Friday, December 8, 2017

Xander





Xander: Level 55

HP: 117,600 (152,880 Seraph Robe)
Attack: 550 (575)
5M Sword: 80
5M Spear: 80
5M Dark: 80
5M Magic: 80
Siegfried: 1200 (1,775) (1,855) (1,935) (2,015) (10,075) (20,150) (30,225) (+3,690) (range 1-2)
Silver Lance: 800 (1,375) (1,455) (7,275) (+3690)
Silver Lance: 800 (1,375) (1,455) (1,535) (7,675) (15,350) (23,025) (+3690)
Defense: 550
5M Armor: 80
Nohrian High Prince Armor: 1600 (2,150) (2,230)
(Defense when attaking) Siegfried: 600 (680) (760) (840) (4200) (8400) (10,630) (15,945)
5M Shield: 80
Lion Crest Shield: 600 (680) (2,910)
Ancalagonscale Pendant: 100 (180) (900) (3,810)
Seathscale Pendant: 100 (180) (900) (4,710)
Darkscale Pendant: 20 (100) (500) (5,210)
Magicscale Pendant: 20 (100) (500) (5,720)
Speed: 145 (135) (-10)
Skill: 180
Move: 6 (9 on horseback)



Items: 

Siegfried: -10 speed. A legendary sacred weapon. Though it is heavy and reduces speed, it adds a 600 base defense shield to the character when they attack. This shield is boosted by magic, dark, and the sword skill stat and item boosts. The blade has 1-2 range. It has a base 1200 might, (1800 at GM). The sword gives blade/dark/magic type damage. It may only be used by a Prince of Nohr. This weapon has been unlocked after enhancing the Fire Emblem. 


Elite Dark Silver Lance++: A weapon specially designed for fighting sword-wielding enemies. +25 hit against any enemy who is using a sword. Gives 400 (800) base pierce/dark type damage.


Nhorian High Prince Armor:++ -10 speed. Heavy plate Darksteel armor. This armor is extremely resistant to wear. Adds resistance to dark, fire, and absorb type damage. This armor grants immunity to psychic-type attacks. However, it takes massive wear from light-type attacks. Adds 1600 base defense.


Lion Crest Shield++: A sturdy shield made of dark steel. Practically immune to wear. However, this shield offers no defense against magic type damage, and it takes huge amounts of wear from light type damage. Offers 300 (600) extra defense when this character is being attacked.

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%. 


8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

Leo's Letter: A letter from this character's younger brother. Is surprisingly vulnerable and honest. Adds 5 to this character's base attack stat.


Camilla's Necktie: A subtle tie stitched by the skilled hands of this character's deceptively dangerous younger sister. Adds 5 to this character's base attack stat.


Elise's Rose: A delicate white rose picked by the hand of this character's lovable youngest sister. Adds 5 to this character's base attack stat.


Corrin's Scale: A dragon scale from Corrin. Reminds Xander of his adopted brother. Adds +10 to his base attack.


Lilith Float: Allows Xander to float in water, preventing him from drowning. However, this float is very susceptible to being popped, leaving our hero in a very bad predicament.


Abilities:

Xander's Chivalry: Signature ability. If Xander is battling a foe who has less than full HP at the start of the engagement, he will deal 20% more damage and take 20% less from them. He will also ignore abilities or items that cause a character to take less damage or have greater defense when they are at full HP. Costs: 4 pg

Enchanted Weapon: This character may take a turn to add magic-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg


Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg


Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg


Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg


Take the Hit (II): If an allied unit that is adjacent to this unit is attacked, this unit has a 50% (75%) (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg


Pavis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg


Aegis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg

Masterfully Skilled: This character has access to many different skills and may use them with impressive flexibility. If this character is rolling for a %activated skill, they must specify the skill they are attempting to activate. However, if the ability fails to activate, this character may roll to attempt to activate a different %activated skill. This ability may be used until a skill is activated, or until this character has rolled once for each %activated skill they have unlocked. This ability applies to Real Damage Blows. Costs: 4 pg

Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% (100%) chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg (AFO Falcon Knight)

Nohrian Trust: If this character is on the same map as other Nohrian units, it may attempt to use Nohrian trust. Nohrian trust will allow this character to attempt to activate the %activated skills of an adjacent ally. However, before rolling for the skill(s) of the adjacent ally, this character must first successfully activate this ability. This ability has a 50% (70%) chance to activate. Costs: 2 pg

For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg

Vantage: If this character has less than 50% of their max HP, they will counter-attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow-up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

Armored Blow: Whenever this unit initiates the attack against a foe, it will increase its total defense by 50% against the foe's counter-attack. Costs: 3 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7


Character Type: Defensive, Melee, Strategist


Weakness: Magic and Lightning. Resists fear type attacks.

Caps:
HP: High
Attack: 400
Defense: 400
Speed: 120
Skill: 155
Move: 6

--------------------------------


Siegurd: Level 41

HP: 29,7000
Attack: 330
5M Martial: 80
Martial Attack: 330 (410)
Defense: 320
5M Armor: 80
Elite War Horse Armor: 400 (720) (800)
Speed: 119
Skill: 90
Speed: 9


Items:

Elite War Horse Armor: Armor for steeds of war. Grants 400 defense.


Abilities:

Weight Support (III): This unit may add 9 x its basic attack damage to the attack of its rider instead of attacking itself. It will also allow the rider to access abilities like "hit and run". Costs: 16 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg


High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg


Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg


Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forests and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg


Defiant Speed: If this unit has less than half-life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half-line. Costs: 3


Character Type: Mount


Weakness: Claw and Bite type damage.






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