Eclipsis

Mitternacht (2.5 MLAD)

Aug 6th, 2020 (edited)
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  1. Name: Mitternacht
  2. Gender:Male
  3. Age:25
  4. Race: Unicorn, Tempered Rage, Unicorn Horn, Unicorn Telekinesis, Posh
  5. Class: Spellsword (Mage-Knight)
  6. Racial Skills: Unicorn Horn: passive; A unicorn’s horn counts as a basic catalyst for spellcasting only.
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  8. Unicorn Telekinesis: spell; Manipulate objects through sheer force of will. With normal focus this is about as strong as your are normally, but complex tasks and heavier objects may require greater focus. You cannot inflict direct harm or damage with Telekinesis.
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  10. Posh: passive; 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 +1 to a single Spell you know while you hold it, chosen at character creation. If held by someone without that skill, the item’s residual magic allows that spell to be cast at DC 8.
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  12. Skills:Ethereal Weapon: automatic instant, recharge 3, spell;
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  14. Summon a Ethereal weapon. Ethereal weapons are not wholly real, existing between this world and the next. Their ghostly forms pass through all materials as if through air. An ethereal weapon can never harm objects or undead, and deals wounds instead of hits.
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  16. Elementalist: passive; When you choose this skill, select an elemental type (fire, ice, lightning, etc); the elements you select can be applied to all other spells you know, adding their effect to the spell. This skill can be taken multiple times to gain or create additional elements.
  17. Ice: A target hit by ice grants an increased crit range for the next turn (10 becomes 9+, etc); this ice effect does not stack. Ice spells can be used to chill and freeze objects and the environment.
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  19. Homing Magic: Spell, Recharge 2 after effect ends; On success, summons a magical projectile, plus an additional one for every point you pass the roll by, to a maximum of 5 on a critical. The projectiles follow you around, and any number of them can be launched as an instant ranged-spell action, rolling separately for each.
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  21. Martial Defender: passive; You take +2 hits before going helpless (if you had 5, you now have 7, etc), and Slam crits on 8+
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  23. Combat Talent: Rich Blooded; When he gains access to the school of Blood magic, such is his connection that the points gained from his targets is more potent, gaining an additional 3 points every time he draws it into himself.
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  25. Non-Combat Talent: Equestrian Enlightenment; The product of years of studying the new ideas of his people and a growing distrust of the established order has lead Mitter to disembark on his journey, which in this case is creating a new land by might if necessary. His oratory skills gives him a +2 in situations where he works to persuade others to his side.
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  27. CM:Cloudy Blood Moon
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  29. Items: Moon Stone Staff: Catalyst
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  31. Bastard Sword: One Handed Weapon
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  33. Elaborate Robes
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  35. Hardened Leather Armor
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  37. Bed Roll
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  39. Water Skin
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  41. Torch
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  43. Matches
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  45. Rations x7
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  47. Appearance:
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