Post by jalim on Mar 31, 2018 21:34:51 GMT -5
Jalim
Griffin
Size: Large
HP: 20
AC: 12
TP: 3
PHYSICAL SPIRITUAL LIFE
Strength: 4 Power: 2 Charisma: 1
Dexterity: 3 Conduit: 4 Manipulation: 4
Constitution: 4 Capacity: 3 Appearance: 2
Weapon Mastery (Natural) 4 Fortitude 2
Leadership Will 3
Acrobatics Reflexes 1
Awareness 3 Performance (1)
Dodge 3 Bureaucracy
Thieving Investigation
Stealth 2 Lore 2
Diplomacy Spellcraft
Subterfuge Fly (4)
Public Speaking Martial Arts
Intimidate (4) Casting
Linguistics (1) Sense Motive
ABILITIES
Comeback Kid: When would be reduced to 0 or less HP, instead go to 10 HP + Con. Only happens once per combat.
Keen Eyes: Gain +2 awareness when it comes to visual awareness checks.
RUSH!: If Jalim downs an opponent, he gains two extra AP.
Weapons:
Bite (Natural) 1d6 + STR damage. X2 crit.
Talon*2 (Natural) 1d6 + STR/2 damage. X2 crit.
LISTS
Griffin (Racial) 0
4 Shadow Talon: If you attack using a talon, you gain a second talon attack that is considered magical. (Uses magic-based stats rather than physical stats.)
8 Wind Blast: 1d10 magical ranged attack, single target.
12 Fast Reflexes: Gain +1 Dexterity and +1 dodge
16 Counterattack: If you are attacked and the attack misses, make an attack at -6 accuracy. Can only be done once a turn.
20 Stealthy Dive: Gain +4 to stealth when airborne and diving on an enemy. (Of course, if they see you or know you're there, this doesn't come into account.)
24 Pounce: After an attack, if you hit, you may attempt to initiate a grapple.
28: Rending Blow: Make an attack. Rather than dealing your normal damage, you instead remove 2 armor AC, and target takes 1d4 bleeding damage for 3 rounds.
32: Magic Resistance: Gain 0/2 DR.
36: Inspiring Roar: (Cost 1 TP to use.) All allies (Excluding self) gain +4 to hit, +4 damage, and immunity to fear effects for 3 turns.
40 Rake: Gain 2 1d4 claw attacks. When grappling your opponents, and if you have advantage, you may initiate a rake attack that allows you to attack with all your natural weapons in succession. If you miss however, the attack ends.
50: Thick Hide: Gain +4 Natural AC
60: Counterattack II: Same as Counterattack, but suffer only a -3 to hit penalty, and may be done 3 times, one time for each attack.
70: Whirlwind: (Cost 2 TP to use.) 2d12 magical wind AOE attack, all hit by it must make a Dexterity + Reflex save or be knocked prone. Difficulty is 15+Griffin's Constitution.
80 Mastery of Self: You may now use weapons at no penalty.
Griffin
Size: Large
HP: 20
AC: 12
TP: 3
PHYSICAL SPIRITUAL LIFE
Strength: 4 Power: 2 Charisma: 1
Dexterity: 3 Conduit: 4 Manipulation: 4
Constitution: 4 Capacity: 3 Appearance: 2
Weapon Mastery (Natural) 4 Fortitude 2
Leadership Will 3
Acrobatics Reflexes 1
Awareness 3 Performance (1)
Dodge 3 Bureaucracy
Thieving Investigation
Stealth 2 Lore 2
Diplomacy Spellcraft
Subterfuge Fly (4)
Public Speaking Martial Arts
Intimidate (4) Casting
Linguistics (1) Sense Motive
ABILITIES
Comeback Kid: When would be reduced to 0 or less HP, instead go to 10 HP + Con. Only happens once per combat.
Keen Eyes: Gain +2 awareness when it comes to visual awareness checks.
RUSH!: If Jalim downs an opponent, he gains two extra AP.
Weapons:
Bite (Natural) 1d6 + STR damage. X2 crit.
Talon*2 (Natural) 1d6 + STR/2 damage. X2 crit.
LISTS
Griffin (Racial) 0
4 Shadow Talon: If you attack using a talon, you gain a second talon attack that is considered magical. (Uses magic-based stats rather than physical stats.)
8 Wind Blast: 1d10 magical ranged attack, single target.
12 Fast Reflexes: Gain +1 Dexterity and +1 dodge
16 Counterattack: If you are attacked and the attack misses, make an attack at -6 accuracy. Can only be done once a turn.
20 Stealthy Dive: Gain +4 to stealth when airborne and diving on an enemy. (Of course, if they see you or know you're there, this doesn't come into account.)
24 Pounce: After an attack, if you hit, you may attempt to initiate a grapple.
28: Rending Blow: Make an attack. Rather than dealing your normal damage, you instead remove 2 armor AC, and target takes 1d4 bleeding damage for 3 rounds.
32: Magic Resistance: Gain 0/2 DR.
36: Inspiring Roar: (Cost 1 TP to use.) All allies (Excluding self) gain +4 to hit, +4 damage, and immunity to fear effects for 3 turns.
40 Rake: Gain 2 1d4 claw attacks. When grappling your opponents, and if you have advantage, you may initiate a rake attack that allows you to attack with all your natural weapons in succession. If you miss however, the attack ends.
50: Thick Hide: Gain +4 Natural AC
60: Counterattack II: Same as Counterattack, but suffer only a -3 to hit penalty, and may be done 3 times, one time for each attack.
70: Whirlwind: (Cost 2 TP to use.) 2d12 magical wind AOE attack, all hit by it must make a Dexterity + Reflex save or be knocked prone. Difficulty is 15+Griffin's Constitution.
80 Mastery of Self: You may now use weapons at no penalty.