New Conjuration Combat Talents

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New Conjuration Combat Talents

Post  Stairc -Dan Felder on Mon Feb 25, 2013 5:50 pm

After seeing the popularity of conjurations, a lot of people have been asking for more options for conjurer-focused builds. We've been reluctant to make new ones up till now, due to the fact that they make combat slower and harder to track - but after a detailed beta test we've managed to counterpoint that with a variety of design techniques that make these new conjurations easy enough to keep track of and still have lots of fun attached. Enjoy!

Conjurer:

[+3] Conjure Rabbit - Standard Utility
You conjure an allied Rabbit. It has the following stat block

Rabbit- 1 HP
[0] Nibble - Standard Attack
The Rabbit deals 1 damage to target creature.


[+2] Conjure Energy Spark - Standard Utility
You conjure an allied Energy Spark. It has the following stat block

Energy Spark - 1 HP
Trait - Conjurer’s Trick
When the Energy Spark is destroyed, you may grant a conjuration that you control 1 pip.

[0] Bzzt! - Standard Attack
The Energy Spark deals 1 damage to target creature.


[-3] Conjure Shadow Archer - Standard Utility
Conjure an allied Shadow Archer. It has the following stat-block.

Shadow Archer - 10 hp
[0] Arrow of Decay - Standard Attack
Target creature suffers 3 ongoing damage (save ends). If that target is already suffering from ongoing damage, you may increase the amount of ongoing damage that creature is suffering from by 2 instead.

[0] Shadow Bleed - Reaction Utility
Trigger: An ally attacks a target suffering from a save ends effect.
Effect: The triggering attack deals 1d12 extra damage. Sacrifice the Shadow Archer.


[-3] Conjure Celestial Commander - Standard Utility
Conjure an allied Celestial Commander. It has the following stat-block.

Celestial Commander- 1 HP
Trait - Celestial Shield
Celestial Commander has resist 3

[0] Knight’s Move - Standard Utility
Target ally gains 3 temporary hit points and may take a minor action

[0] Divine Command - Standard Utility
Target ally may take a standard action. Sacrifice Celestial Commander.


[-3] Conjure Celestial Avenger - Standard Utility
Conjure an allied Celestial Avenger. It has the following stat-block.

Celestial Avenger - 1 HP
Trait - Celestial Shield
Celestial Avenger has resist 3

[+1] Avenger’s Challenge - Standard Attack
The Celestial Avenger deals 1d8 damage to target creature.

[-1] Divine Retribution - Interrupt Attack
Trigger – An enemy attacks an ally
Effect – Deal 1d12 damage to the triggering enemy.

[-5] Conjure Spectral Swordsman - Standard Utility
You conjure a Spectral Swordsman. It has the following stat block.

Spectral Swordsman - 20 hp
[+1] Vicious Strike - Standard Attack
1d10 damage to target creature

[-1] Bladesting - Minor Attack
Deal 1 damage to target creature.

[-2] Crack the Shell - Minor Utility
Target creature gains vulnerability 1 until the end of your next turn.


Last edited by Stairc -Dan Felder on Mon Apr 08, 2013 9:08 pm; edited 2 times in total
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Re: New Conjuration Combat Talents

Post  Paper Shadow on Mon Feb 25, 2013 6:08 pm

Oh cool, plus pip conjuration talents...

My only concern is the fact that, with the Rabbit-Filled Hat, you can give an ally a standard action for only one pip. I mean, that might not be a problem, but it's something I noticed...

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Re: New Conjuration Combat Talents

Post  Stairc -Dan Felder on Mon Feb 25, 2013 6:14 pm

Standard action granting in general is something we don't like much, but considering that you need to use a rather expensive item just to skip your turn (for a cost) in order to give someone else a turn... It's probably okay. In general, you can do absurd things very quickly with standard action granting - but most groups don't like doing it too much because it's not quite as fun. We're definitely keeping an eye on standard action granting in the system, but we're not yet convinced that it needs nerfing.
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Re: New Conjuration Combat Talents

Post  XandZero2 on Tue Feb 26, 2013 1:47 am

I'm a big fan of conjurations ever since I started playing a Unicorn Mad Scientist in one of the PbPs, so I love the idea of more conjurations to choose from.

My initial thoughts are that, first off, the + PiP conjurations look great. I can imagine they'd be pretty funny with that one talent that makes conjurations invincible the turn they're summoned too.

The Shadow Archer looks okay, but I'm honestly not sure why I'd ever choose it over either of the wraiths, who have more HP and seem to be much more of a nuisance for the same PiP price. Maybe consider buffing it somehow, or making it have a cheaper PiP cost?

Finally, the Celestials both look good, but I think the Spectral Swordsman seems a bit underpowered too, considering he's a -5 PiP sink and the most damage he can do is 11. I don't know though. Since 2 of his abilities are minors, it might more or less even him out with other options of equivalent PiP cost.

Overall though, I'm happy to see that you're at least working on some new conjuration moves. Can we expect to see these in an update for the Art of War by chance?

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Re: New Conjuration Combat Talents

Post  Stairc -Dan Felder on Tue Feb 26, 2013 3:14 am

Glad to hear they look good. =)

1) The rabbit and spark are both really fun. Especially when you use Consume Spirit, Bone Splinters or Putrid Explosion on them.

2) Shadow Archer is fantastic in certain builds that support its unique talents and it's better when facing non-solo enemies (which is where the other outclasses it).

3) Spectral Swordsman is actually extremely powerful. His board version bordered on too-cool-for-school and while it did moderately more damage it also had the restriction of having to be in melee distance (and this doesn't).

4) They're already in The Art of War. Cool
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Re: New Conjuration Combat Talents

Post  Paper Shadow on Tue Feb 26, 2013 8:05 am

Stairc -Dan Felder wrote:4) They're already in The Art of War. 8)
That's some Ozymandias level plays you did there...

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Re: New Conjuration Combat Talents

Post  Stairc -Dan Felder on Tue Feb 26, 2013 4:24 pm

Translation?
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Re: New Conjuration Combat Talents

Post  Xel Unknown on Tue Feb 26, 2013 5:29 pm

Dude from watchman... Had this plan, the heroes reach him and ask him about what's his plans are going to happen... ONLY FOR THE HEROES TO FIND OUT IT WAS ALREADY DONE HALF AN HOUR AGO... So yeah... I think that might explain everything. If not somebody better then I at explaining get in here and post!
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Re: New Conjuration Combat Talents

Post  Paper Shadow on Tue Feb 26, 2013 5:39 pm

Xel Unknown wrote:Dude from watchman... Had this plan, the heroes reach him and ask him about what's his plans are going to happen... ONLY FOR THE HEROES TO FIND OUT IT WAS ALREADY DONE HALF AN HOUR AGO... So yeah... I think that might explain everything. If not somebody better then I at explaining get in here and post!
It's good enough...

Spoiler:
But yeah, basically I don't think anyone thought you would had already added them. It certainly took me by surprise...

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