Air Primordialist

Armor Level: 5

HP MAX: 41

MP MAX: 4

MAX BLADES: 4

Standard Attack: 1D20

Max Blades: 4 (Ammo can be consumed after an ability to grant it special effects)

Stunt: 1D4 (Roll an even number to receive a stunt point)

Level 1 Abilities

Aerial Ace (2 MP): Throw as many Blades as you'd like. Each blade thrown does 2D8 damage.

Recuperate (0 MP): Gain 1 Blade.

Level 1 Stunts

★ Extra Ka-Thunk: Inflicts 1D10 damage to any target.

★ Willspring: Restores 1MP.

★ Abundance of Life: Heals self for 8HP.

It's Over 9000: Scans a target enemy. Each scan reveals more info about said enemy. (Intelligence/Max Mana/Specific Ability or Stunt)

(Stunts must be used after your attack)

Level 2 Abilities

Not Me! (1 MP): Choose a target and inflict Standard Attack damage upon them. On their turn, they cannot target you with any ability, and Area Of Effect/Group Damage will miss you.

Not Me! Combo: Consumes 1 Blade. They cannot target you with a Standard Attack or a Stunt either. (Not activatible if you are the last ally standing.)

Constrain (1 MP): Inflicts Standard Attack damage. Forces 1 target enemy to attack with a Standard Attack and not an ability for their next turn. Stunts still apply if rolled.

CONSTRAIN Combo: Consumes 1 Blade. Targets 2 enemies instead.

Level 2 Stunts

Retrieval: Gain 1 Blade. When below 15 HP, gain 2 instead.

Fuck I Need Me More Blades: Next time you cast Recuperate, you gain 3 Blades instead.

(Stunts must be used after your attack)

Level 3 Abilities

Prepared Redirection (1 MP): On your enemies' next turn, if one uses an attack that does single target damage (i.e. a fireball) on their next turn, split the damage in half between its intended target and the user.

PREPARED REDIRECTION Combo: Consumes 2 Blade. Instead, all damage from the attack is redirected to the enemy.

Arsenal Expansion (2 MP): Increases your maximum Blade threshold by 3 for the rest of the battle, applicable once. Within a cycle, any allied stunt cast on you grants you 2 blades.

Quickdraw (0 MP): Only activatable when under 15 HP and you have at least 1 Blade. Throws all Blades at 1 target, consuming all ammo in the process. Each Blade does 2D10 damage. After the attack, regain 3 Blades. Your stunt roll is guaranteed. [CAN ONLY BE USED ONCE PER FIGHT]

Level 3 Stunts

Somehow...: Basically, you somehow chuck fucking BLADES at them and it revives them. Somehow. Consume 3 blades to revive an ally at 15 HP.

Extremespeed (to be changed): Within a cycle, if any ally uses a stunt on you, regain 2 Blades.

(Stunts must be used after your attack)

Level 4 Abilities

Windseer's Boon (2 MP): All allies gain a guaranteed stunt point for their next turns. You get a guaranteed stunt point too, pumpkin <3

WINDSEER'S BOON Combo: Consumes 1 Blade. All allies are also healed for 5 HP.

Blade Hell (2 MP): You may inflict Standard Attack damage infinitely, but must roll to hit for every instance. With each consecutive hit, the target's Armor Level increases by 3, up to a maximum increase of 9.

BLADE HELL Combo: Consumes 2 Blades. The first consecutive attack does not raise the Armor Level by 3 (the one after that will), and the maximum increase is instead 6 and not 9.

Level 4 Stunts

Last Breath: Imbues self or ally with a buffing aura. If target faints in combat in their next two turns, fully replenish MP of any ally.

Second Wind: Braces self for a deadly attack. If you take any instance of damage that would be fatal, survive instead with 1 HP and remain invulnerable to any damage until your next turn.

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Free Stunt

Multi-Element Combo: Uses your stunt to begin a combo. The next person who uses 'Multi-Element Combo' will finish the combo for a devastating effect.

MULTI-ELEMENT COMBO Combo: Consumes 1 Blade and EXTENDS the Multi-Element combo into a 3-person Multi-Element Combo. Can be cast regardless if you're the 1st or 2nd to use the MEC.

(Stunts must be used after your attack)

Level 5 Abilities

Northern Momentum (1 MP): Imbues self with buffing aura. Starting from your next turn, when you get a stunt point, you gain two instead. Lasts 2 cycles.

NORTHERN MOMENTUM Combo: Consumes 2 Blades. Imbues another ally as well. (FIRE may not cast You Get A Stunt on you twice.)

Breath of Fresh Air (1 MP): Revives a fallen ally. Split your current HP equally with said ally. Rejoice!

BREATH OF FRESH AIR Combo: Consumes 2 Blades. Instead of sharing HP equally, the ally is simply healed with 15 HP (you do not lose any HP).

Level 5 Stunts

The Wind Blows: Reverses direction of play. The next ally can choose to automatically Crit on their Standard Attack Hit Roll, or have a -1 MP cost reduction on their next ability. They also receive a guaranteed stunt on their turn.

Air Affair: Consumes this stunt point. When an enemy uses a stunt, instantly copies the stunt and cast it right after.

(Stunts must be used after your attack)

FOCUS

(Unlocked in Chapter 11)

FOCUS A - Loose Cannon: Rolling a 16-20 on the hit roll or the damage roll counts as a Crit.

FOCUS B - Perseverance: At 20 HP or lower, each Blade you possess reduces damage taken by 1 and the total of any attack is increased by 1.