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Jul 21st, 2018
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  1. Strength of the Scorching Mountain
  2. Static
  3. Grants +1d6 to Combat rolls for each Attunement rank you have with Moltres' Mantle.
  4.  
  5. Armaments of Living Flame
  6. Scene x3 / Free Action
  7. You may summon one or two fiery weapons from Moltres' divine arsenal and either wield one in one hand or one in each hand. You must expend one use of this ability for each weapon you conjure this way. These weapons are manifestations of your will and the bond between you and Moltres, and you can exert significant control over them such that it is impossible to disarm you of these weapons by most conventional means, as you can easily summon them back to your hand if they are dislodged from your grip. Their flames will not damage those whom you do not want them to hurt, and they are useless in the hands of others, and you may in most cases unsummon them instantly at no Action cost at any time, even when it is not your turn. They are not snuffed out by water like normal fire is. Wielding the weapons grants you benefits for as long as you wield them, depending on which weapons you summon, and you can carry each weapon for up to three turns before it dissipates. Wielding two of the same type of weapon does not grant double the effect. The weapons you can summon, and the bonuses they grant, are as follows:
  8.  
  9. Sword - Whenever you perform a Melee move, treat your Atk and SpA as though they were one stage higher than they currently are.
  10. Spear - Your Melee moves have a range of 3.
  11. Axe - When you perform a Melee attack, you may also have it strike a target adjacent to your target. The secondary target is dealt damage as though it resisted the attack one step further and does not experience secondary effects of the move.
  12. Shield - Treat your Def and SpD as +1 stage their current stage.
  13.  
  14. Talon of the Goddess
  15. Standard Action
  16. You throw a weapon conjured by Armaments of Living Flame at a target, consuming the weapon but unleashing a powerful attack. You may choose whether this move is Physical or Special, or whether it is Fire-type or untyped. The move's AC, DB, and range vary with the type of weapon thrown. You may not throw a Shield using this ability.
  17. Sword - AC 3, DB 15, Range 4
  18. Spear - AC 2, DB 13, Range 7
  19. Axe - AC 4, DB 17, Range 3
  20.  
  21. Mountain Unmoving
  22. Free Action
  23. You focus the power of your Shield, resisting an incoming attack move up to three stages further (maximum triple-resisted) and nullifying any additional effects of the move. Doesn't work on all moves. Using this power consumes the Shield.
  24.  
  25. ~AL 2 (220 EXP)~
  26. Living Armory
  27. Static
  28. Increases the Frequency of Armaments of Living Flame to Scene x4. Additionally, adds the dagger and the whip to the list of weapons you may summon using this ability.
  29.  
  30. Dagger passive effect: Your attacks have +1 Accuracy and +3 Critical Range.
  31. Dagger Talon of the Goddess effect: AC 1, DB 11, Range 5, has +3 Critical Range
  32.  
  33. Whip passive effect: You may initiate Grapple Maneuvers from a range of up to 4. If you succeed a Grapple, the target becomes Burned and you may pull them towards you (provided this makes sense).
  34. Whip Talon of the Goddess effect: AC 3, DB 9, Range 4, causes the target to become Stuck on hit.
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