Special Attacks: Heavy Hitter:Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.
Bone Splitter: This attack packs not only a punch, but also a chance to stun your opponent. || Roll for attack as normal. Add +3 to damage. When rolling to hit if your roll is 17-20 (not including bonuses) your opponent gets a -5 to dodge. If your opponent fails to dodge they are 'stunned' and not able to counter or retaliate that turn. || Can be used once every 3 turns.|| Considered a full turn action.
Shield Proficiency: Fortress gets a +5 for defense and deals an additional +5 to hit and dmg. If the fortress rolls a 17-20 (not including bonuses) they also 'stun' their opponent meaning they cannot attack next turn and if they try to dodge they suffer a -5 to dodge roll. || Can be used once every 5 turns.|| Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Heavy Hitter:[/b]Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.
[b]Bone Splitter:[/b] Roll for attack as normal. Add +3 to damage. When rolling to hit if your roll is 17-20 (not including bonuses) your opponent gets a -5 to dodge. If your opponent fails to dodge they are 'stunned' and not able to counter or retaliate that turn. || Can be used once every 3 turns.|| Considered a full turn action.
[b]Shield Proficiency:[/b] Fortress gets a +5 for defense and deals an additional +5 to hit and dmg. If the fortress rolls a 17-20 (not including bonuses) they also 'stun' their opponent meaning they cannot attack next turn and if they try to dodge they suffer a -5 to dodge roll. || Can be used once every 5 turns.|| Considered a full turn action.[/size][/color]
Special Attacks: Pointblank Shot: Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.
Uncanny Shot: Roll as you would normally. If you hit your target you deal an additional +5 to damage. If your roll is a miss ignore this and do damage as normal. || Can be used once every 5 turns. || Considered a full turn action.
Blind Fight: Adds an additional +5 to hit and dmg. || Can be used once every 5 turns. || Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Pointblank Shot:[/b] Your arrows do +3 more damage this turn. || Can only be used once every 3 turns. || Considered a full turn action.
[b]Uncanny Shot:[/b] Roll as you would normally. If you hit your target you deal an additional +5 to damage. If your roll is a miss ignore this and do damage as normal. || Can be used once every 5 turns. || Considered a full turn action.
[b]Blind Fight:[/b] Adds an additional +5 to hit and dmg. || Can be used once every 5 turns. || Considered a full turn action.[/size][/color]
Special Attacks: Dancing Petals: Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.
Aggressive Roots: Roll for attack as normal; boosts attack dmg by x1.5. The player gains 4HP in HP restored. || Can only be used once every 5 turns. || Considered a full turn action.
Lotus Strike: Causes 3 attacks. Roll 5d20. The first roll is the hit of all three attack. The next three rolls are the dmg of the three attacks in succession. || The first attack is full dmg, the second and third are both 1/2 dmg. || The fifth roll is the chance of inflicting bleed on an opponent. Rolls 19-20 induce bleed and cause -2HP per turn for 3 turns. || Can only be used every 5 turns. || Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Dancing Petals:[/b] Roll for attack as normal. Dmg is boosted +3 for that turn, and speed gains +2 for three turns. || Can be used once every 3 turns. || Considered a full turn action.
[b]Aggressive Roots:[/b] Roll for attack as normal; boosts attack dmg by x1.5. The player gains 4HP in HP restored. || Can only be used once every 5 turns. || Considered a full turn action.
[b]Lotus Strike:[/b] Causes 3 attacks. Roll 5d20. The first roll is the hit of all three attack. The next three rolls are the dmg of the three attacks in succession. || The first attack is full dmg, the second and third are both 1/2 dmg. || The fifth roll is the chance of inflicting bleed on an opponent. Rolls 19-20 induce bleed and cause -2HP per turn for 3 turns. || Can only be used every 5 turns. || Considered a full turn action.[/size][/color]
Special Attacks: Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.
Elemental Blitz!: || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.
[b]Elemental Blitz!:[/b] || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.[/size][/color]
Special Attacks: Heavy Hitter:Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.
Bone Splitter: This attack packs not only a punch, but also a chance to stun your opponent. || Roll for attack as normal. Add +3 to damage. When rolling to hit if your roll is 17-20 (not including bonuses) your opponent gets a -5 to dodge. If your opponent fails to dodge they are 'stunned' and not able to counter or retaliate that turn. || Can be used once every 3 turns.|| Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Heavy Hitter:[/b]Deals an additional +3 to damage only. || Can be used once every 3 turns. || Considered a full turn action.
[b]Bone Splitter:[/b] Roll for attack as normal. Add +3 to damage. When rolling to hit if your roll is 17-20 (not including bonuses) your opponent gets a -5 to dodge. If your opponent fails to dodge they are 'stunned' and not able to counter or retaliate that turn. || Can be used once every 3 turns.|| Considered a full turn action.[/size][/color]
Special Attacks: Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: When attacking if you roll your 'to hit' and get 18-20 (this does not include your bonuses) you get an addition attack that automatically hits but deals only half the original damage done. Both attacks must be rolled for individually if being dodged by an opponent. If the user had a power up or a crit hit roll: the second attack is not effected. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability. _____________________________________________________
[b]Special Attacks:[/b] [b]Assurance:[/b] The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
[b]Sudden Jab:[/b] If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.[/size][/color]
Special Attacks: Downward Slash: This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
Three Wonders: Dmg and to hit is only rolled once as normal. But each 'to hit' is reduced by 5. || Dmg total is reduced in half as the attacks unleash. Original dmg = first hit / dmg halved = second hit / dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount)
Twelve Peers: Three individual positions to help aid the Sentinel. Stance must be announced at the beginning of the initial turn. You do not have to use any stance in the fight if you do not wish but you must declare at the begging of the fight which stance you are starting with. Defensive Stance: This stance focuses primarily on defense, using the blade to negate attacks. +5 to defense bonus but can only counter or retaliate. Aggressive Stance: This stance focuses on sacrificing defense to be able to deal more devastating blows. -5 to defense bonus, and +5 to hit and damage total. Balanced Stance: Used as a default stance the Sentinel gets a small bonus to defense and attack. +2 to defense bonus and to hit and damage totals. || Lasts the entire battle.|| To shift between one stance to another is considered a half action and must be declared at the end of your turn. _____________________________________________________
[b]Special Attacks: [/b] [b]Downward Slash: [/b] This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
[b]Three Wonders:[/b] Dmg and to hit is only rolled once as normal. But each 'to hit' is reduced by 5. || Dmg total is reduced in half as the attacks unleash. Original dmg = first hit / dmg halved = second hit / dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount).
[b]Twelve Peers:[/b] Stance must be announced at the beginning of the initial turn. You do not have to use any stance in the fight if you do not wish but you must declare at the begging of the fight which stance you are starting with. || [i]Defensive Stance:[/i] This stance focuses primarily on defense, using the blade to negate attacks. +5 to defense bonus but can only counter or retaliate. || [i]Aggressive Stance:[/i] This stance focuses on sacrificing defense to be able to deal more devastating blows. -5 to defense bonus, and +5 to hit and damage total. || [i]Balanced Stance[/i]: Used as a default stance the Sentinel gets a small bonus to defense and attack. +2 to defense bonus and to hit and damage totals. || Lasts the entire battle.|| To shift between one stance to another is considered a half action and must be declared at the end of your turn.[/color][/size]
Special Attacks: Fast Fingers: Adds +3 dmg, and any opponent who tries to dodge receives a -2 to their dodge roll. || Can be used once every 3 turns. || Considered a full turn action.
Tricks of the Trade: Roll for hit and damage, the main attack does damage as normal, but the extra dagger’s adds 1/4 damage onto the main attack. || Can be used once every 2 turns. || Considered a full turn action.
Poison Darts: Roll 2d20 as normal. The first is your hit roll, the second is your damage roll. The attack does damage as normal, but inflicts poisoning for the next 2 turns. || The poison damage is divided in half for the initial damage, then divided in half again before fading away. || The lingering poison damage cannot be dodged. || Can be used once every 5 turns. || Considered a full turn action. _____________________________________________________
[b]Special Attacks:[/b] [b]Fast Fingers:[/b] Adds +3 dmg, and any opponent who tries to dodge receives a -2 to their dodge roll. || Can be used once every 3 turns. || Considered a full turn action.
[b]Tricks of the Trade:[/b] Roll for hit and damage, the main attack does damage as normal, but the extra dagger’s adds 1/4 damage onto the main attack. || Can be used once every 2 turns. || Considered a full turn action.
[b]Poison Darts:[/b] Roll 2d20 as normal. The first is to hit, the second is damage. The attack does damage as normal, but inflicts poisoning for the next 2 turns. || The poison damage is divided in half for the initial damage, then divided in half again before fading away. || The lingering poison damage cannot be dodged. || Can be used once every 5 turns. || Considered a full turn action.[/size][/color]
Special Attacks: Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: When attacking if you roll your 'to hit' and get 18-20 (this does not include your bonuses) you get an addition attack that automatically hits but deals only half the original damage done. Both attacks must be rolled for individually if being dodged by an opponent. If the user had a power up or a crit hit roll: the second attack is not effected. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Fury: Roll 'to hit' and if you succeed you strike your opponent five times. || Your damage is dealt like normal for the first attack, and the remaining attacks deal 2 dmg each (resulting in +8 to dmg). If the initial attack is dodged so is the rest of the attacks. If the dodge fails, all hits land. || Can be used every 5 turns. || Considered a full turn action. || Only the initial attack is effected by powering up. _____________________________________________________
[b]Special Attacks:[/b] [b]Assurance:[/b] The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
[b]Sudden Jab:[/b] If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
[b]Fury:[/b] Roll 'to hit' and if you succeed you strike your opponent five times resulting in +8 to dmg. If the initial attack is dodged so is the rest of the attacks. If the dodge fails, all hits land. || Can be used every 5 turns. || Considered a full turn action. || Only the initial attack is effected by powering up. [/size][/color]
Special Attacks: Panacea: || This spell allows a healer to remove a status aliment on themselves or another player as well as heal over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up. _____________________________________________________
[b]Special Attacks:[/b] [b]Panacea:[/b] || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
[b]Magic Mend:[/b]This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns. || Considered a half turn action.|| This attack is not effected by powering up.[/size][/color]
Special Attacks: Panacea: || This spell allows a healer to remove a status aliment on themselves or another player as well as heal over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form: This attack takes a full turn to cast, the effects start the next turn. || While in this state if the caster is attacking the temporal form deals an additional half damage to the opponent. This principle also applies to healing.|| While in this state the caster receives x.5 more damage from incoming attacks.|| You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up. _____________________________________________________
[b]Special Attacks:[/b] [b]Panacea:[/b] || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
[b]Magic Mend:[/b]This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns. || Considered a half turn action.|| This attack is not effected by powering up.
[b]Temporal Form:[/b] This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.[/size][/color]
Special Attacks: Downward Slash: This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
Three Wonders: Dmg and to hit is only rolled once as normal. But each 'to hit' is reduced by 5. || Dmg total is reduced in half as the attacks unleash. Original dmg = first hit / dmg halved = second hit / dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount).
Shadow Step: Using 'smoke and mirrors' this attack is an automatic hit. Roll 1d20 for damage only and treat like any other attack. This attack can be dodged but not countered or retaliated. Any opponent who tries to dodge receives a -5 to their dodge roll. || Can be used once every 5 turns. || Considered a full turn action. _____________________________________________________
[b]Special Attacks: [/b] [b]Downward Slash: [/b] This attack gives you an additional +3 to dmg only. || Can be used every 3 turns. || Considered a full action.
[b]Three Wonders:[/b] Dmg and to hit is only rolled once as normal. But each 'to hit' is reduced by 5. || Dmg total is reduced in half as the attacks unleash. Original dmg = first hit / dmg halved = second hit / dmg halved yet again = third hit. || All dodges must be rolled separately for each attack being dodged and must be in order of attacks. First roll reflects first attack, second for second ect. Dodging is still considered a half turn action even with multiple rolls. || Can be used once every 5 turns. || Considered a full turn attack. || Powering up should be factored into the first attack. (Attack two and three will be halved from that first amount).
[b]Shadow Step:[/b] This attack is an automatic hit. Roll 1d20 for damage only and treat like any other attack. This attack can be dodged but not countered or retaliated. Any opponent who tries to dodge receives a -5 to their dodge roll. || Can be used once every 5 turns. || Considered a full turn action.[/color][/size]
Special Attacks: Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.
Elemental Blitz!: || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
Magical Surge: It takes 1 full action to cast and another full action if you wish to change the element later. Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up. Earth: Will increase the caster's defense by +2 Water: Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit. Fire: This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected. Electricity: This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected. Ice: Attackers find them slower than normal and suffer a -2 to any dodge roll attempts. Air: This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus. _____________________________________________________
[b]Special Attacks:[/b] [b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.
[b]Elemental Blitz!:[/b] || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
[b]Magical Surge:[/b] It takes 1 full action to cast and another full action if you wish to change the element later. Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up. [i]Earth:[/i] Will increase the caster's defense by +2 [i]Water:[/i] Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit. [i]Fire:[/i] This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected. [i]Electricity:[/i] This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected. [i]Ice:[/i] Attackers find them slower than normal and suffer a -2 to any dodge roll attempts. [i]Air:[/i] This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.[/size][/color]