Post by Darastrix on Nov 26, 2018 1:30:47 GMT
Name: NAME
Age: AGE
Race: Pretty much anything but Kitsune; their drawback makes them poor tanks
Class: Fighter
Role: Tank
Profession: Armorsmith is kind of the obvious choice, but would also suggest weaponsmith, enchanter, beast tamer, or alchemist
Level: 1
Abilities:
Class
Perk: Hit Me! Passive ability. The first time you take damage in place of someone else in combat, you may ignore the blow if it would deal Moderate or lesser damage.
Challenge: (Strong) By spending an action, you can roar out a challenge to any single enemy you can see. This does not compel them to attack you, but their attacks against any allies are treated as one level lower for 3 rounds. You may challenge a different enemy before this duration is up, which ends the challenge against the previous enemy. An enemy can be challenged only once per combat.
Courageous: (Moderate) Passive ability. As a Tank Fighter, you put your life on the line to defend others. As a result, you are more resistant to spells and abilities that evoke fear. Any effect of Moderate power or lower that causes fear is treated as one power level lower, and Weak fear effects are completely negated. If such an effect does not have a power level for whatever reason, the duration in rounds is instead halved, and effects that last only one round are negated.
Elemental "Lightning" Rod: (Moderate) When an ally is targeted with a damaging spell/magical attack, you may spend an action to divert the magical energies to yourself, taking the damage and possibly any secondary effects. Spells of lesser power level are completely diverted to you. Spells of Moderate power give you all the damage and the original target takes any non-damaging effects. Strong spells deal both you and the original target 2x Moderate wounds, and the original target takes any secondary effects. To divert more than one spell, you must spend additional actions. You cannot divert spells that do not cause damage.
Come at me, Bro!: (Light; WPP) By shouting taunts and dares, you attempt to draw the collective attention (and hopefully, attacks) of your enemies away from your allies and toward you.
Duck!: (N/A) You shout a warning at an ally, granting them 1 extra dodge until your next turn and reducing your number of dodges by 1 for the same duration. Use it or lose it, folks. If you are out of dodges, you cannot use this ability.
Bodyguard: (N/A) When an ally within reach is the target of a physical/weapon attack, you may spend an action to grant them defense equal to your current physical defense. If this attack would still deal damage, you may choose to take the physical damage in your ally’s place.
Equipped Items:
Up to adopter, but the armor should be the strongest item they have.
Backpack (Up to 10 Items):
Up to adopter, but healing potions/items HIGHLY RECOMMENDED.
Banked Items (Unlimited):
Up to adopter
Guild: None
Appearance: They have a face, probably.
Personality: They have one of these, too
History: Ditto
Age: AGE
Race: Pretty much anything but Kitsune; their drawback makes them poor tanks
Class: Fighter
Role: Tank
Profession: Armorsmith is kind of the obvious choice, but would also suggest weaponsmith, enchanter, beast tamer, or alchemist
Level: 1
Abilities:
Class
Perk: Hit Me! Passive ability. The first time you take damage in place of someone else in combat, you may ignore the blow if it would deal Moderate or lesser damage.
Challenge: (Strong) By spending an action, you can roar out a challenge to any single enemy you can see. This does not compel them to attack you, but their attacks against any allies are treated as one level lower for 3 rounds. You may challenge a different enemy before this duration is up, which ends the challenge against the previous enemy. An enemy can be challenged only once per combat.
Courageous: (Moderate) Passive ability. As a Tank Fighter, you put your life on the line to defend others. As a result, you are more resistant to spells and abilities that evoke fear. Any effect of Moderate power or lower that causes fear is treated as one power level lower, and Weak fear effects are completely negated. If such an effect does not have a power level for whatever reason, the duration in rounds is instead halved, and effects that last only one round are negated.
Elemental "Lightning" Rod: (Moderate) When an ally is targeted with a damaging spell/magical attack, you may spend an action to divert the magical energies to yourself, taking the damage and possibly any secondary effects. Spells of lesser power level are completely diverted to you. Spells of Moderate power give you all the damage and the original target takes any non-damaging effects. Strong spells deal both you and the original target 2x Moderate wounds, and the original target takes any secondary effects. To divert more than one spell, you must spend additional actions. You cannot divert spells that do not cause damage.
Come at me, Bro!: (Light; WPP) By shouting taunts and dares, you attempt to draw the collective attention (and hopefully, attacks) of your enemies away from your allies and toward you.
Duck!: (N/A) You shout a warning at an ally, granting them 1 extra dodge until your next turn and reducing your number of dodges by 1 for the same duration. Use it or lose it, folks. If you are out of dodges, you cannot use this ability.
Bodyguard: (N/A) When an ally within reach is the target of a physical/weapon attack, you may spend an action to grant them defense equal to your current physical defense. If this attack would still deal damage, you may choose to take the physical damage in your ally’s place.
Equipped Items:
Up to adopter, but the armor should be the strongest item they have.
Backpack (Up to 10 Items):
Up to adopter, but healing potions/items HIGHLY RECOMMENDED.
Banked Items (Unlimited):
Up to adopter
Guild: None
Appearance: They have a face, probably.
Personality: They have one of these, too
History: Ditto