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.