Chapter 2 by Ziggydoo
Who (and what) are you?
Hamiesh, Herm Lamia
NAME: Hamiesh
Level: 5
XP: 65/550
RACE: Lamia
GENDER: Hermaphrodite
ARMOR: 0
STATS: (Don't forget to distribute your 5 extra points for any custom made character.)
:LIVELIHOOD:
Vitality: 2
Vigor: 4
Mana: 0
Initiative: 3
Actions: 2
Libido: 0
:PHYSICAL:
Strength: 3
Speed & Agility: 3
Endurance: 1
Dexterity: 1
Virility/Fertility: 1
:MENTAL:
Intelligence: 2
Wisdom: 2
Constitution: 2
Charisma: 4
Perception: 3
:COMBAT:
Close Combat: 1
Ranged Combat: 1
:SKILL:
Luck: 1
Evasion: 2+2
Survival: 1
Talent: 0
ABILITIES:
Swallow Whole: Can ingest a creature into their body with ease.
Constrictor: Always roll advantage when grappling.
Snake Tongue: The Lamia/Naga receives no negative effects to blindness and when the Lamia/Naga speaks to a snake the snake will usually obey an order from the Lamia/Naga (If it involves harm to the snake it will refuse).
Mobile: You are exceptionally speedy and agile. You gain the following benefits:
Your Evasion increases by +2.
Sprinting is a free action.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Lucky: You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
SPELLS:
Alter Self: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
INVENTORY:
APPEARANCE: https://imgur.com/a/0D3yPak
STATUS:
What's next?
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A KINKY GAME OF SURVIVAL AND IMPREGNATION
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Updated on Feb 23, 2024
by SkyDreamer
Created on Jul 8, 2020
by Progenitor
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