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| Fun Builds; Fun as in fun for at least the player | |
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| Tweet Topic Started: Jan 11 2016, 05:17 PM (4,375 Views) | |
| Sypher667 | Jan 15 2016, 10:27 PM Post #11 |
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Pokémon Trainer
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The more aggressive you play it, the more balanced it becomes, as perma-death is just around the corner
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| ShadowSoul | Jan 16 2016, 04:21 PM Post #12 |
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Pokémon Trainer
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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. |
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| Truebutler | Jan 16 2016, 07:49 PM Post #13 |
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Commander
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For similar reasons i want sparkmaster athlete For electrodash so you can sprint as a swift action |
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| Pandora | Jan 16 2016, 10:31 PM Post #14 |
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Cursed
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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. 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.
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| DragonStorm247 | Jan 17 2016, 08:32 AM Post #15 |
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Pokémon Trainer
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I ran a squad of NPC's with a similar build in one of my campaigns. Took like six hours to fight. |
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| GrayGriffin | Jan 17 2016, 07:30 PM Post #16 |
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"Ah, you unmasked me. Whatever shall I do."
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Also because you can't get Spark Master and Wind Runner at the same time without GM leniency. |
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| Eisen | Jan 17 2016, 09:20 PM Post #17 |
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Pokémon Trainer
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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. |
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| Truebutler | Jan 17 2016, 10:10 PM Post #18 |
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Commander
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This does not work Cause Tack master says your pokemon needs to have a injury to be Hardened. So no injuries no bonues |
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| Kairose | Jan 17 2016, 10:23 PM Post #19 |
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Pokémon Trainer
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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. |
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| Paperblade | Jan 18 2016, 09:29 PM Post #20 |
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Pokémon Trainer
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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. |
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1:29 AM Jul 11
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Pokéball created by Sarah & Delirium of the ZNR





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1:29 AM Jul 11