Kraithan or Bust
Initially a noble knight for justice, Drenieon's growing power has twisted him into a bloodthirsty sadist, who aspires for the perfect kill; to ability to kill a person, and utilize every part of their body to make him stronger
Skull – Back of Right Hand – Restore 60% of missing magical reserves
Mantis Lv 1 Skill – Twin Thunder Hornets – Twice per combat – Double strike against either one target or two targets for 2d6 + 2 physical damage on each target or highest value of two 2d6 + 2 rolls doubled on one target
Mantis Lv 2 Skill – Double Critical Chance – Passive – When using an autoattack or skill with swords only, you get a critical hit if you roll at least the second highest possible roll on each die.
Mantis Lv 2 Skill – Dual Crescent Slash – Twice per combat – Slash all eight spaces around you for 2d6 + 2 physical damage
Mantis Lv 3 Skill – Double Counter – Passive – Whenever you are hit, you may roll for success to counter for double the physical damage taken. This works even on damage mitigated by armor class. Success is a 7.
Mantis Lv 3 Skill – Double Time – Passive – Whenever you get a kill, you receive an additional move action. This can only activate at most a single time per combat turn
Mantis Lv 3 Skill – Double Soul – Passive – Whenever you deal physical damage from a Mantis skill or a basic attack to a enemy, you may have another target enemy within two spaces of the first take an equal amount of physical damage. This occurs on each separate instance of damage.
Mantis Lv 4 Skill – Dual Dash Slice – Twice per combat major – Dash up to four spaces and slash at an enemy, dealing 4d6 + 4 physical damage. You may then dash up to four spaces again and deal 4d6 + 4 damage to a different enemy.
Mantis Lv 4 Skill – Heavenly Flash of Blades – Twice per combat major – Move like lightning, dealing 2d6 + 2 physical damage to all enemies. Wounded enemies take double damage.
Mantis Lv 4 Skill – Blade Fury Berserk – Twice per combat major – Deal Xd6 + 2X physical damage to a single enemy, where X is the number of spaces you have moved during the current combat turn. This move cannot critical strike.
Mantis Lv 4 Skill – Twin Ghost Blades – Twice per combat major – Move like a spectre, slashing at enemies as you pass them. Select a target at most two spaces away and deal 2d6 + 2 physical damage to it and mark it. Then, move to another unmarked enemy at most two spaces away from the previous target and deal 2d6 + 2 physical damage to it and mark it. Continue to do this until there are no viable targets.
Mantis Ultimate Skill – Master of Blades – 5 hour cooldown – For the rest of combat, if all non-ultimate active skills are on cooldown, all non-ultimate skill cooldowns can be reset by sheathing all weapons (all weapons can be sheathed in one minor action). Every attack directed towards you can be dodged/parried by a defense check. Each combat turn you gain an additional move action, an additional major action, and an additional minor action. You gain double range on all skills and regular attacks.
Level 1 Sadist – Sadism procs for up to plus four physical damage. Sadism can be procced up to once per combat turn.
Level 2 Sadist – Sadism procs for up to double physical damage. Targets of sadism who survive will be afflicted with severe bleeding which deals 5% of their current health as physical damage to them at the beginning of every one of their turns.
Level 3 Sadist – Sadism procs for up to triple physical damage. Targets of sadism who survive will be afflicted with severe bleeding which deals 5% of their current health as physical damage to them at the beginning of every one of their turns. Targets slain by a sadism kill return 5 HP to you.
Level 4 Sadist – Sadism procs for up to quadruple physical damage. Targets of sadism who survive will be afflicted with severe bleeding which deals 5% of their current health as physical damage to them at the beginning of every one of their turns. Targets slain by a sadism kill return 5 HP to you. Sadism may be used a second time in a single combat turn, but only against an enemy who it has not been used on that turn, and it will deal half damage.
Sadist Mastery Ability – Let the Rivers Run Red – Targets who took damage from Sadism will splatter their blood on the flood in a 5×5 area. Enemies within this area are terrified, dealing reduced damage to you and taking additional physical damage from you. Terrified enemies cannot use skills or magic within these pools of blood, and will shift their focus towards getting away and staying away from blood. The passive effects of sadism are doubled within this field of blood.
Spellblade Lv 0 Skill – Element Charge – Passive toggle minor – At the beginning of combat, you may select one of the eight elements. The other Spellblade skills will take on the magic element that you set. You may toggle to another element as a minor action
Spellblade Lv 1 Skill – Slash and Cast – Passive – After dealing physical damage through an attack or skill, you may cast a destructive magic spell of the currently charged element, dealing d20 magic damage of that element to a target within three spaces.
Spellblade Lv 2 Skill – Elemental Invocation – Once per combat minor – You gain a buff based on your current element. The cooldown of this skill resets if you toggle to an element that you have not used in the current combat yet.
Spellblade Lv 2 Skill – Elemental Affliction – Once per combat minor – A target enemy at any range gets a debuff based on your current element. The cooldown of this skill resets if you toggle to an element that you have not used in the current combat yet.
Spellblade Lv 3 Skill – Element Burst – Passive – Toggling from one element to another will cause a burst of magical energy to release around you, dealing d12 magic damage of the old element to all adjacent enemies. This passive only activates at most once per combat turn.
Spellblade Lv 3 Skill – Element Engulf – Eight times per combat minor – Sacrifice your current element, immediately toggling to another available element. You heal half your current missing health. Sacrificed elements cannot be toggled to for the rest of combat.
Spellblade Lv 3 Skill – Element Bomb – Once per combat minor – Throw a magic bomb of your current element to a target space at most five spaces away from you. Enemies in that space and in the eight spaces surrounding it take 2d20 magic damage of your current element. The cooldown of this skill resets if you get three kills or assists.
Spellblade Lv 4 Skill – Elemental Armor – Passive – You are bathed in magical energy of the element you are currently attuned to. Elements that are weak to your current element do half damage. Elements that are strong to your current element force you out of that attunement.
Spellblade Lv 4 Skill – Elemental Application – Once per combat minor – You may sacrifice an element you are not attuned to and attune any target enemy or ally to that element.
Spellblade Lv 4 Skill – Element Clone – Once per combat minor – You may sacrifice an element you are not attuned to and create a clone of yourself that is attuned to that element. The clone will use its move action to approach the nearest target, its major action to auto attack that target if possible, and its minor action to use Slash and Cast on that target if possible. The clone will die upon taking damage, using an Element Burst upon death. The clone has 1 health.
Spellblade Lv 4 Skill – Element Stream – Once per combat minor – Fire a stream of magic energy of a sacrificed element of your choice in a straight line from your position. This stream splits orthogonally at the first and last enemy it hits, and has different effects based on whether it hits friend or foe and what element is used.
Spellblade Ultimate Skill – Element Overcharge – 20 hour cooldown – Sacrifice every available element as an additional cost to this skill. For the rest of combat, you become a body of magical energy that will fire bolts of the elements paid to use this skill once per turn. These bolts randomly choose targets, but will prioritize spreading out as much damage as possible. Each bolt deals d20 magic damage of its element. Bolts will also prioritize targets that are weak to their element. An enemy cannot be hit with more that four bolts at once. Additionally, you may choose to not fire bolts in a turn in exchange for an additional minor. If you choose not to fire bolts, you may use any Spellblade skills without worrying about cooldowns, and you may choose any of the eight elements to apply for any skills used.
Shredder Lv 1 Skill – Dismemberment – Passive – When you deliver a physical attack, target a specific part of the body. You have a percentage chance of completely removing that body part (the target will suffer effects appropriate of losing said body part). The percentage chance is based on what part of the body it is, what type of attack you are using, what kind of entity the target is, and how much damage the entity has received.
Shredder Lv 2 Skill – Disintegration – Passive – When you deliver a magic attack, you can activate this skill to have a percentage chance of applying the Disintegration debuff to your target. Targets of subsequent magic damage with Disintegration have a chance of taking double damage, as well as a smaller chance of being completely obliterated.
Shredder Lv 2 Skill – Blood Splatter – Passive – When you activate Dismemberment or Disintegration and fail, you will instead splatter the targets blood everywhere. Targets who have lost blood will be easier to successfully dismember or disintegrate.
Shredder Lv 3 Skill – Armed And Ready – Passive – When you are successful with Dismemberment, you gain bonuses based on the body part that you removed.
Shredder Lv 3 Skill – Destroyed and Subverted – Passive – Enemies that are obliterated by Disintegration will be resurrected to fight on your side.
Shredder Lv 3 Skill – Soak in Entrails – Passive – Targets who have lost blood from Blood Splatter get random negative modifiers applied to all of their nondamage rolls.
Shredder Lv 4 Skill – Incite Violence – Passive – Enemies that are subverted will proc Disintegration and Dismemberment as well
Shredder Lv 4 Skill – Kill Streak – Passive – Every successful Dismemberment or Disintegration adds one to your Kill Streak. You deal +X damage with every attack, where X is your Kill Streak.
Shredder Lv 4 Skill – Fear of Death – Passive – Every enemy that has suffered from Dismemberment and Disintegration will do half damage to you.
Shredder Lv 4 Skill – Shredderrrrr – Passive – Every time you deal damage to an enemy, apply 1 stack of Shred to it. Enemies take physical damage equal to the number of Shred stacks they have at the beginning of their turn. If an enemy with Shred stacks is successfully Disintegrated or Dismembered, its Shred stacks are doubled.
Shredder Ultimate Skill – Judge, Jury, Executioner – 20 hour cooldown – Your chance to dismember, disintegrate, and obliterate triples. Dismemberment will additionally give you a bonus major action, Disintegration will additionally spread to other enemies over time, and Blood Splatter will additionally heal you for d6. Upon activation of this skill, you may instantly do a single autoattack to every enemy.
Duelist Lv 1 Skill – Pivot and Slash – Passive – Every time you attack with a sword, you may dash 2 spaces before or after the attack.
Duelist Lv 2 Skill – Blade Balance – Once per combat reaction – Upon being forcefully moved, knocked up, or knocked down, you may immediately reset your position and follow up with a skill or autoattack.
Duelist Lv 2 Skill – Counter Flurry – Passive reaction – When you are damaged by a single target skill, you can autoattack an adjacent enemy.
Duelist Lv 3 Skill – Fatal Lunge – Once per combat major – Dash in a straight line as many spaces as you want, slashing through all enemies in your path to deal 4d6 physical damage to each of them.
Duelist Lv 3 Skill – Piercing Fang – Passive – Your physical attacks with swords ignore AC.
Duelist Lv 3 Skill – Endless Slashing – Once per combat major – You may autoattack, and if you roll more than half the possible highest roll, you may inflict another, and repeat this until you fail to inflict at least half the possible amount of damage.
Duelist Lv 4 Skill – Parry and Pierce – Once per combat reaction – Block a physical attack from an enemy completely and deal 6d6 physical damage to that enemy. The cooldown on this skill resets after taking physical damage.
Duelist Lv 4 Skill – Blade Waltz – Once per combat major – Dash into an adjacent 3×3 area, dealing 8d6 physical damage to every enemy in that area and landing in a space adjacent to that area.
Duelist Lv 4 Skill – Skewer – Once per combat minor – Bury your sword into an adjacent target. As long as you do not separate from that target, your sword attacks deal double damage.
Duelist Lv 4 Skill – Harry Blade – Passive – When an enemy moves or is moved away from you, you may follow that enemy automatically.
Duelist Ultimate Skill – Dance of Death – 20 hour cooldown – Select a single enemy and gain the following effects for the rest of combat: Your sword attacks on that enemy deal double damage, and your non-Ultimate skills that deal physical damage do not go on cooldown if that enemy is hit by it. You may at any time as an instant reaction dash to a space adjacent to that enemy, and you automatically parry all physical attacks made by that enemy. Any action you do that deals physical damage to that enemy is reduced by one action tier.
Drenieon was born just a simple knight, aspiring to become a noble. He fought to protect the princess, who, while mischievous and at times careless, meant the world to him. Drenieon was tasked with defending the kingdom from demonic dragons that prowled the lands, searching for prey. As a result of dedicating his life to slaying these beasts, Drenieon’s bloodlust soon started to overpower him. While generally amicable normally, once he entered a fight, he became a sadistic machine, willing to rip out guts and tear and snare opponents, doing whatever necessary to win. One day he came back, soaked in blood from a dark quest of slaying dragons, only to find Princess Nir, missing, kindapped by the Titanian guard, to be wed to a corrupted noble, as a means of increasing the king’s wealth. He must now scour the land, searching for a power that will allow him to wreak justice upon his enemies.