So....because I just taught of 3 interesting abilities that I may want to use but haven't come up with a total character yet......(Well, I did but then I changed the abilities to this and he now needs a rework)
Enter the shadows: at the end of each round {PlaceHolder} will enter the shadows, making him invisible for a maximum for 2 rounds (6 turns cool down which activates only after he got out of stealth , leaves stealth upon trying to attack). (This happens regardless if {PlaceHolder} did anything during his turn or not)
Twin attack: Can only be used if {PlaceHolder} is in stealth. {PlaceHolder} will attack twice this turn(doesn't need to be the same target). Both attacks will gain potential boninesses from leaving stealth (6 turn cooldown)
Casts Shadows: {PlaceHolder} won't attack this turn, instead his abilities that are currently on cooldown recharge by 1 and until "Enter the shadows" goes on cooldown it gives {PlaceHolder} an boost in Strenght of 1 for each time "Casts Shadows" was used before entering stealth. (No cooldown)
This is only a very,very rough draft and I may or may not end up using anything like this. Things that I'm not sure about are the cooldowns and the bonus. Also to make it clear, Enter the Shadows doesn't happen on {PlaceHolder}'s turn but at the end of the round. Thus lets say combat begins then he will only go into stealth after the last character did its thing. Thus something like this
char1->{PlaceHolder}->char2->char3->{PlaceHolder} enters stealth ->new round(Probably starting off with char1 again)
I hope the abilities are clear enough, I also choose the long cooldowns so I could make real use of "Casts Shadows". However it may be that the current bonus is too small to be worth the effort (except for decreasing wait time on other abilities but as I put them high so I could make better use of "Casts Shadows" that isn't exactly what I hoped to archive with it.). I am also not sure if Twin Attack is balanced but as I already mentioned, I am very bad at making balanced things
Enter the shadows: at the end of each round {PlaceHolder} will enter the shadows, making him invisible for a maximum for 2 rounds (6 turns cool down which activates only after he got out of stealth , leaves stealth upon trying to attack). (This happens regardless if {PlaceHolder} did anything during his turn or not)
Twin attack: Can only be used if {PlaceHolder} is in stealth. {PlaceHolder} will attack twice this turn(doesn't need to be the same target). Both attacks will gain potential boninesses from leaving stealth (6 turn cooldown)
Casts Shadows: {PlaceHolder} won't attack this turn, instead his abilities that are currently on cooldown recharge by 1 and until "Enter the shadows" goes on cooldown it gives {PlaceHolder} an boost in Strenght of 1 for each time "Casts Shadows" was used before entering stealth. (No cooldown)
This is only a very,very rough draft and I may or may not end up using anything like this. Things that I'm not sure about are the cooldowns and the bonus. Also to make it clear, Enter the Shadows doesn't happen on {PlaceHolder}'s turn but at the end of the round. Thus lets say combat begins then he will only go into stealth after the last character did its thing. Thus something like this
char1->{PlaceHolder}->char2->char3->{PlaceHolder} enters stealth ->new round(Probably starting off with char1 again)
I hope the abilities are clear enough, I also choose the long cooldowns so I could make real use of "Casts Shadows". However it may be that the current bonus is too small to be worth the effort (except for decreasing wait time on other abilities but as I put them high so I could make better use of "Casts Shadows" that isn't exactly what I hoped to archive with it.). I am also not sure if Twin Attack is balanced but as I already mentioned, I am very bad at making balanced things