1. Basic Info
Type: Moderate Size Xenic Creature
Moral Points: -35
Habitat: Most often found in dark caves, the Echo Shiff has also been spotted in deep forests and ancient ruins. If there are ruins along a roadside, the echo shiff may act as highway
men at night, robbing and murdering any hapless traveler.
Appearance: Echo Shiffs appear as humanoids with lanky, greasy hair that reaches to their knees. The eyes of the echo shiff are flat, reflection-less black, and their noses tiny. They have no visible orifices. Their hands and feet are clawed and they typically move in jerky manners.
Runic Element: Time
Runic Element Information:
- Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
- Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
- Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.
2. Vital Stats
3. Armor Stats
|Block||0 Weapon||0 Armor|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Lift 1H: 20
Lift 2H: 40
|move rates x 2|
Jump Up: 6
Jump Across: 8
Jump Up: 12
Jump Across: 16
|attack 4 times with one attack (no skill use with this)|
Magic Power: 1
6. Equipped Weapons
|Location||Item||Attack||Block||DP||Range||Weight||Rune Stone or Enhantments|
|Right Hand||Echo Shiff Claws||5 + 2d8||0||N/A||1||N/A|
|Left Hand||Echo Shiff Claws||5 +2d8||0||N/A||1||N/A|
7. Equipped Armor
|Over Garment||Leather Cloak + cured, enchanted, cowl||0||9||13||2.6|
|Torso||Leather Brigandine + cured, enchanted, belted||0||27||35||19.5||no protection against axes|
|Legs||Leather Greaves + cured, enchanted||0||25||29||13||no protection against axes|
|TOTAL ARMOR VALUES||0||61||77||35.1||no protection against axes|
Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Powered Claw Slash||Puts full strength into claw slash, doubling total damage: can't use the 4 attack with this skill.||15 EP;
|1 hex affecting 1 target||instant||1 skill point =
2 skill mastery %
|Latching Attack||Leaps up and grabs onto the target's back, holding on and constantly gnawing on the target causing claw damage increased by melee power damage per round. This also decreases the target's actions by half and prevents the target from moving while the echo shiff is latched on.||20 EP;
1 support and 1 attack
|jump range affecting 1 target||1d6 rounds||2 skill points =
1 skill mastery %
|Frenzy||With this skill the echo shiff flails claws madly at the target. The echo shiff has to roll a 1d10. The
number showed on the 1d10 represents how many claw slashes land onto the target, each doing claw
damage plus melee power damage but no critical hit chance. The target can try to evade each claw individually or defend against the entire attack, but cannot evade against the entire attack with one evade action.
|1 hex affecting 1 target||instant||4 skill points =
1 skill mastery %
|Counter Attack||This skill allows you to counter an enemy's attack with a normal attack. No skills may be used. You must be able to reach the attacker. You can move to reach the attacker if you have any movement left.||15 EP;
|weapon's + movement range affecting 1 target||instant||1 skill point =
1 skill mastery %
Perhaps one of the most malicious beasts, Echo Shiffs are more than willing to kill for the sake of killing and enjoy torturing their victims. They attack without provocations, are thieves, and will lie without moral dilemma or delay.
Echo Shiffs are hard to hit. In addition, Echo Shiffs are able of attacking four times faster than most other races, giving them 4 attacks for one action. These extra attack actions can only be used for normal attacks however, and not skill usage. Their two major weaknesses is their ability to get distracted with the idea of torture and their inability to decide upon a group leader. Echo Shiffs are never alone and are always encountered in odd numbered groups from three to twenty three.
5d20 worth of Shillings: You may loot the body for 5d20 worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 5d20. Then on a successful pick pocket or steal you will roll the percent dice, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.
Echo Shiff Claws: You may remove the claws of a dead Echo Shiff. Each claw weighs 0.5 pounds and has the same values as steel, except that its attack value is 5 + 2d8 and its worth is 9.00 (all values per pound), making each claw worth 4.50. Each echo shiff has a total of 8 claws. Claws cannot be used like other materials to make weapons however you can make a set of claw weapons with the claws, or attach the claws to your gloves or gauntlets to use them as a weapon.