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The Unluckiest NPC
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<blockquote data-quote="roguerouge" data-source="post: 4433753" data-attributes="member: 13855"><p>OR...</p><p></p><p>Ayebar Jaxx, Doom Magnet </p><p>Neutral Male Human “Sorcerer 6/Hexblade 3” </p><p>[Ayebar does not actually use arcane spells nor does the blood of dragons flow through his veins. The class benefits represent Loki’s efforts to keep him alive in his misery. The “spells” function as powers under Loki’s control, not his, and are as likely to affect him, his allies or his enemies. They’re designed to cause the maximum amount of chaos, but designed to make the origin of the ill fortune mysterious. Mortals are to look on Ayebar as a victim of circumstances beyond his control, unfortunate in the extreme, not someone intentionally spreading ruin.]</p><p></p><p>Stats: </p><p>STR: 12 </p><p>DEX: 8 </p><p>CON: 14 </p><p>INT: 10 </p><p>WIS: 14 </p><p>CHA: 16</p><p></p><p>HP: 36</p><p></p><p>FORT: +8 (Mettle) REFLEX: +5 WILL: +11 (Mettle) </p><p>BAB +6</p><p></p><p>Skills: 36 </p><p>Climb -2, Craft (alchemy) +1, Craft (carpenter) + 1, Craft (blacksmith) + 1, Craft (stone masonry) + 1, Craft (pottery) + 1, Handle Animal +4, Perform (ukele) +4, Knowledge (local) + 1, Knowledge (religion) + 1, Knowledge (architecture and engineering) + 1, Knowledge (nature) + 1, Knowledge (geography) +1, Profession (guide) + 3, Profession (cook) + 3, Profession (sailor) + 3, Profession (porter) + 3, Profession (gambler) +3, Profession (stable hand) + 3, Profession (farmer) +3, Swim -2.</p><p></p><p>Feats: </p><p>1H: Aura of Clumsiness: All natural ones force fumbles. Gain 1 ill fortune roll per day, which is an immediate action that forces the target to take the second result. (It could be bad luck for you or for them.) </p><p>1: Arcane Disciple: Chaos domain </p><p>1 Flaw: Feeble (-2 on STR, DEX, CON ability and skill checks) </p><p>1 Flaw compensation: Klutz: Expend ill fortune roll to force second skill check. Gain 1 ill fortune roll per day. </p><p>3: Retributive Spell: 1 spell targets attacker when damaged +1 CL </p><p>6: Extra Known Spell (Gust of Wind) </p><p>9: Jack of All Trades</p><p></p><p>Class Features: </p><p>Hexblade’s Curse: -2 to everything for one target </p><p>Arcane Resistance: CHA to all saves </p><p>Mettle: Save vs. Fort or Will leads to no effect always</p><p></p><p>0th known: 7 </p><p>Daze: Humanoid creature of 4 HD or less loses next action. </p><p>Flare: Dazzles one creature (-1 on attack rolls). </p><p>Touch of Fatigue: Touch attack fatigues target. </p><p>Prestidigitation: Performs minor tricks. </p><p>Stick: Glues an object weighing <5 pounds to another object </p><p>Mage Hand: 5-pound telekinesis. </p><p>Open/Close: Opens or closes small or light things.</p><p></p><p>1st known: 4+D </p><p>Distract: Subjects –4 Concentration, Listen, Search, Spot </p><p>Grease: Makes 10-ft. square or one object slippery. </p><p>Hold Portal: Holds door shut. </p><p>Ray of Clumsiness: 1d6+1/lv Dex damage to target </p><p>D: Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p><p></p><p>2nd: 3+D </p><p>Gust of Wind: Blows away or knocks down smaller creatures. </p><p>Karmic Backlash: Any creature damaging you exhausted for 2 rounds </p><p>Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. </p><p>D: Shatter: Sonic vibration damages objects or crystalline creatures.</p><p></p><p>3rd: 1+D </p><p>Unluck: subject remakes all rolls, uses worst, for 1 rd./level </p><p>D: Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4433753, member: 13855"] OR... Ayebar Jaxx, Doom Magnet Neutral Male Human “Sorcerer 6/Hexblade 3” [Ayebar does not actually use arcane spells nor does the blood of dragons flow through his veins. The class benefits represent Loki’s efforts to keep him alive in his misery. The “spells” function as powers under Loki’s control, not his, and are as likely to affect him, his allies or his enemies. They’re designed to cause the maximum amount of chaos, but designed to make the origin of the ill fortune mysterious. Mortals are to look on Ayebar as a victim of circumstances beyond his control, unfortunate in the extreme, not someone intentionally spreading ruin.] Stats: STR: 12 DEX: 8 CON: 14 INT: 10 WIS: 14 CHA: 16 HP: 36 FORT: +8 (Mettle) REFLEX: +5 WILL: +11 (Mettle) BAB +6 Skills: 36 Climb -2, Craft (alchemy) +1, Craft (carpenter) + 1, Craft (blacksmith) + 1, Craft (stone masonry) + 1, Craft (pottery) + 1, Handle Animal +4, Perform (ukele) +4, Knowledge (local) + 1, Knowledge (religion) + 1, Knowledge (architecture and engineering) + 1, Knowledge (nature) + 1, Knowledge (geography) +1, Profession (guide) + 3, Profession (cook) + 3, Profession (sailor) + 3, Profession (porter) + 3, Profession (gambler) +3, Profession (stable hand) + 3, Profession (farmer) +3, Swim -2. Feats: 1H: Aura of Clumsiness: All natural ones force fumbles. Gain 1 ill fortune roll per day, which is an immediate action that forces the target to take the second result. (It could be bad luck for you or for them.) 1: Arcane Disciple: Chaos domain 1 Flaw: Feeble (-2 on STR, DEX, CON ability and skill checks) 1 Flaw compensation: Klutz: Expend ill fortune roll to force second skill check. Gain 1 ill fortune roll per day. 3: Retributive Spell: 1 spell targets attacker when damaged +1 CL 6: Extra Known Spell (Gust of Wind) 9: Jack of All Trades Class Features: Hexblade’s Curse: -2 to everything for one target Arcane Resistance: CHA to all saves Mettle: Save vs. Fort or Will leads to no effect always 0th known: 7 Daze: Humanoid creature of 4 HD or less loses next action. Flare: Dazzles one creature (-1 on attack rolls). Touch of Fatigue: Touch attack fatigues target. Prestidigitation: Performs minor tricks. Stick: Glues an object weighing <5 pounds to another object Mage Hand: 5-pound telekinesis. Open/Close: Opens or closes small or light things. 1st known: 4+D Distract: Subjects –4 Concentration, Listen, Search, Spot Grease: Makes 10-ft. square or one object slippery. Hold Portal: Holds door shut. Ray of Clumsiness: 1d6+1/lv Dex damage to target D: Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2nd: 3+D Gust of Wind: Blows away or knocks down smaller creatures. Karmic Backlash: Any creature damaging you exhausted for 2 rounds Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. D: Shatter: Sonic vibration damages objects or crystalline creatures. 3rd: 1+D Unluck: subject remakes all rolls, uses worst, for 1 rd./level D: Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. [/QUOTE]
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