Zasha: Difference between revisions
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'''Speed''' 30<br> | '''Speed''' 30<br> | ||
'''HP''' 142 <br> | '''HP''' 142 <br> | ||
'''Perception, Low Light Vision (E)''' + | '''Perception, Low Light Vision (E)''' +16<br> | ||
'''Class DC (E)''' 30<br> | '''Class DC (E)''' 30<br> | ||
Line 27: | Line 27: | ||
'''Fortitude (E)''' +19<br> | '''Fortitude (E)''' +19<br> | ||
'''Reflex (E)''' +20<br> | '''Reflex (E)''' +20<br> | ||
'''Will (M)''' + | '''Will (M)''' +19, When you roll a success gain a critical instead<br> | ||
'''Resist''' 5 poison<br> | '''Resist''' 5 poison<br> | ||
'''Saves''' +1 circumstance vs. emotion<br> | '''Saves''' +1 circumstance vs. emotion<br> |
Revision as of 21:47, 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 +1
CHA +3
Stats
Speed 30
HP 142
Perception, Low Light Vision (E) +16
Class DC (E) 30
AC (E) 32
Fortitude (E) +19
Reflex (E) +20
Will (M) +19, When you roll a success gain a critical instead
Resist 5 poison
Saves +1 circumstance vs. emotion
Skills
Acrobatics (T) +16
Athletics (T) +12
Crafting (M) +22
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 (DC 28), 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 (DC 26), 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.
Commander Feats
Bonus: Shield Block
Reaction. While you have your shield raised, you would take physical damage from an attack.
Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
1: Plant Banner
1 Action
Manipulate
You plant your banner to inspire your allies to hold the line. Plant your banner in a corner of your square. All allies within a 30-foot burst immediately gain a number of temporary Hit Points equal to your Intelligence modifier. These temporary Hit Points last for 1 round; each time an ally starts their turn
within the burst, these Hit Points are renewed for another round. While your banner is planted, you can signal your tactics abilities only with auditory signals (instead of your choice of auditory or visual). If your banner is attached to a weapon, you cannot wield that weapon while your banner is planted. While
your banner is planted, any effects that normally happen in an emanation around your banner instead happen in a burst that is 10 feet larger (so a 30-foot emanation becomes a 40-foot burst).
You can use this action again while adjacent to your banner to retrieve it. An enemy adjacent to the square you planted your banner in can remove your banner as an Interact action, ending this effect and preventing you and your allies from gaining any of your banner’s other benefits until you have successfully retrieved it.
If you are at least 15th level, the temporary Hit Points granted by this ability are instead equal to your level + your Intelligence modifier.
2: Defensive Swap
Reaction. You or an adjacent willing ally are the target of an attack roll.
You and the required ally immediately swap positions with each other, and whichever of you was not the target of the triggering attack becomes the target instead.
4: Wave the Flag
1 Action
Banner, Emotion, Flourish, Mental, Visual
Each ally currently benefiting from your commander’s banner reduces their frightened condition by 1
and can immediately attempt a new saving throw against any one mental effect currently affecting them. Regardless of the result, any ally that attempts this save is temporarily immune to Wave the Flag for 10 minutes.
8: Rallying Banner
1 Action. Once per 10 minutes
Banner, Emotion, Healing, Mental, Visual
Your banner waves high, reminding your allies that the fight can still be won. Roll 5d6; you restore that many Hit Points to each ally affected by your commander’s banner. This healing increases by an additional 1d6 at 12th level and every 2 levels thereafter.
This effect draws upon your allies’ morale and adrenaline and has no effect when used outside of combat.
10: Officer's Education
You become trained in two skills you’re not already trained in, become an expert in one skill you’re currently trained in, learn one common language you don’t already know, and gain any one general feat of 3rd-level or lower you meet the prerequisites for (Prescient Planner).