Title: Razzle Author: ThatDamnGernade Pastebin link: http://pastebin.com/QUGaHjhT First Edit: Tuesday 18th of August 2015 02:24:11 AM CDT Last Edit: Last edit on: Sunday 13th of March 2016 09:45:48 PM CDT Name: Razzle Gender: Female Race: Saddle Arabian Class: IKllusionist Special Talent: After using Inspire, Razzle's next action has DC -1 Hits/Wounds: 5/5 Weapon and/or Catalyst: None Character Traits: Light-brown Saddle Arabian with a dark-blue mane with blonde highlights.  Her mane is done in a split ponytail; the split occurring as her mane leaves a golden hair band/tie.  Her tail has similar bands, causing her tail to have large, round sections of tail until it ends (about three of these lumps). She wears a purple, satin bediah that is more on the simple side as opposed to heavily embellished.  Her top has bead fringe.  Her skirt is full length, with a tasteful slit up one side.  Her belly is exposed, which shows a gold and red-gemstone piercing.  Her front hooves have arm(leg?)scarves of purple, partially-see-through satin that she likes to swing around and watch it flow through the air as it dances.  She wears a minimal amount of jewelry; mostly a leg band on the exposed skirt leg and a pair of earrings.   Skills: Arabian Endurance: automatic instant/passive; once per combat; Saddle Arabians are known for their tenacity and endurance in harsh conditions. Once per combat if you are rendered helpless you may use this racial skill to immediately recover on your turn. You are immune to any adverse effects typical for a desert, and you suffer no penalties for fighting in desert environs.   Purebred: A Saddle Arabian bloodline is a result of centuries of selective breeding. Though others may frown at such a practice, its results are obvious. And not only the positive ones. Choose one of your skills. You gain a +2 bonus to this skill. All your other skills suffer a -1 penalty. If you don’t have any skills that can receive the -1 penalty, then the -1 applies to your weapon skills and combat actions aside from the chosen skill. (Inspire as chosen skill)   World Warp: spell: recharge 6 since effect ends; give the target delusions: distracts the target while they interact with the fake world. The higher the roll, the more believable the illusion is, and the longer it lasts. Illusion is broken when attacking.   Inspire: You use song and performance to enthrall a crowd or rally your allies. Combat: the entire party gains +1 to all rolls next turn, or +2 on a critical success; this bonus does not stack with repeated use. Critical failure replaces the bonus with a -1 penalty to all rolls next turn. Noncombat: you perform for a gathered audience, and can garner reputation, favors, and resources as the GM deems appropriate   Hat Magic: You can pull off amazing tricks with your hat. You conjure anything small enough to fit through the hat out of it, regardless of length. DC6 to pull out a generic object (e.g.: bouquet of flowers), DC8 to pull out a specific object (e.g.: the key to this door), DC10 to pull out an object wider than the hat. Rolling too soon for the same object after failing will cause failure regardless of roll because the universe catches wise to your tricks. Enchanted items can’t be pulled out.