Thursday, February 20, 2020

Pontiff Sulyvahn





Pontiff Sulyvahn: Level 56
HP: 91,200 (136,800 1 UP) (-28440 Deletion)
Attack: 500
1GM Sword: 200
1GM Magic: 200
5M Fire: 80
5M Dark: 80
Profaned Greatsword: 600 (1100) (1300) (1500) (1580) (7900) (16,590) (24,885)
Greatsword of Judgement: 500 (1000) (1200) (1400) (1480) (7400) (14,800) (22,200) (29,600 night)
Magic Blast: 500 (580) (2900)
Dark Blast: 500 (580) (2900)
Defense: 500
5M Armor: 80
Pontiff's Robes: 300 (800) (880)
Pontiff's Profaned Cloak: 100 (180) (380) (1,900) (2,780)
Speed: 155 (160) (+15 avoid)
Skill: 190 (+15 hit)
Move: 7 (10 while flying)




Items:

Profaned Greatsword: -10 speed. A devastating magical weapon. The user may take a turn to augment this weapon, making it two range and boosting the total damage by 50%. This boost will last for 3 turns. +15 hit and avoid against other melee weapon users. Base 600 blade/fire/magic type damage.

Greatsword of Judgement: -10 speed. A devastating magical weapon. The user may take a turn to augment this weapon, making it two range and boosting the total damage by 50%. This boost will last for 3 turns. At night, this sword will always be augmented, and the augment will double the damage of the attacks, rather than just a 50% boost. This augment may be done at the same time as other augments. Base 500 blade/dark/magic type damage.

Pontiff's Robes: Well weaved robes designed by Pontiff Sulyvahn. Grant resistance to lightning, fire, and sacred weapons. Fairly easy to wear down. This armor defends against magic and psychic. Base 300 defense.

Pontiff's Profane Cloak: A fearful item. This cloak has been embued with the profane magic of Pontiff Sulyvahn. This will cause the cloak's total defense to be boosted by both the magic and armor skill stat of the character, and it will be boosted by magic boosting items. This cloak will grant this defense both when defending and attacking. This armor defends against magic and psychic type damage. Base 100 defense.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.

Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.

Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.

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. 

8- Fire Gems+Flame Plate

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%


Abilities:

Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg

Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg

Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Sword Assualt: 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

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

Finish Strike: -15 hit. This character leaps into the air and stabs its primary blade into the chest of their foe. This attack will deal 3 x the total might of the sword's normal strikes. The enemy cannot counter-attack this move. This ability takes four turns to recharge. This blow has a 60% to give an enemy the severe bleeding status. Costs: 5 pg

Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. Costs: 6 pg

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. Costs: 5 pg

Moon's Judgement Lunge: This attack may be used once every four turns. The character will attack an enemy the same size as them or smaller with a normal sword attack. If the attack lands, the enemy will be stuck on the end of the blade. They cannot move or counterattack during the next turn unless someone strikes the character who is using this move with enough force to free them. If the character is not freed, they will be hoisted into the air and receive damage equal to 3 x a normal spear strike from this character plus an additional 300 (500) (2,500) damage from a magical burst. The blade portion of this attack completely ignores defense. Costs: 6 pg

God Killer (II): If fighting units that qualify as gods (including the higher Lords of the Dark Souls dimension, but not those of less power), this unit will receive a 60% boost to its total damage. Costs: 4 pg

Dark Wings: Gives this character the ability to fly. Will improve movement by 3 when in flight. Costs: 2 pg

Character Type: Magic, Melee


Weakness: Fire and lightning type damage. Resists dark, magic, and ice. 


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