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Fixer Heater

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Aug 26th, 2017
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  1. Fixer Heater 5/5 (Unicorn Spellwright)
  2. Class: Spellwright
  3. Cutie Mark: Crossed Wrench and Screwdriver- Appraise is a Passive Skill
  4. Racials: Unicorn Telekinesis/Catalyst, Posh; Hat Magic
  5. Skills: Homing Magic
  6. Sharpen
  7. Appraise
  8. Spellwright(Hat Magic)
  9. Inventory: Toolbelt(Hammer, Screwdrivers, Drill, Wrench, nails, screws, Duct Tape, WD-40 pony equivalent)
  10. Wallet
  11. Keys (House keys, car keys, keys to restaurant)
  12. Jumpsuit w/ Nametag
  13. Knit woolen hat
  14. Ruby Pin- Posh Item
  15.  
  16. Fixer was born to a pair of country-dwelling unicorns, whereupon all the food in the house became rotten. His father, the local mage in a primarily Earth Pony town, taught him some basic magic skills at a young age with the intent to have Fixer take on the duty of town mage, until he died from a sudden and deadly case of sudden death, leaving Fixer with an incomplete knowledge of magic. The young unicorn moved onto more physical studies, focusing on the workings of the Unicron battery and the operations and repairs of appliances. He eventually moved to a nearby city to start working at a Chineighse restaurant as the janitor and maintenance worker.
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  18. Fixer likes to do things slowly and with contemplation when allowed, and doesn't like to be hassled. He likes working with tools, finding the operations of mechanical devices to be complex yet enjoyable. When the solution to a problem is not easily presentable, or he is under time pressure, he becomes annoyed and anxious. His peers at the restaurant often compare him to a donkey.
  19.  
  20. Fixer is of average height and stature, with a dull red coat and sandy brown mane. He regularly wears one of his ten red work jumpsuit at all times.
  21.  
  22. SOULS
  23. Offense: Lesser Canine: Pack Instinct ATK; if an ally with Dog Soul [even in another slot] equipped dealt damage to a target last turn, your attack damage against that target this turn is increased by an amount equal to the number of allies so equipped [max: +3]
  24. Defense: Water Elemental: +1 DC to be Hit
  25. Utility: (Out of Combat Only) Ogre Soul: +2 to Lifting Moving Breaking Objects
  26. Drawbacks: Autocrits from Fire
  27.  
  28. Road of the Enlightened: Once per combat, you can either re-roll any failed roll you make, OR make any enemy re-roll any successful roll they've made against you
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