Tier 6 Warriors
Chaos Elementals
The Elemental Boundary of the cosmos will sometimes leak into the Material Plane. When it does, aspects of the elements will be “embodied” in elementals. Elementals are hostile, and quite insane.
Lore
- There is nothing discernible elementals usually “want.” They simply act on instinct, using powers associated with their given element almost at random.
- Elementals won’t use any actions in battle other than their abilities, and won’t use these abilities in a tactical manner, instead just lashing out at the nearest target.
Wisp (Normal 6, Elemental, Variable)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 7 | 28 | 11 | 80 | 3 | 4 | 20 | 1 | 10 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 3 | 1 | 4 | 6 | 6 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Radiate | Melee | 2 AP | The Wisp makes a basic attack. |
| Faerie Fire | Ranged | 1 AP, 5 MP | The Wisp uses a spell that does magical damage of the Wisp’s element on a hit. |
| Curse | Multi | 2 AP, 18 MP | The Wisp uses a sleight that attempts to inflict the status associated with the Wisp’s element on all opponents on the battlefield. |
| Magic Ward | Ally | 1 AP, 7 MP | The Wisp applies Shell of its current element equal to its current Magical Attack to a single ally. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Colorless Shell |
| 2 | Standard Colorless Fracture |
| 3 | 100 ¤ |
Homid (Normal 6, Elemental, Variable)
Stastistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 25 | 25 | 14 | 50 | 3 | 8 | 8 | 4 | 4 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 8 | 4 | 8 | 8 | 8 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Smash | Melee | 2 AP | The Homid makes a basic attack. |
| Strike | Melee | 1 AP, 3 MP | The Homid makes a strike that deals damage of its element. |
| Physical Form | Self | 1 AP | The Homid becomes immune to magical damage, and all of their attacks deal physical damage. |
| Magical Form | Self | 1 AP | The Homid becomes immune to physical damage, and all of their attacks deal magical damage. |
| Vacillation | Passive | N/A | The Homid begins battle with either Physical or Magical Form active, whichever the GM chooses. If Physical Form is active during the Effect Phase, the Homid will use Magical Form for free. If Magical Form is active during the Effect Phase, the Homid will use Physical Form for free. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Shield |
| 2 | Standard Protect (Homid’s element) |
| 3 | 100 ¤ |
Salamander (Normal 6, Elemental, Variable)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 22 | 23 | 14 | 55 | 3 | 10 | 10 | 3 | 5 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 3 | 3 | 10 | 6 | 6 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Bite | Melee | 1 AP | The Salamander makes a basic strike. |
| Slime | Ranged | 2 AP, 12 MP | The Salamander inflicts the Slowed status on a single warrior. Works the same as the Saboteur’s Slow ability. |
| Absorb Element | Passive | N/A | If the Salamander would take damage of its element, it instead gains an amount of HP equal to the damage it would have taken. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Decelerate |
| 2 | Standard Fortify |
| 3 | 100 ¤ |
Golem (Elite 6, Elemental, Variable)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 50 | 45 | 21 | 95 | 3 | 10 | 14 | 7 | 7 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 4 | 7 | 10 | 8 | 8 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Punch | Melee | 1 AP | The Golem makes a basic attack. |
| Bash | Melee | 1 AP, 5 MP | The Golem makes a strike against a single target that deals physical damage on a hit of the Golem’s element that is multiplied by 2 in addition to other modifiers. |
| Rock Toss | Ranged | 2 AP, 8 MP | The Golem makes a strike against a single target that deals physical damage of the Golem’s element on a hit. |
| Screen | Ally | 1 AP, 9 MP | The Golem confers the Protected status on the Golem or one of its allies. The next attack of the Golem’s element that hits a character that is Protected will have its damage negated. |
| Conduit | Passive | N/A | If the Golem is hit by a spell of its element, the user of the attack will take the same amount of damage the Golem takes. |
Item Table
| Result | Item |
|---|---|
| 1 | Protect (Earth) |
| 2 | Reflect |
| 3 | 500 ¤ |
Conflagration (Elite 6, Elemental, Variable)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 30 | 55 | 21 | 105 | 3 | 6 | 18 | 5 | 9 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 6 | 5 | 6 | 12 | 12 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Zap | Melee | 1 AP | The Conflagration uses a colorless spell against a single target. |
| Orb | Ranged | 1 AP, 7 MP | The Conflagration uses a spell against a single target that deals magical damage of the Conflagration’s element that is multiplied by 2 in addition to other modifiers. |
| Storm | Multi | 2 AP, 13 MP | The Conflagration uses a spell against every opponent of the Conflagration’s that deals magical damage of the Conflagration’s element on a hit. |
| Chain Spell | Ranged | 1 AP, 8 MP | The Conflagration uses a spell against a single target that deals magical damage of the Conflagration’s element. If the target is Shellbroken as a result, the Conflagration uses this ability against another character for free. |
| Pure Elemental | Passive | N/A | When the Conflagration is reduced to 0 MP, it is automatically downed and cannot be revived. |
Item Table
| Result | Item |
|---|---|
| 1 | Use Elemental Chain |
| 2 | Standard Restore Mana |
| 3 | 500 ¤ |
Sahuagin
Tidewater regions that are not populated by humans or other sentients are usually inhabited by sahuagin, which are half-fish people that have their own strange customs.
Lore
- Sahuagin are somewhat physically weak, and as a result will focus on wearing their opponents down and frustrating them in the hopes that they will make stupid mistakes.
Fisher (Normal 6, Dragon, Water)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 18 | 22 | 17 | 45 | 3 | 10 | 6 | 2 | 3 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 6 | 2 | 10 | 12 | 12 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Claw | Melee | 1 AP | The Fisher makes a basic attack. |
| Net | Ranged | 2 AP, 8 MP | Works the same as the Saboteur’s Slow. |
| Spear | Ranged | 2 AP, 5 MP | The Fisher makes a strike against a single target that does colorless physical damage on a hit. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Strengthen Evasion |
| 2 | Curse Frostbitten |
| 3 | 100 ¤ |
Raider (Normal 6, Dragon, Water)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 25 | 20 | 16 | 45 | 3 | 12 | 6 | 3 | 3 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 4 | 3 | 12 | 8 | 8 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Spear | Melee | 1 AP | The Raider makes a basic attack. |
| Waterstrike | Melee | 1 AP, 3 MP | The Raider makes a strike against a single target that deals physical water damage on a hit. |
| Expose Weakness | Ranged | 1 AP, 8 MP | The Raider uses a sleight that, on a hit, inflicts the Vulnerable (Water) status. |
Item Table
| Result | Item |
|---|---|
| 1 | Curse Vulnerable (Water) |
| 2 | Standard Weaken Resistance |
| 3 | 100 ¤ |
Hunter (Normal 6, Dragon, Water)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 17 | 28 | 15 | 50 | 3 | 6 | 8 | 3 | 4 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 6 | 3 | 6 | 12 | 12 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Spear | Melee | 1 AP | The Hunter makes a basic attack. |
| Submerge | Self | 1 AP | Works the same as the Thief’s Hide ability. |
| Ambush | Passive | N/A | Works the same as the Thief’s Sneak Attack ability. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Curse Poisoned |
| 2 | Standard Curse Paralyzed |
| 3 | 100 ¤ |
Chieftain (Elite 6, Dragon, Water)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 51 | 39 | 25 | 80 | 3 | 14 | 8 | 6 | 4 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 6 | 6 | 14 | 12 | 12 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Knife | Melee | 1 AP | The Chieftain makes a basic attack. |
| Double Time | Multi | 3 AP, 25 MP | The Chieftain uses Haste on themselves and all of their allies. |
| Ready Arms | Multi | 2 AP, 10 MP | The Chieftain charms themselves and all of their allies’ Status Accuracy by one step on the Bonus Tracker. |
| Strategy | Ally | 1 AP | Twice per round, the Chieftain can donate an AP to another ally to allow them to act immediately on the Chieftain’s turn. |
| War Leader | Passive | N/A | Any allies of the Chieftain’s that act after them in the Initiative Order gain a +1 bonus to all three of their Accuracies. This does not count as a charm on the Bonus Tracker. |
Item Table
| Result | Item |
|---|---|
| 1 | Multihaste |
| 2 | Standard Strengthen Status Accuracy (Multi) |
| 3 | 500 ¤ |
Prophet (Elite 6, Dragon, Water)
Statistics
| HP | Shell | Initiative | Mana | Action Points | Physical Attack | Magical Attack | Physical Defense | Magical Defense |
|---|---|---|---|---|---|---|---|---|
| 28 | 52 | 23 | 100 | 3 | 8 | 16 | 4 | 8 |
| Evasion | Resistance | Physical Accuracy | Magical Accuracy | Status Accuracy |
|---|---|---|---|---|
| 7 | 4 | 8 | 14 | 14 |
Abilities
| Name | Type | Cost | Description |
|---|---|---|---|
| Trident | Melee | 2 AP | The Prophet makes a basic attack. |
| Drown | Ranged | 1 AP, 9 MP | The Prophet uses a spell against a single target that, on a hit, deals magical water damage that is multiplied by 2 in addition to other modifiers. |
| Sleet | Multi | 2 AP, 18 MP | The Prophet uses a sleight on every opponent on the battlefield that inflicts Frostbitten on a hit. |
| Resurrection | Ally | 1 AP, 15 MP | The Prophet raises a single downed ally back to half its maximum HP. |
| Karma | Multi | 2 AP, 40 MP | Inflicts the Reflecting status on the Prophet and all of their allies. The next time they are hit by a spell, the damage they take is also automatically dealt to the attacker and the status is removed. |
| Foretell Doom | Special | N/A | After the Effect Phase in battle passes three times, the Prophet uses a spell against all of its opponents that does not cost any MP or AP. Every hit character takes magical water damage that is multiplied by 3 in addition to other modifiers. |
Item Table
| Result | Item |
|---|---|
| 1 | Standard Curse Frostbitten (Multi) |
| 2 | Defibrillate |
| 3 | 500 ¤ |