Post by Head Moderator on Jun 27, 2013 19:40:03 GMT -5
Name: Shevala
Age: ??
Height: 5'2"
Hair: Long, silken black hair
Eyes: Amber cat-eyes
Alignment: CN
Country of Origin: Plane of Erotikas
Languages: Planar Common, Bestial (free), Common, Feral
Race: Beastfolk (Cat)
Weakness: None
Rank: Ruby Guardian
Reputation: 30 - On Erotikas Only
Dice: 3d86
XP: 800
GP: gp
Hit Points: 49
DC: 17
TRAIT=31
STR: 0
QCK: 7
END: 2
WILL: 4
INT: 12
PER: 4
CHA: 2
PRIMARY CLASS: Arcane
Class Bonus: +2 Spell Difficulty
SECONDARY CLASS: Support
Class Bonus: 2 Free Skills
PRIMARY PROFESSION:
Prof Bonus: "Tribal Vestige" A mystic gains both a tribal mask (passed down in their tribe) and a medicine staff. The.medicine staff acts as a weapon as well as being able to channel any of the mystic's spells through. The top half of the medicine stick acts as a club [1d5] and the bottom acts as a spear [1d6].
SECONDARY PROFESSION: Charmer
Prof Bonus:"Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
FLAWS
1.
2.
3.
SKILLS:
(race) Bestial Fury
Extra 1d 1/combat.
(race) Alert
+5 Spot & Listen
(flaw) Healing Shift
1/day, shift and heal of all damage
(arcane) Magical Affinity
(mystic) Mystic Tattoo
Familiar:
(support) Nimble Feet
1/adventure run across treacherous surface with no check.
(support) Scent
Identify anything you've smelled in the past.
(charmer) Nailed It
1d4 Weapon Dmg from Nails
(crystal) Craft Magic Item
CP = 60
(crystal) Inkantation
(crystal) Arcane Image
Evade
(crystal) Immunity to Charm
(crystal) Catfolk Pounce
Make full attack at end of bull rush.
(topaz) Pheromones
(topaz) Discern Shapechanger
A Mystic is able to see through any disguises and shapechanges to see what the base creature is. If the creature is using magical means to hide this, then an opposed check will need to be rolled.
(topaz) Pouncing Beast
These bestial pictographs seem poised to leap off the mystic's skin. The mystic can summon one beast in combat to fight alongside of them, they have half the mystic's dice and hit points, and the base Defense DC of 10. If summoned inside combat, it takes your turn to summon the beast.
(amber) Blistering Bands
These glowing, angular markings encircle the mystic's arms. Whenever the mystic casts a spell that deals energy damage (such as fire, cold, lightning), he can surround himself with an aura of that same energy for the rest of the combat. If the spell deals more than one type of energy damage, the mystic must choose which ONE of those types of energy to surround himself. This gives the mystic an extra +5 DEF against that one energy type he's surrounded himself with.
(amber) Rune Fang
These jagged runes allow a mystic to polymorph into any creature native to the area they were raised. This allows the mystic to gain a natural attack that is fitting to the creature, be it bite, claw, etc and they may use weapon dice of 1d4/1d4. Their equipment melds into the shape of whatever they take, and any defense can still be counted, and they are able to still cast their spells.
(amber) Twisted Script
The indistinct shapes that form this spiral tattoo twist into legible text when scrutinized. Creatures within hearing distance are able to understand the mystic, even if they do not know the language he speaks.
(sapphire) Flickering Eye
This tattoo is a stylized eye which enables the mystic to become invisible at will, for one round in duration. This does not negate any damage if a creature happens to be able to find and hit the mystic but it does allow them to be immune from any attacks (except AoE) for the round in which he is invisible.
(sapphire) Tactician's Sense
Use INT to Strike, not QCK
(sapphire) Dexterous Fighter
Use QCK instead of STR for damage
(emerald) Aura of Strength
(emerald) Binding Triad
This triangular design allows the mystic to transform a hostile spell affecting him into a magical tattoo. When the mystic fails a saving throw against a spell that targets only him, he is able to bind the spell, suppressing its effects and suspending its duration for 1 round. Only spells with a duration longer than instantaneous can be bound this way, and only one spell can be held at a time. The next round of combat, on the Mystic's turn, the spell affects the mystic in full force. Once per combat.
(emerald) Bounce Spell
If your spell fails through any means (usually due to the target passing their save) you may immediately direct that failed spell to a different target, seeking another save, once per combat.
(ruby) Esoteric Erotica
The charmer has taken a special interest in the sexual proclivities of the more ... peculiar denizens of the fantasy world. Forbidden texts have been studied and the mothers of planetouched children have been spoken to. Thanks to this the seducer has an unrivaled understanding of the anatomy and tastes of the beings from other planes and the non-humanoid sentient beings. This gives a +5 to all Knowledge Checks involving extraplanar creatures.
(ruby) All You Can Think About
Activating this skill takes no more than a quick glance across a crowded room, after which the target must make a Willpower save (DC of 10 + Charmer's Charisma Bonus) or be unable to think of anything except the seducer. The image of the seducer will haunt their every waking moment and visit them in their dreams for one day per point they failed their save. Should the seducer attempt to seduce them with any of their Charmer skills, enrapture or otherwise mislead them within this period, they receive a -5 penalty to the saving roll if one is allotted.
(ruby) Command Pleasure Zones
The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are unable to attack their next turn. You must physically touch the target, and this can be used once per combat.