Welcome Guest [Log In] [Register]
Welcome to Pokemon Tabletop. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
  • Pages:
  • 1
  • 2
Fun Builds; Fun as in fun for at least the player
Topic Started: Jan 11 2016, 05:17 PM (4,375 Views)
Sypher667
Pokémon Trainer
[ *  *  *  *  * ]
Moriya
Jan 15 2016, 04:06 PM
That sounds like it could get super busted, but really fun from a RP perspective. It'd work well on a trainer too, as as you teach your Pokemon to become determined juggernauts.
The more aggressive you play it, the more balanced it becomes, as perma-death is just around the corner :P
Offline Profile Quote Post Goto Top
 
ShadowSoul
Pokémon Trainer
[ *  *  *  *  * ]
Sypher667
Jan 15 2016, 10:27 PM
Moriya
Jan 15 2016, 04:06 PM
That sounds like it could get super busted, but really fun from a RP perspective. It'd work well on a trainer too, as as you teach your Pokemon to become determined juggernauts.
The more aggressive you play it, the more balanced it becomes, as perma-death is just around the corner :P

High risk, high reward! Maybe pick up Hobbyist to grab extra skills and First Aid Expertise, Skirmisher for extra oomph (a lot of those abilities sound fun flavorwise too), or Athlete for the training and Adrenaline Rush?

For fun: Wind Runner with Virtuoso Acrobatics gives you 8 Levitate Speed. Flight gives you a 16 Sky Speed, and the Athlete's training on Speed lets you double your movement while taking a Sprint action instead of +50%. Combine these and you can have a Sky Speed of a whopping THIRTY TWO for 1 AP/round as a swift action, and that's without factoring in CS.
Offline Profile Quote Post Goto Top
 
Truebutler
Member Avatar
Commander
[ *  *  *  *  * ]
ShadowSoul
Jan 16 2016, 04:21 PM

For fun: Wind Runner with Virtuoso Acrobatics gives you 8 Levitate Speed. Flight gives you a 16 Sky Speed, and the Athlete's training on Speed lets you double your movement while taking a Sprint action instead of +50%. Combine these and you can have a Sky Speed of a whopping THIRTY TWO for 1 AP/round as a swift action, and that's without factoring in CS.
For similar reasons i want sparkmaster athlete For electrodash so you can sprint as a swift action
Offline Profile Quote Post Goto Top
 
Pandora
Member Avatar
Cursed
[ *  *  *  *  * ]
ShadowSoul
Jan 16 2016, 04:21 PM
For fun: Wind Runner with Virtuoso Acrobatics gives you 8 Levitate Speed. Flight gives you a 16 Sky Speed, and the Athlete's training on Speed lets you double your movement while taking a Sprint action instead of +50%. Combine these and you can have a Sky Speed of a whopping THIRTY TWO for 1 AP/round as a swift action, and that's without factoring in CS.
I have something similar to that, although it's not nearly as useful in most situations. The maximum Overland you can get is 13 with at least two of the following at Virtuoso: Acrobatics, Athletics, or Survival (only if with Traveler); and the Plains Runner Terrain Talent from Survivalist. Now, add in the Deep Diver Terrain Talent, and you have an equal Swim. However, add in Swimmer and Maelstrom (just the base feature), and then you have 17 Swim always. No time limit or AP or action costs. Of course with Athlete's help, you can bump that up to 34 Swim when Sprinting.

Truebutler
Jan 16 2016, 07:49 PM
For similar reasons i want sparkmaster athlete For electrodash so you can sprint as a swift action
Too bad Electrodash is not actually useful when trying to combine that with the Windrunner Sky speed. Since you need a Shift Action to actually move and then two total Swift actions, one to use Electrodash's effect and then one to activate the Sky speed, it's effectively the same as if you were to just use your Standard Action to Sprint instead, since that's what you need to end up spending. Now on the other hand, you can combine that with the Swim speed I mentioned, so you could swim 34 meters and then still have a Standard Action to do something.
Edited by Pandora, Jan 16 2016, 10:44 PM.
Offline Profile Quote Post Goto Top
 
DragonStorm247
Member Avatar
Pokémon Trainer
[ *  *  *  *  * ]
ShadowSoul
Jan 15 2016, 04:26 PM
Steelheart and Fortress from Game of Throhs combined with Steel Ace and Enduring Soul or Roughneck. Wield an Aegislash and wear armor. You are now THE WALL.
I ran a squad of NPC's with a similar build in one of my campaigns. Took like six hours to fight.
Offline Profile Quote Post Goto Top
 
GrayGriffin
Member Avatar
"Ah, you unmasked me. Whatever shall I do."
[ *  *  *  *  * ]
Pandora
Jan 16 2016, 10:31 PM
Truebutler
Jan 16 2016, 07:49 PM
For similar reasons i want sparkmaster athlete For electrodash so you can sprint as a swift action
Too bad Electrodash is not actually useful when trying to combine that with the Windrunner Sky speed. Since you need a Shift Action to actually move and then two total Swift actions, one to use Electrodash's effect and then one to activate the Sky speed, it's effectively the same as if you were to just use your Standard Action to Sprint instead, since that's what you need to end up spending. Now on the other hand, you can combine that with the Swim speed I mentioned, so you could swim 34 meters and then still have a Standard Action to do something.
Also because you can't get Spark Master and Wind Runner at the same time without GM leniency.
Offline Profile Quote Post Goto Top
 
Eisen
Member Avatar
Pokémon Trainer
[ *  *  *  *  * ]
Ringo
Jan 15 2016, 01:31 PM
Eisen
Jan 15 2016, 01:27 PM
For some reason it seems to me like Taskmaster and Fighting Ace go really well together, especially with Attack Ace to fill out the other side of the (perceived) catch-22. Toss out a Hardened Fight-type, pick an opponent, and lock him into a sadist's choice of either going after someone else and getting hurt even more, or attacking your Pokémon and making it even better at hurting things.
I can't even look at Taskmaster as a class. Injure my pokemon? Nope.

Nope nope nope.

It's silly but that class is just unpalatable for me
I'd like to point out that you don't actually have to injure your own Pokémon deliberately for Taskmaster to work; your Pokémon just needs to be injured at the end of the training session. The trick I believe is there, is that if you're willing to do some bookkeeping, you can actually time your training sessions so that your Pokémon heals an injury immediately after one, and then you have a Hardened Pokémon with no injuries just waiting for someone dumb enough to hurt it properly.
Offline Profile Quote Post Goto Top
 
Truebutler
Member Avatar
Commander
[ *  *  *  *  * ]
Eisen
Jan 17 2016, 09:20 PM
Ringo
Jan 15 2016, 01:31 PM

Quoting limited to 2 levels deep
I'd like to point out that you don't actually have to injure your own Pokémon deliberately for Taskmaster to work; your Pokémon just needs to be injured at the end of the training session. The trick I believe is there, is that if you're willing to do some bookkeeping, you can actually time your training sessions so that your Pokémon heals an injury immediately after one, and then you have a Hardened Pokémon with no injuries just waiting for someone dumb enough to hurt it properly.
This does not work Cause Tack master says your pokemon needs to have a injury to be Hardened. So no injuries no bonues
Offline Profile Quote Post Goto Top
 
Kairose
Pokémon Trainer
[ *  *  *  *  * ]
It does NOT, however, state that it stops being hardened if all it's injuries are removed. You can use Taskmaster when you train, inflict a single injury (or zero if it's already injured), it becomes Hardened. Then you can remove it's injuries either through normal rest or the Quick Healing feature and still benefit from being Hardened.

...actually, I don't even see any duration on the Hardened state. Unless I'm missing something, a strict RAW interpretation means that once a pokémon becomes Hardened, it is ALWAYS Hardened. I doubt this part is intentional, though.
Offline Profile Quote Post Goto Top
 
Paperblade
Member Avatar
Pokémon Trainer
[ *  *  *  *  * ]
This may depend on interpretation of rules but I think this is what the devs intended:

The duration of Hardened is tied to the duration of the Brutal Training where it was applied. The line about having at least one injury making it hardened means that if your pokemon has no injury before training and you choose not to apply any, it doesn't become hardened. There's narrative and mechanical reasons to choose not to apply any so yeah.

Healing the injury immediately after is doable but kind of pointless if you're playing a taskmaster because you lose all benefits--my understanding is that the benefits gained are dynamically updated so to speak, and not snapshotted whenever Hardened is applied. So being hardened at 0 injuries would be pointless because the only 2 benefits that are always active are about being heavily injured (5+ injuries).

So say you were in combat and had 4 injuries, then took a hit that brought you below 50% HP and you gained an injury, going up to 5. This would activate the "having 5 or more injuries" bit, and your mon would gain 5 DR. If they were healed to 4 or less injuries they would lose that DR.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Pokemon: Tabletop United · Next Topic »
Add Reply
  • Pages:
  • 1
  • 2

Pokéball created by Sarah & Delirium of the ZNR