Mane Six Combat Talents + Build Help

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Mane Six Combat Talents + Build Help

Post  Dusk Raven on Sun Apr 20, 2014 1:00 am

Not sure where else to post this... but I've been working on a sextet of combat builds themed after each of the Mane Six... or at least, what they might be if transmogrified into Pony Tales/Living Legends characters a la Friendship is Dragons. I decided to post them here to get input on them, which I need as I intend to use these six as test subjects players when trying out new monsters and such.

The basic concepts are as follows:
Twilight Sparkle: Nuker
Applejack: Tank
Rainbow Dash: Striker
Rarity: Debuffer
Fluttershy: Healer
Pinkie Pie: Buffer

These builds are far from complete, which is why I seek input on them. Some of them don't even have their full set of eight combat talents picked out. I'll post them below, see if I can't get any input on them. Moves are currently unflavored.

Twilight Sparkle:

Special:
Be Prepared
8: Deal 1d10 damage to target creature.

10: Target creature gains 2d12 hp.

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

Moves:
[+3] Critfisher – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[-1] Lightning Bolt - Standard Attack
Deal 1d10+X  damage to target creature where X equals the number of energy you spent last turn.

[-3] Wave of Zeal - Standard Attack
Each allied player may pay 1 energy. Deal Xd8 damage to up to six creatures, where X is the number of energy paid this way.

[-7] Electrocution - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature

[-8] Hyperbeam - Standard Attack [Created by Bronymous]
Deal 3d20 damage to target creature and skip your next turn. If you roll a 20, activate all 3 of your special moves (for each 20 you roll).

[-9] Inferno - Standard Attack
Deal 3d8 damage to up to six enemies.

Applejack:

Special:
Knight’s Presence
8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.

10: Up to two target allies cannot be attacked until the end of your next turn.

12: Halve all damage target ally takes for the rest of the battle.

Moves:
[+2] Perfect Focus - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more energy.

[+2] Defensive Fighting - Standard Attack
Deal 2 damage to target creature and gain resist 2 until the end of your next turn.

[+2] Survival Skills - Standard Utility
You regain 1d12+3 hp

[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[+1] Guarded Stance - Standard Utility
Until the end of your next turn, you take half damage.

[-2] Defender - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.

[-2] Fists of Fury - Standard Attack
Deal 1d10 damage to up to two target creatures. Those creatures suffer a -2 penalty to damage until the start of your next turn.

[-7] Frostfall  - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Items:
Lifebound Armor - 1000 gold
Armor
You have regeneration 2.

Jenkins’ Fried Chicken - 2000 Gold
Trinket
You may use the following combat talent twice per battle.

[-1] LEEEROOOY JEEEENKINSS! - Minor Utility [2/Battle]
You let out a taunting and idiotic shout. All enemies suffer a -5 penalty to damage on attacks that do not include you as a target until the end of your next turn.

Rainbow Dash:

Special:
Buccaneer Blaze
8: Deal 1d8 damage to target creature and each creature adjacent to the target.

10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.

12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Moves:
[+3] Critfisher – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+1] Gather Energy - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[-3] Blood Cleave - Standard Attack
Deal 3d10 damage to target creature. You lose 1d10 hp.

[-3] Furious Rage - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.

[-9] Berserker’s Rage - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +3d6 damage.

[-X] Payday - Standard Attack
Roll Xd4. Deal that much damage to target creature. For each 4 you roll, you and target ally each gain 1 energy.

Rarity:

Special:
Crippling Strike
8: Blind target enemy (save ends)

10: Blind and weaken target enemy (save ends both)

12: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all)

Moves:
[+3] Draw Blood - Standard Utility
Target creature suffers 1 ongoing damage (save ends).

[+2] Psychic Anomaly - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).

[-1] Whirling Blades - Minor Attack
Deal 2 damage to target creature

[-2] Where it Hurts – Interrupt Utility
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-2] Wheel of Fortune – Interrupt Utility
Trigger – An enemy attacks you or one of your allies
Effect - Reselect the attack’s target at random.

[-3] Explosive Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-3] Expunge - Standard Attack
Remove all (save ends) conditions from target creature. Deal 2d8 damage to that creature for each effect removed this way.

[-8] Family Recipe - Standard Attack
Target creature is dazed (save ends), weakened (save ends), suffers a -2 penalty to saving throws (save ends) and suffers vulnerability 5 (save ends)

Fluttershy:

Special:
Healer’s Grace
8: Target ally regains 6 HP and can make a saving throw.

10: All allies can either regain 6 HP or make a saving throw.

12: All allies regain 6 HP and save against all conditions.

Moves:
[+3] Peacekeeper’s Vow - Standard Utility
You are weakened (save ends). Until the end of your next turn, whenever one of your combat talents grants an ally hp - that ally gains 2 temporary hp as well.

[+2] Healing Salve - Standard Utility [Polished by Daniel Berke]
You or target ally regains 1d10+2 hp.

[+1] Divine Boon - Standard Utility
Target ally deals an additional 1d8 damage on its next attack and an ally of your choice regains that many hit points.

[-1] My Life is Yours - Minor Utility
Pay 5 hp. Target creature gains 9 hp.

[-2] Condemn - Standard Utility
Target creature is subjected to your Condemnation (save ends). In addition, you may use the following combat talent.
[0] Condemnation - Reaction Attack
Trigger - A creature subjected to your “Condemnation” makes an attack.
Effect - Deal 1d8 damage to that creature.

[-2] Conjure Warden - Standard Utility
Conjure an allied Spectral Warden. It has the following stat-block.

Spectral Warden - 1 HP

[0] Warden’s Boon - Standard Utility
The Spectral Warden grants you or target ally 1d8 HP.

[0] Warden’s Duty - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits the Spectral Warden instead.

Pinkie Pie:

Special:
Dazzling Performance
8: You may use one of target enemy’s combat talents at random without paying its energy cost.
[*]

10: For each enemy, flip a coin. If you win that flip, stun that enemy until the end of its next turn.

12: You and target ally each gain 2 energy.

Moves:
[+2] Mocking Melody - Standard Utility
Target creature is subjected to your mocking melody (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

[+2] Friendly Encouragement - Standard Utility
Target ally can roll twice on his or her next attack and take either result.

[+1] Energize - Standard Utility
Target ally gains 1 energy.

[-1] Distracting Illusion - Standard Utility
Target enemy is subjected to your Distracting Illusion (save ends). An enemy subjected to your Distracting Illusion must choose random targets for its attacks (save ends).

[-1] Haunting Melody - Standard Attack
Roll a d10. Based on the roll, target creature suffers the following.
1-4 The target suffers 4 ongoing damage (save ends).
5-7 The target is dazed (save ends).
8-9 The target suffers vulnerability 2 (save ends).
10 The target is stunned (save ends).

[-5] Pincer Maneuver - Standard Utility
You and target ally can each take a standard action.

[-10] Royal Command - Standard Utility
You and up to four allies can take a Standard Action. If that action deals damage, it deals 1d8 additional damage.
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Re: Mane Six Combat Talents + Build Help

Post  ZamuelNow on Sun Apr 20, 2014 1:06 am

I may PM it to you but I've been sitting on one of these for a while.
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Re: Mane Six Combat Talents + Build Help

Post  mjh6 on Sun Apr 20, 2014 3:28 am

You asked for ideas, here they are. Hope you don't regret it   Very Happy 

Twilight Sparkle:Could use another PiP gathering move, preferably one that deals damage. My choices would be Fireball or Arcing Bolt. Wave of Zeal was a perfect choice,though.

Applejack: Looks like you got her all figured out. Personally, I'm not quite sure about Perfect Focus, Defensive Fighting, and Guarded Stance on the same build, but that may be just me.

Rainbow Dash: I'd see her with at least one Talent, or item to boost initiative. Also, since Dash's build is a Berzerker  type, It might help for her to have an item to keep her from falling too quickly. I'd suggest Bladesman's Chainmail

Rarity: Seems fairly straightforward here. Probably going to want something like Talisman of Illness or Persistant Hex to give penalties to saving throws.

Fluttershy: Condemnation is an inspired choice. Other than that, 'Shy could use at least on multi-target heal, like Grace, Saving Grace, or Second Sunrise. Something related to granting saving throws or displacing them may also help.

Pinkie Pie:It looks like my instinct here is to up the random chaos. I'd suggest Heads I win, Tails you lose for the build, and replacing Energize with Wild Power. Also, not sure about Royal Command, considering Pinkie only has +2 PiP gain moves.Doesn't seems like she'd ever build up enough.
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Re: Mane Six Combat Talents + Build Help

Post  Crystalite on Sun Apr 20, 2014 8:20 am

Why is AJ the only one with any items? You WHAT!?

Sparkle: Also short two Talents. I would recommend Arcing Bolt and Redirect Focus, perhaps paired with Chain of the Drunken Master and Spellbook.

AJ: I would drop Definsive Fighting and Fists of Fury in favor of Vengeance Is Mine and Punishing Blow. I would definitely swap out Jenkin's Chicken for Training Certifacte:Lightning Reflexes as well.

Rainbow: Also missing two Talents. Also, I have a way better way lf accomplishing this:

[+4] Trance
[+3] Taunting Strike
[-X] Drain Blood
[-7] Wild Abandon
[-7] Hurricane Blade

Weapon: Overloader (1500)
Trinket: Talisman Of Weapons (1000)

Remaining talents/items can be whatever. Round 1 involves Trance, Wild Abandon, and Overloader. Round 2 is Taunting Strike and Talisman of Weapons > Hurricane Blade. Pwn until you get unhealthy; dismiss it, and hit with Trance and Drain Blood until you can either go back to Hurricane Blade or (Far more likely) the battle ends.

Rarity: Actually looks pretty legit. Might consider Fleshrender and Kindle Pain... But that way leads away from "debuffing" and towards "ongoing damage".

Fluttershy: Also missing two talents. I would add Conjure Rabbit and Gather Energy. Item-wise, Spellbook and Training Certificate (There's lots of choices there) would help immensely.

Pinkie: Only missing one talent this time! Crazy Concoction would be fun. Would also drop Royal Command; you really need some crazy PiP building to get very far with that one. And frankly, this build more than anything could benefit from a nice +3 move like Critfisher.
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Re: Mane Six Combat Talents + Build Help

Post  Dusk Raven on Sun Apr 20, 2014 11:23 am

Crystalite wrote:Why is AJ the only one with any items? You WHAT!?

Because she's the only one I got around to putting any items on. Razz

Anyway, thanks for the feedback, everyone! I'll work on the builds some more, hopefully have a more complete version for you later...
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Re: Mane Six Combat Talents + Build Help

Post  ZamuelNow on Sun Apr 20, 2014 2:12 pm

Crystalite wrote:Why is AJ the only one with any items? You WHAT!?

Because she's Batman.

Fluttershy: Also missing two talents. I would add Conjure Rabbit and Gather Energy.

Actually, the pretty glaring gap is that she lacks ways to remove save ends from allies. There's a couple of ways of going out that pending on build goals and how the GM runs the battle.
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Re: Mane Six Combat Talents + Build Help

Post  Dusk Raven on Thu Apr 24, 2014 1:53 am

All right, I ran the Mane Six builds against my Apocalypse Four. It was quite a grueling battle, lasting six rounds. The builds I used are below:

Twilight Sparkle:
Special:
Be Prepared
8: Deal 1d10 damage to target creature.

10: Target creature gains 2d12 hp.

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

[+3] Critfisher – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+2] Arcing Bolt - Standard Attack
Deal 1d6 damage to up to three target creatures.

[+1] Redirect Focus - Minor Utility
You are dazed until the end of your next turn.

[-1] Lightning Bolt - Standard Attack
Deal 1d10+X damage to target creature where X equals the number of energy you spent last turn.

[-3] Wave of Zeal - Standard Attack
Each allied player may pay 1 energy. Deal Xd8 damage to up to six creatures, where X is the number of energy paid this way.

[-7] Electrocution - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature

[-8] Hyperbeam - Standard Attack [Created by Bronymous]
Deal 3d20 damage to target creature and skip your next turn. If you roll a 20, activate all 3 of your special moves (for each 20 you roll).

[-9] Inferno - Standard Attack
Deal 3d8 damage to up to six enemies.

Items:
Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5)

Chain of the Drunken Master - 1000 Gold
Armor
While you are dazed, you may roll twice on all die rolls and use either result.

Reloader - 1500 Gold [Created by Bronymous]
Trinket
Once per battle, you may use the following combat talent
[0] Reload - Free Utility [1/Battle]
If you spent 6 or more energy this turn, gain 3 energy

Applejack:
Special:
Knight’s Presence
8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.

10: Up to two target allies cannot be attacked until the end of your next turn.

12: Halve all damage target ally takes for the rest of the battle.

[+2] Perfect Focus - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more energy.

[+2] Survival Skills - Standard Utility
You regain 1d12+3 hp

[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[+1] Guarded Stance - Standard Utility
Until the end of your next turn, you take half damage.

[-2] Defender - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.

[-2] Vengeance is Mine – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[-2] Fists of Fury - Standard Attack
Deal 1d10 damage to up to two target creatures. Those creatures suffer a -2 penalty to damage until the start of your next turn.

[-7] Frostfall - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.


Lifebound Armor - 1000 gold
Armor
You have regeneration 2.

Training Certificate - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once.

Traits:
Lightning Reflexes
Once per round, you may use a Reaction or Interrupt combat talent not granted from a trait or item for 1 less energy. This can’t reduce its cost to less than 0.

Rainbow Dash:
Special:
Buccaneer Blaze
8: Deal 1d8 damage to target creature and each creature adjacent to the target.
10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Moves:
[+3] Critfisher – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+2] Survival Skills - Standard Utility
You regain 1d12+3 hp

[+1] Gather Energy - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[-1] Frenzy - Minor Attack
Deal 2d8 damage to a random creature.

[-3] Blood Cleave - Standard Attack
Deal 3d10 damage to target creature. You lose 1d10 hp.

[-3] Furious Rage - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.

[-9] Berserker’s Rage - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +3d6 damage.

[-X] Payday - Standard Attack
Roll Xd4. Deal that much damage to target creature. For each 4 you roll, you and target ally each gain 1 energy.

Items:
Bladesman’s Chainmail - 2000 Gold
Armor
Whenever you make a single target attack, you may gain 3 temporary hp.

Bracers of Speed - 1000 Gold
Trinket
You gain a +4 bonus to initiative.

Rarity:
Special:
Crippling Strike
8: Blind target enemy (save ends)

10: Blind and weaken target enemy (save ends both)

12: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all)

[+3] Draw Blood - Standard Utility
Target creature suffers 1 ongoing damage (save ends).

[+2] Psychic Anomaly - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).

[-1] Whirling Blades - Minor Attack
Deal 2 damage to target creature

[-2] Where it Hurts – Interrupt Utility
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-2] Wheel of Fortune – Interrupt Utility
Trigger – An enemy attacks you or one of your allies
Effect - Reselect the attack’s target at random.

[-3] Explosive Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-3] Expunge - Standard Attack
Remove all (save ends) conditions from target creature. Deal 2d8 damage to that creature for each effect removed this way.

[-8] Family Recipe - Standard Attack
Target creature is dazed (save ends), weakened (save ends), suffers a -2 penalty to saving throws (save ends) and suffers vulnerability 5 (save ends)

Items:

Bloodwand - 1000 Gold
Weapon
Once per battle, you may use the following combat talent.

[-1] Blood Drain - Minor Attack [1/Battle]
Target creature suffers 5 ongoing damage (save ends). Whenever it takes damage from this effect, you gain 5 hp.

Talisman of Illness - 2000 gold
Trinket
Enemies suffer a -2 penalty to saving throws against (save ends) effects that you bestow on them.

Fluttershy:
Special:
Healer’s Grace
8: Target ally regains 6 HP and can make a saving throw.

10: All allies can either regain 6 HP or make a saving throw.

12: All allies regain 6 HP and save against all conditions.


[+3] Peacekeeper’s Vow - Standard Utility
You are weakened (save ends). Until the end of your next turn, whenever one of your combat talents grants an ally hp - that ally gains 2 temporary hp as well.

[+2] Healing Salve - Standard Utility [Polished by Daniel Berke]
You or target ally regains 1d10+2 hp.

[+1] Divine Boon - Standard Utility
Target ally deals an additional 1d8 damage on its next attack and an ally of your choice regains that many hit points.

[-1] My Life is Yours - Minor Utility
Pay 5 hp. Target creature gains 9 hp.

[-2] Condemn - Standard Utility
Target creature is subjected to your Condemnation (save ends). In addition, you may use the following combat talent.
[0] Condemnation - Reaction Attack
Trigger - A creature subjected to your “Condemnation” makes an attack.
Effect - Deal 1d8 damage to that creature.

[-2] Conjure Warden - Standard Utility
Conjure an allied Spectral Warden. It has the following stat-block.

Spectral Warden - 1 HP

[0] Warden’s Boon - Standard Utility
The Spectral Warden grants you or target ally 1d8 HP.

[0] Warden’s Duty - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits the Spectral Warden instead.

[-6] Second Sunrise - Standard Utility
You and up to five allies gain 2d12 hp and may make a saving throw with a +5 bonus.

[-9] Conjure Fire Giant - Standard Utility
Conjure an allied Fire Giant. It has the following stat-block.

Fire Giant - 40 HP
Trait - Combustion
When Fire Giant is destroyed, it deals 3d12 damage to up to six creatures.

[+3] Blazing Blade - Standard Attack
Deal 1d8 damage to up to six creatures.

[-2] Chains of Fire - Standard Attack
Target creature is subjected to your Chains of Fire until the end of your next turn. A creature subjected to your Chains of Fire takes 2d12 damage whenever it attacks a creature other than a fire giant.

[-6] Meteor Smash - Standard Attack
Target creature takes 4d12 damage.

Items:
Staff of the Healer - 2000 Gold
Weapon
Two times per battle, you may use the following combat talent.

[0] Healing Word - Minor Utility [2/Battle]
Target creature gains 1d10+2 hp.

Dimensional Cape - 1000 Gold
Trinket
Once per battle, you may use the following combat talent.

[0] Hideaway - Minor Utility [1/Battle]
You cease to exist and can take no actions until the start of your next turn. While in this state of nonexistence, you can affect no creature and no creature can affect you in any way. At the start of your next turn, you reappear.

Pinkie Pie:
Special:
Dazzling Performance
8: You may use one of target enemy’s combat talents at random without paying its energy cost.[*]

10: For each enemy, flip a coin. If you win that flip, stun that enemy until the end of its next turn.

12: You and target ally each gain 2 energy.

[+2] Mocking Melody - Standard Utility
Target creature is subjected to your mocking melody (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

[+2] Friendly Encouragement - Standard Utility
Target ally can roll twice on his or her next attack and take either result.

[+1] Wild Power - Standard Utility
A random ally gains 2 energy.

[-1] Distracting Illusion - Standard Utility
Target enemy is subjected to your Distracting Illusion (save ends). An enemy subjected to your Distracting Illusion must choose random targets for its attacks (save ends).

[-1] Haunting Melody - Standard Attack
Roll a d10. Based on the roll, target creature suffers the following.
1-4 The target suffers 4 ongoing damage (save ends).
5-7 The target is dazed (save ends).
8-9 The target suffers vulnerability 2 (save ends).
10 The target is stunned (save ends).

[-4] Crescendo - Standard Utility
Target creature gains 1d4 hp or 1d4 temporary hp
Target creature gains 1d6 hp or 1d6 temporary hp
Target creature gains 1d8 hp or 1d8 temporary hp
Target creature gains 1d10 hp or 1d10 temporary hp
Target creature gains 1d12 hp or 1d12 temporary hp

[-5] Pincer Maneuver - Standard Utility
You and target ally can each take a standard action.

[-6] IT IS NOT THIS DAY! - Minor Utility
Target unconscious ally immediately gains 1d4 hp and perform one of their three Special Moves (their choice).

Items:

Wand of Fireballs - 1000 Gold
Weapon
Once per battle, you may use the following combat talent.

[+1] Explosive Fireball - Standard Attack [1/Battle]
Deal 2d10 damage to target creature and each creature adjacent to the target.

Talisman of Illness - 2000 gold
Trinket
Enemies suffer a -2 penalty to saving throws against (save ends) effects that you bestow on them.

Of them, I liked Twi and RD's builds a lot, but I'm rather... dissatisfied with Pinkie Pie's. It feels like (and this is probably true) I just threw a bunch of random talents together...
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Re: Mane Six Combat Talents + Build Help

Post  ZamuelNow on Thu Apr 24, 2014 2:31 am

Any sort of recording/play by play of the battle? Might give us some ideas on how to help.
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Re: Mane Six Combat Talents + Build Help

Post  mjh6 on Thu Apr 24, 2014 3:08 am

I'd love to see that too. Not only for the help, but because it's the main six fighting the four horseman( or foru horses, I guess) of the Apocalypse.

As for Pinkie, maybe the problem is the save ends effects talents. I get that bard talents fit pretty well with Pinkie, but I might have thought Magnificent Melody, Inspire Courage, or Song of Shielding instead. They seem more like buffer traits, which is what you initially said Pinkie was going to be. Also I agree with Crystalite, Critfisher seems like a good PiP builder for Pinkie
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Re: Mane Six Combat Talents + Build Help

Post  Dusk Raven on Thu Apr 24, 2014 1:00 pm

I do indeed have a transcript of the battle. Of course, it may not be completely accurate since, for instance, I forgot about most items while doing the battle.

Anyway:

The Foes!:
Death
HP: 60

Trait: From Death Comes Life
If Death reduces a foe to less than 0 HP, it may restore an ally with 0 HP or less to 30 HP.

[+2] Strike - Standard Attack
Deal 1d10 damage to target creature.

[-1] Critical Strike – Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.

[-1] Cull the Weak – Interrupt Utility
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-1] Scythe Dance - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.

[-4] Reaping - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature

War
HP: 60

Trait: Armored
As long as War has at least 1 HP, all allies have Resist 1.

[+2] Cleave - Standard Attack
Deal 1d8 damage to target creature and each creature adjacent to the target.

[-1] Warpath - Standard Attack
Deal 1d10 damage to up to six creatures.

[-1] Counter – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[-4] Hellhammer - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Famine
HP: 60

Trait: Unending Hunger
All enemies suffer a -1 to saving throws while Famine has at least 1 HP.

[+2] Empathic Hunger - Standard Attack
Target enemy suffers vulnerability 4 (save ends).

[+1] Feeding – Standard Attack
Deal 1d8 damage to target creature and gain that much life.

[-1] Emaciation - Standard Attack
Deal 1d12 damage to target creature, and that creature is dazed (save ends)

[-2] Starvation - Standard Attack
Target creature loses 1d12+X life, where X equals the number of energy that creature has. Target creature also loses 1 energy.

Pestilence
HP: 60

Trait: Immune System
Famine has a +3 bonus to saving throws.

[+2] Disease – Standard Utility
Target creature suffers 1d6 Ongoing Damage (save ends)

[-1] Contagion - Standard Attack
Target creature and all creatures adjacent to it are weakened (save ends).

[-1] Continuing Sickness – Interrupt Utility
Trigger – an enemy saves against a (save ends) effect.
Effect – the enemy re-rolls the save.

[-2] Pathogen - Standard Attack
Up to six creatures suffer 6 ongoing damage (save ends)

The Fight!:
Initiative Order:
Pestilence: 18
TS: 17
AJ: 15
FS: 7
RD: 6
Famine: 5
Death: 4
PP: 2
RY: 1
War: 1

Adjacency:
TS AJ RD RY FS PP
Death War Famine Pestilence

Turn 1:
Pestilence uses Disease (2 energy), inflicting 5 Ongoing Damage on RD (save ends)
TS uses Critfisher (7 energy) and Redirect Focus (8 energy). TS is dazed until the end of her next turn.
AJ uses Perfect Focus (6 energy).
FS uses Peacekeeper’s Vow (7 energy), and is Weakened (save ends). She makes her save.
RD takes 5 Ongoing Damage (25 HP). She uses Gather Energy (5 Energy). She makes her save.
Famine uses Empathic Hunger (2 energy), inflicting 4 Vulnerability (save ends) on RD.
Death uses Strike (2 energy) on RD, inflicting 9 damage to RD (16 HP)
PP uses Friendly Encouragement (6 energy) on RD.
RY uses Draw Blood (7 energy) on War, inflicting 1 Ongoing Damage (save ends).
War’s Ongoing Damage is blocked by resist. War uses Cleave on RY, inflicting 7 damage to RY and FS (23 HP each) and 11 damage to RD (5 HP). War fails his save.

Turn 2:
Pestilence uses Pathogen (0 energy), inflicting 6 Ongoing Damage on all enemies.
TS takes 6 Ongoing Damage (24 HP). She uses Critfisher (10 Energy). She makes her save.
AJ gains 2 additional energy (8 energy). She takes 3 Ongoing Damage. AJ uses Frostfall (1 energy), dealing 10 damage to War (51 HP) and 11 damage to Death and Famine (50 HP each). War is Stunned until the end of his next turn. AJ fails her save.
FS takes 6 Ongoing Damage (17 HP). She uses Healing Salve (9 energy), granting RD 12 HP and 2 Temp HP (17 HP, 2 Temp). She triggers her d10 special move. TS regains 6 health (30). AJ rolls a save and passes. RD regains 6 HP (23 HP, 2 Temp). RY rolls a save and passes. PP rolls a save and passes.
RD takes 6 Ongoing Damage (19 HP). She uses Critfisher (8 energy), triggering her d8 special and inflicting 3 damage to War (48 HP), Death, and Famine (47 HP each). She uses Blood Cleave (5 energy), inflicting 16 damage to War (32 HP) and loses 2 life (17 HP). She gains 3 Temp HP due to Bladesman’s Chainmail (17 HP, 3 Temp). She passes her save against both OD and Vuln.
Famine uses Starvation on TS, causing her to lose 16 HP (14 HP) and 1 energy (9 energy).
Death uses Strike (4 energy) on RD, inflicting 10 damage (10 HP).
PP uses Haunting Melody (5 energy), dazing Death (save ends).
RY uses Psychic Anamoly (9 energy) on War, inflicting Vulnerability 4 (save ends). She uses Whirling Blades (8 energy) on War, inflicting 5 damage (27 HP).
War is Stunned. He fails his save.

Turn 3:
Pestilence uses Disease (2 energy), inflicting 2 Ongoing Damage on RD (save ends).
TS uses Inferno (0 energy), inflicting 13 damage to Death (34 HP), War (14 HP), Famine (34 HP) and Pestilence (47 HP). She also uses Reloader (3 energy) and Redirect Focus (4 energy).
AJ uses Guarded Stance (2 energy).
FS uses Condemn (7 energy) on War.
RD takes 2 Ongoing Damage (8 HP). She uses Furious Rage (2 energy) on War, inflicting 14 damage (0 HP). She gains 3 Temp HP (8 HP, 3 Temp). She passes her save.
Famine uses Empathic Hunger (2 energy) on AJ, inflicting Vulnerability 4 (save ends).
Death uses Scythe Dance (3 energy), inflicting 4 damage to RD (7 HP). He passes his save against Daze.
PP uses Wild Power (6 energy). TS gains 2 energy (5 energy)
RY uses Family Recipe (0 energy) on Death. Death is dazed (save ends), weakened (save ends), suffers a -2 penalty to saving throws (save ends) and suffers vulnerability 5 (save ends).

Turn 4
Pestilence uses Contagion (1 energy), inflicting a Weakened state on TS, AJ, and RD.
TS uses Lightning Bolt (3 energy), inflicting 10 damage to Death (24 HP). She saves against Weaken.
AJ uses Demand Duel (3 energy), inflicting 7 damage to Death (17 HP). She fails her save against Weaken.
FS uses Healing Salve (9 energy) on RD, healing 5 HP (12 HP).
RD uses Gather Energy (3 energy). She fails her save against Weaken.
Famine uses Emaciation (1 energy) on RD, inflicting 10 damage (2 HP) and dazing her (save ends)
Death uses Strike (5 energy) on RD, inflicting 3 damage. AJ uses Defender (2 energy), taking the damage instead of RD (27 HP). Death saves against the penalty to saving throws and vulnerability.
PP uses Wild Power (7 energy), granting 2 energy to AJ (4 energy).
RY uses Draw Blood (3 energy) on Death, inflicting 1 Ongoing Damage (save ends)

Turn 5:
Pestilence uses Disease (energy 3) on RD, inflicting 3 Ongoing Damage (save ends)
TS uses Arcing Bolt (5 energy), inflicting 6 damage to Death (11 HP), Famine (28 HP) and Pestilence (41 HP). She also uses Redirect Focus (6 energy)
AJ uses Perfect Focus (5 energy). She saves against Weaken.
FS uses Conjure Spectral Warden (7 energy).
The Spectral Warden uses Warden’s Boon, healing RD for 4 HP (6 HP)
RD takes 3 Ongoing Damage. She uses Critfisher (6 energy). She saves against Daze but fails the save against Ongoing Damage.
Famine uses Empathic Hunger (3 energy) on AJ, inflicting Vulnerability 4 (save ends).
Death takes 1 Ongoing Damage (10 HP). Death uses Scythe Dance (4 energy) on AJ, but inflicts no damage. Death fails the save against Ongoing Damage.
PP uses Pincer Manuever (2 energy), allowing her and RD to take an additional standard action. PP uses Friendly Encouragement (4 energy) on RD. RD uses Furious Rage (3 energy) on Death, inflicting 25 damage (-15) and triggering her d12 Special Move, inflicting 14 damage to Famine (14 HP) and Pestilence (27), and 1 damage to herself (6 HP, 2 Temp).
RY uses Psychic Anomaly (5 energy) on Famine, inflicted Vulnerability 4. She also uses Whirling Blades (4 energy), inflicting 6 damage to Famine (8 HP).

Turn 6:
Pestilence uses Pathogen, inflicting 6 Ongoing Damage to all enemies except Spectral Warden.
TS takes 6 Ongoing Damage (24 HP). She uses Critfisher (8 energy). She fails the save against Ongoing Damage.
AJ gains an additional 2 energy (7 energy). She takes 3 damage from Ongoing Damage. She uses Frostfall on Pestilence, inflicting 24 damage to Pestilence (3 HP) and stunning him, and 8 damage to Famine (0 HP). She fails the save against Ongoing Damage.
FS takes 6 Ongoing Damage (24). She uses Second Sunrise, healing all allies for 9 HP and allowing AJ, FS, RD, PP, and RY to save against Ongoing Damage.
RD uses Furious Rage, inflicting 21 damage to Pestilence (-18 HP) and winning the battle!
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Dusk Raven
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Re: Mane Six Combat Talents + Build Help

Post  mjh6 on Thu Apr 24, 2014 10:26 pm

Okay, that was neat. Any other concerns you have about the builds?
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Re: Mane Six Combat Talents + Build Help

Post  Dusk Raven on Mon Jul 14, 2014 12:58 pm

I never responded to this, did I? Well, to answer the question, Pinkie Pie's build still worries me with its lack of focus, but I'll have to try another battle to narrow it down.

As an aside, I don't think I'll be updating these to the new system just yet - not until we get a bunch more combat powers.
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