protegge: art by <user name="farmer-little-wolf" site="tumblr.com"> (🔫 mine's from a canteen)
guido "i cast zone of gun" mista ([personal profile] protegge) wrote2017-04-24 11:16 pm

paths info.


Guido Mista
Paladin â—ˆ Rogue â—ˆ Engineer
ARCHETYPE STR + DEX ABILITIES 20/20
DEITY Tymora; "Lady Luck"


Canon Power
SEX PISTOLS

Sex Pistols are Mista's Stand. A Stand is a projection of the user's soul with unique powers. In Mista's case, his Stand can manipulate the direction and angle of projectiles; their experience in canon is with bullets. Each of the six Pistols is also separately sentient. They fight a lot. Sex Pistols are viewable to other people in-game.
Paladin Abilities
DIVINE SENSE (M)

You have the ability to sense celestials, fiends, or undead within 60 feet of you.
LAY ON HANDS (M)

Your blessed touch can heal wounds. Twice a day, you can lay hands on a creature to heal injury, cure disease, or neutralize poison.
AURA OF COURAGE (M)

At will, you can make your body glow with divine light, providing illumination in an area around you in an area of 10ft. Those who are in your presence will have the damage type of their weapon changed to radiant damage while the aura is up for a maximum of 1 hour.
FLAMING SWORD (M)

You have the ability to channel divine energy into your sword, making it light with fire that does not damage you. This deals fire damage in addition to the weapon’s default damage type when you strike an opponent with it.
EMPHATIC DUTY (P)

You are particularly good at reminding people of their purpose. When someone looks like they are straying from their path or slacking off, you can speak a few critical words to help them feel what you're feeling.
INSIGHT (P)

You become naturally adept at telling when people are lying to you, and feel a hunch urging you to ask questions until the truth comes out.
PERFORM OATH (M)(P)

You can swear your allegiance to someone and become their protector. The affected person must understand a Paladin's duty for this to work. Those who are protected under your wing will share a magical bond with you which creates a two-way connection. You will be able to tell their general location as well as if they're injured or unwell, and they know the same of you. With an especially strong personal bond between you and those you are Oathed to, you may also become aware of emotions and other strong physical sensations that they are experiencing. Mista is Oathed to Maya Fey and Sayori.
DIVINE SMITE (M)

You can call upon the divine, channeling its holy power through your weapon. Any melee attack will deal radiant damage to its target in addition to your weapon’s physical damage.
SHIELD OF FAITH (M)

Once per day, you can use magic to create a holy aura around another target that will take 1 blow for them.
COMMAND (M)(P)

You can use magic to utter a one-word command to someone that they will follow until completion. The creature will know you have used this path action and may become hostile towards you after its use.
Rogue Abilities
MAGE HAND LEGERDEMAIN (M)(P)

You can use magic to create a spectral hand which is able to move within 120ft of you. It can pick up any non-living object that does not weigh more than 10lbs. You can make this hand invisible and perform fine motor skills with it, such as lockpicking and pickpocketing, though your control and accuracy decrease as the hand’s distance from you increases. It’s hard to pickpocket some poor sap when you can barely see their pockets! Note that making this hand invisible does not make whatever it’s holding invisible.
SILVER TONGUE

If caught performing a rogueish action, you instinctively know how to talk your way out of it. Any persuasion or bluffing gets a +2 modifier.
THIEVES' TOOLS

Using your Thieves’ Tools, you can pick locks or disarm traps with relative ease. Your toolkit includes a small file, a set of lock picks, a small mirror mounted on a metal handle, narrow-bladed scissors, and a pair of pliers. Gain +3 to disarming traps and opening locks.
THIEVES' CANT

During your rogue training, you learned Thieves’ Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves’ Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition to communicating face-to-face, you can use Thieves’ Cant to interpret messages left behind in any populated area, as small as a village or as large as a city. Once per mission, you may ask the mods to search for Thieves’ Cant messages in a populated setting. Results include but are not limited to the following; mods may adapt any roll to suit particular missions or situations.

◈ 1-4: Thieves’ Cant is unhelpful and contains rude messages and/or gossip.
◈ 5-9: Thieves’ Cant guides you to the best the area has to offer in whatever you’re looking for: libraries, inns, weapon repair, gambling dens, singles events, etc.
◈ 10-14: Thieves’ Cant gives the location of a building that contains valuable goods, from money to artifacts. Time to steal!
◈ 15-18: Thieves’ Cant gives the location of a building that contains goods of extremely high value (ie a crown, piles of jewels) or moderate mission relevance. Time to steal!
◈ 19-20: Thieves’ Cant gives the location of an item with high mission relevance. Time to steal!
SNEAK ATTACK

You’re an expert in striking subtly to exploit a foe’s distraction. Once per day, you can ambush an enemy to gain the upper hand in battle. You gain +2 on your sneak attack. If your first attack is successful, you are able to take down the target without any noise and can attack another target with the same +2 modifier. Note that you cannot use Sneak Attack if accompanied by more than two allies — that just wouldn’t be sneaky!
Engineer Abilities
TRICK SHOT

By performing one of the following maneuvers when firing your gun, you can gain the upper hand in combat. You are limited to 5 uses per day.

◈ Bullying Shot: A shot designed not to injure but to frighten. By aiming near the target’s head, your gun’s powerful and thundering sound shakes the target’s resolve. All attacks made by the target for the next 2 minutes will have Disadvantage. Especially effective at close ranges.
â—ˆ Deadeye Shot: A shot made with careful and precise aim. You fire with incredible aim, rolling with Advantage on your attack.
◈ Disarming Shot: A shot that does as it sounds: Disarms. You aim for a target’s hand and shoot an object from their grasp.
â—ˆ Piercing Shot: A shot aimed to fire through multiple opponents. You can determine the best way to make such a shot, and on a successful roll, you gain Advantage on hitting up to 2 other targets.
◈ Winging Shot: A shot made in order to topple a moving target by aiming for the target’s legs.
CREATE BOMB

You have the ability to create a bomb with one of the following effects:

â—ˆ Acid Bomb: A bomb which can create a cloud of acid in a 5 foot radius. The acid burns the ground and air of the area for ten minutes. A strong wind is needed to disperse the cloud. Creatures take acid damage for as long as they are in contact with the acid. If it is not washed off, damage continues to be dealt. Creatures who take acid damage are hurt over time.
â—ˆ Blinding Bomb: A bomb which explodes into a bright, blinding light in a 5 foot radius. Creatures are unable to see for ten minutes after coming into contact with this bomb.
â—ˆ Concussive Bomb: A bomb which deals thunder damage upon exploding to everything in a 5 foot radius. Creatures have a hard time hearing for two minutes after coming into contact with this bomb.
◈ Hellfire Bomb: A bomb which deals fire and necrotic damage in a 5 foot radius. It’s the most traditional of the bombs, but it especially damages celestial creatures. It continues to burn for ten minutes.
â—ˆ Stink Bomb: A bomb which creates a stink cloud in a 5 foot radius. Creatures caught in it are nauseated for ten minutes. A strong wind is needed to disperse the cloud.
TINKERER'S TOOLS

While you’re limited to the materials available to you, you’ve become skilled at crafting clockwork creations. Little creatures that can scout for you, a portable firestarter, a music box... If you can provide materials, you can build it. If you have any doubts, ask for input. Everything must be smaller than you; the larger the creation, the longer it must take to craft. The device ceases to function after 24 hours, unless you take an hour to repair it.
PISTOL WHIP-SHOT

You can’t just rely on the distance between you and your opponent to keep you safe. Sometimes, you need to get up close and personal with your foes. You’re skilled at dealing melee attacks with the butt or handle of your firearm in the heat of battle. You’re granted a +1 on all melee rolls involving pistols. Moreover, you’ve learned how to move so you can either follow-up a pistol whip with a shot or vice-versa with no additional rolls needed. On attacks involving this maneuver, you’re granted a +2 bonus.
SWIFT RETALIATION

Engineers know everything about their firearm and how to make the best use of it. You’re adept at in-battle repairs, swiftly drawing your weapon, and fast reloads. Because of your experience with ranged attacks, you’re good at judging where and how you need to dodge to avoid them as well. This grants you a +2 bonus on dodging against ranged attacks.



Death Penalties
Mista has never died and I don't understand it :(

Fancy text about what you lost lol



Inventory
ITEM

Describe it!!!



original code by [community profile] cawaii, edits by [personal profile] napstar.