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- Temari, 8 Hells Ankou
- Originally just Temari, this muscular female giant (Actually an Arthropod disguised by cash items and illusions) was made with the purpose of cleaning up after Hexxss tricks. To this end, she was made to hit hard and fast to finish off squishy casters and lower health martials, rather then outlast enemies, and generally finished off stragglers after Squashes. Illusions made sure that she was hard to hit or notice as she crushed her opposition.
- In her setting, Temari is written to be a cruel, man-eating giant who enjoyed feasting on the weak, was headstrong and full of strong vices, addicted to wrath, pride, envy, falseness and bellicosity. Kills the weakest opponents first.
- Another important role other then quickly finishing off opponents even in anti-magic fields, was stopping AOEs. Hexxss hates AOEs because they can hit him bypassing his illusions, but Temari's ability to block AOE damage for Hexxss entirely and herself taking very low damage from them makes her an ideal distraction and defense while playing tricks- after all, since all Hexxss does is use illusions, he doesn't get PK karma as they aren't hostile abilities.
- >Arthropod 15, Natural weapons and molting, complete dark-vision.
- >Scarab 10 Two additional arms, exoskeleton as hard as heavy armor without the weight
- >Hercules, 2x Str and the arms can use spells and magic items
- >Goliath, 4 arms squash the hell out of things, fully scaling with STR
- 32+8(*2*16)[1280] Str, 26 Dex, 20 Con, 10 Wis, 11 Int, 11 Cha
- >Asura 5, req. Monk, Defeating Nazarik's Asura boss, Hidden requirement (possibly a lot of negative karma, PK'ing a lot of players solo, or perhaps even the flavor text.)
- >Grow two extra pairs of arms and all extra arms have no coordination penalties.
- Ainz Ool Gown wasn't the first guild to try and defeat Nazarik- most information about dungeons was kept secret, and for Sockmeister's this was no different. The Dungeon itself turned out to be the worst possible kind for our Guild, being a simultaneous attack Dungeon and us being a low member PK guild, however, we did manage to painstakingly kill one of the 5 bosses, the Asura.
- My NPC that was guarding me at the time thus unlocked this new secret class, to walk in the way of the Asuras.
- Once she grew her extra arms, she became a veritable miniboss, intent on showing up right after people make a sigh of relief after a hard battle.
- >One Hundred Fist Sect 5, req. 4+ Arms, No penalties from Unarmed, Somatomancer
- >With the power of muscles and KI itself, separated limbs can now use skills and class features normally and have the same buffs/debuffs as the same body, but will be considered as additional targets for AOEs.
- The last Secret class was a pleasant surprise, with somatomancer not working the way Hexxss expected. However, with this severed limbs acted as full blown NPCs with the same number of attacks the Limbs would normally have and class features, offering more versatility and mobility on the battlefield; this is what allows Hexxss to hide behind a severed arm and be protected from AOEs.
- >Monk 15
- Unarmed attacks have no penalty, really important when you have eight arms and two legs to flail around. Like berserker, adds movement speed scaling with unused weight, which increases Temari's movement speed to absurd levels especially considering that she's a giant.
- Taking half damage from nimbly stopping AOE's is incredible too, for a class that is going to come up later..
- >Defender 15
- Important for synergy with Hexxss and utility with allies- no AOE damage to anyone standing behind her is absolutely amazing. Also halves damage from AOE's once more, this time due to sheer sturdiness, taking only 1/4th damage from these AOEs, not even counting tumble bonuses.
- >Shaman 15
- Glorious. Amazing. Powerful. Con spellcasting with ML is a godsend, especially when you can cast spells with 8 arms simultaneously (at least). Nature spellist is fine, and the immunity to bleeding is rad too, as arms from somatomancer can't be finished off from physical attacks.
- >Somatomancer 10
- Last ability, and perhaps the most questionable. Works with ML due to being a Con spellcaster, and since Arthropods can molt, and Temari has eight, being able to control cut limbs remotely to attack opponents can be really powerful, especially if you now control even more arms due to regenerating new ones. Very effective, especially when they don't expect it, or illusions cause arms to appear everywhere, allowing Temari to easily attack from all directions, or even throw weapons from the severed arms.
- Thanks to Monk and Defender, these limbs can protect allies from AOEs and take massively reduced damage from AOEs themselves, making cutting her arms off often a terrible idea, and seeing how she's a giant, a small pixie could hide behind even a finger..
- Best of all, since each arm can cast touch spells, they can easily dig in the earth using Passwall, and ambush foes.
- ML: 105, CL 10
- Equipment:
- 6 Divine weapons
- >Chakram of Rajav:
- [8] Waves of Exhaustion
- [7] Eye bite
- >Mace of the Ogre:
- [4] Keen Edge
- [5] Dimensional Anchor
- >Gada Yuddha:
- [9] Destruction
- [6] Atonement
- >Vajara Mush-ti:
- [10] Soul Bind
- [5] Holy Smite
- >Fell Cleaver:
- [9] Inflict Mass Critical Wounds
- [6] Wall of Force
- >Convict's Mercy (6th weapon maybe)
- [9] Dimensional Lock
- [6] Teleport
- 1 Divine armor [Sashes of the Ogre]:
- [8] 16x Strength
- [6] Mage's Private Sanctum
- [1] Clean
- 1 Divine jewelry [Coil of Defiance]
- [5] Instant Death Immunity
- [10] Time Stop
- 1 Divine jewelry [Band of Impunity]
- [1] Prestidigitation
- [8] Mind Blank
- [6] True Seeing
- 1 Divine jewelry [Malas of Madness]
- [4] Greater Magic Fang
- [5] Freedom of Movement
- [6] Righteous Might
- 1 Guild Jewelry:
- [1] Arcane Mark
- [5] Telepathy
- [5] Teleport to guild
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