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Fallen
12-06-2017, 06:15 AM
Hello Paladins of Elanthia!

As GM Estild shared with some of you at Simucon, I have been working on the development of 1650, Divine Incarnation. Now that the project has entered the final stages of Quality Control, I felt it appropriate to share some high level details with you all about the spell. I am not sure when the spell will be released as this time of year is quite busy for most of the staff with the upcoming Christmas holiday, but I assure you it won't be to much longer. Thank you for your patience!

I will not be sharing any specific numbers at this time, but I will share most of the general mechanics with you. Some of the mechanics in this design were taken from or inspired by player ideas that were posted on the forums, so thank you very much to those of you who participated!

Without further delay, here are the details:

1650 - Divine Incarnation:
The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted a divine energy pool that may be used to call upon the powers of their deity using the INCARNATE verb. The size of the divine energy pool will increase based upon your training in Spiritual Mana Control. This spell will have a 5 minute duration or until all divine energy is used. There is also a corresponding 10 minute cooldown that starts when the spell is cast.

The INCARNATE verb will give the paladin access to four unique abilities. Those abilities are ZEAL, ARMOR, SMITE and ONSLAUGHT. Here is a brief overview of what each ability will do.

ZEAL - A divine aura will enable the paladin to trigger deity specific flares on each successful attack for a certain duration of time. Training in Spiritual Lore Summoning will increase the time duration.

ARMOR - A holy armor will surround the paladin granting them a resistance to all forms of attack for a short duration. This ability will be usable during emergency situations, but only a certain number of times per day. Training in Spiritual Lore Blessing will increase the amount of resistance and the number of emergency uses per day.

SMITE - The paladin attempts to smite a target with an influx of divine energy. This is an SMR2 based offensive ability. Training in Spiritual Lore Religion will increase the amount of damage dealt by this attack.

ONSLAUGHT - The paladin is consumed with the power of their deity and carries out a vicious onslaught. This attack is very similar to an MSTRIKE, however it will incur far less roundtime, attack every valid target in the room and ignore a portion of the target's stance. Training in Spiritual Lore Religion will increase the amount of the target's stance that is ignored.

There will also be brand new deity specific messaging for almost every aspect of this spell. A big thank you to GM Xayle, GM Thandiwe and GM Sindin for their creative assistance in designing the deity specific messaging for this spell.

Please feel free to ask questions about the information I've shared, but keep in mind that I will not answer any questions about specific numbers for any of these abilities. Those details will be shared with you all on the day that 1650 is released.

I've worked really hard to make Divine Incarnation a reality and its my hope that you all will enjoy it for years to come!

GameMaster Cyraex

Tgo01
12-06-2017, 06:20 AM
Looks pretty awesome.

Orthin
12-06-2017, 06:44 AM
Sounds amazing

Methais
12-06-2017, 07:14 AM
ARMOR - A holy armor will surround the paladin granting them a resistance to all forms of attack for a short duration. This ability will be usable during emergency situations, but only a certain number of times per day. Training in Spiritual Lore Blessing will increase the amount of resistance and the number of emergency uses per day

http://macro-wow.com/wp-content/uploads/2012/09/bubble-hearth-macro.jpg

audioserf
12-06-2017, 07:15 AM
Weird to agree with Necro but here we are. To read this after the steaming pile that 1140 ended up being is really frustrating. Happy for the Paladins out there.

Fallen
12-06-2017, 07:31 AM
I like it as well. It isn't X per day (other than the FUCKINEEDHALP button) so you can reasonably expect to use it at least once per hunt.

khorpulent
12-06-2017, 09:50 AM
5 min duration with only a 10 min cooldown? Bastards!

Meanwhile, empaths get a new spell with a 60-minute cooldown that allows them to....heal.

They ought to make a BRAND NEW LORE and make paladins train 105 ranks in it to use this spell.

audioserf
12-06-2017, 10:10 AM
You must spread some Reputation around before giving it to khorpulent again.

(I am so salty about 1140 and will probably be forever)

mgoddess
12-06-2017, 10:32 AM
Well then, I guess I know what I'll be doing with my next fixskills! (Looks fucking awesome!)

Wrathbringer
12-06-2017, 10:33 AM
This doesn't really blow my skirt up. Doesn't sound like anything I'd ever use.

Taernath
12-06-2017, 11:07 AM
https://i.imgur.com/mgc0N9O.gif

Fallen
12-06-2017, 11:47 AM
Just to address this: there are a number of professions, including paladins, that could use more utility outside of combat. We're not against that idea, but we have yet to find one that is worthwhile, balanced, and appropriately themed. However, even if we did have such an idea, it would unlikely be in the 1650 spell slot since level 50 profession spell slots represent the pinnacle of power for a profession. Utility does not fit that role for paladins.

Regarding 1650 itself, yes, paladins already excel at combat, but these new limited use abilities can mitigate some existing weaknesses for paladins in combat. While everyday hunting may not be an issue, this is still something new to use and in unique situations (invasions, etc), there is definite potential. e.g. a horde of creatures in defensive stance and your attack strength isn't high enough, with Onslaught, you can cut through their defense and attack them all. Or if one particular creature is too tough, you now have a maneuver based attack, Smite, to disable or kill them.

GameMaster Estild

Androidpk
12-06-2017, 01:45 PM
Awesome work Estild!

Gelston
12-06-2017, 02:10 PM
Oh look, Paladins basically have better version of berserk now.

SpiffyJr
12-06-2017, 02:22 PM
Yea, that mstrike is super nice AND it punches through stance so it might be even better than berserk. Limitation on usage but realistically so does berserk. On paper is looks super good.

Gelston
12-06-2017, 02:39 PM
Yea, that mstrike is super nice AND it punches through stance so it might be even better than berserk. Limitation on usage but realistically so does berserk. On paper is looks super good.

It doesn't appear to have a target limit either, whereas berserk is capped by your MOC ranks.

Taernath
12-06-2017, 02:42 PM
Yeah, well, my ranger can get -25% foraging and herb eating time with his 50th level spell. Who's OP now?

Gelston
12-06-2017, 02:51 PM
Yeah, well, my ranger can get -25% foraging and herb eating time with his 50th level spell. Who's OP now?

haha.

The way it reads now though, it just seems like warriors and being tossed out. Berserk was one of the things that really made me enjoy warriors over paladins, but eh... We'll just have to see this in action first I guess.

Wrathbringer
12-06-2017, 02:52 PM
haha.

The way it reads now though, it just seems like warriors and being tossed out. Berserk was one of the things that really made me enjoy warriors over paladins, but eh... We'll just have to see this in action first I guess.

cut a fart

Imperarx
12-06-2017, 02:54 PM
Be interested to see the lore requirements for the different actions. May be a reason to shuffle around how we do lores.

Gelston
12-06-2017, 02:55 PM
Be interested to see the lore requirements for the different actions. May be a reason to shuffle around how we do lores.

Well, religion will be heavily hit for warcamping paladins I'm sure. Although, they may do an evil trick and make onslaught effect the shroud.

Methais
12-06-2017, 02:58 PM
Yeah, well, my ranger can get -25% foraging and herb eating time with his 50th level spell. Who's OP now?

Wait what?

Methais
12-06-2017, 02:59 PM
Be interested to see the lore requirements for the different actions. May be a reason to shuffle around how we do lores.

If Estild is in charge of it, you'll probably be splitting your lores all over the place for sub par results on everything.

SonoftheNorth
12-06-2017, 03:11 PM
Badass spell...................GIVE ROGUES AND WARRIORS STUFF.

Fallen
12-06-2017, 03:31 PM
I guess we'll see how it shakes out. Finding out its a skill that is mostly aimed at fitting a niche role in a late night (eastern time zone) situation for invasions is very disheartening though. I'm sure the mechanics and flavor text will be top notch even if the usefulness is not there for people who hardly ever see invasions.



It's not mostly aimed at that. That was just one particular use case for the handful of paladins that claim they can already attack and kill anything in defensive stance with one attack. For a significant majority of paladins, that's not the case, and the spell has benefit for them in almost every scenario because of that.


GameMaster Estild
.

Gelston
12-06-2017, 03:32 PM
I'm surprised to see someone saying it only has on utility. I think it is pretty amazing for paladins. I mean, it isn't Solace level good, but you know.

Fallen
12-06-2017, 03:33 PM
Some non-numbers questions:Can you use more than one ability at a time, assuming you have enough points in your pool?
Specifically, with enough points, can you get zeal flares on your super mstrike?
Are zeal flares instead of, or in addition to, crusade flares?
I like flares!
Does incarnation change your appearance?
Is it too late to change the verb to GODMODE?




You can use the abilities at the same time, but the use of the ability does incur roundtime. So you could use ZEAL, wait through that roundtime, and then use ONSLAUGHT and the abilities would stack so to speak. Yes Crusade flares can be used in combination with Zeal, as can any other paladin type flares. The Zeal flares do not trigger with cmans or shield maneuvers, only with attacks. While I wish I had the time to physically change your appearance, this was out of scope for this project. As you'll see later on when the spell is released an enormous amount of work went into developing 1650 and unfortunately, I had to pick and choose what to develop in order to get this done for you all.


Even if it's done as "incarnation smite", it's still inconvenient, because "inc" or even "inca smite" both want to have you try to "incant smite".
(Because "incant" comes before "incarn", in the browser.)
Maybe "divin smite" (divine incarnation <option>) will work....




The development of the spell is essentially complete barring any corrections that come out of Quality Assurance, so it is to late to change the verb that is used to activate the abilities. The syntax will be INCARNATE <ability>. As another player mentioned, if you don't like this you can always build a macro or alias to make things easier for yourself.





Looks like a lot of fun and the part that I was most pleased to see was the cooldown. Except for the single x/day portion this spell could be usable once every hunt. While I might not use it every hunt it is something that at least I'd use often enough to remember to use it at a fitting moment.




I understand the dislike for x/day usages, however when you see the actual numbers for the ARMOR ability, you will better understand why the spell needed to be designed this way. In order to give you all "god like" abilities, there had to be a trade off and x/day usages is how that was accomplished for the emergency uses of ARMOR. As we've shared with you all before, all the development we do is reviewed, criticized, and debated upon by the entire development team and we do our best to take everyone's concerns into account. At the end of the day though, we have to do our best to preserve game balance while still providing you all with amazing new abilities. That's why we use the x/day usages sometimes.


GameMaster Cyraex
.

Fortybox
12-06-2017, 08:50 PM
Andddddd...nothing for monks.

subzero
12-08-2017, 05:01 PM
Yeah, well, my ranger can get -25% foraging and herb eating time with his 50th level spell. Who's OP now?

Oh, look at the poor semis with all their level 50 spells! Meanwhile, the sorcerers, wizards, and clerics are scratching their asses and thinking, "What the fuck? We're the full-on spell slingers. How do these clowns have higher level spells than we do?"


cut a fart

"Obstruction of the court," said the judge.

Gizmo
12-08-2017, 05:03 PM
Oh, look at the poor semis with all their level 50 spells! Meanwhile, the sorcerers, wizards, and clerics are scratching their asses and thinking, "What the fuck? We're the full-on spell slingers. How do these clowns have higher level spells than we do?"

Sorcerers are scratching their asses with the coins they make from Ensorcell, you forgot to add that

Taernath
12-08-2017, 05:04 PM
Oh, look at the poor semis with all their level 50 spells! Meanwhile, the sorcerers, wizards, and clerics are scratching their asses and thinking, "What the fuck? We're the full-on spell slingers. How do these clowns have higher level spells than we do?"

Wizards have a 50th level spell.

khorpulent
12-08-2017, 05:08 PM
Wizards have two, actually. 1150 and 350 are pretty good, too.

subzero
12-08-2017, 05:12 PM
Sorcerers are scratching their asses with the coins they make from Ensorcell, you forgot to add that

Please. We all know wizards and sorcerers are greedy and holy warriors aren't in the for the money. Neither are the tree-huggin rangers. Bards... you chose the poor life of a wandering minstrel. Sorry. Turn over that hat and sing some songs, asshole!


Wizards have a 50th level spell.

Yeah, I forgot about that one. No one cares about wizards anyway!

Roblar
12-08-2017, 05:16 PM
And clerics have Miracle.

From your list, only sorcerers are lacking a 50th. But they do alright.

Not having read their boards, Id assume the only reason they don't either is a suitable idea/consensus on one worthy enough. I'm sure most would prefer greater demon summoning of some type.

subzero
12-08-2017, 05:18 PM
Wizards have two, actually. 1150 and 350 are pretty good, too.

This is what happens when you don't actually play. You forget about the new spells that seem lackluster (or are similarly themed with a prior release: 540 + 550). I didn't include empaths because they don't count! Three of their four high level spells are healing spells. They're healers.


From your list, only sorcerers are lacking a 50th. But they do alright.

Not having read their boards, Id assume the only reason they don't either is a suitable idea/consensus on one worthy enough. I'm sure most would prefer greater demon summoning of some type.

People have been giving them ideas for the slot for the last twenty years or more, including non-summoning related ones.

Gelston
12-08-2017, 05:31 PM
I seem to recall that the original thought when the switch was made to GSIV from III was that Semis would cap at 40th level spells, as would minor circles and only pures and majors would have access to 50th level spells. This has obviously gone out the window some time back, I think 650 was the first level 50 semi spell?

I, of course, could be 100% remembering bullshit.

Taernath
12-08-2017, 05:35 PM
I seem to remember that as well.

subzero
12-08-2017, 05:38 PM
I seem to recall that the original thought when the switch was made to GSIV from III was that Semis would cap at 40th level spells, as would minor circles and only pures and majors would have access to 50th level spells. This has obviously gone out the window some time back, I think 650 was the first level 50 semi spell?

I, of course, could be 100% remembering bullshit.

Yeah, and there was going to be a new sphere of magic (I guess there is technically with minor mental) and empaths were going to be the mental/spirit hybrids. And combat was going to be attrition-based. Personally, I think they really just didn't like sorcerers at the time.

Taernath
12-08-2017, 05:49 PM
And combat was going to be attrition-based. Personally, I think they really just didn't like sorcerers at the time.

Sorcerers were EZ mode though. Stay in guarded and cast 702 (which could crit kill) all day. Growing pains hurt, but sorcerers are in a good place now.

Gelston
12-08-2017, 05:49 PM
Yeah, and there was going to be a new sphere of magic (I guess there is technically with minor mental) and empaths were going to be the mental/spirit hybrids. And combat was going to be attrition-based. Personally, I think they really just didn't like sorcerers at the time.

Sorcs were the OP class at the end of GS3. Warriors got super loved at the beginning of GSIV.

khorpulent
12-08-2017, 06:05 PM
Sorcerers were EZ mode though. Stay in guarded and cast 702 (which could crit kill) all day. Growing pains hurt, but sorcerers are in a good place now.

Eh, sorcs are still EZ mode.

subzero
12-08-2017, 06:15 PM
Sorcerers were EZ mode though. Stay in guarded and cast 702 (which could crit kill) all day. Growing pains hurt, but sorcerers are in a good place now.

That stuff just sort of highlights the problems I have with how Simutronics operates.

As far as sorcerers go, I agree. Main thing I'd fix with sorcerers now is their mid-level hunting. 702 sucks and you're stuck with it for a good 50-60 levels. Sure it's nice at low levels, but without either its former power or a good mid-level option, it's not a great situation at mid level. I wouldn't expect wizards to hunt with 901 or an empath to hunt with 1101 at those levels. Why is a sorcerer relegated to a beaten-down 702? 705, sadly, doesn't cut it as the next tier hunting staple.

If we were to compare them to empaths, they kind of have the opposite problem. 1101 isn't a highly effective hunting spell in order to reach the mana levels needed for 1106. On the other hand, 1106 is strong enough that they can start using it earlier than sorcerers would use 705 (which I still wouldn't use even at cap except for vs non-corporeals. I'm still not sure what logic led to disintegrate working better vs non-corp, but whatever) because of its effectiveness and it takes over as a staple hunting spell for a long time.

Fallen
12-08-2017, 08:14 PM
<So - for emergency, is this attached to Beseech or is this going to be Incarnate for the emergency?>

It will use the INCARNATE verb. Its also important to note that the idea of "emergency" is a little different than the traditional with this ability, I will explain that more when the spell is released.

<With a "holy armor surrounding the paladin" - does this change our currently equipped armor or am I supposed think this more of a buffing thing like damage padding?>

It does not change the appearance of your equipped armor, you can think of it as a buff, but I'd say its a lot better than padding.

<I have no idea what SMR2 is... But, this sounds awesome!>

Sorry, I should have been more specific, it uses the new Standard Maneuver Roll system that 917 Boil Earth uses.

<This... sounds just.. epic. Can this be renamed to Kenstrom Bane? :P In all seriousness, this just adds more to our crowd control and from the sounds of it.. "valid targets" excludes other players.>

Valid targets excludes players in the paladin's group only, so you will still need to be careful about when you invoke this ability.

<I knew there were reasons to love Xayle!>

GM Xayle, GM Thandiwe and GM Sindin were critical in helping me complete this project, almost 400 brand new deity specific messages were created for this spell and I could not have accomplished that without all their help. They all rock in my book!

<Will we get a free fixskills with this change coming?>

I will consult with the rest of the development team to see what their thoughts are. I can't promise that you will get a free fixskill at this time.

<Is there any possibility or chance for some training things to get a little less expensive?>

At this time, probably not. If we were to adjust training values in the future it would require a detailed analysis on our part to ensure game balance.

<Is there a chance to get this released during a storyline?>

I'm torn about this as my time is pretty limited. I'd have to come up with a storyline that would further delay this release and take away from some other projects I have in mind for the paladin class down the road. For now, I'm going to say probably not, but if there's a big interest from your fellow paladins I might be able to see if I can recruit some CE GM's to help me put something together.

<Thank you very much to everybody that worked hard to make this possible. I am super excited, but filled with many questions!>

Your very welcome, its always my pleasure to try and deliver exciting new development to you all. My hope is that Divine Incarnation will be enjoyed for many years to come!

GameMaster Cyraex

khorpulent
12-22-2017, 08:37 AM
That stuff just sort of highlights the problems I have with how Simutronics operates.

As far as sorcerers go, I agree. Main thing I'd fix with sorcerers now is their mid-level hunting. 702 sucks and you're stuck with it for a good 50-60 levels. Sure it's nice at low levels, but without either its former power or a good mid-level option, it's not a great situation at mid level. I wouldn't expect wizards to hunt with 901 or an empath to hunt with 1101 at those levels. Why is a sorcerer relegated to a beaten-down 702? 705, sadly, doesn't cut it as the next tier hunting staple.

If we were to compare them to empaths, they kind of have the opposite problem. 1101 isn't a highly effective hunting spell in order to reach the mana levels needed for 1106. On the other hand, 1106 is strong enough that they can start using it earlier than sorcerers would use 705 (which I still wouldn't use even at cap except for vs non-corporeals. I'm still not sure what logic led to disintegrate working better vs non-corp, but whatever) because of its effectiveness and it takes over as a staple hunting spell for a long time.

Clerics have it even worse, being stuck with 302 indefinitely. Clerics really need something between 302 and 312, if you ask me.

While the gap between 1101 and 1106 is problematic, 1106 at least has a TD-pushdown for characters under 30 that helps to mitigate the problem a bit. And 1106 gets the full +40 bonus to channeling (unlike 705), so that can help a bit at lower levels too. And anyhow, empaths get enough AS buffs early on that they can do melee easily at early levels.

Fallen
02-14-2018, 09:24 PM
Well, started this when this was announced, almost done. No 1650 :( At least there are other benefits in the short term.


Did you mean this 1650? I'm not sure, maybe you were talking about a different 1650. I'm feeling a little zealous tonight so.. ;)

You also see a massive troll king, a massive troll king, a massive troll king, a massive troll king, and a massive troll king.
Obvious exits: none
>incant 1650
You trace a simple symbol as you reverently call on your patron in the prayer for Divine Incarnation...
Your spell is ready.
You gesture.
With the weight of solemn purpose in your prayer, the last of the words spark a golden corona around you as your eyes flare with a flawless white brilliance.
Cast Roundtime 3 Seconds.
>incarnate zeal
You beseech your patron for combat prowess as gold and topaz radiance begins to take form, swirling violently around you.
Cast Roundtime 3 Seconds.
>mstrike
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +50 = +134
... and hit for 24 points of damage!
Bones in left arm crack.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 3 points of damage!
Light shock to right arm. That stings!
You swing a huge axe at a massive troll king!
The troll king moves at the last moment to evade the attack!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +9 = +93
A clean miss.
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +61 = +145
... and hit for 26 points of damage!
Flattened the troll king's right hand.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 10 points of damage!
Electric shot gives the troll king a really bad cramp.
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 11 sec.
R>mstrike
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +99 = +183
... and hit for 62 points of damage!
Flesh ripped from back, muscles exposed.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 30 points of damage!
Electric blast goes right to the heart! Fibrillation can be fun.
The troll king continues to struggle for life!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +65 = +149
... and hit for 35 points of damage!
Downward slash across the troll king's left thigh!
Gouges bone!

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 30 points of damage!
Electric blast goes right to the heart! Fibrillation can be fun.
The troll king continues to struggle for life!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +36 = +120
... and hit for 15 points of damage!
Stomach shot lands with a hollow thump.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 15 points of damage!
Nasty jolt to right eye causes eyelid to split. Gross!
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +247 with AvD: +37 + d100 roll: +81 = +165
... and hit for 48 points of damage!
Weapon arm mangled horribly.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 15 points of damage!
Hard jolt knocks the troll king back on its heels.
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 11 sec.
R>at king
You swing a huge axe at a massive troll king!
AS: +294 vs DS: +238 with AvD: +37 + d100 roll: +60 = +153
... and hit for 37 points of damage!
Slash to the troll king's chest!
That heart's not broken, it's only scratched.

Your huge axe is suddenly set ablaze with golden flames that swirl in a violent vortex around it!

... 10 points of damage!
Electric shot gives the troll king a really bad cramp.
Roundtime: 6 sec.
R>
The gold and topaz radiance swirling around you flickers brightly as it dissolves away.

GameMaster Cyraex
.

Fallen
02-14-2018, 09:55 PM
Speaking of limbs....>incarnate onslaught
You utter a short, martial prayer to Voln and feel a familiar stoic efficiency sweep over you. Determined and uplifted, you wield your weapon in a fiery, brilliant white arc at all that surround you.
You swing a huge axe at a giantman thug!
The giantman thug barely manages to block the attack with his shield!
You swing a huge axe at a human thug!
AS: +294 vs DS: +208 with AvD: +36 + d100 roll: +100 = +222
... and hit for 83 points of damage!
Right arm ripped from socket at the elbow!
The thug's broadsword falls to the ground.
The human thug is knocked to the ground!
The human thug is stunned!
You swing a huge axe at a human rogue!
With no room to spare, the human rogue blocks the attack with his reinforced shield!
You swing a huge axe at a half-elven thief!
AS: +294 vs DS: +218 with AvD: +38 + d100 roll: +51 = +165
... and hit for 51 points of damage!
Diagonal slash leaves a bloody trail across the half-elven thief's torso.
The half-elven thief is stunned!
You swing a huge axe at a human thug!
AS: +294 vs DS: +205 with AvD: +36 + d100 roll: +84 = +209
... and hit for 87 points of damage!
Lucky shot rips through bone and muscle sending weapon arm flying.
The thug's ball and chain falls to the ground.
The human thug is stunned!
You swing a huge axe at a gnomish thief!
AS: +294 vs DS: +216 with AvD: +39 + d100 roll: +25 = +142
... and hit for 35 points of damage!
Deep slash to the gnomish thief's left forearm!
The thief's composite bow falls to the ground.
The gnomish thief is stunned!
You swing a huge axe at a halfling rogue!
AS: +294 vs DS: +194 with AvD: +37 + d100 roll: +16 = +153
... and hit for 45 points of damage!
You hear several snaps as the halfling rogue's neck is broken in several places.
The halfling rogue falls to the ground and dies.
A faint silvery glow fades from around a halfling rogue.
Roundtime: 3 sec.

Fallen
02-15-2018, 06:24 PM
Did you really have to send this champion after me? Luckily I made it out alive!

GameMaster Cyraex


You trace a simple symbol as you reverently call on your patron in the prayer for Divine Incarnation...
Your spell is ready.
You gesture.
You close your eyes, contemplating the march to death and every living being's place along it. You feel the cold touch of Gosaena as images of the goddess's white feathered wings sprout in your mind.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
An Ithzir champion's eyes narrow in focus as it attacks.
An Ithzir champion swings a broadsword at you!
AS: +450 vs DS: +218 with AvD: +30 + 60 + d40 roll: +21 = +343
... and hits for 49 points of damage!
Beautiful head shot neatly slices off your ear!
You are stunned for 5 rounds!
!S>incarnate armor
You turn your mind to your patron, asking her for deliverance from an untimely death. A cold grey haze seeps from the ground and enshrouds you in its protective embrace.
Cast Roundtime 3 Seconds.
!S>
The champion's face hardens in concentration, and it starts moving faster than seems possible.
An Ithzir champion swings a broadsword at you!
Your holy armor resists slashing damage and helps to lessen the effects as you are struck!
AS: +450 vs DS: +159 with AvD: +30 + d100 roll: +41 = +362
... and hits for 26 points of damage!
Grazing slash to your face!
Scratch to your eyelids.
"When blood gets in your eyes..."

CaptContagious
02-21-2018, 11:46 AM
Let's see some of that smite action

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Pereus
02-21-2018, 12:12 PM
With a warlike shout, you invoke Kai's name as you bring your lance to bear on your enemy. A thunderous clap like that of metal striking metal echoes around you, and a silvery fist overlays your lance as you wield the strength of the Master at Arms in your attack on an Ithzir seer.
[SMR result: 136 (Open d100: 35)]
An Ithzir seer is struck by the influx of divine energy, causing 93 damage!
An explosive burst engulfs her!
... 40 points of damage!
The Ithzir seer's leg is consumed in an intense field of plasma reducing it to ash!
An Ithzir seer falls to the ground grasping her mangled right leg!

With a warlike shout, you invoke Kai's name as you bring your lance to bear on your enemy. A thunderous clap like that of metal striking metal echoes around you, and a silvery fist overlays your lance as you wield the strength of the Master at Arms in your attack on an Ithzir seer.
[SMR result: 155 (Open d100: 70)]
An Ithzir seer is struck by the influx of divine energy, causing 111 damage!
An explosive burst engulfs him!
... 50 points of damage!
The Ithzir seer's eye bubbles and bursts along with most of the head!

[You have 15 kills remaining.]
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.

CaptContagious
02-21-2018, 12:21 PM
With a warlike shout, you invoke Kai's name as you bring your lance to bear on your enemy. A thunderous clap like that of metal striking metal echoes around you, and a silvery fist overlays your lance as you wield the strength of the Master at Arms in your attack on an Ithzir seer.
[SMR result: 136 (Open d100: 35)]
An Ithzir seer is struck by the influx of divine energy, causing 93 damage!
An explosive burst engulfs her!
... 40 points of damage!
The Ithzir seer's leg is consumed in an intense field of plasma reducing it to ash!
An Ithzir seer falls to the ground grasping her mangled right leg!

With a warlike shout, you invoke Kai's name as you bring your lance to bear on your enemy. A thunderous clap like that of metal striking metal echoes around you, and a silvery fist overlays your lance as you wield the strength of the Master at Arms in your attack on an Ithzir seer.
[SMR result: 155 (Open d100: 70)]
An Ithzir seer is struck by the influx of divine energy, causing 111 damage!
An explosive burst engulfs him!
... 50 points of damage!
The Ithzir seer's eye bubbles and bursts along with most of the head!

[You have 15 kills remaining.]
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.Is this 2 casts or one?

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Pereus
02-21-2018, 12:26 PM
2

Taernath
02-21-2018, 01:21 PM
With a warlike shout, you invoke Kai's name as you bring your lance to bear on your enemy. A thunderous clap like that of metal striking metal echoes around you, and a silvery fist overlays your lance as you wield the strength of the Master at Arms in your attack on an Ithzir seer.

https://static.altchar.com/live/media/images/625x416_ct/5328_gunalnce_a2901cc23b75a62c27df08c51253294d.gif

Erous
02-21-2018, 07:59 PM
>incarnate smite
Your voice rings as piercing and true as a hammer strike as you make an impassioned overture to Eonak for his aid. Like metal bathed in the red-hot coals of a forge, heat surges through you as you are spurred into action, the exacting blow of your star trained on an elven marauder.
[SMR result: 213 (Open d100: 93, Bonus: 40)]
An elven marauder is struck by the influx of divine energy, causing 119 damage!
An explosive burst engulfs him!
... 50 points of damage!
Head and most of upper body turned into a smoking pile of gore!

[You have 10 kills remaining.]
The elven marauder falls to the ground and dies.
An elven marauder seems a bit less imposing.
Roundtime: 3 sec.

Fallen
02-21-2018, 08:46 PM
>incarnate smite
Your voice rings as piercing and true as a hammer strike as you make an impassioned overture to Eonak for his aid. Like metal bathed in the red-hot coals of a forge, heat surges through you as you are spurred into action, the exacting blow of your star trained on an elven marauder.
[SMR result: 213 (Open d100: 93, Bonus: 40)]
An elven marauder is struck by the influx of divine energy, causing 119 damage!
An explosive burst engulfs him!
... 50 points of damage!
Head and most of upper body turned into a smoking pile of gore!

[You have 10 kills remaining.]
The elven marauder falls to the ground and dies.
An elven marauder seems a bit less imposing.
Roundtime: 3 sec.

http://i0.kym-cdn.com/photos/images/masonry/000/042/416/Boom_Headshot_thingy.gif

Imperarx
02-21-2018, 09:12 PM
Entreating Tonis to buffet your attacks, flashing wisps of golden energy twine down your arm and coalesce around your falchion. With blinding speed, you unleash a lightning-fast attack upon a triton radical, the swing of your falchion casting a blade of blue force at your enemy.
[SMR result: 170 (Open d100: 88, Bonus: 20)]
A triton radical is struck by the influx of divine energy, causing 114 damage!
An explosive burst engulfs him!
... 40 points of damage!
Encasing plasma cremates the triton radical's hand leaving a bloody stump!
Roundtime: 3 sec.