OCULUS
A floating orb of foul intentions, wicked plots, baleful tentacles, and certain doom. To meet the gaze of an oculus is to know true fear.
Abilities (Focuses)
2 Accuracy (Eye Blast)
1 Communication (Deception)
3 Constitution
1 Dexterity (Stealth)
-2 Fighting
2 Intelligence (Arcane Lore, Natural Lore, Research)
3 Perception (Seeing)
-2 Strength
1 Willpower (Self-Discipline)
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Speed Health Defense Armor Rating
12 (Fly) 90 14 6
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Weapon Attack Roll Damage
Eye Blast +5 2d6+2
Special Qualities Favored Stunts: Charming Gaze (2 SP),
Disrupting Gaze (3 SP), Knock Prone (1 SP), Lethal Blow (4 SP), Paralyzing Gaze (4 SP), Mighty Blow (1 SP), Slowing Gaze (1 SP).
Charming Gaze (2 SP): In addition to its normal effects, your attack is so beguiling that the target must pay 5 SP to attack the oculus until the beginning of its next turn.
Disrupting Gaze (3 SP): In addition to its normal effects, your attack is so powerful that the target must pay 5 SP to cast a spell until the beginning of their its turn.
Paralyzing Gaze (4 SP): In addition to its normal effects, your attack is so potent that the target must pay 5 SP to take a major action until the beginning of its next turn.
Slowing Gaze (1 SP): In addition to its normal effects, your attack is so draining that the target may only move half their Speed until the beginning of its next turn.
Threat: Dire
Disrupting Gaze (3 SP): In addition to its normal effects, your attack is so powerful that the target must pay 5 SP to cast a spell until the beginning of their its turn.
Paralyzing Gaze (4 SP): In addition to its normal effects, your attack is so potent that the target must pay 5 SP to take a major action until the beginning of its next turn.
Slowing Gaze (1 SP): In addition to its normal effects, your attack is so draining that the target may only move half their Speed until the beginning of its next turn.
Threat: Dire
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