Mini RPG Monster Raider - Location: Eastern Forests

Discussion in 'Roleplaying Games' started by Zero300, Sep 20, 2018.

  1. GamingIce

    GamingIce 『Holder of the Ring of Promise』『RPG Nerd』

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    Treant Lvl 5 x 11: dead

    Stats
    HP: 300/300
    MP: 50/50

    Skills
    Fierce Swipe: 25 DMG
    Leech Seed: plants seed in target, draining target's 3 HP of life per player's turn for one round. When one round is over, seed germinates into Sapling. (Costs 15 MP)
    Entrapping Vines: stops enemy movements for one round. (Costs 10 MP).
    Wooden Skin: Resistant to non-magical, ranged attacks (damage gets halved)
    A passive skill.
    Weakness: Fire attacks
    Note: Water attacks heals for however much DMG it would have done
     
  2. GamingIce

    GamingIce 『Holder of the Ring of Promise』『RPG Nerd』

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    Slime Lvl 1 x3
    HP 0/20
    MP 3/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  3. GamingIce

    GamingIce 『Holder of the Ring of Promise』『RPG Nerd』

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    Did 5 raids the other day as part of a slime lord slaying event!
    Each raid was...
    Slime Lvl 1 x10
    HP 0/20
    MP 3/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  4. Kudaranai

    Kudaranai                                                   

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    Participant: @Siostar
    Slime Lvl 1

    HP 0/20
    MP 3/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  5. GamingIce

    GamingIce 『Holder of the Ring of Promise』『RPG Nerd』

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    Treant Lvl 5 x 10: dead

    Stats
    HP: 300/300
    MP: 50/50

    Skills
    Fierce Swipe: 25 DMG
    Leech Seed: plants seed in target, draining target's 3 HP of life per player's turn for one round. When one round is over, seed germinates into Sapling. (Costs 15 MP)
    Entrapping Vines: stops enemy movements for one round. (Costs 10 MP).
    Wooden Skin: Resistant to non-magical, ranged attacks (damage gets halved)
    A passive skill.
    Weakness: Fire attacks
    Note: Water attacks heals for however much DMG it would have done
     
  6. erichninja

    erichninja Don’t think about it

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    When the next Water Slime/ Slime Lord
     
  7. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Participating Hunters: Need 3 Players
    [​IMG]
    Monkey War Party - Lvl 12
    Two Nature Monkeys - Lvl 12
    [​IMG]

    Stats
    HP: 1500/1500
    STA: 210/210
    MP: 150/150

    Skills
    • Flurry of Blows: Attack an enemy 1+1d4 times with your fists, the first attack does 500 damage, and each attack after deals 250 damage. (50 STA)
    • Monkey Grab: Grabs an enemy, making him unable to move away for 1 round, and any attacks against the enemy deal double damage. Unblockable. Dodge must exceed 250 to avoid being grabbed. Can't be weakened. (30 STA)
    • Plant Growth: Enemies take 2 turns to reach or leave melee range. Lasts for 2 rounds. (50 MP)
    • Eastern Forest Location Boost: As beasts of nature, these Monkeys can blend into their surroundings like a natural stealth mechanism, making it hard for enemies to find them. Enemies roll 1d10 (7-10 success, 1-6 fail) to see if they can spot them. Passive skill.
    • Dodge (5 Uses)
    Wind Monkey - Lvl 12
    [​IMG]

    Stats
    HP: 1500/1500
    STA: 190/190
    MP: 180/180

    Skills
    • Flurry of Blows: Attack an enemy 1+1d4 times with your fists, the first attack does 500 damage, and each attack after deals 250 damage. (50 STA)
    • Monkey Grab: Grabs an enemy, making him unable to move away for 1 round, and any attacks against the enemy deal double damage. Unblockable. Dodge must exceed 250 to avoid being grabbed. Can't be weakened. (30 STA)
    • Vacuum Pull: Up to 3 enemies are forced into melee range by a suction of wind and can't leave melee range for 1 turn. (60 MP)
    • Eastern Forest Location Boost: As beasts of nature, these Monkeys can blend into their surroundings like a natural stealth mechanism, making it hard for enemies to find them. Enemies roll 1d10 (7-10 success, 1-6 fail) to see if they can spot them. Passive skill.
    • Dodge (5 Uses)
     
  8. Robofs740

    Robofs740 Well-Known Member

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    Participants: Mire, Silver Laers
    Status: Dead

    2x Slime Lvl 1
    Stats
    HP 0/20
    MP 5/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  9. MireMire

    MireMire Active Member

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    Participant: Drev
    Slime Lvl 1 x2
    HP 0/20
    MP 3/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  10. Robofs740

    Robofs740 Well-Known Member

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    Participants: Drev
    Status: Dead

    2x Slime Lvl 1
    Stats
    HP 0/20
    MP 1/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)
     
  11. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Treant Lvl 5 x 10: dead

    Stats
    HP: 300/300
    MP: 50/50

    Skills
    Fierce Swipe: 25 DMG
    Leech Seed: plants seed in target, draining target's 3 HP of life per player's turn for one round. When one round is over, seed germinates into Sapling. (Costs 15 MP)
    Entrapping Vines: stops enemy movements for one round. (Costs 10 MP).
    Wooden Skin: Resistant to non-magical, ranged attacks (damage gets halved)
    A passive skill.
    Weakness: Fire attacks
    Note: Water attacks heals for however much DMG it would have done
     
  12. MireMire

    MireMire Active Member

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    Treant Lvl 5 x 8: dead

    Stats
    HP: 300/300
    MP: 50/50

    Skills
    Fierce Swipe: 25 DMG
    Leech Seed: plants seed in target, draining target's 3 HP of life per player's turn for one round. When one round is over, seed germinates into Sapling. (Costs 15 MP)
    Entrapping Vines: stops enemy movements for one round. (Costs 10 MP).
    Wooden Skin: Resistant to non-magical, ranged attacks (damage gets halved)
    A passive skill.
    Weakness: Fire attacks
    Note: Water attacks heals for however much DMG it would have done
     
  13. Robofs740

    Robofs740 Well-Known Member

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    Participants: Rao, Sylth, Alezzel, Silver, Nin, Mire
    Status: Dead

    6x Horned Gale Rabbit Lvl 12
    Stats
    HP: 1000/1000
    STA: 150/150
    MP: 300/300
    Skills
    Stab: (20 STA) The rabbit jumps and stabs its horn at a target dealing 300 piercing damage.
    Wind Lance: (40 MP) The rabbit fires off a piercing blast of air from that stabs their attackers, deals 800 unblockable damage.
    Gale Vortex: (1-300 MP) The rabbit’s last resort that it only uses under fear of immediate death, it dodges a fatal attack and creates a concentrated vortex from it’s horn that grinds everything caught inside to dust. This attack deals unblockable/undodgeable damage at up to 3 targets based on how much mana the rabbit has left, the attack does 10 damage per mana put into the attack. After it uses this attack the rabbit’s horn breaks, causing the rabbit to lose all access to magic and be severely weakened (can no longer react and takes double damage).
    Wind Walking: Buff reaction move. (20 MP) The rabbit can enhance its movement allowing it to walk on air and speed it up allowing it to make another dodge reaction.
    Sudden Gale: Debuff reaction move. (40 MP) The rabbit causes turbulent winds that makes approaching it or an ally impossible while also causing any projectiles to veer away from their intended target and miss. Dodge: 5 uses
     
  14. MireMire

    MireMire Active Member

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    Participants: Mire, Nin, Sylth, Azeroth, Rao, Leith, Pure
    Status: DEAD

    Wolf Pack Lvl 10 - 20 Wild Wolves

    Stats
    HP: 1500/1500
    STA: 350/350

    Skills
    Lunging Bite: (20 STA)

    The wolf lunges and bites an enemy for 500 unblockable damage.

    Latching Bite: (35 STA)

    The wolf bites at an enemy dealing 350 unblockable damage and latches onto them causing the wolf to be unable to take offensive action again until it detaches, this also deals a additional 100 Unblockable/Unavoidable damage per round and prevents the enemy from moving effectively (reactions/attacks are half as effective, stackable. When attacked, the wolf must roll 1d10 (1-5 fail, 6-10 success). Failure results in the wolf letting go.

    Intimidating Howl: (30 STA)

    The wolf lets out a ferocious howl that can intimidate enemies. Any wolves alive in the pack can also howl as a reaction, increasing the chances of failure. Enemies affected must roll a 1d10 (1-(# of howling wolves) = fail, ((# of howling wolves + 1)-10 = success). If all ten wolves howl, then enemies automatically fail. If they fail they are frightened and are unable to attack for a round.

    Keen Eye: (10 STA)

    The wolves have keen eyes and instincts that allow them to better spot weak points. They can spend a turn observing a enemy and the next attack they make at that enemy crits dealing double damage.

    Pack mentality: (Passive)

    For every other wolf in the battle they grow more aggressive and courageous which increases their damage by 50 and damage taken decreased by 25 for every other wolf in the battle.

    Dodge: (5 uses)
     
  15. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    [​IMG]
    Slime Lvl 1 - DEFEATED
    HP 20/20
    MP 5/5

    Skills
    Tackle: 3 DMG
    Dissolve: 6 DMG (cost 2 MP)
    Slide Away: dodges 1 attack (2 uses)