Notify Message
Forums
Page 1
Search
#13092753 Feb 26, 2017 at 06:30 PM
1 Post
Prospective, Tak'Dek
Sen’jin, Sen’jin

Health: 7       Mana: 9       Attack: +0       Armor: 6  

Shifting Quick Reference
Shifting in combat consumes 1 Mana and 1 Turn
Bear: | +2 Health || +2 Armor || +1 Damage |
Cat: | +3 Attack || +1 Damage |
Moonkin: | +2 Attack || +1 Armor || +1 Mana |
Treant: | +5 Mana |

Character Specialization
Strength:  0
Dexterity:  0
Resilience:  1
Spirit:  4
Charisma:  0

Equipment
Weaver Vestment | +1 Armor
A more regal leather set intended for the less-combative caste.  Where the Warden garb carries thick padding, this is more decorative and flowing.  +2 Bonus to rolls that involve charisma.

Abilities
Regeneration
You’ve always been a step above healing those scrapes and cuts in comparison to your peers.  Every three rounds, you gain 2 Health.

Spells
Ironbark | 3 Mana, two per turn to maintain |
Surround yourself or an ally with a sheet of hardy bark, reducing their damage taken by two.  Lasts until cancelled by the caster on their own turn.Regrowth | 2 Mana |
Heal an ally for two HP, and an additional point of HP for two rounds after.  Two mana.
Tranquility | Channeled || 2 Mana then 1 Mana/Turn |
Heal up to three nearby allies for two HP per round, for three rounds. Two mana initial cost, one per turn afterward or until mana is exhausted.

Entangling Roots | 2 Mana |
Bind an enemy in thick, living vines.  Target cannot move or attack for three turns, or until attacked.  
Thorns | 2 Mana - One per turn to maintain |
Surround yourself in protective, thorny roots.  Each time you are struck by a melee attack, the attacker suffers two damage.
+0
Page 1