✦ Leukos ✦
Journal
(0/10 free // 90/150 stats)


Keen Whip Stats
|| Beast Tamer ||

HP || 20 (+2)(+2) = Total Hp: 24/24
Attack || 23 (+3)(+2) = (+5)
Defense || 13 (+1)(+0) = (+1)
Magic || 12 (+1)(+0) = (+1)
Speed || 22 (+3)(+3) = (+6)


Special Attacks:
Moracker Tail: Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20.If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn.If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

Radaku Fangs: This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn).If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn).If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal.|| Can be used once every 5 turns.|| Considered a full turn action.
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Coding for Battles


[color=#4b2c22][size=11][b]Battle post[/b]
Leukos: Beast Tamer
Health: 24/24
Attk: (+5) || Def: (10 + 1) || Magic: (+1) || Spd: 1-22 (+6)
Opponents Def:

[b]Special Attacks:[/b]
[b]Moracker Tail:[/b] Allows +3 to rolls for one turn and can cause the opponent to flinch. Opponent must roll 1d20. If their roll is lower than 15 the opponent has flinched and can only use a half turn action for their turn. If roll is above 15 the opponent can use their full turn as normal. || Can be used once every 3 turns. || Considered a half turn action.

[b]Radaku Fangs:[/b] This attack causes the opponent to trip, but can be dodged as normal. If the opponent chooses not to dodge, they are tripped and can only use one half action that turn. The opponent also bleeds for two turns (-2 HP per turn). If the opponent takes full dmg (dodge was unsuccessful) then they are tripped and their turn is over (in addition to bleeding for two turns: -2 HP per turn). If they take half dmg, they avoid being tripped so they have their second half action to use, but they still incur bleeding for two turns (-2 HP per turn). If dodge is successful (no dmg) the opponent can continue their turn as normal. || Can be used once every 5 turns.|| Considered a full turn action.
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