Zasha: Difference between revisions
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'''Stealth (E)''' +18<br> | '''Stealth (E)''' +18<br> | ||
'''Survival (T)''' +15<br> | '''Survival (T)''' +15<br> | ||
==Feats== | |||
===Ancestry=== | |||
'''1: Cold Minded'''<br> | |||
You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead. | |||
'''5: Hypnotic Lure'''<br> | |||
2Actions, Once per hour<br> | |||
Concentrate, Enchantment, Mental, Nagaji, Occult, Visual<br> | |||
You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC.<br> | |||
*Success The target is unaffected. | |||
*Failure On its turn, the target must spend its first action to approach you. It can't Delay or take reactions until it has done so. | |||
*Critical Failure The target must use all its actions on its next turn to approach you. It can't Delay or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier). | |||
'''9: Hypnotic Glare'''<br> | |||
Once per day, when you use Hypnotic Lure, you can affect all creatures in a 30- foot cone, rather than one creature within 30 feet. |
Revision as of 21:16, 7 January 2025
CURRENTLY ALL PLACEHOLDER
A character in the Fists of the Ruby Phoenix game
Zasha
Ancestry: Nagaji (venomshield)
Class: Commander 11
Background: Herbalist
Languages: Common (Taldane), Draconic, Nagaji, Tien, Sakvroth, Senzar, Tengu
Ability Scores
STR +0
DEX +4
CON +3
INT +5
WIS +2
CHA +2
Stats
Speed 30
HP 142
Perception, Low Light Vision (E) +17
Class DC (E) 30
AC (E) 32
Fortitude (E) +19
Reflex (E) +20
Will (M) +20, When you roll a success gain a critical instead
Resist 5 poison
Saves +1 circumstance vs. emotion
Skills
Acrobatics (T) +16
Arcana (T) +18
Athletics (T) +12
Crafting (E) +20
Diplomacy (M) +19
Lore: Academia (T) +18
Lore: Cooking (E) +20
Lore: Herbalism (E) +20
Lore: Warfare (M) +22
Nature (T) +15
Performance (E) +17
Society (T) +18
Stealth (E) +18
Survival (T) +15
Feats
Ancestry
1: Cold Minded
You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead.
5: Hypnotic Lure
2Actions, Once per hour
Concentrate, Enchantment, Mental, Nagaji, Occult, Visual
You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC.
- Success The target is unaffected.
- Failure On its turn, the target must spend its first action to approach you. It can't Delay or take reactions until it has done so.
- Critical Failure The target must use all its actions on its next turn to approach you. It can't Delay or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier).
9: Hypnotic Glare
Once per day, when you use Hypnotic Lure, you can affect all creatures in a 30- foot cone, rather than one creature within 30 feet.