Zasha: Difference between revisions
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'''5: Hypnotic Lure'''<br> | '''5: Hypnotic Lure'''<br> | ||
2 Actions, Once per hour<br> | |||
Concentrate, Enchantment, Mental, Nagaji, Occult, Visual<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> | 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> | ||
Line 64: | Line 64: | ||
'''9: Hypnotic Glare'''<br> | '''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. | 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. | ||
===Archetype=== | |||
'''2: Alchemist Dedication'''<br> | |||
You put your alchemical interest into practice. You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.<br> | |||
You gain the Quick Alchemy benefits (page 174), creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting. | |||
'''4: Advanced Alchemy'''<br> | |||
You gain the advanced alchemy benefits (page 174), and you can create 4 alchemical consumables during your daily preparations. | |||
'''6 (from class feat): Basic Concoction > Quick Bomber'''<br> | |||
1 Action<br> | |||
You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. <br> | |||
'''6: Advanced Concoction > Improvised Admixture'''<br> | |||
1 Action, Once per day<br> | |||
Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum). | |||
*Critical Success You regain 3 versatile vials. | |||
*Success You regain 2 versatile vials. | |||
*Failure You regain 1 versatile vial. | |||
*Critical Failure You don’t regain any versatile vials. | |||
'''8: Marshal Dedication'''<br> | |||
While you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear. | |||
'''10: Inspiring Marshal Stance'''<br> | |||
1 Action, Stance<br> | |||
Attempt a Diplomacy check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. | |||
*Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects. | |||
*Failure You fail to enter the stance. | |||
*Critical Failure You fail to enter the stance and can’t take this action again for 1 minute. |
Revision as of 21:23, 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
2 Actions, 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.
Archetype
2: Alchemist Dedication
You put your alchemical interest into practice. You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.
You gain the Quick Alchemy benefits (page 174), creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting.
4: Advanced Alchemy
You gain the advanced alchemy benefits (page 174), and you can create 4 alchemical consumables during your daily preparations.
6 (from class feat): Basic Concoction > Quick Bomber
1 Action
You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb.
6: Advanced Concoction > Improvised Admixture
1 Action, Once per day
Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).
- Critical Success You regain 3 versatile vials.
- Success You regain 2 versatile vials.
- Failure You regain 1 versatile vial.
- Critical Failure You don’t regain any versatile vials.
8: Marshal Dedication
While you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear.
10: Inspiring Marshal Stance
1 Action, Stance
Attempt a Diplomacy check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
- Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
- Failure You fail to enter the stance.
- Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.