Wednesday, July 15, 2020

Treebeard





Treebeard: Level 56
HP: 127,680 (204,288 Draught of Life)
Attack: 1,100
GM Martial: 200
GM Absorb: 200
5M Whip: 80
5M Throw: 80
Martial Attack: 1,100 (1300) (3,900)
Wrath of Ents: 1,100 (1300) (1500) (10,500) (31,500)
Vine Grab: 1,100 (1,300) (1,380) (1,460) (10,220)
Defense: 1,100
Absorbscale Pendant: 20 (220) (1540) (2,640)
Speed: 130
Skill: 180
Move: 7




Items:

12-Fragrant Root: This object will boost absorbing type moves, as long as they are plant based, by 50%. This root does not look valuable, and thus is rarely stolen.

8-Earth Gem: This rare item will increase the total damage of earth type attacks by 50%. This gem is the heart of this particular character, and thus it cannot be stolen. This item may be used to create a single tile of rocky terrain.

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

Absorbscale Pendant: An ancient pendant, made from a light green dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the absorb skill stat and boosts of this character. This item is easily lost or stolen.

Ancient Soil: A handful of extraordinarily rich soil. This consumable item will greatly help plants flourish and grow.

Abilities:

Defender of the Forest: Signature Ability. This character will double his attack and defense if he is standing in forest or jungle terrain. He will also add 1 to his movement if he starts his turn in a forest tile. If a foe destroys forest terrain, this character will increase his damage by 50% against that foe until the battle has ended. Costs: 5 pg

Wrath of Ents: This character may add Absorb damage to their martial attacks. This will not inhibit weaponized body. Costs: 3 pg

Heart of the Forest: This character may increase the item boosts for absorb damage up to a 7x multiplier without taking autodamage or harming allies. This will only work on plant-style absorb attacks. Costs: 3 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Honorable Defender: This character comes into combat well aware of the risk of activated abilities. This will double the defense of this character against activated abilities. This includes abilities that must be chosen to activate, and those that activate with a %chance. However, this ability comes at a cost, as it will prevent this character from using Assualt Moves or Critical Hits. Costs: 3 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 forest 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 character's 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

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Ingraine: This character takes a turn to plant it's roots deep into the ground. This makes them impossible to move. It will also heal 10% of it's HP at the start of each turn after doing this. Costs: 3 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg

Vine Grab: -15 speed. Whip/Absorb grab. Much more accurate and longer range than a regular grab. This unit lashes out a long whip and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, chain, throw, fire, and dark. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Terrain Throw: This unit may pick up terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 40 (1,140) (1,220) (6,100) damage plus this character's throw skill and attack, but trees (60) and rocky terrain (150) (1,250) (1,330) (6,650) are much stronger. Boulders are some of the strongest projectiles, granting around 500 (1,600) (1,680) (8,400) base might to this throw. Earth gems may boost boulders, ground, and rocky terrain. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. 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 -10 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

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Character Type: Plant, Monster, Destructive

Weakness: Weak to fire. Milde weakness to axe. Strongly resists poison and lightning type damage. Immune to absorb.

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