Linhardt: Level 40
HP: 27,000 (35,100 Seraph Robe)
Attack: 400
5M Magic: 80
5M Light: 80
5M Air: 80
Elwind: 200 (600) (680) (760) (840) (4200) (8400) (12,600)
Defense: 240
5M Armor: 80
War Bishop Robes: 500 (740) (820)
5M Shield: 80
Magic Shield: 200 (280) (360) (1800) (2620)
Great Serpentscale Pendant: 100 (180) (900) (3520)
Rayquazascale Pendant: 100 (180) (900) (4420)
Seath Crystal Pendant: 100 (180) (900) (5320)
Lightscale Pendant: 20 (100) (500) (5820)
Airscale Pendant: 20 (100) (500) (6320)
Magicscale Pendant: 20 (100) (500) (6820)
Speed: 88
Skill: 144
Move: 5
Items:
War Bishop Robes: Robes designed to protect a war bishop. May only be warn by magic class characters. These robes are quire frail, but while they are in tact they grant the wearer a 20% chance to survive lethal hits. This survival ability cannot stack with other survival abilities. These robes also grant extreme resistance to piece and blade type damage. These robes cannot be warn with any other form of armor. However, they also include a magic shield that boasts 200 base defense. Base 500 defense.
16- Day Pearls
8- Magic Crystal
8- Air Gems
Abilities:
Catnap (III): Linhart's signature ability. If he takes no action on a turn he may heal 10% (25%) (50%) of his HP at the end of his movement. Costs: 8 pg
Crest of Cethlean: This nobel crest will sometimes drastically increase the healing abilities of the character. This crest has a 50% chance to trigger, but if it does it will double the healing or curing power of any abilities he has triggered or used. Costs: 5 pg
Elwind (II): Grants the tome Elwind. This tome deals double (triple) damage to winged flying characters. Wind/Magic/(Light) type damage. 1-2 range. This cutting wind doubles the chance of activating critical odds at second tier. Base might 90 (200). Costs: 6 pg
Rescue: A magical spell designed to pull allies away from danger. This spell may target any ally within 20 spaces and warp them to an adjacent tile. This ability may be used once every four turns. If the ally or the spell user are within a gravity field or any type of area or ability that prevents teleporting, this ability will fail. If the ally is tackled, bound, swallowed, or restrained in any way, this ability will fail. Costs: 5 pg
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for 3 turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg
Heal Pulse: Three times a battle, this character may unleash a wave of magic that will heal all ally and friendly units within two spaces of it 40% of their max HP. Costs: 4 pg
Cleanse: This unit may take a turn to heal all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg
(TBA) Purge: This unit may take a turn to heal an ally of severe status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg
(TBA) Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg
(TBA) Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. Costs: 4 pg
(TBA) Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 pg
Character Type: Magic, Support
Weakness: Weak to spear and arrow damage. Resists poison, dark, magic, and light. Extremely weak to sleep statuses and has a half the normal waking chance.
Caps:
HP: Small
Attack: 500
Defense: 300
Speed: 110
Skill: 180
Move: 6
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