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Azkhan the Peerless

Concept: The leader of the Bloody Regiment, a group of extradimensional mercenaries that seek glory above all else.

Aspiration: To rise to the status of myth.

Relationships: Rivalry with Isabella, Protective of the Regiment, Soft Spot for Feerk

Character Info

Class Abilities

Attributes

Body Mind Spirit
8 7 9

Base Statistics

Health Initiative Mana Carrying Capacity Action Points
60 18 60 50 3
Physical Attack Magical Attack Physical Defense Magical Defense
8 5 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 10 15 16 17

Abilities

Name Type Cost Description
Orders Ally 1 AP Grant a free AP to a single ally that can then use it to act during your turn. You may only use this ability once per round.
Standard Bearer Passive N/A Your allies gain a +1 bonus to their Status, Physical, and Magical Accuracies when they act after you in the initiative order that does not count on the bonus tracker. If you are downed, this effect does not apply.
Courier Network Passive N/A You may use Orders twice per round.
Chain of Command Passive N/A Designate one of your party members as your Lieutenant. While you are downed in battle, that ally gains the Standard Bearer ability instead of you. If they are also downed, this effect does not apply.
Flex Debuff (Evasion) Ranged 6 MP, 1 AP When you take this power, choose one of the nine character statistics. Using this ability lowers the specified statistic of the target by one level on the Bonus Tracker.
Flex Debilitate (Petrified) Ranged 14 MP, 1 AP When you take this power, choose a status effect. Using this ability triggers a status-inflicting ability against a single target that inflicts this status effect on a hit.
Flex Buff (Physical Attack) Ally 10 MP, 1 AP When you take this power, choose one of the nine character statistics. Using this ability raises the specified statistic of the target by one level on the Bonus Tracker.
Earth Strike Melee 10 MP, 1 AP Using this ability makes an earth physical attack against a single target.
Fire Strike Melee 10 MP, 1 AP Using this ability makes a fire physical attack against a single target.
Fire Bolt Ranged 10 MP, 1 AP Using this ability makes a fire magical attack against a single target.

Inventory

Equipment:

Currency: 1000 cr.

Job Info

Striker

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
16 5 14 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 10 15 16 17

Abilities:

Rank Name Type Cost Description
1 Strike Melee 3 MP, 1 AP Make a colorless physical attack that deals 1.5x damage on a hit in addition to other modifiers.
2 Wind Attack Melee 3 MP, 1 AP Make a physical attack whose elemental type is the same as your base elemental type.
3 Power Attack Melee 5 MP, 1 AP Make a colorless physical attack. On a hit, this attack’s damage is multiplied by 2 in addition to other modifiers.
4 Cleave Multi 7 MP, 1 AP Make a colorless, melee physical attack against all enemies in the front row.
5 Leaping Strike Ranged 5 MP, 1 AP Make a colorless physical attack against a single target.
6 Wind Cleave Multi 10 MP, 1 AP Make a melee physical attack against all enemies in the front row whose elemental type is the same as your base elemental type.
7 Whirlwind Multi 12 MP, 1 AP Make a colorless physical attack against all enemies on the battlefield.
8 Wind Leap Ranged 8 MP, 1 AP Make a physical attack against a single target whose elemental type is the same as your base elemental type.
9 Wind Whirlwind Multi 15 MP, 1 AP Make a physical attack against all enemies on the battlefield whose elemental type is the same as your base elemental type.
N/A Vanguard Passive N/A When an ally makes a physical attack using the AP you granted them with Orders, they may substitute your Physical Accuracy and Physical Attack for theirs.

Caster

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
8 12 5 14
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 18 15 16 17

Abilities:

Rank Name Type Cost Description
1 Magic Missile Ranged 3 MP, 1 AP Make a colorless magical attack against a single target.
2 Wind Bolt Ranged 5 MP, 1 AP Make a magical attack against a single target whose elemental type is the same as your base elemental type.
3 Trained Spellcaster Passive N/A Flex powers that are magical attacks cost 5 MP instead of 10 MP.
4 Magic Chain Special 8 MP, 1 AP Make a ranged, colorless magical attack against a single target. If you break the target’s Shell, you may use this ability again against another target without spending any MP or AP.
5 Magic Burst Ranged 7 MP, 1 AP Make a colorless magical attack against a single target. On a hit, the attack deals 2x damage in addition to other modifiers.
6 Wind Burst Ranged 9 MP, 1 AP Make a magical attack against a single target whose elemental type is equal to your elemental type. On a hit, the attack deals 2x damage in addition to other modifiers.
7 Wind Chain Special 10 MP, 1 AP Make a ranged magical attack against a single enemy whose elemental type is your base elemental type. If you break the target’s Shell, you may use this ability again against another target without spending any MP or AP.
8 Magic Storm Multi 13 MP, 1 AP Make a colorless magical attack against all enemies on the battlefield.
9 Wind Storm Multi 15 MP, 1 AP Make a magical attack against all enemies on the battlefield that has the same elemental type as your base elemental type.

Healer

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
15 14 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 10 15 16 17

Abilities:

Rank Name Type Cost Description
1 Heal Ally 5 MP, 1 AP Restore an amount of HP to a single target equal to your Magical Attack.
2 Cleanse Ally 8 MP, 1 AP Reset the Bonus Tracker for all of a single target’s statistics back to +0.
3 Revive Ally 10 MP, 1 AP Revive a single downed target back to 1 HP.
4 Life Aura Multi 2 AP Heal yourself an all allies for 5 HP.
5 Mend Ally 11 MP, 1 AP Heal a single target for an amount of HP equal to twice your Magical Attack.
6 Cure Ally 12 MP, 1 AP Remove all status effects from a single target.
7 Raise Dead Special 15 MP, 1 AP Revive a single downed target back to half its current maximum HP, rounded down.
8 Multiheal Multi 15 MP, 1 AP Heal yourself and all allies for an amount of HP equal to your Magical Attack.
9 Treatment Ally 18 MP, 1 AP Remove all status effects from a single target, and reset the Bonus Tracker for all of their statistics back to +0.
N/A Medical Tent Passive N/A When an ally uses a Healer ability using the AP you granted them with Orders, they may substitute your Magical Attack for theirs.

Defender

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
8 5 13 14
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 17 15 16 17

Abilities:

Rank Name Type Cost Description
1 Taunt Ranged 1 AP Inflict the Taunted status on a single target. A Taunted character can only use single-target magical attacks, physical attacks, and status-inflicting abilities, and only on you. It can also use the Move action to move into range of you if needed. Each character can only be Taunted by a single other character at a time. If the character cannot reach you by any means, they will act as though they are not Taunted.
2 Guard Ally 5 MP, 1 AP Inflict the Guarded status on a single ally, which remains until the beginning of your next turn. Every time that ally is targeted by a physical attack, magical attack, or status-inflicting ability, you become the target instead. If they are targeted by a Multi- or All-type ability, the ability is simply negated against them.
3 Shield Self 7 MP, 1 AP Inflict the Shielded status effect on yourself. While you are Shielded, if you are hit by a physical attack the damage dealt to you is automatically reduced to 0 and the Shielded status effect is removed.
4 Counter Self 7 MP, 1 AP Inflict the Countering status effect on yourself. While you are Countering, the next time you are hit with a physical attack the attacker takes damage as though they were also a target of the same attack and the Countering status is removed.
5 Multitaunt Multi 9 MP, 1 AP Inflict the Taunted status on every enemy on the battlefield.
6 Multiguard Multi 10 MP, 1 AP Inflict the Guarded status on all of your allies.
7 Barrier Self 9 MP, 1 AP Inflict the Barred status effect on yourself. While you are Barred, if you are hit by a magical attack the damage dealt to you is automatically reduced to 0 and the Barred status effect is removed.
8 Reflect Self 12 MP, 1 AP Inflict the Reflecting status effect on yourself. While you are Reflecting, the next time you are hit with a magical attack the attacker takes damage as though they were also a target of the same attack and the Reflecting status is removed.
9 Deathless Passive N/A When you are hit with an attack that would otherwise down you while at anything but 1 HP and 0 Shell, you are instead reduced to 1 HP and 0 Shell.
N/A Shield Wall Passive N/A When you use the Taunt or Multitaunt abilities, you may direct the target to attack one of your allies instead of you.

Support

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
8 14 13 12
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 10 15 16 17

Abilities:

Rank Name Type Cost Description
1 Buff (Resistance) Ally 5 MP, 1 AP Move the statistic associated with your archetype a single step up the Bonus Tracker for the selected target.
2 Shell (Wind) Ally 7 MP, 1 AP Apply an amount of Shell equal to your Magical Attack of the type of your base elemental type to a single ally. If they already have a Shell of a different elemental type, its elemental type changes to the elemental type of this ability and increases by the same amount.
3 Protect (Wind) Ally 9 MP, 1 AP Apply the Protected status effect to a single target, which goes away at the beginning of your next turn. While a character is Protected, they are immune to receiving damage or status effects of your base elemental type. Characters can be Protected from more than one elemental type at the same time.
4 Multibuff (Resistance) Multi 10 MP, 1 AP Move the statistic associated with your archetype a single step up the Bonus Tracker for yourself and all of your allies.
5 Haste Ally 12 MP, 1 AP The target of this ability receives the Hasted status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Hasted, they have +1 AP to use per round.
6 Multishell (Wind) Multi 14 MP, 1 AP Apply an amount of Shell equal to your Magical Attack of the type of your base elemental type to yourself and all of your allies. If they already have a Shell of a different elemental type, its elemental type changes to the elemental type of this ability and increases by the same amount.
7 Power Buff (Resistance) Ally 16 MP, 1 AP Move the statistic associated with your archetype three steps up the Bonus Tracker for the selected target.
8 Multiprotect (Wind) Multi 20 MP, 1 AP Apply the Protected status effect to yourself and all of your allies, which goes away at the beginning of your next turn. While a character is Protected, they are immune to receiving damage or status effects of your base elemental type. Characters can be Protected from more than one elemental type at the same time.
9 Multihaste Multi 25 MP, 1 AP You and all of your allies receive the Hasted status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Hasted, they have +1 AP to use per round.
N/A Trenches Passive N/A All of your allies gain the bonus from Standard Bearer regardless of their place in the Initiative Order. This does not apply if you are downed.

Saboteur

Rank: 5

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
15 5 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 18 15 16 17

Abilities:

Rank Name Type Cost Description
1 Debuff (Status Accuracy) Ranged 3 MP, 1 AP Move an enemy down one level on the Bonus Tracker for the statistic that your archetype debuffs.
2 Debilitate (Fatigued) Ranged 7 MP, 1 AP Use a status-inflicting ability on a single target that inflicts the status effect associated with your elemental type on a hit.
3 Slow Ranged 12 MP, 1 AP The target of this ability receives the Slowed status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Slowed, they have -1 AP to use per round.
4 Multidebuff (Status Accuracy) Multi 12 MP, 1 AP Move all of your enemies down one level on the Bonus Tracker for the statistic that your archetype debuffs.
5 Vulnerability (Wind) Ranged 8 MP, 1 AP Inflict the Vulnerable status on a single target. When a target is Vulnerable, the next time they are hit by an attack of your base elemental type, it affects them as though they had a 2x weakness to that elemental type, and the Vulnerable status is removed. Characters can be Vulnerable to multiple elemental types at a time. If a character has a 2x or greater weakness to the elemental type it is Vulnerable to, the Vulnerable status does nothing.

Eidolon

Name: Ehecatl

Elemental Type: Wind

Description: A humanoid creature with black feathers and an elongated, eagle-like beak.

Statistics:

Health Physical Attack Magical Attack Physical Defense Magical Defense
135 25 26 18 19
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
27 24 24 24 24

Abilities:

Name Type Cost Description
Attack Melee 1 AP Make a colorless physical attack against a single target.
Full Restore Self 1 Anima, 1 AP The eidolon removes all status effects from itself and immediately restores itself to full HP.
Heal Ally 1 AP Heal either the eidolon or a single party member by an amount equal to the eidolon’s Magical Attack. If the ally is downed, they are also revived.
Cure Ally 1 AP Removes all debuffs and status effects from the eidolon or one of the party members.
Dragonslayer Melee 1 Anima, 2 AP Makes a colorless physical attack against a single target. If the target’s HP is at maximum, the attack’s damage is multiplied by 4 in addition to other modifiers. Otherwise, it is multiplied by 2.
Apocalypse Multi 1 Anima, 2 AP Make a magical attack against all enemies on the battlefield that has the same elemental type as your base elemental type. On a hit, it deals 3x damage in addition to other multipliers.
Second Chance Multi 1 Anima, 2 AP Revive yourself and all of your allies, remove all status effects from all of you, reset the Bonus Tracker for all of your statistics, and bring you all back to full HP.
Mirror Shield Self 1 Anima, 2 AP Inflict the Mirrored status effect on your eidolon, which goes away at the beginning of its next turn. While your eidolon is Mirrored, all magical attacks, physical attacks, and status-inflicting abilities are negated and reflected back onto the enemy that used them.
Comeback Multi 1 Anima, 2 AP Move yourself and all of your allies to +7 on the Bonus Tracker for the statistic that your archetype buffs and inflict the Hasted status effect on yourself and all of your allies.
Charge! Special 1 Anima, 2 AP Your eidolon grants all of your allies an immediate full turn. When they use abilities during this turn, they can substitute its statistics for theirs.