Eclipsis

Errata

Jun 21st, 2021 (edited)
129
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.13 KB | None | 0 0
  1. Name: Errata
  2. Gender:F
  3. Age:17
  4. Race: Umbrum
  5. Class: Deathmaster (Rogue-Necromancer)
  6. Racial Skills: Shadow Essence: instant automatic, recharge 4 after effect ends; Shed your disguise and return to your true form of shadows for three turns. While in this umbral form you are immune to all stuns, bindings, and status effects; and you purge all effects on you when entering this form. You are treated as being made of smoke in this form, allowing you to pass through any gap, space, or opening, no matter how small. If you roll a Critical Fail while in Shadow Essence, instead of being rendered helpless you instead suffer a stacking -1 penalty to all your rolls for the remainder of Shadow Essence. Using this form out of combat can instigate fear and/or hostility.
  7.  
  8. Curved Horn: passive; You possess a horn similar to a unicorn’s, but with a distinct curve. This acts as a basic catalyst for casting spells.
  9.  
  10. Torment: recharge 3; Amplify a target’s negative emotions, fueling their strength with hate and rage. They suffer a -2 penalty to their next non-automatic action, but that action will have either double the duration, if it has one, or will deal double damage. If it does not have a duration effect or deals damage, then it has double the effect of what it does normally. If the skill is made automatic, rerolled, or has its result changed by any means, Torment’s effect is cancelled.
  11.  
  12. Skills:Possessed Weapon: passive; You own a weapon inhabited by a spirit. This spirit can communicate with anyone who holds the blade, or you at any time if you’re near it. This spirit can possess inanimate objects or dead bodies, but the possession is too fragile to let it engage in direct combat. It can, however, make the possessed object move or access the memories of the body. In combat, the spirit has enough power to possess an enemy’s weapon to make it unwieldy, allowing it to roll 1d2 every turn and give the result as a penalty to their weapon skills and attacks.
  13.  
  14.  
  15. Stealth: self; Fade from sight, becoming untargetable until you reveal yourself. This does not make you immune to damage, any attack that hits an entire zone or all enemies/the whole party will still affect you. Your next action while Stealthed Autocrits. Afterwards Stealth will end, regardless of result. If you Autocrit using a skill with the Hidden tag, you cannot Autocrit any more actions during that instance of Stealth.
  16.  
  17. Lifestream: recharge 1, spell; Saps a target’s lifeforce, dealing damage and storing that energy. You may use the sapped life to restore Hits equal to the damage done on yourself, an ally or one of your minions, even undead ones. On Crit you drain a wound as well, and can give that heal along the same guidelines listed prior.
  18.  
  19. Night: unique, spell; Call forth localized darkness that envelops everything nearby for #-5 turns. Things are harder to see in the dark, making it easier to hide, slip past enemies, or do other things you would under the cover of night. In combat you can focus the darkness onto one zone to increase the DC on all non-self actions by everyone inside it by #/3.
  20.  
  21. Shadow Hand: hidden, recharge 3; Pickpocketing is of second nature to you. You steal away an object from a target that they are not actively using. You cannot steal anything a target is currently wielding or wearing in combat, but if they have spares you may take those
  22.  
  23. Unique Talent: Child of Dark; Whenever Errata is within darkness, be it her Night Sphere or A dark cave, all her actions are instead treated as a +1
  24. Non-Combat Talent: So Useless...; Errata's utter void of self confidence is so great that it actually benefits an ally's attempts at Persuasion, giving a +2 to any when she is around. She herself takes a -2 to her own attempts.
  25.  
  26. Gear: Loose fitting raggid robe
  27. Shield
  28. A Secondhand Satchel.
  29.  
  30. Weapon: Bleeding Heart, The Possessed spear and one constant companion. An antagonistic and perhaps even cruel weapon, it is still oddly defensive of her, perhaps trying to convince her that it is the only one who would protect her. It's motives are hard to discern yet it will say her and only her is the wielder it wants to have.
  31.  
  32. Weapon Tags: Spear;Accurate: passive; A weapon designed to be easy to swing and perfectly balanced. Skills and attacks with this weapon have DC-1.
  33.  
  34. 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
  35.  
  36. Shield:Guard: passive; A shield always helps stave off attacks, even if it’s not readily held up. All counterattack damage you take is lowered by 1.
  37.  
  38. Brace: weapon; Rush to a close by ally’s side and help them stand against an attack. When an ally would take any type of damage, you can use this to cut that damage in half on success. You can also use this on yourself, but only against enemy attacks and not counterattack damage.
  39.  
  40. Biography "So Wispy... So Useless..."
  41.  
  42. Errata has considered herself the embodiment of those words for as long as she could remember. A phrase beaten into her head by her mother and siblings, she finally stepped away from them to discover the world, and if those words are as true as she thinks they are.
Add Comment
Please, Sign In to add comment