SS | Rengo Echo

STR - ?? (+1d10+2d4), DEX - ?? (+10+2d4) - CON - 22 (+6), INT - 20 (+5), WIS - 20 (+5), CHA ?? (+10+2d4)

 

Saves -  Str +1d10+2d4, dex +10+2d4, CON +6-1d6, INT +5, WIS +5, CHA +10+2d4


Initiative - 2d20dh1+2d4

 

Highly Resistant to Low, High function. Immune to Contra Motion Necrotic damage. Immune to stuns, sleep, charm, Exhaustion and other debilitations.


60ft walk/90ft teleport.

 

Timeless Steps - Rengo can freely reposition around a unit while attacking. Rengo teleports to move freely as part of Legendary Actions.


Diametric Opposition - Within Rengo's domain, units whom are synced to Rengo restore Short Rest abilities every three rounds, and Long Rest abilities every six rounds.

 

Legendary Actions - 4/4 - Base Attack, Attempt Save, Awareness


Awareness of the Witness -  When Rengo's turn begins Fractal Motionlessness can be repositioned freely within Rengo's domain. Rengo can freely swap positions with Fractal Motionlessness. Each turn, a Fractal Motionlessness is created, and two are created at the start of combat. Fractal Motionlessness that is created during a turn cannot be used during that turn.

 

Devouring Host - Rengo absorbs Low Function Spell effects that are near it or attack it by drawing Souryuu.. Versus High Function Spell Effects, Rengo imposes a DC 20 CHA check or absorbs them. Contra motion saves are made as normal and damage is dealt according to resistances.

 

Attacks -

 

Mulitattack - Attack with both weapons, use Karma, create a Fractal Motionlessness, and evoke Nine Star on combat start, OR use a Cosmic Action. For every Fractal Motionlessness active, attack with both weapons again.


Souryuu - Weapon - Conceptual sword comprised of the Blood Consciousness' potential. Wielded by Rengo at the End of Dreams. A shadow of its former strength at best.

- 15ft reach, +1d10+2d4 to hit, 3d8+10 Contra Motion fluidic damage, DC 17 CON save for 7d4 Life Drain, + DC 17 CHA save for all units within 15ft cone behind that unit for 5d4 Contra Motion force damage.

> 16-20 critical threat - Extends CON save to all units in 90ft and CON save deals double damage.

> Advancing Formation - Rengo can attempt to bestow one attack during his multiattack chain. If the attack lands, he shuffles his initiative. Advance the turn order before changing Rengo's initiative.

> Herculean Force - if Parried or Blocked, this attack ruptures space around Rengo and prompts a DC 17 STR save vs Knock to Prone for all other units in 90ft and deal 9d6 damage. This attack will also deal 7d10 additional damage to Structures and Constructs as well as fluidic elements if they fail.

>>> OR Hungering Blade - Casts a sweeping cleave linear attack up to 90ft distance in 20ft horizontal (to Rengo) width. DC 17 DEX save. The burning blood deals 8d8 High Function Necrotic damage, and inflicts Disadvantage on concentration saves.

>>> OR technique

 

Kouryuu - Weapon - Conceptual manifestation of Nightmare. A weapon that represents the sleeping schism between Oshan and Tengoku - a boundary force of complete silence yet fearsome and shapeless.

- 15ft reach, +1d10+2d4 to hit, 5d6+2d4 Contra Motion Necrotic damage, DC 17 CON save for -4 AC (Stacking).

>>> OR Grim Herald - Form the weapon into a scythe and attack all units individually in a 30ft cone. 4d20+2d4 Contra Motion Necrotic damage.

> Create Devouring Star - Instead of attacking with this weapon, Rengo can create a Devouring Star.

 


Karma - Body - Cosmic ideology of memetic reincarnation and destruction given form.

 

Devour - DC 15 CHA save upon a unit that Rengo has successfully struck during his current attack chain. Upon failure, sustain 4d12+2d4 Maximum Health damage and attack another unit with this ability freely.

Impulse Momentum - Reposition all Fractal Motionlessness as desired.

 

Abilities -


Vacuum Blade - Produces 4x Wind Blade at a desired location and orientation. At the end of Rengo's next turn, the Blade will launch up to 200ft. The first unit it collides with makes a DC 17 DEX save or suffers 10d6+1d20 High Function Slashing damage and is pulled back 30ft towards the origination of the Wind Blade and knocked Prone. Vacuum Blade always critically strikes Constructs.

 

Vacuum blades cause bleeding which deals 2d10 damage at the end of a unit's turn if not mended.


Devouring Star - Creates a devouring star. The star grows by 1 tile radius at the end of Rengo's following turns. Units whom touch the stars or start their turns in them make a DC 18 CON save vs 7d8+1d6 (per growth) High Function Necrotic damage. The stars devour any projectiles that enter them, and grow per object devoured.

 

Fractal Motionlessness - Creates a Fractal Motionlessness.


SWORD TECHNIQUE

 

Devouring Harmony - Attempts to impale a unit with a melee attack. +1d10+2d4 to hit. CHA save vs 19 vs Paralysis. Deals 6d8 High Function piercing damage and forcibly ends Rengo's current attack chain other than Body abilities if the unit makes the save. Rengo cannot make Melee attacks or move until this ability is resolved. The unit may re-attempt the save at the end of their following turn. Should they fail to save, Rengo will deal 12d10+6d8 High Function Force damage split amongst them and all other applicable targets within 30ft at the beginning of its next turn. Those units make a DC 19 CHA save for half of their portion of damage.


Diametric Inversion - Two-stage attack, requires Fractal Motionlessness opposing unit, which it consumes if the second stage is initiated. +1d10+2d4 for melee pommel attack that deals 4d4 Force damage. STR save vs 20 for Stun until the beginning of unit's next turn. Upon success, Fractal Motionlessness and Rengo pair for single melee attack that deals 8d12 damage (No crit modifier). Critical strike creates windbreak that attacks enemies within 30ft for 5d6 Contra Motion Slashing damage.


Cosmic Actions -


Seven Stars - Conjures the Seven Stars. During this period, Rengo is considered Fractured and dwells within Contra Momentum. Stars initialize Lair Initiative (20).

Upon the start of Rengo's next turn, the Seven Stars of Seven Kings take shape. So long as units are within Line of Sight of the Stars, Rengo has Advantage on saves and makes attacks with Advantage against them.

 

During the Castius Echo battle, the stars do not have an immediate effect. They take hold after 5 rounds.

 

Castius Duality - Castius clangs the pommels of his two swords together, and creates a double shockwave that attacks up to 300ft in a cone away. Units make a DC 18 CON (vs Blood) and a DC 18 WIS (vs Veil) save.

Blood failure - 12d6 High Function Slashing damage. If they fail by 8 or less, the attack deals 16d6 instead.

Veil failure - Unit loses Concentration of any currently active spells, and buffs are stripped and given to Rengo. Can attack casters through spell objects and impose the same save.

 

Ying Yang - Rengo forms a mental paradox within a unit's temporal state. A single target attack. DC 18 INT save vs Paralysis and 5d12+2d4 Psychic damage. The unit can re-attempt its saves at the end of its following turns. During this period, healing effects are halved and the unit automatically succeeds mental saves. Physical damage allows the unit to re-attempt the save.