Board Thread:Adventure RP Games/@comment-37322933-20191115003720/@comment-30103675-20200126233538

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 (4)

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.

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.

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

Spells:

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

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.

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.

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.

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.

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.