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Xenthori

146 Stitch Witch [F. Breezie Cleric] MLPFEMTORPG 3.0

Feb 20th, 2019
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  1. Name: Stitch Witch
  2. Gender: Female
  3. Race: Breezie
  4. Class: Cleric
  5. Combat Talent: (Glowing, Sewing: passive; Stitch Witch has +2 to casting Mend, having fae knowledge of healing grevious wounds.)
  6. Noncombat Talent: (Rival, Revival: passive; Stitch Witch's fae healing magic is fickle and often doesn't directly help her or the party. Mend autocrits when cast on individuals who aren't allies or friendly towards the party.)
  7. Hit/Wounds: 5/5
  8.  
  9. Skills:
  10. (Free Racial) Tiny: passive; Breezies are tiny, never getting much bigger than the size of a bug. This size helps to go unnoticed, giving them a DC-1 to hiding, sneaking, and other general out-of-sight rolls.
  11. (Free Racial) Breezie Flight: passive; Breezies can float on the air with their large gossamer wings. Hovering or moving through the air can be done without any effort whatsoever, however they are powerless to air currents and need to roll to fly correctly if moving against any breeze.
  12. (Racial) Toy Soldier: passive; Breezies are unfortunately known for their fragility, though this works well in your favor. Until you show you are a reasonable threat (i.e. deal more than 1 hit of damage from one attack) enemies will ignore you in combat.
  13. (Pure Bonus) Emergency Care: passive; Your treatment skills are easily recognizable just from how you carry yourself. When aiding someone or offering your aid, even to an enemy, you are allowed so and will not be harmed or bothered in your treatment. If going into hostile or otherwise unpleasant territory, you will be allowed free movement without hassle as long as you are offering or have offered aid. This effect only applies to yourself, and your party’s actions do not reflect onto you. However if you are caught abusing this hospitality or deceiving someone with it, there will be hostile repercussions. Repeated or an extreme abuse can lead to a bad reputation that may hinder this skill in the future.
  14. (Free Skill) Heal: recharge 1, spell; Restore a target’s hits to full. On Crit restore a wound as well. Crit Fail deals a wound of damage to the target.
  15. (Class) Guilt Trip: passive; Whenever you take damage from an enemy they are stricken with remorse, receiving a DC+2 on all actions for 2 turns. When an enemy targets you specifically with an attack, the receive DC+3 instead.
  16. (Class) Mend: recharge 1, spell; Stitch an body back together with magic, regenerating grievous injuries such as lost extremities, damaged vital organs, and internal bleeding. This also restores a wound on your target, and can act as a recovery roll on a helpless target. On Crit you fix up your target better than they were before, giving them 2 Temporary HIts.
  17. (Class) Bolster: automatic, recharge 2 after effect has been used, spell; The next time the target would fall helpless, they are instead restored to full hits and do not lose a wound.
  18.  
  19. Catalyst:
  20. Sewing Needle and Magic Thread (Lens)
  21. Converge: passive; Your magic condenses onto a single point, boosting your magic. When you successfully cast a spell on an ally, they gain 1 Temporary Hit in addition to the spell’s normal effects.
  22. Diverge: spell; Hold your catalyst high and expel energy to repel enemy attacks. This skill does no damage, but if used against an enemy that attacks you, remove (#-5)/2 hits from their attack and inflict that many hits back at them. If their attack had an additional effect, that still applies even if their attack is reduced to dealing 0 hits.
  23.  
  24. Inventory:
  25. Dress made from Leaves and Grass
  26.  
  27. Traits:
  28. Stitch Witch is a female breezie. Her fur is banana colored, while her eyes and mane are more of a darker honey color. Glitter is a a fae creature, having lived amongst her kin in a secluded forest for nearly the entirety of her life. Stitch's breezie clique were a capricious sort, offering boons to travelers one day and pulling harmful pranks on them the next. Despite this, Stitch grew up to be rather compassionate, her 'pranks' often just patching up brigands or healing woodland animals after being wounded by hunters. Struck by wanderlust in her adulthood, Stitch decided to explore the world, vowing one day to return to her kin and regale them with her adventures and exploits in her travels. Stitch speaks entirely in rhyming couplets, a tradition from her clique that she's never broken.
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