Rev Spoiler:
Can I get an update of where I am in HP and powers used while I was out please? I can vaguely remember the powers I used before I lost my connection, but not to sure where I am now. The old goliath waits patiently as his friends perform the ritual Rev Spoiler: Readied action; if Koliada shows any sign of continuing this fight, even at -5, Genryuu will use earthstride to teleport behind and finish the fight
Before the troll's claw can even make its way to the old warrior, Genryu makes his own attack Warden's Fury on T3 (immediate interupt) 1d20 + 28 ⇒ (17) + 28 = 45; Damage 4d6 + 41 ⇒ (3, 3, 3, 2) + 41 = 52; Miss 8 damage T1 not attacking me gives me 8 temp hp (Earthstrength Resolve) Font of Life vs Slow 1d20 ⇒ 15; Currently at 106hp (bloodied) The spirits of nature roar wrapping themselves around His enemies Nature's Wrath on T1, T3 (if still up) and K Genryu swings wide hoping to take down two of his enemies Mountain Sweep on T3 and K, if T3 is down T1 instead, 1d20 + 26 ⇒ (4) + 26 = 30; [Damage]4d6+49[/dice]; 1d20 + 26 ⇒ (14) + 26 = 40; Damage 4d6 + 49 ⇒ (4, 3, 4, 6) + 49 = 66; Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 8 extra damage; Miss: 8 damage. "Hrmph you think ganging up on an old man, and overpowering him with your strength is enough. You pups should learn your place", Genryu slips the top of his robes off and stands straight. His physique beyond that of a man of any age. He places a hand over his open wound and channels his power into it. Wellspring of Life (minor); Spend a healing surge. In addition, gain regeneration 13 until the end of the encounter; Current hp 167
Shift to Q11; Nature's Wrath on T2 and T3 "HRMPH!" Genryu spins his maul in flurry against his two enemies. Storm of Blades on T2 1d20 + 28 ⇒ (6) + 28 = 34, 1d20 + 28 ⇒ (6) + 28 = 34, 1d20 + 28 ⇒ (16) + 28 = 44, 1d20 + 28 ⇒ (12) + 28 = 40; Damage 2d6 + 41 ⇒ (2, 2) + 41 = 45, 2d6 + 41 ⇒ (2, 2) + 41 = 45, 2d6 + 41 ⇒ (1, 1) + 41 = 43, 2d6 + 41 ⇒ (2, 2) + 41 = 45; And T3 1d20 + 28 ⇒ (12) + 28 = 40, 1d20 + 28 ⇒ (16) + 28 = 44, 1d20 + 28 ⇒ (7) + 28 = 35, 1d20 + 28 ⇒ (14) + 28 = 42; Damage 2d6 + 41 ⇒ (3, 5) + 41 = 49, 2d6 + 41 ⇒ (5, 2) + 41 = 48, 2d6 + 41 ⇒ (6, 1) + 41 = 48, 2d6 + 41 ⇒ (3, 4) + 41 = 48; Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 8 extra damage; Miss: 8 damage.
Font of Life 1d20 + 1 ⇒ (12) + 1 = 13 Genryu raises his harden weapon high and again swings at T3. Howling Strike 1d20 + 26 ⇒ (7) + 26 = 33; Damage 4d6 + 3d6 + 26 ⇒ (5, 6, 2, 5) + (4, 5, 6) + 26 = 59; Miss: 8 damage (hammer rhythm); Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 8 extra damage
"Harden with the strenth of oak" Genryu chants as his maul hardens into an even deadly weapon Oak Hammer Rage on T3 1d20 + 26 ⇒ (15) + 26 = 41; Damage 6d6 + 26 ⇒ (5, 3, 3, 1, 3, 6) + 26 = 47, and you knock the target prone; Miss: Half damage; Miss: 8 damage (hammer rhythm); Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 8 extra damage
Earthstride to F4 The old goliath pummels the treant with a flurry of blows Storm of Blades on T3 1d20 + 26 ⇒ (7) + 26 = 33, 1d20 + 26 ⇒ (3) + 26 = 29, 1d20 + 26 ⇒ (4) + 26 = 30, 1d20 + 26 ⇒ (3) + 26 = 29, 1d20 + 26 ⇒ (13) + 26 = 39, 1d20 + 26 ⇒ (6) + 26 = 32, 1d20 + 26 ⇒ (5) + 26 = 31, 1d20 + 26 ⇒ (13) + 26 = 39; Damage 2d6 + 26 ⇒ (3, 1) + 26 = 30, 2d6 + 26 ⇒ (5, 1) + 26 = 32, 2d6 + 26 ⇒ (5, 3) + 26 = 34, 2d6 + 26 ⇒ (5, 1) + 26 = 32, 2d6 + 26 ⇒ (2, 6) + 26 = 34, 2d6 + 26 ⇒ (4, 3) + 26 = 33, 2d6 + 26 ⇒ (3, 1) + 26 = 30, 2d6 + 26 ⇒ (5, 6) + 26 = 37; Miss: You deal 8 damage[/ooc]
As T1 atempts to hit Theren Genryu takes the oppurtunity to attack Warden Fury (immediate interrupt) 1d20 + 26 ⇒ (13) + 26 = 39; Damage 4d6 + 26 ⇒ (2, 1, 2, 1) + 26 = 32, and T1 grants combat advantage to me and my allies until the end of your next turn; Miss: 8 damage. Also get to use an ability I've forgot to use this entire game Earthstrength Resolve! When any enemy marked by you makes an attack that doesn’t include you as a target, you gain 8 temporary hit points. Currently at 207hp and 3 temp Foom his place above the treant's head Genryu moves off over the ice. Move to M14 He strikes once again Howling Strike 1d20 + 26 ⇒ (13) + 26 = 39; Damage 4d6 + 3d6 + 26 ⇒ (6, 3, 5, 1) + (3, 3, 5) + 26 = 52; Miss: 8 damage
At 83hp. Font vs that BLASTED -2 penality 1d20 ⇒ 19... Excellent! Genryu grips his weapon tight channeling his pain into the next attack. Storm of Blades (First attack crit thanks to Tavar) 1d20+26=46, 1d20 + 26 ⇒ (14) + 26 = 40, 1d20 + 26 ⇒ (3) + 26 = 29, 1d20 + 26 ⇒ (19) + 26 = 45, 1d20 + 26 ⇒ (13) + 26 = 39, 1d20 + 26 ⇒ (1) + 26 = 27, 1d20 + 26 ⇒ (9) + 26 = 35, 1d20 + 26 ⇒ (8) + 26 = 34; Damage 69 + 5d6 ⇒ 69 + (1, 5, 1, 3, 3) = 82 (crit), 2d6 + 41 ⇒ (6, 5) + 41 = 52, 2d6 + 41 ⇒ (1, 2) + 41 = 44, 2d6 + 41 ⇒ (2, 5) + 41 = 48, 2d6 + 41 ⇒ (3, 4) + 41 = 48, 2d6 + 41 ⇒ (1, 4) + 41 = 46, 2d6 + 41 ⇒ (1, 1) + 41 = 43, 2d6 + 41 ⇒ (1, 1) + 41 = 43; Misses: 8 damage Now at 43hp! Stone's Endurance (minor): Gain resist 15 to all damage until the end of your next turn. You gain 19 temporary hit points. When stone’s endurance ends, you gain resist 10 to all damage until the end of your next turn.
A crit from a "FULL POWER" Howling Stike would land 83+5d6 damage. A "FULL POWER" Storm of blades woud net 53+5d6 and if the other 7 attacks were to hit 2d6+41+2d6+41+2d6+41+2d6+41+2d6+41+2d6+41+2d6+41. Of course there is a chance for another crit in any of those. Minimum from the attack would be 53+56+5d6
Vines erupt from Genryu's maul and begin entangling the dragon Eager Vine Strike 1d20 + 28 ⇒ (18) + 28 = 46; Damage 4d6 + 26 ⇒ (5, 3, 1, 3) + 26 = 38, and K is immobilized until the end of your next turn; Earthstrength: Until the end of your next turn, the target also takes a -8 penalty to AC and Reflex; Miss: 8 damage.
Currently at 105, thanks to Lurean Warden's Fury (Immediate Reaction due to K's Dragon Fury) on K 1d20 + 26 ⇒ (5) + 26 = 31; Damage 4d6 + 26 ⇒ (2, 5, 3, 4) + 26 = 40, and K grants combat advantage to you and your allies until the end of your next turn; Miss: 8 damage OA 1d20 + 28 ⇒ (10) + 28 = 38; Damage 4d6 + 26 ⇒ (2, 2, 3, 3) + 26 = 36; Miss: 8 damage
Early post Genryu moves to the side of the angel. Holding his maul out he whispers an ancient giant incantation, Vines spring out of the weapon and at Remliel. Eager Vine Strike 1d20 + 26 ⇒ (5) + 26 = 31; Damage 4d6 + 26 ⇒ (1, 2, 1, 5) + 26 = 35, and Remliel is immobilized until the end of next turn; Earthstrength: Until the end of next turn, the Remliel also takes a -8 penalty to AC and Reflex; Miss: Deal 8 damage
"Finish this quickly" Move to K11; Stone’s Endurance (minor) gain resist 15 to all damage until the end of next turn. Gain 19 temporary hit points.
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Now that the Alien Archive is out, we have a few more playable races with a natural weapon perk. However, these new natural weapon stat blocks are much more specific than their Vesk counterpart in the Core Rule Book. For example, the Reptoid is listed as having a slashing attack at 1d3 + 1.5 x CL (at 3rd) due to claws. The Nuar have horns which also specify piercing. So now with the new examples of natural weapons, does the Vesk ability require a descriptor? Is the Vesk ability a bludgeoning attack (tail slap), slashing attack (claw swipe), or piercing attack (bite)? Does it stack with Improved Unarmed Strike as a rules-as-intended effect vs its rules-as-written entry? If the latter is true, then can the new races with the same feature also make use of the Improved Unarmed Strike feat in this manner (to improve the die from 1d3 while keeping the 1.5xCL damage)?
Hi all, I'm curious if anyone else has considered changing weapon specialization to being damage = to character level for all weapons. Just toying with an idea of a change for my own games and it looks like small arms and operative weapons do less static damage solely to limit the Operative. It also seems to have the effect of forcing people to consider taking a weapon proficiency. What was the point of making small arms deal less damage both from the dice AND the flat modifier? What is the damage tax that the Operative pays for being an Operative, and why is it this was passed on to everyone else? A level 20 Gyrojet Pistol (small arm) deals 5D12 or an average 32.5 dmg (42.5 with current weapon specialization). A level 20 Paragon Seeker Rifle (longarm) deals 12D8 or an average 54 dmg (74 with specialization). A level 20 Paragon Reaction Cannon (heavy weapon) deals 12D10 or an average of 66 dmg (86 with specialization). So without even talking about specialization, each tier of fire arm going from small -> longarm -> heavy weapon deals more damage than the last tier. Currently, if the stars align perfectly, and an Operative hits with 4 attacks at 20 with the pistol above, that is 170 dmg. Bumping up their weapon specialization brings this to 210. A ranged Solarian with the longarm above would deal 234 since they gain a +4 damage bonus from Photon mode. Non-Photon would be 222 on average. So the Operative with small arms is starting to encroach on the Solarian's damage with a longarm. If the Solarian was using the same pistol as above, their 3 attack damage would average 157.5. Yet, a Solarian's best at melee with an average 315 dmg with a reasonable build. ...An Operative with the best melee weapon would yield 224 average and we're thinking this would include a +8 str mod which is unlikely. A Soldier using the longarm averages 255 if a Sharpshooter using Bullet Barrage and Focus Fire. With only Bullet Barrage that's the same as a Solarian in Photon mode. A heavy weapon using Soldier that is also a Sharpshooter deals 297 dmg on average. Or 258 average damage if the Soldier decided to not play a Sharpshooter or take Bullet Barrage. And a reasonably optimized melee Soldier will deal around 297 dmg with a 2h weapon or 288 with a 1h. It doesn't seem like the Operative is that close in damage with the Solarian or Soldier that is is threatening their combat roles that much... or is it? Genuinely curious on just how overpowered this would be. **edit: And it would seem that any damage increase in favor of an Operative needs to account for Trick Attack which I didn't really bother with at the time... So toying around with probabilities of hitting a KAC 34 any buff to an Operative's TA dmg potential (be it improving a sniper rifle shot with TA dice or upping weapon specialization) pushes it closer to the Soldier's single shot damage with a Heavy Weapon and almost always out damages everyone else's single shot (except for a Mechanic using Overcharge). |