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* Damage on the breath weapon is in comparison to the regular attack, which would generally be 4d6 + 10 + other bonuses. This works out to less than half of that per-turn, but in an area and burstier. | * Damage on the breath weapon is in comparison to the regular attack, which would generally be 4d6 + 10 + other bonuses. This works out to less than half of that per-turn, but in an area and burstier. | ||
* Re aspect of the beast, aquatic-themed abilities are always niche, but maybe this will never be used by a PC anyway. That said, the latter part of this is an attempt to come up with something more general, still unique, but also mostly affecting the non-combat pillars like the other Aspects. | * Re aspect of the beast, aquatic-themed abilities are always niche, but maybe this will never be used by a PC anyway. That said, the latter part of this is an attempt to come up with something more general, still unique, but also mostly affecting the non-combat pillars like the other Aspects. | ||
* | * The totem spirit ability seemed to be the simplest physically intimidating ability that was also unique enough not to step on ''Bear'''s toes. Other ideas were: | ||
** Shove attack ''a la'' the dragon turtle entry, seemed like it was either counterproductive (just shove) or too powerful (shove plus prone) | ** Shove attack ''a la'' the dragon turtle entry, seemed like it was either counterproductive (just shove) or too powerful (shove plus prone) | ||
** Armor bonus (stepped on ''bear'' and also super-hard to dial in between "not worth it" and "holy shit this is the best") | ** Armor bonus (stepped on ''bear'' and also super-hard to dial in between "not worth it" and "holy shit this is the best") |