Adaptation progress - Mahoraga naturally has a process to his adaptation that is based majorily off of exposure to phenomena and damage. This process is broken down into steps that either pass via repeated non-lethal experience or the passage of time.
"Adapt to Survive Phase"
1st Rotation: Reduces damage of specific attack by 50%
2nd Rotation: Gain resistance to attack's damage type and reduce attack's dealt damage by 90%, secondary effects of the specific attack have their DC lowered by 50% and Mahoraga gains advantage against similar secondary effects
3rd Rotation - Immunity to the damage type and any and all secondary effects of the move, skips adaptation of similar phenomena to this step instantly.
"Adapt to Grow"
4th Rotation - Mahoraga now regains 25% HP if the same or similar attacks hit it, gains 10% more MAX HP for the remainder of the fight, and give a +5 to related stats to the move (if no associated stats, buff con score)
5th Rotation - For the remainder of combat, when that attack or any attack that is of similar phenomena strikes Mahoraga, he gains the ability to freely react with a strike at the attacker (as in, a reaction FOR FREE to attack, self explanatory), Mahoraga also gains +10 damage to all moves and a +3 to to hit modifiers (unless higher is needed)
6th Rotation - The intricacies of the attack are understood, allow Mahoraga to strategize and plan around the attack, letting him choose to deflect the attack or understand how to use it against attackers on the battlefield possibly by altering it's parameters slightly on the fly. "
Adapt to Surpass"
7th Rotation - Mahoraga rapidly understands the phenomena and it's source to the root, understanding the power output required for it to be lethal and the recoil it incurs on the caster making use of it to strike them when more vulnerable (does double base damage if attacked target was correctly judged to be in recoil from ability)
8th Rotation - Mahoraga completely adapts an understanding and utilization of the phenomena, integrating it into it's fighting by altering it's physical properties to interact with the phenomena on a greater level.
9th+ Rotation - The continued development of Mahoraga's abilities in reference to the phenomena, and the adding of +2 to ALL stats until the enemy is deceased.
Mahoraga can hold as many adaptations as he needs, but can only progress 1 at a time. At the beginning of his turn he can either swap his chosen adaptation focus or add 1 rotation to his already working process.
Death binding Vow - in the event the summoner puts their life on the line, staking it all on the subjugation ritual, Mahoraga gains 200% more starting base damage and 200% base health. (These buffs can stack with other trait buffs including adaptations)
Reveal One's Hand - In the event that the summoner explains the process of the summoning and the existence of Mahoraga within the technique, Mahoraga gains a 50% bonus to base health and damage. In the event that Mahoraga's adaptation is revealed the bonus is raised to a 150% bonus to health and damage. (These buffs can stack with other trait buffs including adaptations)
General's Tactics - Mahoraga makes one of his physically damaging attacks have a secondary property from the following short list; grappled, restrained, paralyzed, stunned. When a targeted creature needs to make a save to resist such effects they must succeed a DC 20 save in either strength, dexterity (for grappled or restrained), or constitution (for paralyzed or stunned). Creatures given these effects only hold them for 1 round, but that can be shorted via the help action and an additional save. (Save DC can be buffed and or altered by adaptations)
Intimidating Aura - Any creature that can see/sense Mahoraga must have a check for their level/challenge rating. In the event the creature in question is 10 or below Mahoraga they are automatically "Frightened" for 10 rounds, and if they cannot be frightened then they instead have a -5 to their to hits and Spell save DCs. If they are 9 or less than Mahoraga the creature must beat a DC 25 Wisdom saving throw or suffer the same effects as earlier. In the event the creature is around 3 levels of Mahoraga (above or below) the save is instead made into a 21 Wisdom saving throw, any higher than 3 levels above and Mahoraga cannot make the creature frightened.
Multiattack. 3 actions
Extermination Blade #1 - Swing at a singular target, dealing physical slashing damage as well as radiant damage. Can instantly eradicate cursed spirits or disrupt cursed energy (damage buffed or altered by adaptations) Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage
Extermination Blade #2 - Mahoraga swipes towards the target, empowering the Sword of Extermination with cursed energy and making slashes that travel through the air. These cuts share the same properties as Extermination Blade #1 (insta-kill curses and disrupt cursed energy) but can target 3 creatures at a time or hit the same creature thrice (Can be buffed or altered by adaptations) Melee Attack Roll: +7, reach 30 ft. Hit: 13 (3d6 + 6) Slashing damage
General's Strikes - punches, kicks, or unconventional strikes made using Mahoraga's body. (Can be buffed by adaptations) Melee Attack Roll: +7, reach 30 ft. Hit: 13 (3d6 + 6) Bludgeoning damage
Environmental Assault - Mahoraga makes use of its environment to strike, doing things like throwing rubble or buildings at targets, possibly more odd and ridiculous things depending on the circumstances. Melee Attack Roll: +7, reach 30 ft. Hit: 13 (2d10 + 7) Bludgeoning damage
Earth Quaker - Mahoraga leaps up into the air and slams back down with incredible force, shaking the ground and knocking any who fail a DC 25 strength saving throw into the air. Any targets knocked into the air by this move, Mahoraga has advantage at striking.
General's Strikes - punches, kicks, or unconventional strikes made using Mahoraga's body. (Can be buffed by adaptations) Melee Attack Roll: +5, reach 30 ft. Hit: 13 (3d4 + 8) Bludgeoning damage
Divine Flurry - Mahoraga does a consecutive series of punches or kicks, attempting to strike the target with his body. (Can be buffed and or altered by adaptations) Melee Attack Roll: +7, reach 30 ft. Hit: 13 (4d10 + 7) Bludgeoning damage
Extermination Blade #3 - Mahoraga swipes at the air a singular time, attempting to cut through cursed energy or parts of the environment, and physically follows up the slash with a powerful strike at the target. The slash can be big enough to strike multiple targets but the follow up can only strike one. (Can be buffed or altered by adaptations) Melee Attack Roll: +7, reach 30 ft. Hit: 13 (8d6 + 6) Slashing damage
Divine Challenge. Targets 1 enemy creature within combat/perceptable range of Mahoraga and readies themselves for an incoming strike. If the damage or attack is something Mahoraga has already begun adapting to then it advances 1d6 rotations forward in this process, if the creature uses an attack that Mahoraga has yet to experience then it gets advantage on any save made against it and takes 25% less damage from it's total.
Adaptable Guard - Mahoraga prepares to block and incoming attack. In the event it is already adapting to the incoming attack than they take 75% less damage and gain 2 rotations towards the adaptation, however if no attack is guarded or an incorrect attack is guarded on time then Mahoraga takes 200% damage instead and can't swap adaptations that round.
Legendary Action Uses: 3
General's Resolve - For this singular round Mahoraga is unkillable, for every 1000 damage he takes over his expected death he sacrifices 1 rotation of an adaptation. In the event that Mahoraga is out of Adaptations to spend, he instead loses his ability to regenerate his health for the proceeding round. (Any adaptations lost through this method can be returned at twice their speed up to their previous threshold)
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