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Jacquiline

By: BorisIvanov on Sep 10th, 2013  |  syntax: None  |  size: 1.94 KB  |  hits: 70  |  expires: Never
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  1. Jacquilene Rapiere
  2.  ---Chaotic Evil---
  3.    [JEWELCRAFTER]
  4. Pegasus Mare Sapper
  5. [Hits/Wounds - 5/5]
  6. -A dimure, and quiet mare with a calculating mind of betrayal and deceit. She escapes persecution from her homeland, and seeks refuge in this new land.
  7. Her coat is grey with black hair, and white highlights.
  8. She has an inviting presence, but when approached her onlookers are met with an assault on the mind, and its perception.
  9.  
  10. [Armor and Apparel]
  11. Red hankerchief
  12. Short black silk dress
  13. Old saddlebag
  14.  
  15. [Armaments and Weapons]
  16. Gunlance
  17. OVERLOAD, LOAD UP.
  18. [Items]
  19. Chisel
  20. Ruby (2)
  21. Topaz
  22. Manticore Pelt
  23. Fins
  24.  
  25. [Skills and Abilities]
  26. Cutie Mark: A pair of green viper's eyes distorted by shadows. +2 for stealth
  27.  
  28. Pegasus Flight: Pegasi can fly, and get a +1 bonus to actively evade and dodge midair. Flight is about as taxing as running at full speed.
  29. Supersonic; once per combat after success; You  perform a feat of great speed, enough to create a sonic boom. This renders all nearby enemies helpless on a DC 8 and renders you unable to attack for 1 turn. More powerful foes are immune to this effect.
  30.  
  31. Sabotage: Recharge 3; Ensures something will go horribly, horribly wrong when it needs to. Takes one turn to rig the target. Once rigged, the Smith can, at will, call a single critical hit on it starting from the next turn. Aware, alert, complex and large targets are hard to rig. Doesn't break stealth on success. No more than one "untriggered" sabotage may be on a target at once.
  32.  
  33. Stealth: become hidden. Enemies cannot attack you until you reveal yourself. An attack used in stealth Autocrits. Can be used at DC8 in combat.
  34.  
  35. Sleight of Hand: recharge 1; perform a minor trick with your hands. Whatever it is about hiding cards up your sleeve or picking keys of unsuspecting guards, nobody will realize what you are doing, as long as you do it right.
  36.  
  37. Sharpen: Once per combat, give one ally (or self) +1 to their weapon for the duration of the battle