10-15-2016, 09:03 AM
Flaming: The Flaming effect does not require charging, it is simply a passive effect. The damage is quite minor, with the bulk being simply from the strike. However, it tends to leave foes ablaze. One strike is not enough to burn an enemy to death, but to put out a fire an enemy must stop and attempt to pat it out, roll on the ground or snuff it with any available water. Multiple strikes add to the fire, for accumulative damage.
Frost: The Frost effect does not require charging, it is simply a passive effect. The damage is quite minor, with the bulk being simply from the strike. However, it tends to chill the blood, causing the foe to slow down slightly. Repeated strikes can cause hypothermia or a target to turn to minced ice. Unlike Flaming, Frost does not add Damage over Time.
Artificer Infusions is empty at the moment, I was going to add something but thought I'd focus more on the weapons for now.
Wolf Fang Strike is a maneuver involving swinging both swords simultaneously with great skill. Blocking or dodging the attack is usually quite difficult, considering the amount of strategy put into the strike.
As fodder, I did not qualify for any stance I liked, so I did not add one. I might change those to Powered Up moves... Infusions is just a fancy way of saying "temporary enchantment on weapon." I was going to use it to boost the aforementioned Flaming to a more devestating effect for a shorter burst of time.
Yes, the notes stuff is just for my benefit, but anyone who does play 3.5 might get a kick out of the whole thing. It's sort of a "This is the path I want to go" and a few fodder rules, such as "No crossclassing mid-level."
Frost: The Frost effect does not require charging, it is simply a passive effect. The damage is quite minor, with the bulk being simply from the strike. However, it tends to chill the blood, causing the foe to slow down slightly. Repeated strikes can cause hypothermia or a target to turn to minced ice. Unlike Flaming, Frost does not add Damage over Time.
Artificer Infusions is empty at the moment, I was going to add something but thought I'd focus more on the weapons for now.
Wolf Fang Strike is a maneuver involving swinging both swords simultaneously with great skill. Blocking or dodging the attack is usually quite difficult, considering the amount of strategy put into the strike.
As fodder, I did not qualify for any stance I liked, so I did not add one. I might change those to Powered Up moves... Infusions is just a fancy way of saying "temporary enchantment on weapon." I was going to use it to boost the aforementioned Flaming to a more devestating effect for a shorter burst of time.
Yes, the notes stuff is just for my benefit, but anyone who does play 3.5 might get a kick out of the whole thing. It's sort of a "This is the path I want to go" and a few fodder rules, such as "No crossclassing mid-level."
