Editing Cuddlesaurus and the Jellybean of Destiny Mao

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
Back to [[Cuddlesaurus and the Jellybean of Destiny!]]
 
Back to [[Cuddlesaurus and the Jellybean of Destiny!]]
 +
  
 
== Mao Whiskerton ==
 
== Mao Whiskerton ==
 
Level 7
 
  
  
Line 16: Line 15:
 
  +4 bonus to Stealth checks;  
 
  +4 bonus to Stealth checks;  
 
  +2 bonus to Reflex;  
 
  +2 bonus to Reflex;  
  +1 bonus to speed while wearing light armor or no armor. You take no damage
+
  +1 bonus to speed while wearing light armor or no armor. You take no damage from falls of 50 feet or less, and you always land on your feet when you fall.  
from falls of 50 feet or less, and you always land on your feet when you fall.  
 
  
 
Rat Swarm:  
 
Rat Swarm:  
Line 25: Line 23:
 
  Resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close at tacks. You can't be knocked prone.  
 
  Resist 5 to all damage against melee and ranged attacks, and vulnerable 5 to damage from area and close at tacks. You can't be knocked prone.  
  
CRITICAL (LEVEL 2): Rat Swarm Critical *
+
CRITICAL (LEVEL 2): Felinoid Critical *
+1d10 and -2 to attack roll of enemy until end of next turn
+
 
 +
CRITICAL (LEVEL 6): Rat Swarm Critical
  
CRITICAL (LEVEL 6): Felinoid Critical
 
+1d10 and shift 3 spaces
 
  
 
POWERS:
 
POWERS:
  
  Novice Primary: SLASHING CLAWS
+
  Novice Primary: Slashing Claws
You rake at your foe's face with a lightning-fast flurry of razor-sharp claws.
+
  Novice Secondary: Swarm!
At-Will @ Bio, Physical
+
  Utility (Level 3): Pounce *
Standard Action Melee 1
 
Target: One creature
 
Attack: Dexterity + your level vs. Reflex. Make the attack two times.
 
Hit (one attack): ld6 + Dexterity modifier + twice your level physical damage.
 
Hit (both attacks): 2d6 + Dexterity modifier + twice your level physical damage, and the
 
target is blinded until the start of your next turn .
 
 
 
  Novice Secondary: SWARM!  
 
You swarm across your foe, biting it dozens of times as you tangle its limbs.
 
Encounter @ Bio, Physical
 
Standard Action Melee 1
 
Target: One creature
 
Attack: Dexterity + your level vs. Reflex
 
Hit: 1d8 + Dexterity modifier + twice your level physical damage, and the target is immobilized until the end of your next turn.
 
 
 
  Utility (Level 3): Cover More Ground *
 
Encounter Move
 
Shift equal to your Dex
 
 
 
 
  Expert (Level 5): Killing Bite *
 
  Expert (Level 5): Killing Bite *
Encounter @ Bio, Physical
+
  Utility (Level 7): Cover More Ground
Standard Action Melee 1
 
Target: One creature
 
Attack: Dexterity + your level vs. Reflex
 
Hit: 3d8 + Dex Mod + lvlx2
 
Effect: Target falls prone. If it stands up on next turn while next to you, it takes 1d10 damage. When charging can be used instead of basic attack.
 
 
 
 
 
 
 
  Utility (Level 7): Pounce
 
Encounter Move
 
Jump n squares equal to your move.
 
 
 
 
  Expert (Level 9): Death By A Thousand Bites
 
  Expert (Level 9): Death By A Thousand Bites
  
Line 83: Line 49:
 
SKILLS:
 
SKILLS:
  
  Acrobatics +12
+
  Acrobatics +6
  Athletics +8
+
  Athletics +2
  Conspiracy +6
+
  Conspiracy +0
  Insight +10
+
  Insight +4
  Interaction    +7
+
  Interaction    +1
  Mechanics      +6
+
  Mechanics      +0
  Nature +10
+
  Nature +4
  Perception +10
+
  Perception +4
  Science +10
+
  Science +4
  Stealth +20
+
  Stealth +14
  
  Perception Passive: 20
+
  Perception Passive: 14
  Insight Passive: 20
+
  Insight Passive: 14
  
 
GEAR:
 
GEAR:
Line 101: Line 67:
 
  Armor: Light Armor * AWESOME ZORRO OUTFIT
 
  Armor: Light Armor * AWESOME ZORRO OUTFIT
 
  Melee: Light One-handed Melee * RAPIER FROM A MUSEUM
 
  Melee: Light One-handed Melee * RAPIER FROM A MUSEUM
  Ranged: Light Two-handed Gun * Blunderbuss
+
  Ranged: Light One-handed Ranged * ARMORED KITTEN PROJECTILE
  Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel),
+
  Other: Explorer's kit *, Bolt cutter, Radio cell phone, Generator (8 hours of fuel), 20-lb dumbell, Electric blanket
Electric blanket, Skateboard, Plastic water bottle
 
  
  HIT POINTS 54/27
+
  HIT POINTS 24/12
 
  SPEED  
 
  SPEED  
  AC 25 (10+L5+Armor3+Dex5)
+
  AC 19 (10+L1+Armor3+Dex5)
  FORT 20 (10+L5+Radioactive2+Con1)
+
  FORT 14 (10+L1+Radioactive2+Con1)
  REFLEX 24(10+L5+Felinoid2+Dex5)
+
  REFLEX 18(10+L1+Felinoid2+Dex5)
  WILL 20(10+L5+Wis3)
+
  WILL 14(10+L1+Wis3)
  INITIATIVE +12
+
  INITIATIVE +6
 
 
 
  AttBon. Attack Dam.Dice Dam.Bonus
 
  AttBon. Attack Dam.Dice Dam.Bonus
  +15 Unarmed Quick Attack 1d4 +12
+
  +9 Unarmed Quick Attack 1d4 +6
  +10 Unarmed Powerful 1d8 +8
+
  +4 Unarmed Powerful           1d8 +2
  +15 Light 1h Melee 1d8 +12
+
  +9 Light 1h Melee 1d8 +6
  +15 Light 2h Ranged Gun (5) 1d8 +12
+
  +9 Light 1h Ranged (5) 1d8 +6
  
 
  Alpha:
 
  Alpha:
  
 
  Omega:
 
  Omega:
 
40. Meltdown Orbiter (O; C; Area 52) This drone constantly morphs as it circles your head. At your command, it fires a pulse of flesh-shredding radiation at your foes. Head; Property: You gain a +2 bonus to attack rolls with radiation attacks; Power: Encounter, Radiation; Standard Action, Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 4d8 + Intelligence modifier + twice your level radiation damage; Salvage 6: A 6th level character can salvage the meltdown orbiter. It becomes a head item with the following property: You gain a +2 bonus to damage rolls with radiation attacks.
 
 
62. Autodoc (O; U; Area 52) This shiny metal belt whirrs and clicks. Sometimes it dispenses colored pills that make you feel better. Waist; Power: Encounter Healing; Minor Action, Personal; Effect: You regain 10 hit points. In addition, until the end of the encounter, you regain 5 hit points at the start of each of your turns, if you have at least 1 hit point.; Salvage 2: A 2nd-level character can salvage the autodoc. It becomes a waist item with the following property: Your maximum hit points increase by 5.
 
 
75. Repeating Gauss Rifle (O; U; Xi) This rifle uses magnetic fields to launch heavy darts at high velocity. Weapon: 2-hand ranged; Power: Encounter Physical; Target: One, two, or three creatures; Effect: You make three attacks divided between one, two, or three targets.; Attack: Level + 8 vs. AC; Hit: 1d12 + Dexterity modifier + your level physical damage, and you push the target 1 square.; Salvage 2: A 2nd-level character can salvage the repeating gauss rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 1d12 damage; and you push the target 1 square.
 
 
70. Servo-Assist Armor (O; U; Ishtar)  This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink.  Armor: Light; Power: Encounter; Immediate interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.; Salvage 4: A 4th-level character can salvage the servo-assist armor.  It becomes light armor: +4 armor bonus to AC; +1 bonus to speed.
 
 
 
Deck:
 
Flurry of Bodies
 
 
Flurry of Bodies x
 
 
Das Gamma Auge
 
 
Das Gamma Auge
 
 
Inhabit Corpse x
 
 
Redundant Organs
 
 
Accelerated Claw
 
 
Card Descriptions:
 
 
42. Accelerated Claw (A; U; Bio, Physical) You slide around your foes like a zephyr and claw at them at will. Standard Action, Melee 1; Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end your movement there.; Target: One creature; Attack: Level + Dexterity vs. AC; Hit: 4d8 + Dexterity modifier + twice your level physical damage.; Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical damage.; 9 or less: You fall prone.
 
 
46. Flurry of Bodies (A; U; Bio, Physical, Weapon) You bloodlessly divide into multiple entities and swarm your foes. Standard Action, Melee 1; Target: One, two, or three creatures; Attack: Level + Dexterity vs. Reflex.; Hit: 3[W] + Dexterity modifier physical damage.; Miss: Half damage.; Effect: After the attack, you reform into a single entity in a square adjacent to one of the targets.; Overcharge: When you use this power, you can roll a d20.; 10+: Your melee reach for this attack increases by 1.; 9 or less: After the attack, you reform badly and are stunned (save ends). You can’t save against this effect during the turn you overcharge it.
 
 
81. Redundant Organs (A; R; Bio) Having redundant organs makes you difficult to kill. Plus, you could make a killing on the black market. Benefit: Your maximum hit points, bloodied value, and current hit points are doubled.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 bonus to all defenses while this card is readied.; 9 or less: Your new organs don’t fully function and you are dazed (save ends).
 
 
93. Das Gamma Auge (A; R; Dark, Radiation) You have “The Gamma Eye” – whatever you look at, you fry. Standard Action, Ranged 20; Target: One creature; Attack: Level + Dexterity vs. Fortitude; Hit: 5d10 + Dexterity modifier + twice your level radiation damage, and the target is dazed and slowed (save ends both).; Miss: Half damage; Overcharge: When you hit with this power, you can roll a d20.; 10+ The attack deals double damage.; 9 or less: You take radiation damage equal to your bloodied value.
 
 
95. Inhabit Corpse (A; R; Healing, Psi) You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)