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Dragon

==Stats==

Strength: 101 (*67)

Dexterity: 155 (*103)

Stamina: 128 (*85)

Will: 52

Wisdom: 22

Intelligence: 36

HP: 5837

MP: 324

Affinity: Darkness/Life (Path of Alacrity)

EXP: 21,388 (3617 to next level)

Lexica: 28

Spells: 7

* While polymorphed; see Polymorph spell for details.

=Gear=

Royal Dragon Saddle

Magical Armor (Dragon)

125 Armor

+10% flight speed, -5% stamina drain

Body slot

100% durability

Built for speed and comfort, this enchanted saddle boosts your mount’s flight speed and stamina by reducing drag.

Fine Saddlebags

Masterwork Item

100% Durability

Increases carrying capacity by 120lb.

Nizari Leather Armor Cuirass *

105 armor

+30% resistance to slashing damage

+15% resistance to bludgeoning damage

+5 Attack power

+20% Elemental resistance

Light armor

Body Slot

100% durability

Required Level: 10

Light, tough, maneuverable armor worn by the assassins of the Cult of Malek in Dakhdir.

Sanctified Cold Iron Gauntlets *

Magical Armor/Weapon

50 Armor

Item Class: Relic

Item Quality: Exceptional

Damage: 65 x 2 Bludgeoning

Durability: 55% (-2 damage)

Weight: 10 lb x 2

Special: Darkness element. x3 damage against the Undead. x2 damage against monsters weak to cold iron. +20 bonus Adrenaline Points.

These skillfully forged, heavy but flexible full-arm gauntlets are the traditional weapons and armor of the Baru, warrior-monks in service to Burna. They appear to be completely made of pitted cold iron, yet they have no rust.

Boots of the Winding Path *

Magical Armor

Item Class: Artifact

85 Armor

Durability: 78%

Weight: 3lb

Special: +10 movement-related checks on unstable surfaces; +5 Stamina

Boots made of hookwing leather and enchanted to be supernaturally resilient. There are small metal cleats on the soles that make them suitable for hiking in mountains and wilderness.

=Skills=

Acrobatics: 20

- Aerial Acrobatics: 32

Dive: 34

Laden Flight: 24

Perception: 30 (+5 with rider)

=Abilities=

Gift of the Blood: Allows a dragon to utilize magic and other supernatural abilities without the need for special tools or external sources of mana.

Eviscerate: A power attack with the front claws.

Ghost Fire: 411-576 Fire damage; sticky fire that burns underwater and deals ongoing damage to enemies (92 Fire damage per round for 5 rounds).

Bite: 301-624 damage.

Gore: A dragon’s unarmed attacks do double damage to unarmored opponents and cause Bleeding.

Tail Attack: Blunt-force strike that flings enemies under 400 lbs.

Split Turn: Burn 5 mana points per second to immediately change momentum while rolling. This allows for 90-degree and 180-degree turns in any direction.

Wings of Deception: Thedragon teleports one body-length in any direction and splits off into multiple images. Her mana and HP are evenly divided between herself and her doppelgangers. The copies can take damage, cast spells, and strike with any attack the dragon knows - however, spells cast by copies use 50% more mana, and breath weapon damage dealt by copies is reduced by 75%. Maintaining the copies costs 1 Mana per second per copy.

=Spells=

Bioscope: Analyze an enemy and learn their strengths and weaknesses. (4 MP, 10-sec cooldown)

Sense Aether: Detect and assess magical effects, artifacts, and locations. (4 MP, 5-sec cooldown)

Dark Focus II: Triple power of next magical attack. (18 MP, 25-sec cooldown)

Dirge: A curse that slowly damages enemies every turn and has a chance to cause the Deaf and Mute debuffs. (16 MP, 25 sec cooldown)

Haste II: Dramatically increases speed for 1 min per spell level (16 MP, 30-sec cooldown)

Polymorph II: The dragon can change her shape twice* every 24 hours into that of a smaller beast or living humanoid**. Unlike the Humanoid version of this spell, Polymorph does not allow dragons to completely transform: observant players and NPCs may note draconic characteristics, such as scales, sharp teeth, etc. After 12 hours in the acquired form, the dragon will automatically revert to her native shape. (20 MP, 30-min cooldown)

Circle of Protection I: Create a 10ft radius of protection against undead, warding them back from contact with the dragon’s body. (15 MP, 10-second cooldown)

While in humanoid form, all physical stats and HP are reduced by 1/3rd. A dragon can assume a Path and Advanced Path and attain skills and abilities while transformed, but they do not transfer to the dragon’s native form and are active only when she assumes the form she trains. This includes magic, which must be performed with mana and tools while polymorphed and cannot be cast innately. Dragons use mana instead of Adrenaline Points when performing Path maneuvers that would normally consume AP.

* One instance is equal to transforming from dragon to other and back again.

** Does not include Mercurions.

Suri Ba’Hadir

Level 24 Berserker

==Stats==

Strength: 98

Dexterity: 23

Stamina: 96

Willpower: 20

Wisdom: 63

Intelligence: 26

HP: 4378

EXP: 41,051 (4562 to next level)

Adrenaline: 785

==Gear==

N/A (Imprisoned)

==Abilities==

=Racial=

Fireblooded (War-Type): Immune to Stranging. -10% damage from magic and fire-based effects. +50% heat resistance.

Caste Pariah: -10 penalty to all social skill checks; -15 in Dakhdir.

Warborn: Strength and Stamina gain 10% faster; Intelligence and Will gain 10% more slowly.

Sachara's Curse: Sterile, but immune to contagious, non-magical diseases.

=Traits=

Resilient: You are naturally stubborn and self-confident, with a high threshold for some forms of psychological stress. You gain +25% against attempts to break your will and +25% to resist non-magical fear effects.

Endurance: You are accustomed to pushing yourself, even when you are exhausted. You may spend Adrenaline to offset starvation, fatigue or bleeding for +1 minutes x your Stamina.

Hollow Legs: Due to your physical vitality, you struggle to become intoxicated and can drink most people under the table. Intoxicating substances have 45% less effect. Use your power wisely!

Agoraphobia: Due to your early circumstances, you are afraid of wide-open spaces. You are 20% more prone to fear effects in environments without ceilings.

Megasapiophobia: You have a phobia of large humanoids, such as giants and trolls. You are 60% more prone to fear effects in the presence of large to gargantuan humanoids outside of combat.

==Combat Abilities==

=Path Abilities=

Primal Rage IV

The Berserker’s greatest strength is their unrelenting rage combined with their thirst for battle. Whether driven by the need for revenge or simply by bloodlust, the Berserker’s key ability causes them to lose control of their conscious awareness in exchange for high damage reduction and exceptional offensive power.

When you enter an enraged state, you automatically unequip your armor as your reason deserts you. You lose your ability to use all non-combat skills and abilities. You drain Stamina twice as quickly for the duration of the rage, which ends when you run out of Stamina.

However, you gain +200% HP, x3 Adrenaline Point regen, and natural armor equal to your Constitution stat x 4.

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