|
Post by DEATH PONY on Sept 2, 2010 11:02:59 GMT -5
a power allows you to hit multiple targets, the additional load time is accounted for in the power. Does this mean, basically a power like twin strike doesn't require the use of a minor inbetween lets say for a load minor weapon? E.g. Weapon is loaded Twin strike occurs Attack 1, a reload, and attack 2 all occur within use of the power (basically inside the "Standard Action" portion of a players turn.) Next initiative, weapon is unloaded (since it was only reloaded once inside the attack power, after the second attack it was left unloaded.) Minor action, load weapon Start Twin Strike again. Am I understanding this correctly? EDIT: What about abilities that allow you to make basic attacks as opportunity attacks, such as Thousand Arrow Awareness (Ranger Daily Level 9). What would be the ruling on that, less restrictive to make the attack useable, or more restrictive in favor of I guess hard record keeping of loaded/unloaded?
|
|
|
Post by Rainbow Rage on Sept 3, 2010 19:21:14 GMT -5
That text is literally copy pasted from the crossbow. lol...
Um, I think you need a free action reload to use powers like that, twin strike, flying steel and the like.
|
|
|
Post by Rainbow Rage on Sept 7, 2010 9:49:48 GMT -5
Cuourgemma
When an Altium member pledges his soul into a blood gem, it stores their soul inside when they die, allowing fledgling Altium to use these to supplement their powers while they gain power. Some have found out that killing an Altium allows you to steal their powers by wielding their Cuourgemma.
When you have a Cuourgemma equipped (you can only have one equipped at a time) you can make full use of their Soulbound power. This does not replace an encounter power, but is in addition to the powers you know.
The longer you have a Cuourgemma equipped, you can learn new abilities, even if you don't have the Cuourgemma equipped. This is an Altium Boon and an Altium Pact. The Boon is a passive ability and the Pact is a daily power. You can only have one Boon and one Pact active at a time.
Soulbound Power [encounter power that is active when you have it equipped] Cuourgemma Boon [Passive ability, only one Boon may be active at once, selected at the start of each day] Cuourgemma Pact [Daily Power, only one daily power can be used each day, chosen power must be selected at the start of each day]
Create 9 starting Altium:
Ardor -- Betrayed by his own followers, Ardor was truly a leader to the end. He was vain to a fault and never took the field of battle without a hundred soldiers at his side. Soulbound Possession: While Ardor is equipped, the wielder experiences heightened paranoia, and will sometimes try to distance him or herself from friends, generally getting better after periods of solitude. Soulbound Power: [Regeneration] (Arcane, Encounter; Minor) - Close Burst 5, You or one ally in the burst; The target may spend a healing surge, healing an additional amount equal to your intelligence, wisdom or charisma modifier. Boon: [Aegis] - You gain a +1 Altium bonus to AC Pact: [Altaic Barrier] (Arcane, Daily; Immediate Interrupt) - Trigger: You or an ally within range 5 takes damage. Effect: That damage is reduced to 0 and the triggering attack is weakened. (Save ends)
Celestine One of the first to vow an oath to the Altium, Celestine met her end at the hands of Drolnevar. She had a quiver of flaming arrows which she made herself and while she lived, none of her followers dared challenge her. Soulbound Possession: While Celestine is equipped, the wielder is filled with an overbearing sense of pride, to the point that they become quickly frustrated when others fail to perform. Soulbound Power: [Fell Aim] (Arcane, Encounter; Minor): The next ranged or area power you make before you end your turn gets +5 range and a +2 Altium bonus to the attack roll. This bonus increases to +4 at 21st level. Boon: [Lethal Eye] - Your ranged and area powers gain a +1 Altium bonus to the damage roll. Pact: [Incinerating Shot] - (Arcane, Daily; Free): If you damage an enemy with a ranged power before the end of your turn, you deal an additional +3d10 fire damage to that enemy.
Coltrus Coltrus was slain by his own people, one of the very few. He was very lazy, even sloth-like, but was a practiced wizard and mastered several rituals Soulbound Possession: While Coltrus is equipped, the wielder will feel generally quite relaxed, to the point they generally will hope others will take up duties in their stead. Soulbound Power: [Summon Servant] (Arcane, Encounter; 1 minute): You can create an unseen servant at will, per the ritual. You do not need material components to perform this. Boon: [Ritual Mastery] - You gain +2 to all rolls when performing rituals. Pact: [Summon Guardian] - Arcana check ritual, follows you around in combat until it dies, 1/day thing. You don't lose a surge when it dies, more later.
Eidran One of the Altium that chose to live in solitude, Eidran was ever suspicious of his enemies AND his allies, and used spies and magic to constantly keep watch on them. Soulbound Possession: While Eidran is equipped, the wielder will compulsively inspect everything, even things of little or no importance. Becoming increasingly aggitated when the fact that they are compulsively inspecting things is brought to their attention. Soulbound Power: [Detection] (Arcane, Encounter; 1 minute): You can detect secret doors as if using the ritual Detect Secret Doors. This boon lasts for 1 minute. Boon: [Foresight] - You gain a +2 Altium bonus to perception and insight checks. Pact: [Scrying] - Once per day you may use the View Location ritual. You require the 1000 gp focus but the material component cost is cut in half.
Grol Savage and cruel, Grol used arcane magic to bolster his own strength and to hex enemies. He made every challenge to his political policies a challenge of combat and defeated everyone who dared tell him otherwise... all but one. Soulbound Possession: While Grol is equipped the wielder will almost never refuse a challenge, sometimes going out of their way to resort to violence or challenge others to combat. Soulbound Power: [Abyssal Might] (Arcane, Encounter; Free): Trigger: Use this power when you take damage from a melee or close attack. You gain a +4 bonus to your next melee damage roll made during your next turn against the triggering enemy. This bonus increases to +8 at 21st level. Boon: [Vitality] - Your maximum hit points increases by five. Pact: [Eldritch Rage] (Arcane, Daily; Free): For the rest of the encounter, if you took damage since you last had initiative, you get a +2 bonus to speed and attack rolls until the end of this turn.
Karsiis Karsiis was the Altium assassin when Altium wanted to be rid of each other, his powerful anti-magic abilities proved useful. This cold-blooded killer met his ends at the hands of Grol during a botched assassination attempt. Soulbound Possession: While Karsiis is equipped, the wielder will feel deadened emotions, particularly emotions such as remorse or regret. The wielder will become increasingly attached to Karsiis as no one else relates to the wielder's hollowness. Soulbound Power: [Drain Magic] (Arcane, Encounter; Minor) Melee 1; Primary Ability Stat + 5 vs Will; Hit: Target deals half damage with all attacks that lack the weapon keyword and loses all resistances. (save ends both). Boon: [Spell Resistance] - You gain resistance to acid, cold, force, fire, lightning, thunder 5 Pact: [Spell Absorption] - (Arcane , Daily, Immediate Interrupt) Trigger: You are hit by a damaging attack that lacks the weapon keyword; Primary Stat + 5 vs. Will; Effect: The triggering attack deals half damage to all of its targets and you regain use of an expended encounter attack power.
Pallium Nox Pallium Nox was one of the more merciful Altium, and his valley he ruled over was generally well-hidden from the others. Sadly, when he was under attack by a large clutch of Chimera, he had no one to turn to... Soulbound Possession: While Pallium Nox is equipped the wielder will feel difficulty in being alone, sometimes literally clinging to others in times of high tension. Soulbound Power: [Curse of Blindness] (Arcane, Encounter; Minor) Melee 1; Primary Ability Stat + 5 vs Will; Hit: The target is blinded until the end of your next turn. Aftereffect: The target takes a -2 penalty to attack rolls. (save ends). Boon: [Alone in the Dark] - You have combat advantage against enemies with no allies within 3 squares of them. Pact: [Shroud of Darkness] - (Arcane, Teleportation, Zone; Move) Effect: Teleport up to ten squares. Then you create a cloud of darkness centered on you that lasts until the end of your next turn. All creatures in the burst, except you, are blinded and slowed as long as they remain within the burst. Sustain Minor: The cloud persists until the end of your next turn and the burst grows by 1, to a maximum of a burst 5.
Ral Borag As madness took him, Ral Borag strode into the Boragian forest where thousands of giants waited for him, his city half-destroyed by hunger, half destroyed by the monsters, he boldly took down the entire tribe of giants in flames... unfortunately... he also took himself. Soulbound Possession: The wielder will feel a varying lack of danger sense, from small things such as 'don't put your hand in the campfire' to being completely unable to assess an overwhelmingly powerful enemy correctly. Soulbound Power: [Incinerate] (Arcane, Encounter, Fire; Standard): Area Burst 2 at Range 10; Primary ability score vs Reflex; 2d6 + chosen ability modifier fire damage and the target cannot recover hit points until the end of your next turn. Note: As an implement power, all effects with improve implement powers improve this power. Boon: [Eternal Flame] - Your critical hits cause your target to take ongoing fire damage equal to your highest ability score modifier. (save ends) Pact: [World in Flames] - (Arcane, Daily, Fire, Stance; Minor): You assume the World in Flames stance, while you are in this stance the first time you deal damage each round, one target hit by the attack takes ongoing 10 fire damage. (save ends)
Shae'ir The chronomancer died suspiciously, one day her servant went to check up on her and she was gone. Several months later her corpse was found outside her castle, died of old age at the age of 20. Soulbound Possession: Constant pangs of nostalgia, thinking of when times were better, were easier. Reluctance to think of the future and fear of death constantly plague the wielder. Soulbound Power: [Time Shift] (Arcane, Encounter; Minor): Shift a number of squares equal to your speed. Boon: [Astral Travel] - Whenever you are given the opportunity to shift, you teleport the distance instead of move. Pact: [Lost in Time] - (Arcane, Daily, Stance; Free): After you end this turn, take an additional turn and you assume the Time Lost Stance. At the beginning of your turn roll a die. If you roll even you cannot take a move action, if you roll odd you can take two move actions. All sustain (minor powers) are automatically sustained as a free action while you assume this stance.
|
|
|
Post by DEATH PONY on Sept 7, 2010 11:01:15 GMT -5
Please color the names of each (and possibly the powers?) so its easier to skim through.
looks good so far. Honestly, my favorite parts are the Soulbound Possessions. I really want to see those roleplayed out.
edit: do stances persist inbetween encounters? if not, it seems very odd to make World of Flames a stance. Also, Rael Borag's soulbound possession is worded oddly. It confused me on first read.
Obviously still WIP so far, interested to see some of the obviously vague stuff cleared up a little.
|
|
|
Post by DEATH PONY on Sept 7, 2010 11:03:39 GMT -5
That text is literally copy pasted from the crossbow. lol... Um, I think you need a free action reload to use powers like that, twin strike, flying steel and the like. Really? I read it the other way. Could you check with the collective intelligence of Wizard's forums? (I could, but I don't have your trek record of activity, or for that matter an account on their forums )
|
|
|
Post by Rainbow Rage on Sept 7, 2010 11:28:44 GMT -5
Please color the names of each (and possibly the powers?) so its easier to skim through. looks good so far. Honestly, my favorite parts are the Soulbound Possessions. I really want to see those roleplayed out. edit: do stances persist inbetween encounters? if not, it seems very odd to make World of Flames a stance. Also, Rael Borag's soulbound possession is worded oddly. It confused me on first read. Obviously still WIP so far, interested to see some of the obviously vague stuff cleared up a little. Ral Borag's World in Flames had a typo. It's 'the first time you deal damage each round while you are in this stance'
|
|
|
Post by DEATH PONY on Sept 7, 2010 12:47:54 GMT -5
Ral Borag's World in Flames had a typo. It's 'the first time you deal damage each round while you are in this stance' Aah. I think Tristan already has Celestine equipped if the Soulbound Possession descriptors indicate anything
|
|
|
Post by Rarity on Sept 8, 2010 13:59:33 GMT -5
Cuourgemma
When an Altium member pledges his soul into a blood gem, it stores their soul inside when they die, allowing fledgling Altium to use these to supplement their powers while they gain power. Some have found out that killing an Altium allows you to steal their powers by wielding their Cuourgemma. Nice lore. Having an extra power for each encounter might be OP. Uh...please rephrase. If he always took 100 soldiers with him, why does he prefer to be alone? Cause he was betrayed? Is there no damage limit? This power seems OP. For an encounter, this is lame. Lame. Wouldn't use this power daily if I had to pay for components. For the skill based couorgema to be worth wearing, they need to be better. This one sounds like Miri. I think regaining an expended encounter power is too much.
|
|
|
Post by SbFe_Fluegel-kun on Sept 9, 2010 11:02:36 GMT -5
Cuourgemma
When an Altium member pledges his soul into a blood gem, it stores their soul inside when they die, allowing fledgling Altium to use these to supplement their powers while they gain power. Some have found out that killing an Altium allows you to steal their powers by wielding their Cuourgemma. Nice lore. Do you think if we killed Richter that we'd get his soul too? If so, have I got a deal for you! Maybe we should kill everyone we meet in Otherworld and see what happens. <.< Maybe making Karsiis's daily power allow your next encounter power to deal half damage on a miss would make it less broken? EDIT: Or, as an afterthought, perhaps it gives you an expended encounter that only deals half damage on a hit? EDIT2: Thought about the ritual ones and wondered if there was another way to think about it. Maybe instead of cutting component costs for rituals it gives you an additional effect? Or bolsters your check with the ritual, or something like that?
|
|
|
Post by Rainbow Rage on Sept 10, 2010 7:48:53 GMT -5
Cuourgemma 1.0.1 Patch Notes:
Ardor's Pact Ability reduces the damage of the triggering attack to all of its targets by your level plus constitution modifier, to a minimum of 0 damage. This way extremely high damaging attacks can't be negated with a single power.
Eidran's Pact ability no longer costs any components, but still requires a material focus that can be reused once purchased. Each use of the Scrying power causes you to lose two healing surges for that day.
Coltrus's Unseen Servants will persist for 24 hours.
Coltrus's pact ability will be a daily summoning spell that creates a dude that will mark stuff for you and take hits for you or others. Still working it out, I've got a good idea.
Karsiis's Spell Absorption now only absorbs an amount of damage equal to your level plus highest mental stat. You gain a bonus to your next damage roll equal to half the amount you absorbed.
OOC: And on Ardor's lore, his personality is reflected because of his betrayal he bestows a general feeling of paranoia, which is reduced by solitude as Ardors' soul constantly thinks everyone is out to harm its wielder, especially the wielder's friends.
OOC2: Richter would not create a Cuourgemma if slain, but I like your thinking.
OOC3: Adding three additional abilities to your character is powerful, this is because the Altium are overbalanced in every fight and you probably are going to need them. (Altium Elites are worth triple exp, Altium Solos eight times the exp of one normal creature instead of double and five times)
|
|
|
Post by Rainbow Rage on Oct 24, 2010 17:23:59 GMT -5
72.240.228.168 Port 5000 password: arbd
|
|
|
Post by Rainbow Rage on Nov 21, 2010 18:58:49 GMT -5
72.240.128.246 Port 5000 password: arbd
|
|
|
Post by Rainbow Rage on Nov 28, 2010 19:06:54 GMT -5
65.185.123.241 port 5000 password: arbd
|
|