Baddies (Typical and Specialized)
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Re: Baddies (Typical and Specialized)
DWARF WARRIOR (1ST LEVEL)
Charged with defending keep and clan, this stalwart warrior comes thundering into battle with his warhammer.
HP: 14
CP: 30
LVL: 1
ATK: 8
DEF: 5
END: 7
MAG: 4
RES: 3
SWT: 3
TEC: 0
LCK: 0
Abilities
Warhammer, Strong Attack, Mountain Hammer, Rage, Enhance Weapons
Shield, Tough As Nails, Awareness, Energy Immunity (Eldritch)
Burrow
Ability Paths
Fighter (Warhammer and Heavy Armor)
Savage (Warhammer)
Weaknesses
None
Charged with defending keep and clan, this stalwart warrior comes thundering into battle with his warhammer.
HP: 14
CP: 30
LVL: 1
ATK: 8
DEF: 5
END: 7
MAG: 4
RES: 3
SWT: 3
TEC: 0
LCK: 0
Abilities
Warhammer, Strong Attack, Mountain Hammer, Rage, Enhance Weapons
Shield, Tough As Nails, Awareness, Energy Immunity (Eldritch)
Burrow
Ability Paths
Fighter (Warhammer and Heavy Armor)
Savage (Warhammer)
Weaknesses
None
Re: Baddies (Typical and Specialized)
ELF ARCHER (1ST LEVEL)
The guardians of the forest, the elven archers move from shadow, closing in on their prey with deadly, magic-enhanced arrows.
HP: 6
CP: 30
LVL: 1
ATK: 10
DEF: 4
END: 3
MAG: 6
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Bow And Arrow, Sniper's Eye, Strong Attack, Archery, Rapier, Eldritch Attack, Enhance Weapons
Reinforced Hat, Toughen Shield, AWareness, Absorb Magic
Speed Demon, Shadow Jump
Ability Paths
Fighter (Bow And Arrow and Reinforced Hat)
Archer
Weaknesses
None
The guardians of the forest, the elven archers move from shadow, closing in on their prey with deadly, magic-enhanced arrows.
HP: 6
CP: 30
LVL: 1
ATK: 10
DEF: 4
END: 3
MAG: 6
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Bow And Arrow, Sniper's Eye, Strong Attack, Archery, Rapier, Eldritch Attack, Enhance Weapons
Reinforced Hat, Toughen Shield, AWareness, Absorb Magic
Speed Demon, Shadow Jump
Ability Paths
Fighter (Bow And Arrow and Reinforced Hat)
Archer
Weaknesses
None
Re: Baddies (Typical and Specialized)
GNOME MINSTREL (1ST LEVEL)
This cosmopolitan fellow may not be the biggest or the strongest, but take him lightly and you'll find yourself looking up at him before you know it!
HP: 6
CP: 30
LVL: 1
ATK: 5
DEF: 4
END: 3
MAG: 10
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Enchanting Presence, Silence, Stealth, Master Artificier, Sonic Attack
Disable Trap, Reinforced Hat, Etherealness, Magic Shield
Speed Demon, Dervish Dance
Ability Paths
Bard
Thief
Weaknesses
None
This cosmopolitan fellow may not be the biggest or the strongest, but take him lightly and you'll find yourself looking up at him before you know it!
HP: 6
CP: 30
LVL: 1
ATK: 5
DEF: 4
END: 3
MAG: 10
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Enchanting Presence, Silence, Stealth, Master Artificier, Sonic Attack
Disable Trap, Reinforced Hat, Etherealness, Magic Shield
Speed Demon, Dervish Dance
Ability Paths
Bard
Thief
Weaknesses
None
Re: Baddies (Typical and Specialized)
GOBLIN SKULK (1ST LEVEL)
Sneaking into camp, this unsavory vandal clubs his victims and snatches their valuables.
HP: 10
CP: 30
LVL: 1
ATK: 8
DEF: 5
END: 5
MAG: 6
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Club, Knockout Punch, Pick Pocket, Set Trap, Strong Attack, Silence, Stealth
Disable Trap, Invisibility
Shadow Jump, Speed Demon
Ability Paths
Thief
Weaknesses
None
Sneaking into camp, this unsavory vandal clubs his victims and snatches their valuables.
HP: 10
CP: 30
LVL: 1
ATK: 8
DEF: 5
END: 5
MAG: 6
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Club, Knockout Punch, Pick Pocket, Set Trap, Strong Attack, Silence, Stealth
Disable Trap, Invisibility
Shadow Jump, Speed Demon
Ability Paths
Thief
Weaknesses
None
Re: Baddies (Typical and Specialized)
GRASSLANDER DEFENDER (1ST LEVEL)
The grasslander warrior is a bastion of defensive prowess. While he may not be able to inflict as much damage on an opponent, he excels at repelling the offensive types.
HP: 16
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 2
DEF: 8
END: 8
MAG: 6
RES: 8
SWT: 3
TEC: 0
LCK: 0
Abilities
Staff, Earth Attack
Bodyguard, Tough As Nails, Reinforced Vest, Expert Bodyguard, Enhance Armor, Enhance Resistance, Photosynthesis, Energy Immunity (Earth)
Burrow
Ability Paths
Bodyguard
Weaknesses
Fire Vulnerability; moderate. RACIAL
The grasslander warrior is a bastion of defensive prowess. While he may not be able to inflict as much damage on an opponent, he excels at repelling the offensive types.
HP: 16
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 2
DEF: 8
END: 8
MAG: 6
RES: 8
SWT: 3
TEC: 0
LCK: 0
Abilities
Staff, Earth Attack
Bodyguard, Tough As Nails, Reinforced Vest, Expert Bodyguard, Enhance Armor, Enhance Resistance, Photosynthesis, Energy Immunity (Earth)
Burrow
Ability Paths
Bodyguard
Weaknesses
Fire Vulnerability; moderate. RACIAL
Re: Baddies (Typical and Specialized)
GRAVEBORN HUNTER (1ST LEVEL)
Out of the shadows comes a foe most fearsome. An undying predator that fights with tooth and nail. Only a mighty hero can withstand its deadly bite, and those who fall to this evil creature are doomed to become like it.
HP: 8
CP: 40 (30 Starting + 10 Weakness)
LVL: 1
ATK: 8
DEF: 5
END: 4
MAG: 12
RES: 4
SWT: 7
TEC: 0
LCK: 0
Abilities
Bite, Claws, Beastfighting, Tackle, Poison Attack, Propagate Curse, Silence, Stealth, Death Attack, Contingency (Death Attack autocombines with Bite)
Death Attack Immunity
Burrow, Maul, Shadow Jump
Ability Paths
Assassin
Weaknesses
Flashbacks; moderate. RACIAL (Adds +2 End)
Hungry Dead; moderate. RACIAL
Re: Baddies (Typical and Specialized)
COG, TYPICAL
HP: 14
CP: 44 (30 Starting + 14 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 7
MAG: 7
RES: 7
SWT: 7
TEC: 2
LCK: 0
Abilities
Adaptive Attack, Adaptive Magic
Adaptive Defense, Adaptive Resistance
Shadow Jump
Repair Technology
Ability Paths
None
Weaknesses
Limited Free Will; severe. RACIAL
Honor Code (church doctrine); severe. RACIAL
HP: 14
CP: 44 (30 Starting + 14 Weakness)
LVL: 1
ATK: 7
DEF: 7
END: 7
MAG: 7
RES: 7
SWT: 7
TEC: 2
LCK: 0
Abilities
Adaptive Attack, Adaptive Magic
Adaptive Defense, Adaptive Resistance
Shadow Jump
Repair Technology
Ability Paths
None
Weaknesses
Limited Free Will; severe. RACIAL
Honor Code (church doctrine); severe. RACIAL
Re: Baddies (Typical and Specialized)
HUMAN SWORDSMAN (1ST LEVEL)
Be he a dedicated master of his chosen weapon, a stalwart soldier, or a mercenary-for-hire, swordsmen are a staple in most fantasy worlds. Representing the antithesis to the mage, they wield enormous physical strength in lieu of any magical powers. Although a match for most of his fellow stand-up fighters, a competent fantasy swordsman is keenly aware that the world is full of dark and exotic powers, and prepares accordingly by going into battle with armor that is enhanced to shrug off magical damage.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 6
END: 6
MAG: 3
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Greatsword, Strong Attack, Razor Edge, Greatrazor, Enhance Weapons
Medium Armor, Toughen Armor (Medium Armor), Spring Armor, Absorb Magic
Speed Demon, Dervish Dance
Ability Paths
Fighter (Greatsword and Heavy Armor)
Swordmaster
Weaknesses
None
Be he a dedicated master of his chosen weapon, a stalwart soldier, or a mercenary-for-hire, swordsmen are a staple in most fantasy worlds. Representing the antithesis to the mage, they wield enormous physical strength in lieu of any magical powers. Although a match for most of his fellow stand-up fighters, a competent fantasy swordsman is keenly aware that the world is full of dark and exotic powers, and prepares accordingly by going into battle with armor that is enhanced to shrug off magical damage.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 6
END: 6
MAG: 3
RES: 3
SWT: 4
TEC: 0
LCK: 0
Abilities
Greatsword, Strong Attack, Razor Edge, Greatrazor, Enhance Weapons
Medium Armor, Toughen Armor (Medium Armor), Spring Armor, Absorb Magic
Speed Demon, Dervish Dance
Ability Paths
Fighter (Greatsword and Heavy Armor)
Swordmaster
Weaknesses
None
Last edited by Captain Peanut Butter on Tue Jul 07, 2009 11:23 am; edited 1 time in total
Re: Baddies (Typical and Specialized)
HUMAN ARCHER (1ST LEVEL)
Archers are most often guerilla fighters in the military or hired assassins, given their ability to effectively hide and attack opponents by surprise from a range.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 2
END: 6
MAG: 10
RES: 2
SWT: 2
TEC: 0
LCK: 0
Abilities
Bow And Arrow, Strong Attack, Sniper's Eye, Archery, Silence, Stealth, Enhance Weapons
Tough As Nails, Awareness, Invisibility, Absorb Magic
Shadow Jump
Ability Paths
Fighter (Bow And Arrow and Light Armor)
Archer
Sniper
Weaknesses
None
Archers are most often guerilla fighters in the military or hired assassins, given their ability to effectively hide and attack opponents by surprise from a range.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 2
END: 6
MAG: 10
RES: 2
SWT: 2
TEC: 0
LCK: 0
Abilities
Bow And Arrow, Strong Attack, Sniper's Eye, Archery, Silence, Stealth, Enhance Weapons
Tough As Nails, Awareness, Invisibility, Absorb Magic
Shadow Jump
Ability Paths
Fighter (Bow And Arrow and Light Armor)
Archer
Sniper
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN MARTIAL ARTIST (1ST LEVEL)
The martial artist, often known as the monk or mystic, is a disciplined and exotic warrior who has learned, through rigorous training that is ingrained into the core of his being, to utilize ki, the energy of life itself, both offensively and defensively. He is almost equally resistant to physical and magical attacks, making him a well-rounded physical fighter.
HP: 16
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 8
DEF: 8
END: 8
MAG: 2
RES: 11
SWT: 2
TEC: 0
LCK: 0
Abilities
Fists of Fury, Strong Attack, Nunchaku, Brass Knuckles
Sixth Sense, Second Wind, Reinforced Hat, Toughen Shield (Reinforced Hat), Awareness, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Speed Demon
Ability Paths
Martial Artist (Nunchaku)
Healer
Weaknesses
Honor Code (Martial Discipline); severe (Adds +5 Res and +2 Atk)
The martial artist, often known as the monk or mystic, is a disciplined and exotic warrior who has learned, through rigorous training that is ingrained into the core of his being, to utilize ki, the energy of life itself, both offensively and defensively. He is almost equally resistant to physical and magical attacks, making him a well-rounded physical fighter.
HP: 16
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 8
DEF: 8
END: 8
MAG: 2
RES: 11
SWT: 2
TEC: 0
LCK: 0
Abilities
Fists of Fury, Strong Attack, Nunchaku, Brass Knuckles
Sixth Sense, Second Wind, Reinforced Hat, Toughen Shield (Reinforced Hat), Awareness, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Speed Demon
Ability Paths
Martial Artist (Nunchaku)
Healer
Weaknesses
Honor Code (Martial Discipline); severe (Adds +5 Res and +2 Atk)
Re: Baddies (Typical and Specialized)
HUMAN SORCERER (1ST LEVEL)
Wizard. Warlock. Mage. The sorcerer goes by many names, but few understand his true nature; an artist devoted as fully to his craft, if not moreso, as any weapon master. As the warrior directs the power of his own body, so too does the sorcerer direct the raw essence of magic, learning to use it to form bolts of raw energy, shield himself from like attacks, and even propel himself through the air. Most sorcerers have an in-born gift for harnessing magic, allowing them to learn and utilize abilities sometimes after merely seeing them. However, simply being as intelligent and learned as a warrior is strong and durable is not enough. The arcane arts extract a heavy toll from their practitioners, forcing them to bend their minds in new and alien ways. And what has been seen cannot be unseen. For this reason, many mages crack sooner or later, becoming unstable and, some say, corrupted by their own power.
HP: 6
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 0
DEF: 4
END: 3
MAG: 18
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Eldritch Attack, Silence, Stealth, Borrow Power, Telekinesis, Enhance Magic, Blast Struggle, Contingency (Eldritch Attack autocombines with Enhance Magic)
Enchanted Cloak, Sixth Sense, Enhance Resistance, Absorb Magic, Mental Barrier, Energy Immunity (Eldritch)
Flight
Ability Paths
Blast Mage
Hex
Weaknesses
Flashbacks; minor (Adds +2 Defense, +1 Resistance)
Wizard. Warlock. Mage. The sorcerer goes by many names, but few understand his true nature; an artist devoted as fully to his craft, if not moreso, as any weapon master. As the warrior directs the power of his own body, so too does the sorcerer direct the raw essence of magic, learning to use it to form bolts of raw energy, shield himself from like attacks, and even propel himself through the air. Most sorcerers have an in-born gift for harnessing magic, allowing them to learn and utilize abilities sometimes after merely seeing them. However, simply being as intelligent and learned as a warrior is strong and durable is not enough. The arcane arts extract a heavy toll from their practitioners, forcing them to bend their minds in new and alien ways. And what has been seen cannot be unseen. For this reason, many mages crack sooner or later, becoming unstable and, some say, corrupted by their own power.
HP: 6
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 0
DEF: 4
END: 3
MAG: 18
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Eldritch Attack, Silence, Stealth, Borrow Power, Telekinesis, Enhance Magic, Blast Struggle, Contingency (Eldritch Attack autocombines with Enhance Magic)
Enchanted Cloak, Sixth Sense, Enhance Resistance, Absorb Magic, Mental Barrier, Energy Immunity (Eldritch)
Flight
Ability Paths
Blast Mage
Hex
Weaknesses
Flashbacks; minor (Adds +2 Defense, +1 Resistance)
Last edited by Captain Peanut Butter on Tue Jul 07, 2009 1:29 pm; edited 1 time in total
Re: Baddies (Typical and Specialized)
HUMAN DRUID (1ST LEVEL)
The druid is among the most spiritual and devoted the mages, being in harmony with nature itself. With the ability to draw upon the power of the natural world in its defense, the druid can be a mighty opponent, but she is also sought out by the injured and lost as a healer and guide.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 3
END: 3
MAG: 10
RES: 10
SWT: 4
TEC: 0
LCK: 0
Abilities
Earth Attack, Water Attack, Wind Attack, Fire Attack, Enhance Magic
Sixth Sense, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Burrow, Flight
Ability Paths
Elemental Disciple
Healer
Weaknesses
None
The druid is among the most spiritual and devoted the mages, being in harmony with nature itself. With the ability to draw upon the power of the natural world in its defense, the druid can be a mighty opponent, but she is also sought out by the injured and lost as a healer and guide.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 3
END: 3
MAG: 10
RES: 10
SWT: 4
TEC: 0
LCK: 0
Abilities
Earth Attack, Water Attack, Wind Attack, Fire Attack, Enhance Magic
Sixth Sense, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Burrow, Flight
Ability Paths
Elemental Disciple
Healer
Weaknesses
None
Last edited by Captain Peanut Butter on Tue Jul 07, 2009 1:17 pm; edited 1 time in total
Re: Baddies (Typical and Specialized)
HUMAN ENCHANTER (1ST LEVEL)
Adept negotiator or cunning manipulator, the enchanter is just that; enchanting. Her power to sway minds and hearts usually makes her very popular, and opens many doors that would otherwise be closed to her and her allies.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 4
END: 3
MAG: 19
RES: 4
SWT: 0
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Suggestion, Mind Control, Psychic Attack, Enhance Magic, Telepathy, Telekinesis
Sixth Sense, Enchanted Cloak, Enhance Resistance, Absorb Magic, Mental Barrier
No Movement Modes
Ability Paths
Puppetmaster
Psychic
Weaknesses
None
Adept negotiator or cunning manipulator, the enchanter is just that; enchanting. Her power to sway minds and hearts usually makes her very popular, and opens many doors that would otherwise be closed to her and her allies.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 4
END: 3
MAG: 19
RES: 4
SWT: 0
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Suggestion, Mind Control, Psychic Attack, Enhance Magic, Telepathy, Telekinesis
Sixth Sense, Enchanted Cloak, Enhance Resistance, Absorb Magic, Mental Barrier
No Movement Modes
Ability Paths
Puppetmaster
Psychic
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN NECROMANCER (1ST LEVEL)
While most see necromancers as corrupt blasphemers who disturb the dead to further their evil ambitions, and indeed such powers are well within the necromancer's repertoire, few know that necromancers, with their intricate knowledge of anatomy and the boundary between life and death, also make excellent healers. The dark powers and restless spirits in which they meddle take their toll, however, and the necromancer soon finds himself just as inextricably linked to the graves he haunts as his deathless servants.
HP: 6
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 0
DEF: 5
END: 3
MAG: 10
RES: 10
SWT: 2
TEC: 0
LCK: 0
Abilities
Seance, Animate Pawn, Animate Skeleton, Animate Mummy, Animate Graveborn
Bone Armor (-3 End, +6 Def), Sixth Sense, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Shadow Jump
Ability Paths
Necromancer
Healer
Weaknesses
Soul Tether (Grave Dirt); minor (Adds +3 End)
While most see necromancers as corrupt blasphemers who disturb the dead to further their evil ambitions, and indeed such powers are well within the necromancer's repertoire, few know that necromancers, with their intricate knowledge of anatomy and the boundary between life and death, also make excellent healers. The dark powers and restless spirits in which they meddle take their toll, however, and the necromancer soon finds himself just as inextricably linked to the graves he haunts as his deathless servants.
HP: 6
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 0
DEF: 5
END: 3
MAG: 10
RES: 10
SWT: 2
TEC: 0
LCK: 0
Abilities
Seance, Animate Pawn, Animate Skeleton, Animate Mummy, Animate Graveborn
Bone Armor (-3 End, +6 Def), Sixth Sense, Heal Hit Points Alpha, Remove Poison, Remove Disease, Seal Soul, Resurrection
Shadow Jump
Ability Paths
Necromancer
Healer
Weaknesses
Soul Tether (Grave Dirt); minor (Adds +3 End)
Last edited by Captain Peanut Butter on Tue Jul 07, 2009 2:42 pm; edited 2 times in total
Re: Baddies (Typical and Specialized)
HUMAN ILLUSIONIST (1ST LEVEL)
The illusionist forever explores the fine line between illusion and reality, often questioning his very existence and the true nature of the world around him. His keen understanding of the thin veil of "reality" to which most cling allows him the power to make the unreal real, and more than a few anarchic illusionists love nothing more than to pull at the threads of that veil and see what unravels.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 2
END: 3
MAG: 16
RES: 6
SWT: 3
TEC: 0
LCK: 0
Abilities
Silence, Stealth, World Of Illusion, Animate Shadow, Veil Of Madness, Enhance Magic, Illusory Guardian
Sixth Sense, Awareness, Mirror Defense, Mental Barrier, Absorb Magic
Shadow Jump
Ability Paths
Illusionist
Shadow Mage
Weaknesses
None
The illusionist forever explores the fine line between illusion and reality, often questioning his very existence and the true nature of the world around him. His keen understanding of the thin veil of "reality" to which most cling allows him the power to make the unreal real, and more than a few anarchic illusionists love nothing more than to pull at the threads of that veil and see what unravels.
HP: 6
CP: 30
LVL: 1
ATK: 0
DEF: 2
END: 3
MAG: 16
RES: 6
SWT: 3
TEC: 0
LCK: 0
Abilities
Silence, Stealth, World Of Illusion, Animate Shadow, Veil Of Madness, Enhance Magic, Illusory Guardian
Sixth Sense, Awareness, Mirror Defense, Mental Barrier, Absorb Magic
Shadow Jump
Ability Paths
Illusionist
Shadow Mage
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN THIEF (1ST LEVEL)
The thief excels at getting into places she doesn't belong and obtaining things others don't want her to have. Most are shameless opportunists who would rather take than be taken, but a rare few are a strange sort of hero, putting their talents to use thwarting truly evil villains.
HP: 10
CP: 30
LVL: 1
ATK: 4
DEF: 3
END: 5
MAG: 12
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Silence, Stealth, Borrow Power, Telekinesis, Enhance Magic
Disable Trap, Invisibility, Poison Immunity
Shadow Jump, Speed Demon
Ability Paths
Thief
Hex
Weaknesses
None
The thief excels at getting into places she doesn't belong and obtaining things others don't want her to have. Most are shameless opportunists who would rather take than be taken, but a rare few are a strange sort of hero, putting their talents to use thwarting truly evil villains.
HP: 10
CP: 30
LVL: 1
ATK: 4
DEF: 3
END: 5
MAG: 12
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Silence, Stealth, Borrow Power, Telekinesis, Enhance Magic
Disable Trap, Invisibility, Poison Immunity
Shadow Jump, Speed Demon
Ability Paths
Thief
Hex
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN BARD (1ST LEVEL)
This wandering minstrel is a savvy jack of all trades, with physical traps, sound-based magical attacks, buffing abilities the whole group can benefit from, and even stealth in his bag of tricks. Drawing on the magical power of music, most bards are linked to their instrument of choice by a mystical bond only another bard would understand.
HP: 10
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 4
DEF: 2
END: 5
MAG: 14
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Enchanting Presence, Silence, Stealth, Sonic Attack, Battle Hymn
Disable Trap, Upbeat Melody, Heal Hit Points Alpha, Absorb Magic
Speed Demon, Dervish Dance
Ability Paths
Bard
Thief
Weaknesses
Soul Tether (Instrument); minor (Adds +3 MAG)
This wandering minstrel is a savvy jack of all trades, with physical traps, sound-based magical attacks, buffing abilities the whole group can benefit from, and even stealth in his bag of tricks. Drawing on the magical power of music, most bards are linked to their instrument of choice by a mystical bond only another bard would understand.
HP: 10
CP: 33 (30 Starting + 3 Weakness)
LVL: 1
ATK: 4
DEF: 2
END: 5
MAG: 14
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Enchanting Presence, Silence, Stealth, Sonic Attack, Battle Hymn
Disable Trap, Upbeat Melody, Heal Hit Points Alpha, Absorb Magic
Speed Demon, Dervish Dance
Ability Paths
Bard
Thief
Weaknesses
Soul Tether (Instrument); minor (Adds +3 MAG)
Re: Baddies (Typical and Specialized)
HUMAN NINJA (1ST LEVEL)
This ninja is a standard, if well trained, example of his ilk. He is versed in the art of guerilla warfare and illusion magic.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 4
DEF: 4
END: 5
MAG: 12
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Claws (or Shuriken), Ninjitsu, Silence, Stealth, Animate Shadow, World Of Illusion, Enhance Magic
Sixth Sense, Spring Armor, Awareness
God Speed, Shadow Jump
Ability Paths
Ninja
Illusionist
Shadow Mage
Weaknesses
Honor Code (Obedience To Leader); moderate (Adds +1 Defense and +4 Magic)
This ninja is a standard, if well trained, example of his ilk. He is versed in the art of guerilla warfare and illusion magic.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 4
DEF: 4
END: 5
MAG: 12
RES: 5
SWT: 5
TEC: 0
LCK: 0
Abilities
Claws (or Shuriken), Ninjitsu, Silence, Stealth, Animate Shadow, World Of Illusion, Enhance Magic
Sixth Sense, Spring Armor, Awareness
God Speed, Shadow Jump
Ability Paths
Ninja
Illusionist
Shadow Mage
Weaknesses
Honor Code (Obedience To Leader); moderate (Adds +1 Defense and +4 Magic)
Re: Baddies (Typical and Specialized)
KHAMELE SENTINEL (1ST LEVEL)
Hailing from the Cureal, Pyrek, and Raustien soul cycles are the khamele sentinels, guardian warriors who bravely protect the good and oppose evil wherever they find it. Theirs is a heavy burden, but the righteous energy that suffuses their souls aids them in the struggle against the dark forces at work in the world of mortals.
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 6
DEF: 6
END: 5
MAG: 12
RES: 4
SWT: 5
TEC: 0
LCK: 0
Abilities
Rapier, Strong Attack, Fencing, Water Attack/Fire Attack/Lightning Attack (dependant on cycle), Enchanting Presence, Enhance Weapons, Enhance Magic, Continengency (Water Attack/Fire Attack/Lightning Attack automatically combines with Rapier)
Sixth Sense, Spring Armor, Toughen Armor, Awareness, Absorb Magic, Lightning Shield
Swim, God Speed
Ability Paths
Fighter (Rapier and Spring Armor)
Spell Sword (Rapier and Water Attack/Fire Attack/Lightning Attack)
Fencer
Weaknesses
Honor Code (Protect Good/Oppose Evil); moderate. RACIAL
Power Restriction (Can only activate Rapier and Water Attack/Fire Attack/Lightning Attack when protecting good or opposing evil); minor. RACIAL
Hailing from the Cureal, Pyrek, and Raustien soul cycles are the khamele sentinels, guardian warriors who bravely protect the good and oppose evil wherever they find it. Theirs is a heavy burden, but the righteous energy that suffuses their souls aids them in the struggle against the dark forces at work in the world of mortals.
HP: 10
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 6
DEF: 6
END: 5
MAG: 12
RES: 4
SWT: 5
TEC: 0
LCK: 0
Abilities
Rapier, Strong Attack, Fencing, Water Attack/Fire Attack/Lightning Attack (dependant on cycle), Enchanting Presence, Enhance Weapons, Enhance Magic, Continengency (Water Attack/Fire Attack/Lightning Attack automatically combines with Rapier)
Sixth Sense, Spring Armor, Toughen Armor, Awareness, Absorb Magic, Lightning Shield
Swim, God Speed
Ability Paths
Fighter (Rapier and Spring Armor)
Spell Sword (Rapier and Water Attack/Fire Attack/Lightning Attack)
Fencer
Weaknesses
Honor Code (Protect Good/Oppose Evil); moderate. RACIAL
Power Restriction (Can only activate Rapier and Water Attack/Fire Attack/Lightning Attack when protecting good or opposing evil); minor. RACIAL
Re: Baddies (Typical and Specialized)
KITSUNEMIMI ILLUSIONIST (1ST LEVEL)
Like his mythical ancestor the kitsune, this canny mage has mastered the art of illusion. Difficult to capture, but all too easy to be trapped by, he can prove an unexpected challenge for those unfamiliar with his trickery.
HP: 12
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 4
DEF: 4
END: 6
MAG: 16
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Silence, Stealth, World of Illusion, Possession, Enhance Magic, Illusory Guardian, Shapeshift
Sixth Sense, Disable Trap, Awareness, Etherealness, Mirror Defense, Magic Shield
Shadow Jump
Ability Paths
Illusionist
Thief
Weaknesses
Limited Shapechange (Fox-Like); moderate. RACIAL
Big Ears; minor. RACIAL (adds +1 END)
Like his mythical ancestor the kitsune, this canny mage has mastered the art of illusion. Difficult to capture, but all too easy to be trapped by, he can prove an unexpected challenge for those unfamiliar with his trickery.
HP: 12
CP: 38 (30 Starting + 8 Weakness)
LVL: 1
ATK: 4
DEF: 4
END: 6
MAG: 16
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Pick Pocket, Set Trap, Silence, Stealth, World of Illusion, Possession, Enhance Magic, Illusory Guardian, Shapeshift
Sixth Sense, Disable Trap, Awareness, Etherealness, Mirror Defense, Magic Shield
Shadow Jump
Ability Paths
Illusionist
Thief
Weaknesses
Limited Shapechange (Fox-Like); moderate. RACIAL
Big Ears; minor. RACIAL (adds +1 END)
Re: Baddies (Typical and Specialized)
NEKOMIMI NINJA (1ST LEVEL)
Naturally stealthy and endowed with organic forms of their human counterparts' signature claw weapons, nekomimi make excellent ninja. This example is decidedly martial, focusing on dispatching enemies with her shadow magic and claws as quickly as possible and then moving on unseen.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 6
DEF: 4
END: 5
MAG: 14
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Claws, Strong Attack, Ninjitsu, Silence, Stealth, Animate Shadow, Shapeshift, Enhane Magic
Spring Armor, Sixth Sense, Awareness, Invisibility, Absorb Magic
Shadow Jump, God Speed, Climb
Ability Paths
Ninja
Fighter (Claws and Spring Armor)
Shadow Mage
Weaknesses
Limited Shapeshift (Cat-Like); moderate. RACIAL
Naturally stealthy and endowed with organic forms of their human counterparts' signature claw weapons, nekomimi make excellent ninja. This example is decidedly martial, focusing on dispatching enemies with her shadow magic and claws as quickly as possible and then moving on unseen.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 6
DEF: 4
END: 5
MAG: 14
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Claws, Strong Attack, Ninjitsu, Silence, Stealth, Animate Shadow, Shapeshift, Enhane Magic
Spring Armor, Sixth Sense, Awareness, Invisibility, Absorb Magic
Shadow Jump, God Speed, Climb
Ability Paths
Ninja
Fighter (Claws and Spring Armor)
Shadow Mage
Weaknesses
Limited Shapeshift (Cat-Like); moderate. RACIAL
Re: Baddies (Typical and Specialized)
MUMMY GUARDIAN (1ST LEVEL)
A powerful person in life, this mummy has been imbued with equally powerful magic. Though slow and seemingly frail, the guardian makes short work of those who take it lightly.
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 10
DEF: 4
END: 3
MAG: 10
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Fists of Fury, Brass Knuckles, Strong Attack, Knockout Punch, Wrestling, Earth Attack, Water Attack, Wind Attack, Fire Attack, Enhance Magic
Spring Armor, Sixth Sense, Death Attack Immunity, Lightning Shield, Heal Hit Points Alpha
Limber Corpse
Ability Paths
Elemental Disciple
Brawler
Weaknesses
Slow Moving; moderate. RACIAL
A powerful person in life, this mummy has been imbued with equally powerful magic. Though slow and seemingly frail, the guardian makes short work of those who take it lightly.
HP: 6
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 10
DEF: 4
END: 3
MAG: 10
RES: 6
SWT: 2
TEC: 0
LCK: 0
Abilities
Fists of Fury, Brass Knuckles, Strong Attack, Knockout Punch, Wrestling, Earth Attack, Water Attack, Wind Attack, Fire Attack, Enhance Magic
Spring Armor, Sixth Sense, Death Attack Immunity, Lightning Shield, Heal Hit Points Alpha
Limber Corpse
Ability Paths
Elemental Disciple
Brawler
Weaknesses
Slow Moving; moderate. RACIAL
Re: Baddies (Typical and Specialized)
SUCCUBUS TEMPTRESS (1ST LEVEL)
This strikingly beautiful woman harbors a dark secret. She is an embodiment of evil more deadly than most mortal weapons. Her usual tactic is to allure her victims and lead them to a private place, where she drains them of their life, leaving only a husk behind. Should she be discovered, the temptress is prepared; she most often sends a shadow clone to do her work for her, and in the rare event she is in any real danger, she simply avoids her enemy and flees at the nearest opportunity.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 0
DEF: 2
END: 5
MAG: 20
RES: 2
SWT: 6
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Deadly Beauty, Silence, Stealth, Animate Shadow, Enhance Magic, Suggestion, Mind Control, Shapeshift, Telepathy
Spring Armor, Lightning Shield
Flight, God Speed, Shadow Jump
Ability Paths
Puppetmaster
Shadow Mage
Weaknesses
Need To Feed; moderate. RACIAL
This strikingly beautiful woman harbors a dark secret. She is an embodiment of evil more deadly than most mortal weapons. Her usual tactic is to allure her victims and lead them to a private place, where she drains them of their life, leaving only a husk behind. Should she be discovered, the temptress is prepared; she most often sends a shadow clone to do her work for her, and in the rare event she is in any real danger, she simply avoids her enemy and flees at the nearest opportunity.
HP: 10
CP: 35 (30 Starting + 5 Weakness)
LVL: 1
ATK: 0
DEF: 2
END: 5
MAG: 20
RES: 2
SWT: 6
TEC: 0
LCK: 0
Abilities
Enchanting Presence, Deadly Beauty, Silence, Stealth, Animate Shadow, Enhance Magic, Suggestion, Mind Control, Shapeshift, Telepathy
Spring Armor, Lightning Shield
Flight, God Speed, Shadow Jump
Ability Paths
Puppetmaster
Shadow Mage
Weaknesses
Need To Feed; moderate. RACIAL
Re: Baddies (Typical and Specialized)
VAMPIRE PREDATOR (1ST LEVEL)
Deadly and immortal, the vampire is a force to be reckoned with. He charms his victims with a hypnotic spell, then drains them of their lifeforce. Worse still, those who die from his deadly bite are doomed to serve him in undeath.
HP: 8
CP: 45 (30 Starting + 15 Weakness)
LVL: 1
ATK: 5
DEF: 4
END: 4
MAG: 20
RES: 6
SWT: 6
TEC: 0
LCK: 0
Abilities
Vampire Bite, Evil Fury, Drain Life, Animate Vampire, Animate Shadow, Enchanting Presence, Suggestion,
Mind Control, Silence, Stealth, Enhance Magic, Telepathy
Sixth Sense, Spring Armor, Death Attack Immunity, Lightning Shield, Heal Hit Points Alpha
Flight, God Speed, Shadow Jump
Ability Paths
Puppetmaster
Shadow Mage
Weaknesses
Soul Tether (Coffin); moderate. RACIAL
Achilles Heel (Stake Through The Heart); moderate. RACIAL (Adds +1 END)
Sunlight Vulnerability; moderate. RACIAL
Deadly and immortal, the vampire is a force to be reckoned with. He charms his victims with a hypnotic spell, then drains them of their lifeforce. Worse still, those who die from his deadly bite are doomed to serve him in undeath.
HP: 8
CP: 45 (30 Starting + 15 Weakness)
LVL: 1
ATK: 5
DEF: 4
END: 4
MAG: 20
RES: 6
SWT: 6
TEC: 0
LCK: 0
Abilities
Vampire Bite, Evil Fury, Drain Life, Animate Vampire, Animate Shadow, Enchanting Presence, Suggestion,
Mind Control, Silence, Stealth, Enhance Magic, Telepathy
Sixth Sense, Spring Armor, Death Attack Immunity, Lightning Shield, Heal Hit Points Alpha
Flight, God Speed, Shadow Jump
Ability Paths
Puppetmaster
Shadow Mage
Weaknesses
Soul Tether (Coffin); moderate. RACIAL
Achilles Heel (Stake Through The Heart); moderate. RACIAL (Adds +1 END)
Sunlight Vulnerability; moderate. RACIAL
Re: Baddies (Typical and Specialized)
HUMAN FENCER (1ST LEVEL)
This daring duelist is as quick with his wit as he is with his blade. When not charming the ladies or navigating the world of high society with the natural grace of a dancer in a ballroom, he defends his honor in a bloody "gentleman" sport in which it takes more than mere grace and civility to stay alive.
HP: 12
CP: 30
LVL: 1
ATK: 6
DEF: 6
END: 6
MAG: 6
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Rapier, Strong Attack, Fencing, Enchanting Presence, Enhance Weapons
Spring Armor, Shield, Toughen Shield x1, Awareness
Speed Demon, Dervish Dance
Ability Paths
Fighter (Rapier and Spring Armor)
Fencer
Weaknesses
None
This daring duelist is as quick with his wit as he is with his blade. When not charming the ladies or navigating the world of high society with the natural grace of a dancer in a ballroom, he defends his honor in a bloody "gentleman" sport in which it takes more than mere grace and civility to stay alive.
HP: 12
CP: 30
LVL: 1
ATK: 6
DEF: 6
END: 6
MAG: 6
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Rapier, Strong Attack, Fencing, Enchanting Presence, Enhance Weapons
Spring Armor, Shield, Toughen Shield x1, Awareness
Speed Demon, Dervish Dance
Ability Paths
Fighter (Rapier and Spring Armor)
Fencer
Weaknesses
None
Re: Baddies (Typical and Specialized)
HUMAN OUTLANDER (1ST LEVEL)
Beyond the comfort of the city and the prosperity of the country lies the wasted outlands. Only the toughest can survive in these harsh places, and though he may seem uncoothe and unpolished, the outlander endures where most would fall. His mighty battle cry is a fearsome thing to behold, surpassed only by the pain he brings with each swing of his mighty warhammer.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 6
END: 6
MAG: 4
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Warhammer, Strong Attack, Mountain Hammer, Rage, Enhance Weapons
Hide Armor, Tough As Nails, Awareness, Absorb Magic
Burrow, Climb
Ability Paths
Fighter (Warhammer and Hide Armor)
Savage (Warhammer)
Weaknesses
None
Beyond the comfort of the city and the prosperity of the country lies the wasted outlands. Only the toughest can survive in these harsh places, and though he may seem uncoothe and unpolished, the outlander endures where most would fall. His mighty battle cry is a fearsome thing to behold, surpassed only by the pain he brings with each swing of his mighty warhammer.
HP: 12
CP: 30
LVL: 1
ATK: 8
DEF: 6
END: 6
MAG: 4
RES: 2
SWT: 4
TEC: 0
LCK: 0
Abilities
Warhammer, Strong Attack, Mountain Hammer, Rage, Enhance Weapons
Hide Armor, Tough As Nails, Awareness, Absorb Magic
Burrow, Climb
Ability Paths
Fighter (Warhammer and Hide Armor)
Savage (Warhammer)
Weaknesses
None
Last edited by Captain Peanut Butter on Mon Aug 17, 2009 9:28 pm; edited 1 time in total
Re: Baddies (Typical and Specialized)
HUMAN KNIGHT (1ST LEVEL)
This knight is a loyal son of his realm, being schooled in the code of chivarly, the noble art of jousting, and even the healing of the Order of Hospitaliers. Though a mighty combatant even on foot, when in the saddle he is almost unstoppable.
HP: 14
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 8
DEF: 8
END: 7
MAG: 6
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Lance, Strong Attack, Jousting, Trip Attack, Contingency (Enchanted Cloak activates automatically when ally is attacked), Contingency (Lance auto-combines with Trip Attack), Enhance Weapons
Heavy Armor, Enchanted Cloak, Tower Shield, Bodyguard, Heal Hit Points Alpha, Absorb Magic
Mount, God Speed
Ability Paths
Knight
Fighter (Lance and Heavy Armor)
Weaknesses
Honor Code (Chivarlry); severe
This knight is a loyal son of his realm, being schooled in the code of chivarly, the noble art of jousting, and even the healing of the Order of Hospitaliers. Though a mighty combatant even on foot, when in the saddle he is almost unstoppable.
HP: 14
CP: 37 (30 Starting + 7 Weakness)
LVL: 1
ATK: 8
DEF: 8
END: 7
MAG: 6
RES: 4
SWT: 4
TEC: 0
LCK: 0
Abilities
Lance, Strong Attack, Jousting, Trip Attack, Contingency (Enchanted Cloak activates automatically when ally is attacked), Contingency (Lance auto-combines with Trip Attack), Enhance Weapons
Heavy Armor, Enchanted Cloak, Tower Shield, Bodyguard, Heal Hit Points Alpha, Absorb Magic
Mount, God Speed
Ability Paths
Knight
Fighter (Lance and Heavy Armor)
Weaknesses
Honor Code (Chivarlry); severe
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