Board Thread:Adventure RP Games/@comment-31900968-20190913234020/@comment-35195751-20191023005621

Perk Switch: Switches to one of the available perks. PM may still basic attack after using this. (Cooldown based on Perk, Will do that) (This is because some perks are better than others)

A Gift Of Your Own: Allows an ally to choose a perk and use it for 4 turns. PM may still use perk switch OR basic attack after using this. (3 turn Cooldown)

Passives:

Windwalker: PM takes 1 turn before anyone else, an extra turn every time someone takes 4, and 1 more after the people with the lowest speed go. (Thats kinda ridiculous but I guess I'll allow it. Who goes first though, Tyrell or PM?)

One With Nature: PM has a trusty doggo friend!



Doggo Friend

HP: 3 (12)

ATK: 2 (4)

DEF: 0

STM: 2

SPD: 2

Abilities:

Annoying Bark: Doggo barks in an enemy's face, halving his stats for 4 turns. (12 turn cooldown, cannot be used on an opponent that has not taken a turn yet)

Passives:

Doggo's Rage: Doggo's attack stats multiplies by 2 Everytime he attacks. Resets at end of enounter. (No. Addition maybe, Multiplication no.)

Anti-Magic Pelt: Doggo cannot be damaged or even affected by any spell that isn't healing. He also has a 30% to reflect spells thrown at PM. (Can't take more than 1 damage from an ability. Does that work?)