Post by Lightning Farron | on Oct 29, 2012 20:55:47 GMT -5
Starter Pets
Miniflan, level 1: minus one post cooldown on every white magic spell. (Cooldown cannot be dropped below 1)
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Slime: deals 5 hp damage to an opponent and poisons them for two turns. cooldown - one post
Pray: restores 5 hp to everyone in the party.
Spit: deals 10 hp damage to two opponents. cooldown - two posts
Deshell Chaser: inflicts 5 hp damage to an opponent, or 10 hp damage if they are inflicted with deshell. cooldown - one post
Mini Cactuar, level 1: Gives the character a Haste status upon entering battle. Every other turn after activating, the pet owner gains an extra move. Lasts three turns.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Ten Needles: deals 10 hp damage to an opponent and interrupts their last move. cooldown - two posts
Bind: Limits the target to one Action Slot for their next turn, regardless of number of Action Slots they would have had in that turn. cooldown - three posts.
Kick: Deals 5 hp damage to an opponent, 10 hp if Launch was used on that opponent in the last turn. cooldown - one post.
Flee: Mini Cactuar flees from the battle, trading spots with the reserve pet. Once per battle.
Chocobo Chick, level 1: If you are killed before Chocobo Chick, it will restore you to five HP at the cost of the Chick being killed.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Mini-Wark: The Chocobo Chick lets out a loud cry that hurts all enemies for 5 damage. cooldown - one post
Choco Meteor A: The Chocobo Chick calls a small rock to fall from the sky to deal 10 damage to all enemies and five to you and the chick. Cooldown- two posts
Bring Friends!: The Chocobo Chick summons two other Chicks, unleashing a combined attack that deals 10 HP damage to one target. cooldown - two posts
Mini-Choco Kick: The Chocobo Chick kicks the enemy in the shin, interrupting their last attack but doing only 1 HP damage. Cooldown - one post.
Charmander, level 1: Increases the power of Fire element spells and Flamestrike by five points.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Ember: Charmander shoots a bolt of flame at the enemy for five hp damage. Enemy takes two hp burn damage the next turn. cooldown - one post
Metal Claw: Slashes at the target with sharp claws. Does 10 damage. Cooldown- three posts
Leer: The next attack the target takes does an additional five points of damage. Cooldown - two posts
Flamethrower: Unleashes an inferno that deals 15 hp damage to one enemy. That enemy takes 5 hp burn damage on the next turn. cooldown - four posts
Squirtle, level 1: Increases the power of Ice spells and Froststrike by five damage points
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Water Gun: Squirtle shoots water at the opponent for 5 HP damage. cooldown - one post
Rapid Spin: Squirtle withdraws in to his shell and spins in to the opponent, doing 10 damage. Cooldown- three posts
Sudden Protect: Blocks the damage from one attack aimed at either Squirtle or the owner. Cooldown - three posts.
Defense Curl: Squirtle takes 4 hp less damage from every physical attack for three turns. cooldown - five posts.
Bulbasaur, level 1: Increases the duration of defensive buffs (Protect, Shell) on the party for 3 posts.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Vine Whip: Deals 5 hp damage to an opponent and ignores guard. cooldown - one post
Leech Seed: Wraps the opponent with thin vines to drain five HP per turn for three turns. cooldown - five posts
Poison Powder: Poisons the target. Target takes five damage every two turns; lasts four turns. cooldown - six posts
Magical Leaf: Unleashes a barrage of sharp-edged leaves upon an enemy, ignoring defensive barriers and striking even if the character dodges, dealing 10 hp damage. cooldown - four posts
Larval Metroid, level 1: All attacks made by the Larval Metroid return HP to the pet owner equal to half the damage dealt by that attack, decimals rounded up.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Drain: Attacks the target to drain 5 HP. The damage heals the Metroid for 5 HP. cooldown - two posts
Gamma Burst: The Metroid absorbs ambient radiation to grow to double size, doubling the damage of basic attacks. Once per battle; growth takes two turns to complete, Metroid cannot use any other abilities while growing. While growing, the Metroid takes half the total damage from any attack, rounded up.
Charge: Rams the target at high speed to knock it off balance. Does 3 HP damage and interrupts the target's last attack. cooldown - three posts
Float: The pet is immune to Quake, Quaka, and Quakga. Does not count Gaiastrike.
Kikwi, level 1: Consistently heals the owner for 2 HP every turn.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Herbs: Removes only one negative status from either the Kikwi or the owner. cooldown - one post
Roots: Heals either the Kikwi or the owner by 10 HP with a healthy root. cooldown - two posts
Hide: The Kikwi hides, preventing enemies from targeting it. Ability lasts for five turns, but can be cancelled before; while hiding, the Kikwi cannot perform any actions. cooldown - one post after coming out of hiding.
Squeak: The Kikwi squeaks adorably in fear, causing any opponent attacking it that turn to deal 5 hp less damage to the Kikwi only. cooldown - two posts.
Garage Wolf, level 1: Prevents the owner from losing Action Slots in their turn.
--- starting hp: 25 hp
--- exp to next level: 2 - 5 exp (5 exp total); 3 - 5 exp (10 exp total); 4 - 10 exp (20 exp total); 5 - 15 exp (35 exp total)
--- abilities: Howl: Howls loudly, dealing electric damage to the owner and all targets on the battlefield. Does 5 HP damage. cooldown - one post
Bite: Viciously bites the target for 10 HP damage. cooldown - two posts
Full Speed: When a negative status move is used on either the owner or the pet, Garage Wolf's attack damage increases by three points each turn for as long as the status effect is active. The buff is lost as soon as the status effect wears off. The buff stacks to no more than 10 hp.
Dash: Runs headlong into a single opponent, causing 5 hp damage and adding 5 hp damage to the next attack dealt upon that same opponent. cooldown - two posts.
Shadow Heartless, level 1: (Only applies if owner's Element is Dark) Owner gains the ability to hide in the shadows once per thread to change their Command Slots.
(Level 2 adds one Action Slot's worth of immunity to this ability. 3 = one Action Slot immunity and +5 HP restored to the owner, as well as being able to be used twice per thread. 4 = two Action Slots immunity and +5 HP restored. 5 = two Action Slots and +10 HP, usable three times per thread.)
If the owner's Element is NOT Dark, adds 5 hp damage to all Dark spells and attacks.
--- starting hp: 15 hp
--- exp to next level: 2 - 10 exp (10 exp total); 3 - 12 exp (22 exp total); 4 - 13 exp (35 exp total); 5 - 15 exp (50 exp total)
--- abilities: Claw: Claws the opponent for five damage. cooldown - one post
Sneak: Shadow can dodge one attack. cooldown - two posts
Shadow Slicer: If the owner of the pet has a Dark elemental affinity, Claw does an additional 5 HP damage and the Shadow gains ten points to its maximum HP. However, healing spells will now damage the owner and the pet for the entirety of the battle while the Shadow remains active.
Leap: The Shadow jumps and lands on top of an opponent, dealing 5 hp damage and interrupting their last attack. cooldown - three posts