Thursday, February 14, 2019

Dragonborn Hunter





Dragonborn Hunter: Level 31
HP: 10,200
Attack: 36
3M Sword: 60
Wyrm Slayer: 80 (116)
Steel Straight Sword: 80 (116)
3M Axe: 60
Steel Axe: 80 (116)
2M Magic: 50
2M Sonic: 50
Defense: 30
1M Armor: 40
Rugged Hunter Armor: 100 (130) (170)
2M Shield: 40
Anti-Dragon Roundshield: 60 (100) (270) (410)
Speed: 59
Skill: 66
Move: 5




Items:

Wyrm Slayer: Anti-Dragon blade. Deals double damage to dragons, wyverns, or other large and powerful reptiles. However, does half damage to all other unit types. Base might: 80

Steel Straight Sword: A simple, easy to use blade. Deals 80 blade type damage. Resists wear.

Steel Axe: +15 hit against spear using units. This sturdy axe resists wear. Deals 80 blade type damage.

Rugged Hunter Armor: Grants resistance to fire and ice. Is tough and hard to wear out. Grants 100 base defense.

Anti-Dragon Round Shield: A sturdy shield that is particularly good at blocking claw, bite, and fire type damage. Base defense: 60. Grants 200 defense against fire, bite or claw.


Abilities:

Dragonrend: An incredibly powerful and deadly anti-dragon magic shout. This ability requires the character to be at least a master in both magic and sonic abilities. This shout with strike all characters within two spaces of the unit. This shout cannot be dodged or avoided; it is an area attack. Any dragon within this area will immediately lose 50% of it's current HP. The dragon will also be forced to immediately land, taking any terrain damages or boosts immediately. This shout may only be used once every three turns. This shout cannot kill a dragon. Costs: 6 pg

Dragon killer: When attacking a unit who is a dragon type unit, this unit will add 30% to their damage output. Costs: 2 pg

Leg Trap: This unit may take a turn to leave a trap on the ground. This will trigger if a character steps on or is thrown into it. A trap takes three turns to break. A trap will drop the avoid of the character to zero, and they cannot move out of the trap. This unit may lay down three separate traps in any given battle. Costs: 3 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

Treacherous Blow: +20 Hit. If this unit attacks an enemy character who does not see them as a foe, the attack will immediately remove 30% of the enemy’s HP. This attack is calculated just as any other attack, and it can be dodged. Costs: 2 pg

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

Skills:

Sword: 3M
Axe: 3M
Magic: 2M
Sonic: 2M
Shield: 2M
Armor: 1M

Character Type: Melee, Magic

Weakness: Weak to stunning and flinching abilities.

No comments:

Post a Comment