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- Black Mage/Oracle
- Level 30 Rune Master/Medium (Black)/Aura Guardian
- The Black Mage is a master of elemental damage and debilitating spells. If the Black Mage is able to choose the battlefield, then it is likely lined with traps that will trigger powerful Bio spells (Hidden Power: Poison). In battle, they have a variety of Types they can draw from for their attacks. Fire, Electric, and Ice from their Black Mage Costume, Poison from their Hidden Power, Water and Fighting from Aura Guardian, and Ghost from Medium.
- In addition, they fight alongside an arcane construct composed of the most powerful spell known to Black Mages: Ultima. ULTIMA is never recalled in battle and may not be revived during battle if knocked out.
- Body +0, Mind +4, Spirit +1
- Hit Points: 160
- HP 30
- ATK 6
- DEF 7
- SP.ATK 40
- SP.DEF 6
- SPD 25
- Arcane Scholar Background (+Occult, +Focus, +General Edu, -Athletics, -Stealth, -Acrobatics)
- Level 1 Edges: Mystic Senses, Novice Combat, Novice Intuition
- Level 1 Features: Rune Master, Hidden Power (Poison), Medium
- Other Features (14, in order obtained): Black Magic (Omen), Maledictions, Words of Power, Hex Maniac, Bad Luck, Glyph, Explosive Runes, Aura Guardian (Water), Pulse Control, Aura Warrior, Aura Mastery, Alarm Runes, Type Expertise: Water, Signature Move: Dark Pulse
- Other Edges (15): Adept Occult, Adept Combat, Adept Intuition, Adept Focus, Nasty Plot, Expert Combat, Master Combat, Adept General Edu, Combat Training, Expert Occult, Master Occult, Expert Focus, Novice Perception, Adept Perception, Novice Guile
- Abilities: Omen, Gather
- Move List: Hidden Power (Poison, DB7+2), Vacuum Wave, Water Pulse (Water), Dark Pulse (Water), Aura Sphere, Focus Blast, Detect, Spite, Will-O-Wisp, Hex, Hypnosis, Confuse Ray, Curse
- Skills: Pathetic Acrobatics, Pathetic Athletics, Pathetic Stealth, Master Combat, Adept General Education, Novice Guile, Master Occult, Adept Perception, Adept Focus, Adept Intuition
- ULTIMA
- Unown level 60
- Hit Points: 127
- HP 5+14=19
- ATK 5
- DEF 5
- SP.ATK 29+51=80
- SP.DEF 5
- SPD 5
- Abilities: Levitate, Forewarn, Telepathy
- Hidden Powers (all DB7+2): Fire, Electric, Ice, Ground, Flying, Dark
- Special: When Ultima is knocked out, it may shift one final time and use the Move Judgment with a +5 to Accuracy Roll. This may also be activated by the Black Mage as a Standard Action but automatically knocks out ULTIMA if done.
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