Wererat Illusionist and Thief

 

NAME, Ataraxian Wererat Illusionist/Thief


MOTIVATION:

APPEARANCE:

BACKGROUND and PERSONALITY:


STR 20 INT 35

AGI 30 PER 16

END 30 CHA 10


hearts 30

clubs 44

diamonds 30


EQUIPMENT:


INI: 3

DR: 3

MOV: 8

BHP: 19 (24 in Wererat form)

HP: 8


Z-Card (Wererat Prerequisite): Lycanthropic Shape change (can be tapped and untapped at will): rat, wererat, human


CLUBS


A


disguise self (lasts until caster dismisses)


Traumatic Revelation (passive): when clones and phantasms are dismissed they can optionally deal mind damage (Y+xd6+INT) within a 10ft radius.


object of your imagination (create a 10x10x10 foot fog, smoke, darkness, boulder, block, tree trunk, statue, etc.)

Mesmerize: gain +5% bonus to Mind Magic spells; this bonus increases to +10% at level 3; +15% at level 5, +20% at level 7, and +25% at level 9. 


2

invisibility, 20 turns (cannot perform attacks or cast spells without dismissing spell)


alarming sound: up to 200 ft away, a bizarre extraordinarily loud sound emanates from all surfaces within a 1 foot radius. This spell lasts 1d10+INT turns.


beckoning image: up to a large object/creature that pretends to need help or wants you to see something or needs your close attention. Save against PER check or become charmed; the beckoner gains +100% karma in relation to the target. Attacks go through the image but do not necessarily end the spell.



3

Living dream: target sees that which is most pleasing to it for 2d6 turns


waking nightmare/embodiment of fear: the target sees its worst fear for 2d6 turns. Make a PER save each turn or cower in fear. If target saves, they instead become confused for 1 turn.


phantasm: lasts 10+CHA turns. Once per turn the phantasm can make a touch attack (equal to caster club skill). If successful the phantasm deals 1d6 PER damage. If a target's PER lowers to zero or beyond, that target begins to hallucinate.


hallucination circle: for 10 turns, within 30 ft circle enemies take -15% penalty to all skill checks, and -20% to all PER saves.


4

shadowy other – for 10+CHA turns, as long as you are within 30 ft of the double, you may act from any space that the shadowy other occupies, or use shadow as decoy: if attacked, the shadow will vanish and caster will take no damage from the attack. You may also choose to teleport to the shadowy other, but doing so will end the spell.


illusory weapons: cast Y thrown javelins, which deal Y+1d10+INT mind damage each against PER save, which negates damage entirely.


doppelganger – only one can be active. Lasts until dismissed or destroyed. The doppelganger must be within 1,000 feet of you or it will vanish. You are able to see thru its eyes and control its actions. It cannot attack or cast spells, but can speak and manipulate the environment. The doppelganger shares your DR and defense skills. However, the doppelganger can only take a total of 10 damage before it disappears.


DIAMONDS


A

surprise attacks add Yd6 damage

use diamond skill to make weapon attacks when you surprise, flank, or backstab a target

Wererat: +10% bonus to hide and move silently, +1 movement while hidden or invisible


2

gain free magical A/O if you successfully confuse, fear, or put to sleep a target

backstab: add Yd6 damage when performing a backstab

Wererat: While in total darkness, hidden, or invisible, gain 2 health/turn


3

Blur (passive): after movement, gain +10% to all defensive checks for 1 turn

Dark Walker: add +15% to all hide checks

Wererat: Sneak attacks defile target, reducing healing by 3+degree of success of attack for 3 turns


4

damage spells cast from invisibility or darkness add Yd6 damage

path of the rat (passive): while hidden gain +2 DR, +5% END saves, and +1 movement speed

Wererat: gain +2 movement, +10% dodge, and +2 DR when disengaging from combat


HEARTS


A

Wererat: +1 DR against mundane weapons

Unarmored Proficiency: +5% to all saves

2

Wererat: Increase save against illusions, charms, and sleep spells by 10%

Gain +10% to defenses against A/O triggered by spellcasting

3

Wererat: +2 DR against mundane weapons

Unarmored Proficiency: +10% to all saves, +1 movement

Gain +3 DR to all A/O triggered by spellcasting

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