Fury of Avernus: Level 77
HP: 630,000 (1,260,000) (1,890,000 Heart and Soul)
Attack: 8,000
5GM Sword: 1,000
4GM Spear: 800
5GM Axe: 1,000
5GM Hammer: 1,000
1 Knife: 5
5GM Martial: 1,000
5GM Fire: 1,000
5GM Magic: 1,000
Fire Blast: 8,000 (9,000) (76,500) (229,500)
Winged Hussar Scimitar: 600 (8,600) (9,600) (19,200) (38,400) (42,240) (126,720) (633,600)
Winged Hussar Lance: 1,000 (3,900) (4,900) (9,800) (19,600) (21,560) (64,680) (323,400)
Winged Hussar Hammer: 1,400 (4,300) (5,100) (10,200) (20,400) (24,480) (70,560) (367,200)
Defense: 7,300
5GM Armor: 1,000
Mithril Chainmail: 800 (1,800) (9,100)
Godskin Robes: 500 (9,600)
Godskin Cloak: 300 (9,900)
5GM Shield: 1,000
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (26,400)
Smaugscale Pendant: 100 (1,100) (8,250) (16,500) (42,900)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (59,400)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (75,900)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (91,200)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (106,500)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (121,800)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (137,100)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (152,400)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (167,700)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (183,000)
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (198,300)
Speed: 271 (276)
Skill: 235
Move: 7
Items:
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.
10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
2-Winged Hussar Scimitars++: +10 speed. These deadly swords are specifically designed for use by the Winged Hussars. This elite fighting force has been around longer than most remember, and the secrets of their forging techniques are still a mystery. These blades offer little wear and are relatively easy to break. However, they do not debuff a character when used with "Dual Wield". Base 300 (600) blade type might.
Winged Hussar Lance++: This weapon deals double damage to mounted foes. This long lance may be easily broken, but it makes up for it with its terrifying base might. +20 hit against foes using body type attacks or short melee weapons. Base 500 (1000) pierce type damage.
Winged Hussar War Hammer++: This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30% for one turn. This hammer may only ever strike once, regardless of speed. A character may only hold one of these weapons. Base 700 (1400) bludgeon type damage.
Winged Hussar Lance++: This weapon deals double damage to mounted foes. This long lance may be easily broken, but it makes up for it with its terrifying base might. +20 hit against foes using body type attacks or short melee weapons. Base 500 (1000) pierce type damage.
Winged Hussar War Hammer++: This weapon deals immense damage to shields and armor. A single blow will always drop an enemy's defense by 30% for one turn. This hammer may only ever strike once, regardless of speed. A character may only hold one of these weapons. Base 700 (1400) bludgeon type damage.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Godskin Robes: Robes made of pale skin. These robes debuff the damage of attacks launched against this character by 10%. They also grant resistance to bludgeon, earth, water, and air. Base: 500 defense.
Godskin Cloak: A cloak made of pale skin. These robes debuff the damage of attacks launched against this character by 10%. The also grant extreme resistance to absorb, and psychic. Base: 300 defense.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Kind Gold Pin: If worn by a kind character, this item has a high chance to cause foes to struggle to attack them. This will cause foes to deal half damage on their first engagement with this character depending on their personality.
4-Mako Heart: Heals 5% of HP at the start of each turn. You may carry four. This item cannot in be used in tandem with Erd Tree Sap.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
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, overheat). This item is easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Knight Ring: This ring will improve the damage of strength oriented physical attacks by 10% or 20%. Weapons that orient fully around strength will be boosted by 20%. This includes Hammers and Clubs and Ultra Great Weapons. Weapons that use strength and dex (including martial attacks) will be boosted by 10%. Weapons that use only Dex (bows, guns, spears, knives, rapiers, whips) are not buffed. This item is easily lost or stolen.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Burning Weapon Ring: This ring will cause the ability Burning Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
Mustafar Magma Shard: This item will harm characters who are not fire oriented. However, it will also increase all burn chance activations by 10%.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) (80%) (+30%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Heart of Flame: This item is very difficult to steal, but if it is placed inside the chest of a character it will prevent them from taking autodamage or harming allies due to having too many fire boosting items.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Pure Stone
Blade Stone+Plate
Heavy Stone+Plate
14-Fire Gems+Flame Plate
24-Magic Crystal+Magic Plate
Abilities:
Infernal Engine (II): Karlach’s signature ability. Karlach may consume a soul coin she starts the battle with. This will activate her Infernal Engine for the rest of the battle. This Engine will triple the damage and burn activation chance of the ability “Flame Body”. This takes her turn to do, and will activate the ability Overheat if she has it unlocked. In this “Raging” state, Karlach’s melee attacks will add fire to them. This damage varies, but it based off of a fire blast damage calculation. Both the melee and fire damage are added together. Proficiency will be applied to both, and the damage vs the foe will be considered melee/fire. The amount of flame damage given will be determined by a single roll at the start of any engagement.
1-25: The added fire damage will be half the damage of a fire blast
26-50: The added damage will be equal to a fire blast
51-75: 1.5x a fire blast
76-100: 2x a fire blast
At second tier, Infernal Engine's Ragging state will grant Karlach immunity to charming abilities. It will also grant extreme resistance to stun, flinch, and mind control.
Costs: 10 pg
Barbaric Frenzy: Barbarian Class ability. This unit may activate this ability at any point during their turn. This unit will then build their frenzy chance by 20% each turn until the battle ends. In this state, the character may take two attack actions each turn. Costs: 4 pg
Embrace Madness: This character will deal double damage when they frenzy. Costs: 2 pg
Club 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. This attack may be used once (twice) per battle. Costs: 5 pg
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 pg
Reckless attacker: If this unit has less than a 50% chance to strike their foe, they will multiply their total attack damage x3. Costs: 4 pg
Reckless Fury: If this character attacks a foe and misses them with every hit, on the next turn if this character chooses to attack that foe again, it will deal double damage to them. This ability prevents the holder from using analyze. Costs: 2 pg
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. 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
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (60%) (+30%) (x3) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (1,020) (7,738) (15,476) (46,428) (139,284) fire-type damage immediately. Costs: 6 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
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22), and it increases her attack by 100% (110%) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%) Costs: 6 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.95x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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 or Miracle Scale
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 melee level.
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
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
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
(TBA) Extreme Heat: If this character has the ability "Flame Body", this ability will increase all the burn chances of its fire attacks by 30%. Costs: 2 pg
(TBA) Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (80%) chance to burn the enemy with each strike. Costs: 4 pg
(TBA) Nat 20: This ability stacks with the ability “Critical Odds”. If the user rolls beneath a 5 (or a nat 20 with a D20), then Critical Odds will deal a True Critical Hit; ignoring defense, becoming impossible to dodge, and preventing counter. This roll can never be modified or re-rolled. Costs: 2 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
(TBA) Infernal Engine: Karlach’s signature ability. Karlach may consume a soul coin she starts the battle with. This will activate her Infernal Engine for the rest of the battle. This Engine will triple the damage and burn activation chance of the ability “Flame Body”. This takes her turn to do, and will activate the ability Overheat if she has it unlocked. In this “Raging” state, Karlach’s melee attacks will add fire to them. This damage varies, but it based off of a fire blast damage calculation. Both the melee and fire damage are added together. Proficiency will be applied to both, and the damage vs the foe will be considered melee/fire. The amount of flame damage given will be determined by a single roll at the start of any engagement.
1-25: Fire typing added to the strike.
26-50: The added damage will be equal to half the damage of a fire blast
51-75: Damage added will equal a fire blast
76-100: 1.5x a fire blast
Costs: 5 pg
(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Barbarian Infernal Hearts: Signature ability. Karlach may choose a specific type of heart. Doing so will change her subclass. Upon choosing a heart, she will be stuck with it. This class change will only occur when in her raging state. The hearts available to her are listed below:
Demon: Keeps her demon heart. Prevents her from losing access to demon abilities. In raging state, causes her to be able to use Demon Sense once per turn.
Beast: Causes Karlach to switch to a "beast" type unit. While raging, she will take 50% less damage from all physical attacks. However, she will take 3x damage from psychic attacks. This form will allow her to use beast abilities. (Berserk and Ferocity may both be unlocked but cannot stack)
Dragon: Causes Karlach to switch to a "dragon" type unit. While raging, all fire attacks will deal 25% more damage. This form will allow her to use dragon abilities. However, Karlach will take an additional 100% damage vs any dragon-slaying type attacks.
Deific: Causes Karlach to switch to a "deific" type unit. While raging, Karlach will gain +20 speed and skill. This form will allow her to use deific abilities. However, Karlach will take an additional 100% damage vs any god-slaying type attacks.
Karlach must choose her heart very carefully, as the choice is irreversible and will always be applied in the Raging state. Costs: 8 pg
(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg
(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% (60%) (120%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 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. This attack may be used once (twice) per battle. Costs: 5 pg
(TBA) Skull Bash: This attack may only be used with a hammer or a club. This will cause the attack to only strike once, but the strike will deal double damage. The foe who is struck will lose 10% of their defense for every GM the attacker is in the weapon that is being used (Hammer or Club). This debuff lasts for 3 turns and can stack. Costs: 4 pg
(TBA) Death Blow: When attacking, this character adds 25% (50%) to their attack damage stat. Costs 3 pg
Character Type: Melee, Destructive
Weakness: Whether Karlach has the ability unlocked or not, she will always trigger flame body vs allies. Weak to lightning damage. Extremely resists fire, dark, and ice type damage.
Caps:
HP: High
Attack: 1100
Defense: 400
Speed: 136
Skill: 100
Move: 6
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