[Redacted] - Ollie

[Redacted]

[Redacted]

  • Mind +1

  • Finesse +2

  • Spirit +3

  • Brawn -1

Keywords

  • Melee: When you make a melee attack with a weapon that doesn’t have the melee keyword, roll -1 damage die (possibly bringing you down to 0d8+stat damage).

  • Disarming: When you spend advantage and deal damage, disarm the target.

Traits:

Combat

Heritage - Racial

  • mask of a thousand faces (Self Only, Cosmetic Only, No Stat changes, No Objects, Must be Own Size Category),

  • thorough training (No Melee for free),

  • transcendent voice (No raised Volume),

  • Racial Flaw: Don't Have / Can't remember Original Form

Exploration

Foresight • Action

Once each session, describe how you gaze into the future → The GM tells you several events that are likely to happen (a deadly trap will spring, a change of heart turns the tide of battle, a powerful spell will backfire, etc). Choose one and write it on your character sheet. At any point, cross it off to have the event come to pass.

Interaction

Lone Wolf • Action

Describe how you discourage social interaction → Others will completely ignore you as long as you look like you belong and you don’t do anything alarming. Afterward, they will forget everything about your features and actions, vaguely remembering you as “just some person.”

Weapon:

Self

Items:

Light armor

Theives tools

Disguise kit

Five Blast Stones

—-

Blob Shapeshift: Takes 1 Action to activate.

(Does not take your quick action or movement)

You spend your action transforming into your new form, Then Bolster.

Your New form has the following abilities:

Strengths:

Block total becomes 3. (Not +3 Block, Block becomes 3)

Attack with pseudopod at close range. (Finesse Roll)

Can slip through small cracks 1 inch or more in diameter.

May Climb walls/Stick to surfaces with ease, including walls and ceilings.

immune to being blinded, charmed, deafened, Mind controlled, and frightened.

Immune to bleed from all sources OTHER than Cold.

If you don’t move for a full round, gain a cumulative 1 regeneration per combat round (or 10 seconds outside of combat) up to a maximum of 5 life per round. Lose this bonus if you move. (Does not Consume your Action or Quick action.)

[GM Ruling: Being moved against your will or "Uprooted" Via Grappling & being moved, a magical force push/Gust of wind etc.. DOES still count as movement that breaks this Regeneration. Do to your sticky Liquid nature, you cannot be grappled or moved against your will while regenerating UNLESS you are frozen or standing on frozen terrain.]

[GM Ruling: While shifting, you are considered your orignial form While shifting, and the new form on the next turn. This means that when going from human to Blob, you may not Regenerate on that turn. However when turning from blob to human, you MAY Regenerate on that same turn.]

Weaknesses:

Only move 1 space per turn. (You may still declare to "hurry")

Cannot Hold Items.

Cannot speak. Cannot use mindlink or telepathy, even if cast by another creature or player.

Cannot use Mimicry while in Blob form.

Communication is limited to Low Resonant Vibrations

Takes +1 Damage Die from Cold Attacks.

Takes Bleed while Frozen or standing on Frozen Terrain.

Bleed immediately ends when no longer frozen or standing on Frozen terrain.