Board Thread:Adventure RP Games/@comment-31900968-20190913234020/@comment-31900968-20191006175949

ImKurama wrote: Perk Master

HP: 13 (52)

ATK: 4 (8)

DEF: 2

STM: 2

SPD: 4

Abilities:

Perk Switch: Switches to one of the available perks. PM may still basic attack after using this. 9 turn cooldown


 * Takedown: Dealing the final blow to an opponent causes PM to heal fully.


 * Firepower: Cooldowns are halved. no


 * Splinter Rounds: Attacks three times.


 * Matyrdom: If this perk is active when PM dies, PM will kill his attacker while dying.


 * Leadership: Everyone except PM gains a +5 auto heal passive.


 * Combat Medic: PM gains a +10 auto heal passive.


 * High Value Targets: Bosses, mini Bosses, and possessed players take 15 extra damage.


 * The One In The Chamber: PM's first attack each round will deal 10 extra damage and ignore defense as well as protective abilities.


 * Cast Ironskin: PM gains 10 defense and will deal 30 of damage taken back to his attacker. no


 * Gift Of The Woods: Everyone except PM gains 4 Defense & Attack.

A Gift Of Your Own: Allows an ally to choose a perk and use it for 4 turns. 13 turn cooldown

Passives:

Windwalker: PM takes 1 turn before anyone else, and an extra turn if an enemy takes 5 turns.

​​​One With Nature: PM has a trusty doggo friend!

Doggo Friend

HP: 3 (12)

ATK: 2 (4)

DEF: 0

STM: 2

SPD: 2

Abilities: Bite & Drag: Doggo takes an enemy and drags him out of the fight, killing him. Doggo will also leave the fight, however. Yes, he comes back in the next fight.''' Cannot be used until 30th round. 826 turn cooldown.'''

Passives:

Doggo's Rage: Doggo's attack stats multiplies by 2 Everytime he attacks. Resets at end of enounter.

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.