Earth Primordialist
Earth Primordialist
Armor Level: 6
Armor Level: 6
HP MAX: 48
HP MAX: 48
MP MAX: 4
MP MAX: 4
Standard Attack: 1D20
Standard Attack: 1D20
Stunt: 1D6 (Roll a 5+ to receive a stunt point)
Stunt: 1D6 (Roll a 5+ to receive a stunt point)
Passive - Rolling Thunder: Each consecutive damaging Standard Attack/Ability increases the total damage of a Standard Attack by +2, up to an increase of +6. Using a non-damaging ability (unless stated otherwise) or not causing damage during your turn (missing an attack, for example) breaks the chain. Extra Pawnch is not affected by Rolling Thunder.
Passive - Rolling Thunder: Each consecutive damaging Standard Attack/Ability increases the total damage of a Standard Attack by +2, up to an increase of +6. Using a non-damaging ability (unless stated otherwise) or not causing damage during your turn (missing an attack, for example) breaks the chain. Extra Pawnch is not affected by Rolling Thunder.
Level 1 Abilities
Level 1 Abilities
True Strikes (2 MP): Standard Attacks twice. Roll to hit for both attacks, though the enemy gains +6 AL for the second hit. (Applies Rolling Thunder for each hit.)
True Strikes (2 MP): Standard Attacks twice. Roll to hit for both attacks, though the enemy gains +6 AL for the second hit. (Applies Rolling Thunder for each hit.)
If both attacks land, restore 1 MP.
Level 1 Stunts
Level 1 Stunts
★ Extra Pawnch: Inflicts 1D10 damage to any target.
★ Extra Pawnch: Inflicts 1D10 damage to any target.
★ Willspring: Restores 1MP
★ Willspring: Restores 1MP
★ Abundance of Life: Heals self for 8HP
★ Abundance of Life: Heals self for 8HP
Mother Earth: Imbues an ally with a protective aura for 1 cycle. When said ally takes damage that would otherwise be fatal, the ally survives with 5HP. This can only protect the ally for one instance of damage (note that DOTs will hamper the stunt's use).
Mother Earth: Imbues an ally with a protective aura for 1 cycle. When said ally takes damage that would otherwise be fatal, the ally survives with 5HP. This can only protect the ally for one instance of damage (note that DOTs will hamper the stunt's use).
(Stunts must be used after your attack)
Level 2 Abilities
Level 2 Abilities
Rejuvenating Punch (1 MP): Inflicts 8 + 1D12 damage. Heal for half damage done.
Rejuvenating Punch (1 MP): Inflicts 8 + 1D12 damage. Heal for half damage done.
Terra Infirma (1 MP): Creates unsteady ground. All enemy Armor Level is permanently reduced by 3 (-6 max).
Terra Infirma (1 MP): Creates unsteady ground. All enemy Armor Level is permanently reduced by 3 (-6 max).
Level 2 Stunts
Level 2 Stunts
Toph Notch: Increase self Armor Level by 6 for 2 cycles.
Toph Notch: Increase self Armor Level by 6 for 2 cycles.
Absolute Momentum: Sacrifice 20 HP. For the rest of the battle, you may reroll your stunt roll once should you fail it.
Absolute Momentum: Sacrifice 20 HP. For the rest of the battle, you may reroll your stunt roll once should you fail it.
(Stunts must be used after your attack)
Level 3 Abilities
Level 3 Abilities
Groundbreaking Assault (2 MP): You punch. Very hard. So hard, in fact, that both of you and your enemy lose half their HP. It's groundbreaking! If the enemy is categorized as a BOSS, they will only lose 25% of their HP.
Groundbreaking Assault (2 MP): You punch. Very hard. So hard, in fact, that both of you and your enemy lose half their HP. It's groundbreaking! If the enemy is categorized as a BOSS, they will only lose 25% of their HP.
Gaia's Trap (2 MP): Inflicts Standard Attack damage. Sets a trap for the enemy. If any enemy uses a stunt on their next turn, the enemy takes 12 + 1D8 damage.
Gaia's Trap (2 MP): Inflicts Standard Attack damage. Sets a trap for the enemy. If any enemy uses a stunt on their next turn, the enemy takes 12 + 1D8 damage.
Reactive Heal (0 MP): Only activatable when under 15 HP. Heals self AND an ally for 10 HP. Your stunt roll this turn is guaranteed, and you gain a free stunt in addition to that. Does not reset Rolling Thunder. [CAN ONLY BE USED ONCE PER FIGHT]
Reactive Heal (0 MP): Only activatable when under 15 HP. Heals self AND an ally for 10 HP. Your stunt roll this turn is guaranteed, and you gain a free stunt in addition to that. Does not reset Rolling Thunder. [CAN ONLY BE USED ONCE PER FIGHT]
Level 3 Stunts
Level 3 Stunts
How-About-No: If an enemy uses a stunt on their next turn, you punch them. They don't get to use the stunt.
How-About-No: If an enemy uses a stunt on their next turn, you punch them. They don't get to use the stunt.
The Show Must Roll On: On your turn, if Rolling Thunder would get cancelled in any way (a non-damage ability or mana regeneration/missing an attack), you may expend 1 MP or 8 HP to allow Rolling Thunder to instead not be cancelled.
The Show Must Roll On: On your turn, if Rolling Thunder would get cancelled in any way (a non-damage ability or mana regeneration/missing an attack), you may expend 1 MP or 8 HP to allow Rolling Thunder to instead not be cancelled.
(Stunts must be used after your attack)
Level 4 Abilities
Level 4 Abilities
Cyclone Crash (2 MP): Inflicts 8 + 1D12 damage. If your Rolling Thunder damage is at +6 or higher, your total damage is increased by x1.5.
Cyclone Crash (2 MP): Inflicts 8 + 1D12 damage. If your Rolling Thunder damage is at +6 or higher, your total damage is increased by x1.5.
YEET! (1 MP): Flings an ally towards an enemy, dealing 8 + 1D6 (the damage is doubled the ally spends 1 MP). Depending on the ally you support, they gain:
YEET! (1 MP): Flings an ally towards an enemy, dealing 8 + 1D6 (the damage is doubled the ally spends 1 MP). Depending on the ally you support, they gain:
WATER: 1 MP or 10 HP
FIRE: 1 KAI
AIR: 1 BLADE
PANUK: A concussion
Cannot Fling Standard NPCs.
Level 4 Stunts
Level 4 Stunts
Bulwark's Blessing: Imbues self or ally with a buffing aura. If target faints in combat within two cycles, fully replenish HP of any ally.
Bulwark's Blessing: Imbues self or ally with a buffing aura. If target faints in combat within two cycles, fully replenish HP of any ally.
Unyielding Spirit: Heals self equivalent to current Rolling Thunder damage +3.
Unyielding Spirit: Heals self equivalent to current Rolling Thunder damage +3.
(Stunts must be used after your attack)
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Free Stunt
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: Uses your stunt to begin a combo. The next person who uses 'Multi-Element Combo' will finish the combo for a devastating effect.
Level 5 Abilities
Level 5 Abilities
Resilience (3 MP): Inflicts Standard Attack damage, and braces for one attack, lasting 2 cycles. Upon receiving damage, take half damage instead.
Resilience (3 MP): Inflicts Standard Attack damage, and braces for one attack, lasting 2 cycles. Upon receiving damage, take half damage instead.
I AM DEATH MOUNTAIN (3 MP): Choose between Standard Attack Damage or Ability Damage. You will be immune to the chosen type of damage during all your enemies' next turn. On your own next turn, you launch yourself forward as a ball, doing 5 instances of 1D4 damage split between any number of enemies. Applies Rolling Thunder on each hit.
I AM DEATH MOUNTAIN (3 MP): Choose between Standard Attack Damage or Ability Damage. You will be immune to the chosen type of damage during all your enemies' next turn. On your own next turn, you launch yourself forward as a ball, doing 5 instances of 1D4 damage split between any number of enemies. Applies Rolling Thunder on each hit.
Level 5 Stunts
Level 5 Stunts
Stunt Hunt: If an enemy uses a stunt within 1 cycle, restore 2 MP once.
Stunt Hunt: If an enemy uses a stunt within 1 cycle, restore 2 MP once.
Stunt Punt: Within a cycle, if a stunt is used (ally or enemy), you punt them. You somehow heal them through the punt, restoring 10 HP to anyone.
Stunt Punt: Within a cycle, if a stunt is used (ally or enemy), you punt them. You somehow heal them through the punt, restoring 10 HP to anyone.
(Stunts must be used after your attack)
FOCUS
FOCUS
(Unlocked in Chapter 11)
FOCUS A - Protector: At 20 HP or lower, you may cast the stunt 'Mother Earth' even if you failed the stunt roll.
FOCUS A - Protector: At 20 HP or lower, you may cast the stunt 'Mother Earth' even if you failed the stunt roll.
FOCUS B - Avenger: You can reroll both your to-hit rolls and Standard Damage rolls once each turn. You must keep the second roll's results.
FOCUS B - Avenger: You can reroll both your to-hit rolls and Standard Damage rolls once each turn. You must keep the second roll's results.