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Oh, the roleplay possibilities.
(Any 10 Damage Weapon + Other Weapons) or brawler + giantsblood or sigilofflame with any Double Damage buff
= 30 Damage + Weapon Bonuses or 45 Damage per Basic Attack
Adding veteranspellblademedal means doing a Basic Attack after casting a spell.
Adding onessheath increases the Number of Basic Attacks to the amount of near enemies.
Adding packhunters means each Basic Attack is also a No-Roll Companion Ability.
There are also abilities that do Basic Attacks or add effects to them.
Some Berserker abilities like avalanche, trample, cleave can do several Basic Attacks at a time. The Monk's sevensidedstrike does 7 Basic Attacks. High Rolls on divinityslash can add Death Rolls to Basic Attacks.
So Jimmy here using sevensidedstrike after High Rolling on divinityslash can do 9 Basic Attacks for 30 damage, 9 Death Rolls, 9 No-Roll Companion Abilities, Restore 270 Stamina, 9 Random Spells, and 9 potential Bonus Actions.
AND then can move around to any other near enemy and Basic Attacking them, adding more to this ridiculous combo.
@NovaXII I love the Blood Drinker + Bloody Bulwark combo, nice find! Add in a copy of sunblade for each player, and get some sunstrike action going on, just to pump it up that last little bit!
Step 1: meatsack
Step 2: cannibal
Step 3: ?????
Step 4: Profit?
Here's a step-by-step for this, but honestly you can stop reading at the second step because you've basically fulfilled your purpose at that point.
Step 1: Select lumberjack as your Class, or get lucky and Multiclass into it.
Step 2: Get a steelbeak from Loyal Companion and equip it as a Weapon.
Step 3a: Want to go offensive? Purchase masterofthehunt. You can try to get packhunters instead, but a sensible GM would only allow that to work on a non-Bonus Basic Attack. Even if that happens, Pack Hunters just sounds better for this build.
Step 3b: Do you prefer a strong defense? Get armoredpartner and mendfriends. You can now block attacks with your 80 Stamina Steelbeak, and heal up the damage quickly.
Step 4: Invest in some Lumberjack abilities. heavychop and yodel are ideal to have, and you can also get earthquake for the badass factor!
Extra Cards: heightensenses, emeraldofpersistence, beastalwarplate, spirithuntersaxe, more Lumberjack Cards, Double Damage, Mobility, Freeze immunity
Meet Craig_Johnson, an example of a Lumberjack with a Steelbeak. Unfortunately, as you can probably tell here, the main drawback of being a Lumberjack is that you have extremely limited room for other Passives.
The obvious exception to this rule being combos that rely on long chains of good rolls, where it becomes near impossible to complete them without a poor roll in amongst them.
Okay, ridiculous combo of the day. Roll a Porc, so you can pull mightyclub from the companion ability deck. Also be as optimistic for your attribute, with a fortunate Cornerstone. Congratulations on your infinite damage melee range combo.
Also, I would argue against Fortunate working with the effects of the club because you have to roll the Critical Success; if you need the ability to trigger the Crit then it ain't happening. We are all screwed when there is that one guy who draws Fortunate and Lucky though.
Imagine if you were a Magician and your Regal Top Hat broke. That would fucking suck. Imagine if you had a Gnomish Swashbuckler Companion and their Old Handcannon EX and Smokescreen Pistol EX broke. That would fucking suck. But the breaking rule applies only to Treasure Abilities which generally have a power level equal to or higher than Class and Companion Abilities.
And, you are correct, it is specifically Treasure Abilities that break on critfails, not just all items. Otherwise, any time you crit-failed a Basic Attack, all your weapons would break.
to counteract this combo, you have to use Freeze/Stun, force Death Rolls, or burst them the fuck down during your turn, ez money ez lyfe
Also yeah the Fiery Regalia is pretty sick in any campaign cause you can run through rocky stuff and fire, but man I feel like the possibilities of how powerful characters will be will cause the Status Effects to take center stage over terrain, because I mean you can put a stop to all sorts of bullshit depending on what you go with. Dude's using his stupid goblet and I'm like "nah you're getting Poisoned." Dude's using his stupid gauntlet and I'm like "nah you're getting Frozen." Dude's using a bullshit combo and I'm like "alright let's see should I Stun you, Burn you, or Silence you this time?" and I mean the status effects are pretty sweet
I'm sure there are ways to get much higher stamina, and two 30 stam armors cost 200 gold total, but i got the Blackboar+Guardian combo while making a test character. It was too fun of an idea not to run with.
Whats the highest stamina with combos like this possible? I'm interested to know.
- Casts Random Spells instead of what they have
- Has a Free Treasure from their Shop
- Has +30 Stamina [+60 provided they also got their shield instead of having another method of placing passives anywhere such as anal ]
- Has 4 Anytimes instead of 3
- Has a Free Spell for use to cast Random Spells
- Gets a Full Stamina Restore on Crits
- Has 10 space Movement Actions
- Gains 3 Bonus Actions whenever they survive a Deathroll
- Has A random Weapon and Double Damage with Basic Attacks
- Has A Free Random Treasure they could sell back for more gold
- Gains A No-Roll Bonus Action whenever they Defeat an Ally
And ALL of these being available for all of their allies to pick and choose, so they can get what they want from a Templar freely.It'd take 3300 gold for all 11 auras [3400 if you also need the shield] though, so you'd probably need to use a Meta-card for more gold and be fairly lucky.
I can't see that being abused at all.
When I was first reading through the cards I saw that. The chances of a pull are so low that it's insane, but it's a devastating combo if you can get it.