Post by Spookypatrol [Delia] on Nov 29, 2018 12:35:35 GMT -5
Welcome, naturalists! Please view our selection of skills below. If you'd like to train in one of these skills, post below in order to pay their rupee cost.
Only skills between levels 1-19 are available here. Starting at level 20, you must choose a Naturalist Subclass.
Starting Spell:
Summon Beast Companion: The Naturalist calls forth their animal companion, which is summoned immediately at the beginning of combat. This companion has 35% of the Naturalist’s Attack and Defense and 30% of the Naturalist’s HP and 10% bonus accuracy, but must pass its own accuracy checks. The animal attacks automatically on the Naturalist’s turn, but may attack any target of choice.
In addition, the Naturalist may choose one of the following bonus traits for their companion. Additional skills may be purchased for 100 rupees, with the cost increasing by 100 rupees per trait purchased. Each trait may only be purchased once.
Sharp Fangs: 10% bonus damage, +10% chance to Cripple an enemy for 2 rounds.
Rending Claws: 5% bonus damage, +20% chance to cause a bleed for 50% of the Beast’s damage over 3 turns.
Warning Pattern: +5% accuracy; +25% chance to confuse an enemy that deals damage to the companion.
Camouflage: +10% evasion; If an enemy misses an attack against the animal companion, the animal’s next attack is a guaranteed crit as long as it is against the attacker that missed the attack. This effect cannot occur more than once every 2 rounds.
Venom: The animal uses its venomous fangs/spurs/stingers to attack, granting the companion a 20% chance to cause a poison DoT dealing 50% of the companion’s modified Comp over 5 turns.
If the companion dies, the Naturalist may resurrect him/her 2 rounds after it has fallen. Resurrecting the companion requires a full turn’s action.
Tier 1
Levels 1-5
Skill:
Farore’s Grace: The Naturalist is adept at aiding his/her allies using natural remedies, increasing any healing done and received by 20%. In addition, all negative status conditions and DoT effects only last for 60% of the full duration, rounding up, when applied against the Naturalist. This bonus is extended for self-heals. This effect is passive.
Rupee Cost: 100
Spell:
Ensnare: The Naturalist uses roots, vines, etc to lash out at an enemy, dealing 50% of the Naturalist’s modified damage and causing them to be Rooted for 1 round. For each turn the Root lasts, the enemy is strangled, dealing additional 15% of the Naturalist’s unmodified Attack stat per turn. If the enemy is Rooted, Stunned, Frozen, or Immobilized during the duration of the Root, the DoT is extended until the additional effects end. 3 round cd.
Rupee Cost: 100
Levels 6-9
Spell:
Healing Winds: The Naturalist summons a calming breeze, healing all allies for 60% of the Naturalist’s Competency and curing a maximum of 4 Status Conditions (including DoTs) from them. For each status condition cured, this skill heals for an additional 30% Competency. 5 round cd.
Special Note: The Heal applies before the clears. If a target is Poisoned, they are NOT healed, but the Poison is cleared.
Rupee Cost: 150
Skill:
Expert Tracker: The Naturalist is familiar with natural environments, gaining a 20% damage buff and 10% evasion bonus to combat while fighting in the wilds (NOT inside buildings unless specified as forested ruins, cities, etc. This is at GM discretion). In addition, the Naturalist gains 10% bonus accuracy when fighting against animals/beasts/monsters. This skill is passive.
Rupee Cost: 150
Tier 2
Levels 10-15
Skill:
Primal Link: The Naturalist forms a strong bond with his/her beast companion, allowing him/her to work with expert coordination. For the next attack, the Naturalist’s beast companion copies its master’s stats, unleashing a powerful combination move against the enemy. This counts as a Team Attack, and may not be applied as a Team Attack with any other ally. 4 round cd.
Rupee Cost: 200
Skill:
Keen Senses: The Naturalist has developed keen senses akin to those of his/her animal companions, gaining 5% bonus accuracy and 10% bonus critical. In addition, he/she only suffers half accuracy penalty against stealthed or hidden enemies. The Naturalist may also add their Beast Companion's Competency score to their own score when performing Competency checks such as detect checks. This skill is passive.
In addition, the Naturalist may choose to activate this skill, focusing on maximizing his/her senses. For his/her next turn, the Naturalist is guaranteed to hit, even if the enemy is hidden. 3 round cd.
Rupee Cost: 200
Levels 16-19
Spell:
Wild Growth: The Naturalist causes a temporary growth spurt in an ally, raising their Attack and Defense stats by 25% of the Naturalist’s Competency for the next 2 of his/her target’s turns. This effect can be used on the Naturalist him/herself, any player ally of choice, or his/her beast companion. 3 round cd.
Rupee Cost: 250
Spell:
Animal Pack: The Naturalist summons 3 wild animals to maul the enemy target. Each animal deals 20% of the Naturalist’s Attack stat in damage and has an additional 50% chance to cause a bleed dealing the animal’s full damage stat again over 5 turns. Each animal’s accuracy is equal to 70% of the Naturalist’s accuracy against the intended target, and each one can be commanded to attack a different target. The pack disappears once the attack has finished. 4 round cd.
In addition, on the round the Animal Pack is summoned, the Naturalist's Beast Companion is frenzied, gaining damage bonus equal to 20% of the Naturalist's competency score as a flat number, plus 10% accuracy.
Rupee Cost: 250