« Last post by Stratovarius on Today at 04:54:00 PM »
The most useless class out there. WBL balance is based off of market value, so crafting something cheaply means precisely zilch.
Right after I arrive an ambulance is on scene. ... There is blood literally running down his arm onto the floor. I point this out to him and his response is "Oh! Okay, thank you." And then he goes back to chatting to the tow motor driver.Well maybe he had already been seen by the crew but he was just too busy for them too?
Abilities: Str 60 (+25) [14b14e21s2a9d], Dex 14 (+2) [12b0s2a], Con 31 (+10) [14b3h10s4photon], Int 14 (+2) [14b], Wis 8 (-1) [8b], Cha 52 (+21) [16b3l14e4h4s4m7d]Saves
Saves: Fort +62 [4b10a21r2m1l14d10s], Relf +59 [9b2a21r2m1l14ds10], Will +60 [9b-1a21r2m1l2f14d2l10s]Concentration, also amending a 4m2c (aka +4 moral, +2 circumstance) note to it.
Skills (132pts, [4m2c]): Bluff 15 (+40), Concentration 10 (+26) ...And Mecha Saves
Saves: Fort +66, Relf +63, Will +68
Attack: Vistburn +46 melee (1d10+33, +6d6 fire, +1d6 cold)
Full Attack: Vistburn +46/+41/+36 melee (1d10+33, +6d6 fire, +1d6 cold)
Special Qualities: Fast Healing 7, Regeneration 5/good & chaotic, DR 21/magic, Resist Cold 15, Immunity[ability damage/drain, confusion, energy drain, fatigue/exhaustion, fear, fire, mental control, paralysis, shape-altering effects from other creatures, sickened/nauseated, sleep], Dodge 34%, Spirit, Divine Characteristics, Salient Divine Abilities.And Mech
DR: 21 or 11 [(3/5 10)3a1s1u]
AC: 64, touch 48, flat [immune] (34% miss, shields, and divine deflection)
A burst of white-hot fire springs into existence around you, swirling and twisting dangerously. This spell surrounds you with white-hot flames. At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage. Your melee attacks deal an extra 1d6 points of fire damage.
The god gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both the god and her foe are touching fire or using weapons with the flaming or flaming burst special abilities.I should have this benefit against every adjacent creature flagged as an enemy.
Spirit (84/encounter, regen 10/rnd)ZERO's Spirit Regen entry doesn't need to change, the new base recovery makes up for Regen's loss.
1: Alert (r10, -8sp): next attack fails even if it don't need an attack roll.
2: Trust (s20, -20sp): target ally & mech heal +[lvl]d6.
3: Scan (s5, -5sp): learn ac/dr/spd/feat/name/weps, they have -2 ac/saves for 1rnd.
4: Guard (s30, -24sp): receive 1/4 damage for a round.
5: Fury (r35, -28sp): opponent cannot reduce damage of next attack.
6: Cloak (r80, -64sp): unless you attacked them, they cannot attack you.
Arsenal (25):This also changes his weapon list, which had a damage error in the Divine Blade too, and added a note for attack bonus.
Divine Blade: +7 melee (5d6 18/x3, finesse, pushing), 10 space, x2.
Steel Knife: +4 melee (1d8, 19/x2, defensive), 2 space, x2.
Wire Hack: +12 90mu ranged (special), -25 energy, 1 space, x1.
Weapons: [14b4m3i, 25s or 2d]
Twinned Divine Blade: +53/+53/+48/+48/+43/+43 melee
(5d6+25, +5d6 fire, +1d6 cold, 18/x3, finesse, pushing) or
Twinned Steel Knife: +50/+50/+45/+45/+40/+40 melee
(1d8+25, +5d6 fire, +1d6 cold, 19/x2, defensive) or
Ochstan Rifle E: +31 90mu ranged (12d12+1 19/x2, area, heavy, pushing, rending), 30 energy, or
Split Missiles: +31/+31 40mu ranged (3d6+1 19/x2, area, concussive, twin-linked), 8 ammo, or
Twin Vulkins: +32 10mu ranged (2d8+1 20/x2, defensive), 20 ammo, or
Ochstan Rifle B: +33 70mu ranged (14d10+1 19/x4, disarming, heavy, power, rending), 6 ammo.