DivineDragoonKain

Cast questions

Mar 29th, 2020
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  1. Damage Dealing
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  3. My weapon attacks deal 1d6, +2 if exalting Warrior. Decoy Blade is my actual damage dealer but that depends heavily on ally damage and positioning.
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  5. Optimal
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  7. Mordred or Shawn nearby, Warrior Exalt for an extra interrupt skirmish when an ally hits, and 2 of those in total per round from Knight's Training + Intensity, conditional on enemies moving wrong or attacking allies in my range. I can use Decoy Blade for knight/warrior interrupts now.
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  9. If I spend Aether or my Weaver's Regalia is broken, I get Ectoplasm Bubbles which I can spend when I use a creation spell to take another Quick Action, probably something like an extra Mountain's Glory, or if I refreshed my Spectral Blades (or otherwise didn't attack), a strike like Decoy Blade Technique. Maybe a Brawl on occasion.
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  11. Binds
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  14. * Leg - Mountain's Glory (Slowed, if used as attack, can be used as skirmish interupt, gives enemies resistance to phys and corrosive though. Earth aspect chosen only), Plasm Bind (Shackles = Knocked Down and Stuck)
  15. * Mental - Plasm Bind (Hood = Blinded, Dazed, Tormented)
  16. * Arm - Plasm Bind (Manacles = Impaired, Staggered, Weakened)
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  18. Other things relevant to CC stuff
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  21. Stop Right There! Role Talent
  22. Effect: Enemies are slowed when moving through squares within 1 meter of you. When you interrupt a foe's Movement and hit them with an attack, that foe's movement immediately ends.
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  24. Intensity Role Talent
  25. Effect: Foes that you Threaten gain a -3 penalty on Accuracy Rolls that are not against you. You may trigger attacks from Knight's Training up to twice per round.
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  27. If in Warrior Exalt:
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  29. Fierce Aura: Once per round, when a foe within the Warrior Spirit's aura takes damage from another ally, the Warrior Spirit may make a Skirmish attack against that foe. Warrior Spirits can always reach foes within their Aura with their melee attacks.
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  31. If in Sky Exalt (Won't always have it available):
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  33. Wind Aura: This Spirit may choose to disperse any clouds in its aura. At the end of its turn, the Spirit may push any number of creatures or objects in its aura by 1 meter in any direction.
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