Ditto wrote: 7/7
The boni from your modifiers are always rounded towards zero, so you only have 5 MP right now; however, you can get 7 MP upon your next level up if you raise both INT and WIL to +6 each.
Ditto wrote:- Musket (?d?, +? Hit, 20/20)-
Musket [ 3d3+3 Dmg | 2h | 20/20 | requires a minor action to reload after each shot ]
(The first shot in a battle only requires the major action as usual, but if you're gonna use it more than once in the same battle, you'll have to reload it with a minor action each time.)
Ditto wrote:- Chain Robe - (03 AC)
Robes don't give that much AC.
Choose one:
Silk robe [ 1 AC ]
Chainmail [ 5 AC | Cap at +2 | -4 Mal ]
I'd be offering a chain shirt as well, but it's kinda better than a chainmail (lower malus, much higher cap) and the musket is already pretty damn powerful.
Ditto wrote:Stuff (2/2):
- Bottle of Ale
- Broken Holy Symbol
I said one utility item
Eh, I guess the symbol is only of sentimental value, so whatever.
Ditto wrote: - Light Orb [ MP] -
Orgeus releases an orb of benevolent light at an ally.
[ --] - Heals one ally for [n] HP (or restores [n] of some status conditions, if allowed). Balanced mana cost.
All spells cost one MP unless they're sustained.
Heals [1±WIL/2]d4 +[5±WIL] HP.
Ditto wrote: - Barrier -
Orgeus protects himself with a shield of light.
[ --] - Increases AC by [n] for [n] turns. Balanced mana cost.
Increases AC by 1+[WIL/3] for 3±[INT/2] turns. You can target anyone with it, not just yourself.
Ditto wrote: - Smite -
Orgeus turns light into a solid form and smashes it into the enemy.
[ --] - A damage spell with a low mana cost.
There's no variance in mana cost, so you get increased accuracy instead.
Deals 2d4±WIL damage. This spell has an additional +5 Hit bonus.
Ditto wrote: - Repair -
(Passive)
Orgeus knows about the structure of machines, and thus can affect their workings with the aid of magic.
[ AP] - Orgeus can repair machinery and contraptions with healing spells, and allies can also do so as long as he is present and able to advise them.
[ AP] - Orgeus deals double damage to machinery and contraptions with offensive spells, and allies can also do so as long as he is present and able to advise them.
30 AP in total.
Ditto wrote: - Potshot [2/2]-
(Active)
Orgeus takes a quick shot that allows him to still tend to injured allies.
[ AP] - When used, Orgeus can attack with a ranged attack that takes up only a minor action.
[ AP] - Hits with this attack interrupt any action taken by that enemy on that turn.
40 AP in total. Reloading the musket still takes an additional minor action.
Ditto wrote: - Cover -
(Sustained)
Orgeus is past his prime, and knows how to hide in cover and let others take the hits.
[ AP] - Orgeus gains 1/2/3 AC in the cover row.
+1 AC: 10 AP
+2 AC: 20 AP
+3 AC: 30 AP
Of course, you only get this bonus as long as someone is there to cover you.
Ditto wrote: - Affinity -
(Passive)
Orgeus has an affinity for healing magic, and is more effective while using it.
[ AP] - Orgeus gains 25/50% extra healing using healing spells.
[ AP] - Orgeus can overheal targets up to 50% extra HP during battle, decaying at the end of a battle.
10 AP for a 25% bonus, 25 AP for a 50% bonus.
35 AP for the overhealing thing.
In total, either 45 or 60.
Ditto wrote: - Infusion -
(Active)
Orgeus infuses the target with energy, allowing them to perform additional actions.
[ AP] - Gives the target an additional action on that turn.
[ AP] - Uses either 1 MP and a minor action or a major action. Using the spell twice a turn increases the cost by an additional mana point on top of the original two.
"An additional action" = a major action? So the target can do minor, major, major? Or just major, major? Just making sure.
Not allowing the major action only transfer without some kind of additional limitation.
Target's minor action remains: 50 AP.
Target's minor action becomes major: 45 AP.
If you limit the ability itself to 2 uses, you can keep the major action transfer option as well.
Ditto wrote: - Serenity -
(Sustainable)
Orgeus can rest himself in order to restore his strength.
[ AP] - Orgeus regains [1/2] MP on any turn on which he doesn't take a major action.
Considering there's no point in turning this ability off, I'd say it's actually passive.
40 AP for 1 MP.
30 AP for a version that only gives you 1 MP if you use neither your minor
nor your major action a turn and additionally don't get hit by any damaging attacks until you next get a turn.
Ditto wrote:What? Not a tank! Preposterous!
Blasphemy!