Praef

Personal Skill Rework/Changes.

Oct 24th, 2021 (edited)
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  1. Provoke/Stillness/Weapon Saver: Axed.
  2. -Adept: After you hit an attack, there is a (Skill + 1/2 Luck) % chance you will get an immediate
  3. additional attack in. This skill does not activate on an attack activated by this skill.
  4. -Cancel: When you attack an enemy, you’ll force them to skip their next counter attack. When
  5. counterattacking, there is a (Speed + 1/2 Luck) % chance you’ll force the enemy to skip one
  6. follow up attack against you.
  7. -Celerity: You gain +1 MOV and another +1 MOV on promotion.
  8. -Charisma: Allied units within 3 spaces of your character gain +10 bonus to Hit and Evasion. The
  9. owner of this skill does not gain the bonus, but you can use your action to have your
  10. character gain the bonus and boost it for your allies to +15 Hit and Evasion for 1 turn with a 2 turn cooldown. Multiple
  11. sources of Charisma do not stack.
  12. -Nullify: Negates enemy weapon's effective bonus (Ex: if you pick Nullify as a Wyvern Rider,
  13. Thunder and Bows won’t deal effective damage).
  14. -Resolve: While your HP is at 30% Maximum or Less, your Skill and Speed stats receive a 50%
  15. bonus, rounded down.
  16. Vantage: If your HP is at 40% Maximum or Less, you get to counterattack first if an enemy
  17. attacks you.
  18. -Daunt: Enemy units within 3 spaces of your character suffer a -5 penalty to Hit, Evasion and
  19. Critical. Multiple sources of Daunt do not stack. If you kill an enemy in your phase, the
  20. penalty is doubled until your next phase.
  21. -Gamble: When you make an attack, you can increase your Critical Rate by sacrificing Hit Rate at
  22. a 1:1 ratio, starting at +10 Critical Rate and -15 Hit rate, for the duration of that combat.
  23. -Guard: If you’re adjacent to an allied character and they are targeted by an attack, you can
  24. declare yourself the target. This doesn’t take an action, and you can cover up two allies per turn.
  25. -Luna: When you hit an attack, there is a (Skill + 1/2 Luck) % chance that you ignore half of the
  26. enemy’s defensive stat.
  27. -Miracle: If an attack against you would reduce you to 0 HP, there is a (Luck*2) % chance that it
  28. will halve your HP instead. This skill will not activate if you are at 1 HP.
  29. -Counter: When you take damage from an attack at 1-2 range, there is a (Skill + 1/ 2 Luck) % chance
  30. of the enemy also suffering the damage you took. This does not count as your regular
  31. counter attack, allowing you to still make it.
  32. -Aegis: When suffering an attack, there is a (SKL + 1/2LCK)% chance to reduce the damage dealt by half.
  33. -Desperation: When making an attack or counterattack, if you are < or = 40% HP, you may make any followup attacks after your first attack/counterattack.
  34. -Dragon Ward: When an adjacent ally suffers an attack, there is a (SKL + 1/2LCK)% chance, based on your stats, to cancel it out altogether.
  35. - Malady: Extends the duration of buffs, status conditions and debuffs inflicted by one turn. Debuffed enemies deal 2 less damage and allies buffed deal 2 extra damage.
  36. -Rend Heave: During an attack, you have a (SKL+LCK)% chance to deal damage equal to half your enemy’s STR or MAG stat based on the type of weapon you are wielding. (lf using a physical weapon, calculate with enemy’s Strength. If using a magical weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)
  37. -Trailblazer: Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.
  38. -Vengeance: During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.
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