
Nuri
Master Whip Stats
HP || 45(+8 )(+3) = Total Hp: 56/56
Attack || 45 (+8 )(+7)(+1) = (+16)
Defense || 40 (+7)(+1) = (+8 )
Magic || 14 (+2)(+0) = (+2)
Speed || 50 (+10)(+7) = (+17)
ABILITIES
Moracker Tail: Feigning an attack, the whip lets out a large crack in close proximity to the opponent. Gives user confidence, allowing them to power up (+3 to rolls) for one turn and can cause the opponent to flinch. Opponent must roll 1d20. If roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn. Can only be used once every three turns. This attack is a half turn action
Radaku Fangs: Lashing out with expertise, the player grabs onto the opponent with their whip and yanks their footing out from under them. This attack has normal strength, but causes the opponent to trip. This attack can be dodged as normal. If successful, the opponent also bleeds for two turns (-2 HP per turn). If half dodged, the opponent doesn't trip, but still incurs bleeding. Can only be used once every 5 turns.
Twin Tongued: As a master of their trade, the player can now call on two familiars in battle, a primary and a secondary. The primary can use their skill set 5 times per battle, while their secondary can only use their skills as normal. The primary also has the option of trading in their 3 extra skill uses to deal double the normal damage of the player's attack once. The player (as with everyone) cannot switch out familiars after the battle has started.
FAMILIARS

PRIMARY
Active: Claw (Adds +3 to physical attack dmg)
Passive: Vigor (+1 to attack bonus )

SECONDARY
Active: Intimidate (Lowers opponent's attack dmg by 3)
Passive: Slow (-1 to opponent's speed bonus)
a pet dino
There's a lot going on, and this post wont be as meaty when we are doing the actual battle XD;


