SOD-Silea-Verochka

Name: Silea Verochka "The Silver Witch"
Race: Human
Class: Warlock
Level: 5

HP: 80 / 80
MP: 60 / 60
LP: 10 / 10
Weight: 6
Drive: 0 / 14
Initiative: 1d6+6

R: Fire
W: Earth

ATTRIBUTES
Will (+10 Max MP, recover 5 MP upon winning a battle)
Perceptive (Whenever you hit an elemental weakness, deal +2DMG and regain +1MP)

EQUIPMENT
[Implement] Grimoire (30 HL) - Spells cost -1MP, increase potency die of spells by one size. If you cast a Spell with no MP cost with a Grimoire (before factoring in Burst discounts), recover +1MP. 2 WGT
[Implement] Orb (25 HL) - Spells have +10 Burst, and increaes the potency die of spells by one size. 2 WGT
[Armor] Back Pack (30 HL) - Gain +1 Item Slot, +10 Max MP. 2 WGT

INVENTORY
[1]
[2]
[3]
[4]
15 HL (good buys: mystic beads for damage torques, Angel Wing, Spell Battery)

ABILITIES

[P] Pep: Gain +2 drive at beginning of battle.

[P] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode, and are what the abilities are initially written as.
When the Warlock strikes a target's elemental weakness when casting a Sealed Spell, the Spell changes to Witch Mode - causing its MP cost to increase, but also powering the Spell up in some way as well.
Anytime the Warlock takes a Full Rest, all of their Spells are resealed.

[P] Limiter: At the start of each battle, the Warlock may choose to make a single Spell enter Witch Mode instantly.

[P] Banishing: When the Warlock strikes an elemental weakness, they deal +8 damage, rather than +5.

[Q] Sixth Sense: Select a single enemy, and learn its weakness. If the Warlock strikes the target's weakness this round, they deal +5 additional damage.

[S] Frozen Rose: 3MP. 100CoS. Deals 1d8+12 water damage. M-Water.
Witch Mode: 7MP. 100CoS. Deals 1d10+16 water damage.
C Water: +4 damage.
C Pin: All Burst rates against the target are +10 for the rest of the battle.

[S] Hunter Beam: 4MP. 100CoS. Deals 1d8+12 fire damage. If used on consecutive turns against different targets, deal +2 damage for each new target. M-Fire
Witch Mode: 7MP. 100CoS. Deals 1d8+12 fire damage. If used on consecutive turns against the same target, deals +3 damage per round.
C Rush: The consecutive turn bonus is now 2 rounds higher than it should be.
C Air: Inflicts Long Burning.

[S] Shooting Star: 4MP. 100CoS. Deals 1d8+12 air damage, and Quicken 1s the Warlock. M-Air
Witch Mode: 7MP. 100CoS. Deals 1d8+12 air damage, and Quicken 1s the Warlock. Deals +3 damage against targets which haven't acted this round yet.
C Recovery: Quicken 4s, instead.
R Rush: +4 damage.

[S] Goddess Hand: 5MP. 100CoS. Deals 1d8+12 earth damage and suppressed the target by -1 Drive. M-Earth
Witch Mode: 8MP. 100CoS. Deals 1d8+12 earth damage and suppressed the target by -1 Drive. Deals +4 damage against targets with a Drive Gauge of 4 or less, and +2 damage against targets with a a Drive Gauge of 5 or 6.
C Pin: Suppresses -4 Drive instead.
C Fire: +4 damage.

[S] Signature Spell: 5MP. 100CoS. Deals 1d10+14 damage, with its element based on the Warlock's resistance. Rename this ability when it's learned. Generates momentum of the same element.
Witch Mode: 7MP. 100CoS. Same as above, but combos are more effective. If this attack Bursts while in Witch Mode, the Warlock can consume 3MP and regain the ability to combo with it (thought not with the same type of momentum).
C Warlock's Resistance: +4 damage, or +6 damage in Witch Mode.
C Warlock's Weakness: -2MP Cost, or -5MP Cost in Witch Mode.
C Other Two Elements: True Strike an additional enemy for 3 supreme damage, or 5 supreme in Witch Mode.
C Rush: Dispel a positive status from the target, or Dispel all positive status from the target in Witch Mode.
C Launch: Inflict Short E-Shatter, or Long E-Shatter in Witch Mode.
C Pin: Inflict Short K-Shatter, or Long K-Shatter in Witch Mode.

[OD] Overdrive: Witching Hour: Seal all of your spells currently in Witch Mode. For each spell sealed, True Strike an enemy for 12 supreme damage. Additional hits after the first can target the same enemy, but doing so causes it to only hit for 4 supreme damage, instead. M-Supreme.

[OD] Overdrive: Double Up: You can perform any normal ability you have slotted, and ignore any MP costs when doing so.

[D] Cheer: Dazed. 100CoS. Restores +1MP and grants +1Drive to a single ally. M-Recovery

[D] Wish: Dazed. Remove Dazed from an ally, and restore 1d10+15HP to them. M-Recovery+1

TRAITS
Thorn In The Side
Chosen One

SKILLS
Stealth 2
Mysticism 2
Sorcery 4
Charm 2

THE STRAT
took Goddess Hand at 2
i think this doesn't really need explaining.
find a weakness, beat the fuck out of the weakness. you're ST damage
buy an angel wing. stack your bonuses to weakness damage. go mad with power
yeah i could have done a burst build but whatever! you can do that too

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