Post by Glenn on Apr 17, 2018 16:53:36 GMT -5
Race: Dragon
Size: Huge (20 Feet Tall)
HP: 60
AC: 12
Weapon: Claw(1d8), Bite(2D8), Smash (1d8)
Physical:
HP: 5
Strength:7
Dexterity: 4
Constitution: 3
Spiritual:
Power: 3
Conduit: 3
Capacity: 3
Life:
Manipulation: 4
Charisma: 2
Appearance: 1
Skills:
Two Favored Points: Fly, Sense Motive
Weapon Master: 5 (Natural)
Awareness: 5
Dodge: 3
Linguistics: 2 (Dragonic, Elven)
Intimidate: 5
Performance: 2
Fly: 4
Sense Motive: 4
Magic Arts: 4
Passives:
Sturdiness: Dragons aren't known for going down easy. +4 to Max HP and +5 to damage reduction from all attacks.
Fang and Claw: Claw and Bite attacks gain +3 in accuracy
Spirit of the Dragon: +3 to Will and Fortitude checks.
Breath Bonus I: Gain a +2 to accuracy and damage when using breath attacks, regardless of single target or aoe
Mind of the Dragon: +1 to power and conduit
Dragon's Anger: A dragon's stare or roar can encourage someone to run away or just be more agreeable in general. +3 to intimidation checks
Abilities:
Tail Sweep: Unlike the usual attack with a tail, this one is intent on giving opponents a good stun. D6+str, -2 to str and dex checks to target for 2 turns..
Fire Breath: 1d6+pwr, 1/2 pwr for aoe. 50% chance of causing 1d3 burn damage for 2 turns. 1 TP for 100%.
My Claws Hurt: Turns 1D8 Claw attacks into 3D8 for 2 TP.
Magic: (Mage Spell List)
Fire: 1d4+pwr, creates and manipulates flame for attacks. For 1 TP, can cause 1d3 burn damage for 3 turns.
Bolt: 1d4+pwr, call upon the power of lightning to strike targets. For 1 TP, can cause 'shock' damage that lowers str and pwr for -2 for 2 turns.
Ice: 1d4+pwr, use and harness ice to attack. For 1 TP, the cold can be enhanced to slow ones movements and aim, lowering a target's dexterity by -2 for 2 turns.
Wind Blades: 1d4+pwr, call upon the winds to cut and even push your enemies away. For 1 TP, can cause 1d3 of bleed damage for 3 turns
Water: 1d4+pwr, create and harness water to knock back and even cause drowning damage. For 1 TP, an extra 1d5 of damage is rolled if more force is applied.
Dark Blast: 1d4+pwr, An orb of dark magic is formed and launched to cause damage. For 1 TP, can cause temporary blindness, -2 to overall target's accuracy for 2 turns.
Size: Huge (20 Feet Tall)
HP: 60
AC: 12
Weapon: Claw(1d8), Bite(2D8), Smash (1d8)
Physical:
HP: 5
Strength:7
Dexterity: 4
Constitution: 3
Spiritual:
Power: 3
Conduit: 3
Capacity: 3
Life:
Manipulation: 4
Charisma: 2
Appearance: 1
Skills:
Two Favored Points: Fly, Sense Motive
Weapon Master: 5 (Natural)
Awareness: 5
Dodge: 3
Linguistics: 2 (Dragonic, Elven)
Intimidate: 5
Performance: 2
Fly: 4
Sense Motive: 4
Magic Arts: 4
Passives:
Sturdiness: Dragons aren't known for going down easy. +4 to Max HP and +5 to damage reduction from all attacks.
Fang and Claw: Claw and Bite attacks gain +3 in accuracy
Spirit of the Dragon: +3 to Will and Fortitude checks.
Breath Bonus I: Gain a +2 to accuracy and damage when using breath attacks, regardless of single target or aoe
Mind of the Dragon: +1 to power and conduit
Dragon's Anger: A dragon's stare or roar can encourage someone to run away or just be more agreeable in general. +3 to intimidation checks
Abilities:
Tail Sweep: Unlike the usual attack with a tail, this one is intent on giving opponents a good stun. D6+str, -2 to str and dex checks to target for 2 turns..
Fire Breath: 1d6+pwr, 1/2 pwr for aoe. 50% chance of causing 1d3 burn damage for 2 turns. 1 TP for 100%.
My Claws Hurt: Turns 1D8 Claw attacks into 3D8 for 2 TP.
Magic: (Mage Spell List)
Fire: 1d4+pwr, creates and manipulates flame for attacks. For 1 TP, can cause 1d3 burn damage for 3 turns.
Bolt: 1d4+pwr, call upon the power of lightning to strike targets. For 1 TP, can cause 'shock' damage that lowers str and pwr for -2 for 2 turns.
Ice: 1d4+pwr, use and harness ice to attack. For 1 TP, the cold can be enhanced to slow ones movements and aim, lowering a target's dexterity by -2 for 2 turns.
Wind Blades: 1d4+pwr, call upon the winds to cut and even push your enemies away. For 1 TP, can cause 1d3 of bleed damage for 3 turns
Water: 1d4+pwr, create and harness water to knock back and even cause drowning damage. For 1 TP, an extra 1d5 of damage is rolled if more force is applied.
Dark Blast: 1d4+pwr, An orb of dark magic is formed and launched to cause damage. For 1 TP, can cause temporary blindness, -2 to overall target's accuracy for 2 turns.