spell): Overpowers an opponent’s mind and restrict their movements. Stronger foes may be resistant to this. Renders a foe helpless, and each turn after you can roll to keep them helpless at DC6. If you take damage, the DC is raised by however many hits you lost. On Crit on the initial cast you can control the target briefly as you take hold of their mind, allowing you to use one of their skills. Once you roll a fail the target immediately recovers but cannot act that turn. If you Crit Fail any roll, the target gets a Bonus Action against you for any action. (Class Skill)
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-Cheap Shot (Recharge 1, Weapon): Outside of combat this skill is automatic and renders the target helpless. In Combat deals damage and on 9+ it renders the target helpless. (Class Skill)
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Inventory:
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-Blackjack (Single Weapon)
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-Feathered Pendant (Focus Catalyst)
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-Item
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-Item
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-Etc.
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Appearance:
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-Appearance
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-Background