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Posted: Mon Jan 18, 2010 6:37 am
Bestiary
1) Intro 2) Explanation of Random Battles 3) Explanation for Random Battles while Traveling 4) Picking a Random Battle 5) Explanation of Monster Races 6) List of Monster Races 7) Bestiary
Intro
This area is used to explain and list the different monsters and behaviors within this guild. Whenever you want to have a random battle, you can select one of the monsters that are listed as being in that area. For the most part a list will be provided for each area along with stats but this will serve as the master list in which all monsters in the guild will be listed.
Explanation of Random Battles
Well… it wouldn’t really be a combat guild without something to fight. And it wouldn’t be a Final Fantasy based guild without some random battles. Sure, you may not like it but thems the breaks.
Random battles can occur when traveling between towns/areas and when in dungeons. Random battle scenarios in dungeons are determined by rolls of a D100 that go by the following rules:
-For first 5 posts you do, there is no chance of a random battle.
-If in a party, the posts count is based on anyone who makes 5 relevent posts first.
-After the 5th post, you begin to roll 1 D100 with a 20% chance of a random battle. This means that if you roll 1-20, you are in a random battle. Anything over 20 results in no battle.
-After this point, for each post you do not get in a random battle, you must roll again with an increase of 5% to the chance of your random battle. So say you did not get into the random battle last post. You would roll again with a 25% chance of random battle (5% increase from previous). So if you land on a 1-25, you get in a random battle. Anything over 25, you do not get into a random battle.
-After you have gotten into a random battle or if you leave the area all together, your chances reset.
Also, rolling a 100 automatically resets your chances to 20% if you are past your 5 posts or resets you to 5 free posts otherwise.
Rolling a 1 means you were ambushed and the attacking monster gets 1 free attack post on you.
So to sum all that up in a rp type scenario: Bob enters the Dark Ruins of Testing. For the first 5 posts he does, he’s completely free to walk around and do whatever he pleases. After the 5th post, Bob rolls a D100. Dice lands on 53. Bob is safe from combat and can do anything else he wants for this post. Next post, Bob rolls again. Dice lands on 39, Bob is once again safe. Eighth post(5 free and 2 missed random battle), Bob rolls again. Dice lands on 26, Bob is now in a random battle. Bob wins fight, starts free 5 posts again.
These rates can vary depending on the location you’re in but if no rates are listed, you would follow these rates.
A list of monsters for the area and their ranks will be posted on the first post of every battle capable area.
Explanation of Random Battles while Traveling
When traveling between two regions you will be forced into random battles more frequently than you would in regular combat areas. The average rate for traveling is:
3 Free posts then a 25% chance, increasing by 5 increases per post not in random battle. Then reset after random battle.
The good part about random battles when traveling is that they can also count for your traveling posts as well, giving you something to do while you travel. Each post in combat during travel counts as 30 minutes of travel time.
Picking a Random Battle
When a random battle comes about, the player is able to pick what monsters from the available monsters they wish to fight and what levels they want to fight them on.
Along with the posting of the monsters for an area, there will also be information on the Level Cap(if applicable) and any special rules set for the area such as having to fight more than one monster at a time.
If no special rules or abilities that contradict are in play, please use the following rule:
-You may fight as pick as many monsters as you like to attack you in a single battle. However, each of these monsters must perform an attack or movement against you at least every other of their turns. So basically, you can’t pick 50 monsters and just have 49 of them just sit there while you pummel them one at a time. All 50 will b attacking you.
-Monsters may be on as high of a level as you like and the Level Cap allows.
-Monsters can only be 10 levels below your own level unless the Level Cap is less than 10 of your level. So if your level 50 but you go to an area where the Level Cap is 25, the highest/lowest level monsters you can fight there are 25.
-If in a party, each member of the party gets half the Exp, regardless of the number of party members.
-If in a party, money obtained in the battle is split evenly.
-If your HP drops to 0 and you have no one to revive you, you can pay half of your current gil to revive at the closest town. Any items you obtained in the dungeon are lost but you do keep your exp.
-If all members in a party HP is dropped to 0, all party members must pay half their current gil to revive one character.
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Posted: Mon Jan 18, 2010 8:27 am
Explanation of Monster Races
Well… they're mean and smelly and most of them want to eat you and others just want to be left alone.
Monsters come in all different shapes and sizes and exist just about everywhere. They can have weaknesses to various elements or attack types and have a naturally high affinity to inflicting pain with pure brute force or other means.
Just like Human's are broken down into various races, monsters can be broken down into various races as well.
When selecting a monster to use in a random battle, it’s race pays an important roll if you want to alter it’s level to better accommodate you.
As the lists provided below tend to have only a few levels for each monster, there is a chance that you may want to fight a monster with a different level than the ones shown. Obviously, this means the monster’s stats would change a bit. This change is based on their race.
List of Monster Races
Below is a chart displaying the various races that can be held by a monster as well as the increases and decreases that come along with that race.
Plant Description: These plant like monsters are sick of deforestation so there fighting back and those b*****d loggers...with poison. Stats: HP=(70xCon Mod) x lvl, MP=(12+Int Mod) x lvl, AP=(8+Str Mod) x lvl Growth: +2 Con per lvl, +1 Str per lvl, +1 Wis per 3 lvls Decrease: -2 Cha per 10 lvl, -1 Int per 10 lvl Strength: Absorb Earth damage, half water damage, immune poison Weakness: x2 damage from fire, double effect of burn damage. Exp growth by Rank: 10 x lvl / 15 x lvl / 20 x lvl / 30 x lvl Gil growth by Rank : 5 x lvl / 8 x lvl / 10 x lvl / 13 x lvl
Human Description: A creature that is a cousin to the human race (if not a member). We’re all just one big hairy family in the end. Stats: HP=(80xCon Mod) x lvl, MP=(8xInt Mod) x lvl, AP=(8xStr Mod) x lvl Growth: +1 Str per 2 lvl, +1 Int per 2 lvl, +1 Wis per 5 lvls Decrease: -1 Con per 5 lvl Strength: None Weakness: None. Exp growth by Rank: 10 x lvl / 13 x lvl / 19 x lvl / 28 x lvl Gil growth by Rank : 8 x lvl / 16 x lvl / 24 x lvl / 40 x lvl
Demi-Human Description: A creature has been mixed with human and something else entirely. Some retain the intelligence of humans while others… well lets just say you don’t want to be hit by them. Stats: HP=(100+Con Mod) x lvl, MP=(5+Int Mod) x lvl, AP=(12+Str Mod) x lvl Growth: +3 Str per 2 lvl, +2 Dex per 2 lvl, +2 Con per 2 lvl, +1 Cha per 3 lvl Decrease: -2 Wis per 10 lvl, -1 Int per 5 lvl Strength: None Weakness: None. Exp growth by Rank: 10 x lvl / 13 x lvl / 19 x lvl / 28 x lvl Gil growth by Rank : 8 x lvl / 16 x lvl / 24 x lvl / 40 x lvl
Avian Description: Soaring high above our heads, these once peaceful creatures are now out for blood, regardless of what it comes from. Stats: HP=(80+Con Mod) x lvl, MP=(100+Int Mod) x lvl, AP=(100+Str Mod) x lvl Growth: +3 Dex per 2 lvl, +2 Cha per 4 lvl, +1 Wis per 3 lvl Decrease: -2 Con per 10 lvl Strength: Immune to all Earth Element Attacks Weakness: x2 damage from Lightning, Wind attacks cut Evasion and Reflex in half for that attack. Exp growth by Rank: 8 x lvl / 12 x lvl / 16 x lvl / 22 x lvl Gil growth by Rank : 4 x lvl / 6 x lvl / 10 x lvl / 15 x lvl
Beast Description: What run’s on four legs, has the intellect of a melon and a really bad attitude? Everything that fits in this class. Stats: HP=(130+Con Mod) x lvl, MP=(2+Int Mod) x lvl, AP=(13+Str Mod) x lvl Growth: +4 Str per 2 lvl, +2 Con per 4 lvl, +1 Dex per 4 lvls Decrease: -3 Int per 10 lvl, -1 Wis per 20 lvl Strength: None Weakness: None. Exp growth by Rank: 9 x lvl / 14 x lvl / 21 x lvl / 28 x lvl Gil growth by Rank : 8 x lvl / 14 x lvl / 18 x lvl / 21 x lvl
Robot Description: A man made (or demi-human made sometimes) item that was built for various purposes. For one reason or another, it’s attacking you now. What are you gonna do about it? Stats: HP=(150+Con Mod) x lvl, MP= 0 (Robots usually can't use magic), AP=(20+Str Mod) x lvl Growth: +1 Str per 2 lvl, +1 Int per 2 lvl, +1 Wis per 2 lvl, +2 Con per 2 lvl Decrease: -1 Dex per 10 lvl Strength: All physical damage taken is cut in half Weakness: x2 damage from Lightning Exp growth by Rank: 12 x lvl / 16 x lvl / 22 x lvl / 30 x lvl Gil growth by Rank: 2 x lvl / 5 x lvl / 8 x lvl / 12 x lvl
Avian Robot Description: A man made (or demi-human made sometimes) item that was built for various purposes. For one reason or another, it’s attacking you now. And it flies too! Did we forget to mention that? Stats: HP=(150+Con Mod) x lvl, MP= 0 (Robots usually can't use magic), AP=(100+Str Mod) x lvl Growth: +1 Dex per 2 lvl, +1 Int per 2 lvl, +1 Wis per 2 lvl, +2 Con per 2 lvl Decrease: -1 Str per 10 lvl Strength: All physical damage taken is cut in half, Immune to Earth Element attacks Weakness: x2 damage from Lightning Exp growth by Rank: 13 x lvl / 17 x lvl / 22 x lvl / 30 x lvl Gil growth by Rank: 4 x lvl / 8 x lvl / 10 x lvl / 12 x lvl
Scaled Description: Harden scales cover these creatures from head to toe. There may be a few weak points but for the most part, it’s gonna be a long fight. Stats: HP=(120+Con Mod) x lvl, MP=(5+Int Mod) x lvl, AP=(6+Str Mod) x lvl Growth: +3 Con per lvl, +1 Str per 2 lvl Decrease: -2 Dex per 10 lvl, -1 Int per 5 lvl Strength: All physical damage taken is cut in half unless from ranged weapons Weakness: x2 damage from range weapons Exp growth by Rank: 8 x lvl / 12 x lvl / 17 x lvl / 25 x lvl Gil growth by Rank: 8 x lvl / 9 x lvl / 10 x lvl / 12 x lvl
Dragon Description: A creature of myth and legends. It’s twice as scary as anything you’ve heard and breath is 3 times as worse. Stats: HP=(200+Con Mod) x lvl, MP=(15+Int Mod) x lvl, AP=(15+Str Mod) x lvl Growth: All Stats +1 every level Decrease: None Strength: All damage taken is cut in half Weakness: None Exp growth by Rank: 15 x lvl / 20 x lvl / 30 x lvl / 40 x lvl Gil growth by Rank: 15 x lvl / 20 x lvl / 25 x lvl / 30 x lvl
Jelly Description: Soft and Squishy doesn’t even begin to explain these creatures. Their form is completely determined by themselves or whatever container their in. Tentacle Hentai anyone? Stats: HP=(50+Con Mod) x lvl, MP=(30+Int Mod) x lvl, AP=(2+Str Mod) x lvl Growth: +2 Int per 3 lvl, +3 Con per 5 lvl, +1 Dex per lvl Decrease: -2 Str per 10 lvl, -1 Wis per 10 lvl, -4 Cha per 10 lvl Strength: All physical damage taken does 1 damage Weakness: x1.2 to all magic damage taken Exp growth by Rank: 12 x lvl / 16 x lvl / 23 x lvl / 28 x lvl Gil growth by Rank: 2 x lvl / 4 x lvl / 8 x lvl / 12 x lvl
Elemental Description: A creature born of nature itself to govern whatever element it is associated with. While normally peaceful, these creatures don’t like disturbances and will attack any and all in their path. Stats: HP=(200+Con Mod) x lvl, MP=(100+Int Mod) x lvl, AP= 0 (Elementals don't have abilities that take AP usually) Growth: +2 Wis per 3 lvl, +1 Int per lvl Decrease: -1 Str per 5 lvl, -1 Dex per 5 lvl, -1 Con per 5 lvl Strength: Elemental attacks used by monster of same element as monster do 2x damage Weakness: Elemental attacks used against monster of opposing element as monster do 2x damage Exp growth by Rank: 10 x lvl / 15 x lvl / 20 x lvl / 26 x lvl Gil growth by Rank: 2 x lvl / 6 x lvl / 10 x lvl / 12 x lvl
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Posted: Tue Mar 09, 2010 5:43 am
~Goblin Race~

~Rank I~ Name: Goblin Rank: I Race: Demi Human Gender: Male
~Appearance~
Height: 3’-5’ Physical Description: Small monsters with fur covering their entire body. They come in different colors and are even sophisticated enough to have clothing. Background: One of the stomped on monsters of RPGdom. The goblin has always been looked down upon for being the starting fodder for even low level players. Even though this angers them, they haven’t really done much to stop the trend. Of course there are a few exceptions but overall, they are nothing but food for the budding adventurer. Due to this, they are allowed to exist just about everywhere they can survive without much fear of them causing much trouble. Personality: Usually playful and mischievous but can get really angry at the most random things.
~Base Stats~
LV: 1 HP: 109 MP: 0 AP: 14
Strength: 14 {2} Dexterity: 18 {4} Constitution: 8 {-1} Intelligence: 8 {-1} Wisdom: 6 {-2} Charm: 8 {-1}
Evasion Bonus: 4 Fortitude: 2 Reflex: 2 Will: 1
~Damage~ Melee Damage: 3-8 Range Damage: 5-10
~Rank II~
Name: Red Cap Rank: II Race: Demi Human Gender: Male
~Appearance~
Height: 3’-5’ Physical Description: Small monsters with fur covering their entire body. They come in different colors and are even sophisticated enough to have clothing. Background: One of the stomped on monsters of RPGdom. The goblin has always been looked down upon for being the starting fodder for even low level players. Even though this angers them, they haven’t really done much to stop the trend. Of course there are a few exceptions but overall, they are nothing but food for the budding adventurer. Due to this, they are allowed to exist just about everywhere they can survive without much fear of them causing much trouble. Personality: Usually playful and mischievous but can get really angry at the most random things. Other: These goblins are distinguished by the actually stylish red hat they wear.
~Abilities and Spells~
Goblin Punch Description: A series of punches delivered at lightning speed. To bad they aren’t delivered at lightning accuracy. AP Cost: 20 Damage: 1 – 200 + Str Mod Type: Melee
~Stats~
LV: 26 HP: 3146 MP: 0 AP: 832
Strength: 50 {20} Dexterity: 42 {16} Constitution: 32 {11} Intelligence: 8 {-1} Wisdom: 6 {-2} Charm: 16 {3}
Evasion Bonus: 10 Fortitude: 8 Reflex: 2 Will: 1
~Damage~
Short Sword: 22-26 Melee Damage: 21- 26 Range Damage: 17 - 22
~Rank III~
Name: Black Goblin Rank: III Race: Demi-Human Gender: Male
~Appearance~
Height: 3’-5’ Physical Description: Small monsters with dark fur covering their entire body. These variety of goblin all have the same fur color which seems to go into their powers and capabilities. Background: One of the stomped on monsters of RPGdom. The goblin has always been looked down upon for being the starting fodder for even low level players. Even though this angers them, they haven’t really done much to stop the trend. Of course there are a few exceptions but overall, they are nothing but food for the budding adventurer. Due to this, they are allowed to exist just about everywhere they can survive without much fear of them causing much trouble. Personality: Usually playful and mischievous but can get really angry at the most random things.
~Abilities and Spells~
Goblin Punch Description: A series of punches delivered at lightning speed. To bad they aren’t delivered at lightning accuracy. AP Cost: 20 Damage: 1 – 200 + Str Mod Type: Melee
~Stats~
LV: 51 HP: 6783 MP: 0 AP: 2550
Strength: 86 {38} Dexterity: 66 {28} Constitution: 56 {23} Intelligence: 8 {-1} Wisdom: 6 {-2} Charm: 24 {7}
DR: -1
Evasion Bonus: 16 Fortitude: 14 Reflex: 2 Will: 1
~Damage~
Short Sword: 22-26 Melee Damage: 21- 26 Range Damage: 17 - 22
~Equipment~
Armor: Adventurer’s Garb: DR -1
~Rank IV~
Name: Imp Rank: IV Race: Demi-Human Gender: Male
~Appearance~
Height: 3’-5’ Physical Description: Small monsters with dark fur covering their entire body. Usually don’t wear any clothes either. Background: One of the stomped on monsters of RPGdom. The goblin has always been looked down upon for being the starting fodder for even low level players. Even though this angers them, they haven’t really done much to stop the trend. Of course there are a few exceptions but overall, they are nothing but food for the budding adventurer. Due to this, they are allowed to exist just about everywhere they can survive without much fear of them causing much trouble. Personality: Usually playful and mischievous but can get really angry at the most random things.
~Abilities and Spells~
Goblin Punch Description: A series of punches delivered at lightning speed. To bad they aren’t delivered at lightning accuracy. AP Cost: 20 Damage: 1 – 200 + Str Mod Type: Melee
Goblin Call Description: Gives a call to summon lower ranking creatures to do his bidding. AP Cost: 100 Effect: Summon’s 2 Goblins to come assist. Can only be used 3 times per Imp Type: Support
~Stats~
LV: 76 HP: 11020 MP: 0 AP: 5168
Strength: 122 {56} Dexterity: 90 {40} Constitution: 80 {35} Intelligence: 8 {-1} Wisdom: 6 {-2} Charm: 32 {11}
DR: -1
Evasion Bonus: 22 Fortitude: 20 Reflex: 2 Will: 1
~Damage~
Machete: 76-91 Melee Damage: 57- 62 Range Damage: 41 - 46
~Equipment~
Armor: Adventurer’s Garb: DR -1
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Posted: Tue Mar 09, 2010 5:47 am
~Wolf Race~ 
~Rank I~ Name: Wild Wolf Rank: I Race: Beast Gender: Male
~Appearance~
Height: 2 '10 [ 6' length wise] - 5’[ 13’ length wise] Physical Description: They can usually come in a verity of colors but always seem to have a white under tuff of fur. Their tails are extremely bushy and soft looking too. Background: You say lone wolf wandering the ice cold tundra? I say grinding material. Wolves can be found out in the open of less technology worn places. Generally peaceful, yes, but also in large numbers. It won’t really hurt anyone if you take out a few of them. Sometimes Goblins will keep these guys under their command, and use them as battle pets. Either way, be careful around the teeth, rabies are a b***h. Personality: Survivor. Will kill anyone that gets in between it and its packs next meal. Usually follows orders pretty loyally when controlled.
~Stats~
LV: 1 HP: 140 MP: 0 AP: 20
Strength: 20 {5} Dexterity: 14 {2} Constitution: 10 {0} Intelligence: 4 {-3} Wisdom: 12 {1} Charm: 10 {0}
Evasion Bonus: 3 Fortitude: 2 Reflex: 1 Will: 3
~Damage~
Melee Damage: 6-11 Range Damage: 3-8
~Rank II~
Name: Lone Wolf Rank: II Race: Beast Gender: Male
~Appearance~
Height: 2 '10 [ 6' length wise] - 5’[ 13’ length wise] Physical Description: They can usually come in a verity of colors but always seem to have a white under tuff of fur. Their tails are extremely bushy and soft looking too. Background: You say lone wolf wandering the ice cold tundra? I say grinding material. Wolves can be found out in the open of less technology worn places. They’ve been cast out of their pack for one reason or another. Personality: Survivor. They’re pretty aggressive due to lack of food and having to learn to hunt alone. Other: Will not fight in combat with other monsters unless summoned by something.
~Abilities and Spells~
Howling Moon Description: A stout howl brings to mind a raising moon over a lovely lake. To bad this sends the Wolf into a complete rage. AP Cost: 50 Effect: Auto inflicts Berserk status on user and makes them immune to any other Mental Status Effects Type: Support
~Stats~
LV: 26 HP: 3796 MP: 0 AP: 1144
Strength: 68{29} Dexterity: 20 {5} Constitution: 22 {6} Intelligence: 1 {-5} Wisdom: 11 {0} Charm: 12 {1}
Evasion Bonus: 5 Fortitude: 5 Reflex: 0 Will: 2
~Damage~
Melee Damage: 30-35 Range Damage: 6-11
~Rank III~
Name: White Wolf Rank: III Race: Beast Gender: Male
~Appearance~
Height: 2 '10 [ 6' length wise] - 5’[ 13’ length wise] Physical Description: This particular breed of wolf has completely white snow, a symbol of it’s ‘purity’. If it closes it’s eyes in a snow field, it just basically vanished. Background: You say lone wolf wandering the ice cold tundra? I say grinding material. Wolves can be found out in the open of less technology worn places. Generally peaceful, yes, but also in large numbers. It won’t really hurt anyone if you take out a few of them. Sometimes Goblins will keep these guys under their command, and use them as battle pets. Either way, be careful around the teeth, rabies are a b***h. Personality: Survivor. Will kill anyone that gets in between it and its packs next meal. Usually follows orders pretty loyally when controlled. Other:
~Abilities and Spells~
Howling Moon Description: A stout howl brings to mind a raising moon over a lovely lake. To bad this sends the Wolf into a complete rage. AP Cost: 50 Effect: Auto inflicts Berserk status on user and makes them immune to any other Mental Status Effects Type: Support
Machine Gun Fang Description: Taking everything it has learned about survival, this wolf has mastered a singular technique. Hit stuff fast and often. This move allows the wolf to strike it’s foe 5 or more times at lightning speed. AP Cost: 300 Damage: Melee damage x5 Type: Melee Special: *Ability only uses up 1 Action but counts as 5 melee attacks that can be dodged individually. *+1 additional attack to chain for every 5 points in Dex stat.
~Stats~
LV: 51 HP: 7752 MP: 0 AP: 3468
Strength: 116+48 {53} Dexterity: 26+6 {8} Constitution: 34+12 {12} Intelligence: 1 {-5} Wisdom: 10 {0} Charm: 14 {2}
Evasion Bonus: 6 Fortitude: 8 Reflex: 0 Will: 2
~Damage~
Melee Damage: 54-59 Range Damage: 9-14
~Rank IV~
Name: Alpha Male Rank: IV Race: Beast Gender: Male
~Appearance~
Height: 2 '10 [ 6' length wise] - 5’[ 13’ length wise] Physical Description: They can usually come in a verity of colors but always seem to have a white under tuff of fur. Their tails are extremely bushy and soft looking too. Background: You say lone wolf wandering the ice cold tundra? I say grinding material. Wolves can be found out in the open of less technology worn places. Generally peaceful, yes, but also in large numbers. It won’t really hurt anyone if you take out a few of them. Sometimes Goblins will keep these guys under their command, and use them as battle pets. Either way, be careful around the teeth, rabies are a b***h. Personality: Survivor. Will kill anyone that gets in between it and its packs next meal. Usually follows orders pretty loyally when controlled. Other: Will not appear in a fight with other Rank 4 monsters unless summoned by something or someone else.
~Abilities and Spells~ Howling Moon Description: A stout howl brings to mind a raising moon over a lovely lake. To bad this sends the Wolf into a complete rage. AP Cost: 50 Effect: Auto inflicts Berserk status on user and makes them immune to any other Mental Status Effects Type: Support
Machine Gun Fang Description: Taking everything it has learned about survival, this wolf has mastered a singular technique. Hit stuff fast and often. This move allows the wolf to strike it’s foe 5 or more times at lightning speed. AP Cost: 300 Damage: Melee damage x5 Type: Melee Special: *Ability only uses up 1 Action but counts as 5 melee attacks that can be dodged individually. *+1 additional attack to chain for every 5 points in Dex stat.
Call of the Wild Description: As leader, certain perks come into play. Like being able to call your minions to do your dirty work! AP Cost: 1000 Effect: Summons’ 3 Wild Wolfs to the fight. Can only be used 3 times per Alpha Male Type: Support
~Stats~
LV: 76 HP: 12008 MP: 0 AP: 6992
Strength: 164 {77} Dexterity: 32 {11} Constitution: 46 {18} Intelligence: 1 {-5} Wisdom: 9 {-1} Charm: 16 {3}
Evasion Bonus: 8 Fortitude: 11 Reflex: 0 Will: 2
~Damage~
Melee Damage: 78-83 Range Damage: 12-17
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Posted: Sun May 16, 2010 6:19 pm
~Mandragora Race~

~Rank I~ Name: Mandragora Rank: I Race: Plant Gender: -
~Appearance~
Height: 5’-6.5’ Physical Description: Giant carnivorous plants that can come in a verity of colors but usually comes in colors to camouflage with the area. Ain’t evolution wonderful? Background: No one’s quite sure what made this once beautiful plant go haywire and start liking flesh but it has. They can be found in a verity of areas and, thanks to this, have adaptable coloring to help blend in with the surroundings. As with most plants, one is never enough so expect to fight these things in groups. Personality: Fairly violent to anything that enters its area and will attack the moment it detects and intruder.
~Abilities and Spells~
Seed Cannon Description: By compressing the air in their body, the user of this can fire off a huge seed or some other projectile at the target. AP Cost: 5 Damage: 10 – 100 + Dex Mod Type: Range
~Base Stats~
LV: 1 HP: 101 MP: 11 AP: 10
Strength: 14 {2} Dexterity: 18 {4} Constitution: 12 {1} Intelligence: 8 {-1} Wisdom: 10 {0} Charm: 8 {-1}
Evasion Bonus: 4 Fortitude: 4 Reflex: 2 Will: 2
~Damage~ Melee Damage: 3-8 Range Damage: 5-10
~Rank II~
Name: Ragora Rank: II Race: Plant Gender: -
~Appearance~
Height: 5’-6.5’ Physical Description: Giant carnivorous plants that can come in a verity of colors but usually comes in colors to camouflage with the area. Ain’t evolution wonderful? Background: No one’s quite sure what made this once beautiful plant go haywire and start liking flesh but it has. They can be found in a verity of areas and, thanks to this, have adaptable coloring to help blend in with the surroundings. As with most plants, one is never enough so expect to fight these things in groups. Personality: Fairly violent to anything that enters its area and will attack the moment it detects and intruder.
~Abilities and Spells~
Seed Cannon Description: By compressing the air in their body, the user of this can fire off a huge seed or some other projectile at the target. AP Cost: 5 Damage: 10 – 100 + Dex Mod Type: Range
Dig In Description: By digging in it’s roots deep into the ground, this creature can gather nutrients directly from the soil and restore 10% of it’s HP per turn. AP Cost: 0 Heals: Restores 10% of Max HP Type: Support. Other: Can only be used every 3 posts.
Entangle Description: The user wraps it’s tentacle like vines around it’s target and strangles them to death or simply confines them till it can do something else. AP Cost: 20 and 2 per turn Damage: 1 – Str mod Type: Melee. Other: Treat as a Grapple Hold, 10% chance of inflicting Poison
Earth Description: The user summons a shard of earth to strike at the target MP: 15 Damage: earth 10-30 + Int
~Stats~
LV: 26 HP: 2756 MP: 260 AP: 222
Strength: 39 {14} Dexterity: 23 {6} Constitution: 62 {26} Intelligence: 6 {-2} Wisdom: 18 {4} Charm: 4 {-3}
Evasion Bonus: 5 Fortitude: 15 Reflex: 1 Will: 4
~Damage~ Melee Damage: 15-20 Range Damage: 7-12
~Rank III~
Name: Grat Rank: III Race: Plant Gender: -
~Appearance~
Height: 5’-6.5’ Physical Description: Giant carnivorous plants that can come in a verity of colors but usually comes in colors to camouflage with the area. Ain’t evolution wonderful? Background: No one’s quite sure what made this once beautiful plant go haywire and start liking flesh but it has. They can be found in a verity of areas and, thanks to this, have adaptable coloring to help blend in with the surroundings. As with most plants, one is never enough so expect to fight these things in groups. Personality: Fairly violent to anything that enters its area and will attack the moment it detects and intruder.
~Abilities and Spells~
Seed Cannon Description: By compressing the air in their body, the user of this can fire off a huge seed or some other projectile at the target. AP Cost: 5 Damage: 10 – 100 + Dex Mod Type: Range
Seed Burst Description: Take Seed Cannon and put into on a machine gun basis and you have Seed Burst. AP Cost: 100 Damage: 200 – 350 + Dex Mod Type: Range
Dig In Description: By digging in it’s roots deep into the ground, this creature can gather nutrients directly from the soil and restore 10% of it’s HP per turn. AP Cost: 0 Heals: Restores 10% of Max HP Type: Support. Other: Can only be used every 3 posts.
Entangle Description: The user wraps it’s tentacle like vines around it’s target and strangles them to death or simply confines them till it can do something else. AP Cost: 20 and 2 per turn Damage: 1 – Str mod Type: Melee. Other: Treat as a Grapple Hold, 10% chance of inflicting Poison
Earth Description: The user summons a shard of earth to strike at the target MP: 15 Damage: earth 10-30 + Int
Earthra Description: The user summons a large upheaval of stone at the target. MP: 40 Damage: stone 35-100 + Int
Biora Description: The user summons a large glob of poison at the target. MP: 45 Damage: fire 30-80 + Int Special: If magic hits roll 1d10, if the result is even the target also receives “Poison”, “Silence” and “Blind” status.
~Stats~
LV: 51 HP: 7701 MP: 408 AP: 1785
Strength: 64 {27} Dexterity: 28 {9} Constitution: 112 {51} Intelligence: 3 {-4} Wisdom: 26 {8} Charm: 0 {-5}
Evasion Bonus: 7 Fortitude: 28 Reflex: 1 Will: 6
~Damage~ Melee Damage: 28- 33 Range Damage: 10 - 15
~Rank IV~
Name: Sandragora Rank: IV Race: Plant Gender: -
~Appearance~
Height: 5’-6.5’ Physical Description: Giant carnivorous plants that come only in sand-ish colors so it blends in well with the wastelands and deserts it lives in. Background: A special member of the Mandragora family that has grown and thrived in harsh desert environments by feeding mostly off of blood instead of water. To help it keep all the water it gathers, it’s external shell is a coated with sand making it a bit harder to hurt. Personality: Fairly violent to anything that enters its area and will attack the moment it detects and intruder. Can even be seen attacking its own kind if pushed far enough with hunger. Other: All Confusion inflicting attacks on this enemy have a boosted chance of x2.
~Abilities and Spells~
Seed Cannon Description: By compressing the air in their body, the user of this can fire off a huge seed or some other projectile at the target. AP Cost: 5 Damage: 10 – 100 + Dex Mod Type: Range
Seed Burst Description: Take Seed Cannon and put into on a machine gun basis and you have Seed Burst. AP Cost: 100 Damage: 200 – 350 + Dex Mod Type: Range
Dig In Description: By digging in it’s roots deep into the ground, this creature can gather nutrients directly from the soil and restore 10% of it’s HP per turn. AP Cost: 0 Heals: Restores 10% of Max HP Type: Support. Other: Can only be used every 3 posts.
Entangle Description: The user wraps it’s tentacle like vines around it’s target and strangles them to death or simply confines them till it can do something else. AP Cost: 20 and 2 per turn Damage: 1 – Str mod Type: Melee. Other: Treat as a Grapple Hold -10% chance of inflicting Poison
Aeroja Description: The user summons a cloud of extremely hot steam at the target. MP: 350 Damage: wind 1000-1500 + Int Special: If magic hits, roll 1d10. If the result is even, inflict "Knock-Down" status
Bioga Description: The user summons a larger blob of poison at the target. MP: 100 Damage: 100-200 + Int Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Poison", “Silence”, “Blind”, “Burn”, “Frost-bite” and “Paralysis” status.
Quake Description: Magic wells up within the ground and forcibly pushes it around causing the surface to rock and roll with the resulting actions. MP: 400 Damage: earth 1200-1600 + Int Special: AOE Spell If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Oil" status, If the 2nd is 1 or 10, inflict "Petrify" status
~Stats~
LV: 76 HP: 13376 MP: 532 AP: 3572
Strength: 89 {39} Dexterity: 33 {11} Constitution: 162 {76} Intelligence: 1 {-5} Wisdom: 35 {12} Charm: 0 {-5}
Evasion Bonus: 8 Fortitude: 40 Reflex: 0 Will: 8
~Damage~ Melee Damage: 40- 45 Range Damage: 12 - 17
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Posted: Tue May 18, 2010 7:36 pm
~Thief[enemy] Race~

~Rank I~ Name: Thief Rank: I Race: Human Gender: Either
~Appearance~
Height: 4’-7’ Physical Description: See that guy handing you your coffee? Or maybe that girl that just walked by you and winked? Or maybe that little kid that splashed water on you at the pool… yep, any of them could be one. Usually wears a mask over their face to hide their identity. Personality: Varies
~Abilities and Spells~
Steal Gil Description: The starting point of all great thieves. You have to get up enough capital to support yourself right? AP Cost: 1 Type: Melee Special: *Treat as melee attack roll *Amount of gold stolen is based on user’s level x 20
~Base Stats~
LV: 1 HP: 100 MP: 9 AP: 10
Strength: 10 {0} Dexterity: 20 {5} Constitution: 10 {0} Intelligence: 8 {-1} Wisdom: 8 {-1} Charm: 8 {-1}
Evasion Bonus: 5 Fortitude: 2 Reflex: 2 Will: 2
~Damage~ Dagger: 1-4 Melee Damage: 1-6 Range Damage: 6-11
~Rank II~
Name: Bandit Rank: II Race: Human Gender: Either
~Appearance~
Height: 4’-7’ Physical Description: See that guy handing you your coffee? Or maybe that girl that just walked by you and winked? Or maybe that little kid that splashed water on you at the pool… yep, any of them could be one. Usually wears a mask over their face to hide their identity. Personality: Varies
~Abilities and Spells~
Steal Gil Description: The starting point of all great thieves. You have to get up enough capital to support yourself right? AP Cost: 1 Type: Melee Special: *Treat as melee attack roll *Amount of gold stolen is based on user’s level x 20
[~ Any 1 Weapon Master Skill~]
[~ Any 2 Rank 2 Abilities/Spells OR Any 4 Rank 1 Abilities/Spells or combo of that]
~Stats~
LV: 26 HP: 2622 MP: 390 AP: 416
Strength: 22 {6} Dexterity: 20 {5} Constitution: 5 {-3} Intelligence: 20 {5} Wisdom: 13 {1} Charm: 8 {-1}
DR: -1
Evasion Bonus: 5 Fortitude: 1 Reflex: 5 Will: 3
~Damage~ Any Rank 1 Weapon: Melee Damage: 7-12 Range Damage: 6-11
~Equipment~ Armor: Adventurer’s Garb: DR -1
~Rank III~
Name: Gangster Rank: III Race: Human Gender: Either
~Appearance~
Height: 4’-7’ Physical Description: See that guy handing you your coffee? Or maybe that girl that just walked by you and winked? Or maybe that little kid that splashed water on you at the pool… yep, any of them could be one. Usually wears a mask over their face to hide their identity. Personality: Varies
~Abilities and Spells~
Steal Gil Description: The starting point of all great thieves. You have to get up enough capital to support yourself right? AP Cost: 1 Type: Melee Special: *Treat as melee attack roll *Amount of gold stolen is based on user’s level x 20
[~ Any 1 Weapon Master Skill~]
[~ Any 2 Rank 3 Abilities/Spells OR Any 4 Rank 2 Abilities/Spells OR Any 8 Rank 1 Abilities / Spells or combo of that]
~Stats~
LV: 51 HP: 4845 MP: 1071 AP: 1122
Strength: 34 {12} Dexterity: 20 {5} Constitution: 0 {-5} Intelligence: 32 {11} Wisdom: 19 {4} Charm: 8 {-1}
DR: -8
Evasion Bonus: 5 Fortitude: 0 Reflex: 8 Will: 4
~Damage~ Any Rank 3 Weapon: Melee Damage: 13-18 Range Damage: 6-11
~Equipment~ Armor: Padded Armor: DR -8
~Rank IV~
Name: Crime Boss Rank: IV Race: Human Gender: Either
~Appearance~
Height: 4’-7’ Physical Description: See that guy handing you your coffee? Or maybe that girl that just walked by you and winked? Or maybe that little kid that splashed water on you at the pool… yep, any of them could be one. Usually wears a really nice high end suit to signify that they run things. Personality: Varies
~Abilities and Spells~
Steal Gil Description: The starting point of all great thieves. You have to get up enough capital to support yourself right? AP Cost: 1 Type: Melee Special: *Treat as melee attack roll *Amount of gold stolen is based on user’s level x 20
Get Your Butts Over Here! Description: By yelling and shouting at your inferiors, they’ll usually run to do your bidding. It’s good to run things. AP Cost: 100 Type: Support Special: *Summons 2 Thiefs. *Can only be used 3 times per Crime Boss.
[~ Any 1 Weapon Master Skill~]
[~ Any 2 Rank 4 Abilities/Spells OR Any 4 Rank 3 Abilities/Spells OR Any 8 Rank 2 Abilities / Spells OR Any 16 Rank 1 Abilities / Spells or combo of that]
~Stats~
LV: 76 HP: 7220 MP: 2052 AP: 2128
Strength: 46 {18} Dexterity: 20 {5} Constitution: 0 {-5} Intelligence: 44 {17} Wisdom: 24 {7} Charm: 8 {-1}
DR: -12 MDR: -20
Evasion Bonus: 5 Fortitude: 0 Reflex: 11 Will: 6
~Damage~ Any Rank 3 Weapon: Melee Damage: 19-24 Range Damage: 6-11
~Equipment~ Armor: Mythril Mail: DR -12 / MDR - 20
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