Board Thread:Adventure RP Games/@comment-37322933-20191115003720/@comment-37322933-20200127004209

Cats4Calling wrote: So I had this idea for an character (originally for the Mad Mage's Maze), but I was hesitant to use it because it's kind of complicated to run. Then I realized TLHP's characters were fine so whatever I guess.

Callum Ellokant

Backstory: Wants to find a purpose and also money that's cool. Can turn into a bird which is a family bloodline thing.

Stats:

| Adventurer Form |

HP: 7 (45)

Strength: 3 (8)

Defense: 6

Stamina: 6 (3)

Magic: 2 (1)

Speed: 6

| Avian Form |

HP: 3 (25)

Strength: 3 (8)

Defense: 6

Stamina: 2 (1)

Magic: 10 (5)

Speed: 12

Skills:

Cautious Guard: Callum attempts to parry the next attack on him. There’s a 50% chance to block 75% of the damage. 25% to perfectly block all damage. 25% chance to fail and block no damage. If it’s perfectly blocked, he can choose to use this move again the turn after, ignoring the cooldown. 3 Turn Cooldown

Expurgating Strike: Deal 25 damage. This can only be used if at least two curses (​​​​​​are on the target. If 30 damage would otherwise kill the enemy, it deals 30 damage. Gets rid of two random curses on the target. uh by curses do you mean negative status effects, or like the negative status effects Callum has, or w h a t 

Counterattack: The next attack he receives is also dealt back to the attacker. 4 Turn Cooldown

Spells:

Transmorph: Callum takes four turns to change forms. His defense is increased by 2 temporarily after the first turn spent changing that ends after the fourth turn. 4 Turn Cooldown

Transmorph: Callum takes 4 turns to change forms. His defense is increased by 2 temporarily after the first turn spent changing that ends after the fourth turn. 4 Turn Cooldown

Fate’s Chokehold: He applies Fate’s Chokehold (FC) to an enemy. Every odd turn, half of their skills/spells are disabled. Every even turn, the other half of their skills/spells are disabled. They can sacrifice 10 HP to remove FC from them entirely. 3 Turn Cooldown

Sands in the Glass: Callum applies Sands in the Glass (SG) to a random enemy. Targets with SG have a counter that starts at 1, which goes up 1 each round. At the end of their turn, the counter’s current value is dealt to them, taking into account defense. If they have damaged anyone on that turn, the SG value ignores defense. Sands in the Glass disappears after 5 rounds.''' rounds or turns? 3 Turn Cooldown if turns, 5 Turn Cooldown if rounds'''

Shared Misfortune: Two enemies are given Shared Misfortune (SM). Damage done to one target is also done to the other for 3 rounds. Sands in the Glass does not activate this. Assuming this is rounds das 6 Turn Cooldown

Passives:

Abstract Blessings: While in adventurer form, he cannot crit, and everyone else in the battle has their crit chance increased to 15%.

Abstract Banes: In avian form, everyone else in the battle can no longer crit. His crit chance remains the same.