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Messages - oslecamo

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That's because both base save bonus and the mecha save bonus are untyped.

Added clause to clarify in the intro.

In the Einst Queen fluff, apparently they are sometimes raised in captivity or brainwashed with drugs.


Hence, the current situation with Einst Captains raises an interesting possibility of the "tame" Einst Captain kidnapping and enslaving randos and the Government is like

"This is fine."

 :D

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Oslecamo's Improved Monster Classes / Re: Half-Golem
« on: Yesterday at 08:26:53 AM »
They would apply to the half-golem's first original slam attack.

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Quote
Eeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.

Basically:
I have a mecha, which has a certain nat AC.
I have a monster class, which grants nat AC via class features. This value is higher.
Which value do I use for the mecha?

Subquestion is, what if said class then has a different feature that enhances its AC. Does this bonus apply to mecha AC even if the (monster class) AC otherwise wouldn't?
Apply the best natural armor between pilot and mecha, if the pilot has an ability that improves natural armor it improves the pilot's own and if it ends best than the mecha's own then use the pilot'e enhanced, otherwise mecha's.

On the bio weapons, I think that they're okay internally but I'll admit to just skimming at the end.

I'll give them another look through and actually look up the weapon special abilities before moving to the next class.

Einst Queen multiclassing needs to be fixed for Real and Super pilots too.

I like the Einst Queen too. So far I'd play either a Ship Captain or a Ship Captain/Einst Queen.

Fixed super/real multiclass, and thanks for the extra compliment! :D

I'm glancing through other things on my phone.

Musk Cat favored class is in the feat spoiler.
Fixed too.

Classes without a race having it as a favored class (in case you aren't keeping track):

Ideal Idol
Mecha Mook (doesn't really count)
Peace Princess
Prodigy Pilot
Psycho Pilot
Ship Captain 
Support Staff
Thanks, I had a rough idea while drafting the new races, but an actually written list is better (plus confirmation that no race should be the Mecha Mook race).

How would a Super Pilot /Ship Captain /Einst Queen work?
You get buffed drones like a super/einst and then can fuse a buffed drone to your battleship (although only HP, DR, saves,  natural armor, Dodge and weapons would count for the buffed drone battleship). Super levels would also directly buff the battleship as a super/captain so your drone battleship can also transform and gets upgrade points.

Quote
No unless you have Arcane Arsenal or something else to make them magic.

Huh, so creatures immune to non-magical attacks are immune to being damaged by mechas? Thats spooky. It's a rare feature, but interesting to know.

Intended, wanted a reason to keep somebody able to use magic around.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 24, 2018, 10:47:27 PM »
Though on the stacking question...

Mecha Natural AC is formatted as an untyped bonus. If a pilot has a class feature supplying natural AC, does that give the mecha base nat AC which gets further boosted?
Eeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.

Mecha weapons count as doing [Force] damage except where DR comes up, but do they count as Magical for bypassing DR/Magic?
No unless you have Arcane Arsenal or something else to make them magic.

Infiltrator Einst Queen can grant a maneuver or Stance to a Drone it spawns. Einst ACF for Ship Captain lets their drone merge with their Battleship. With myself also being Integrated with the Battleship, could a Stance known by the Drone and a Stance known by myself be active simultaneously and be benefiting both/all of us?

Also, Drones auto die if critted, I read that right, right? Would a Drone that was merged with a Battleship that got critted also die and thus no longer be merged with the ship? If so, how would that interact with how crits usually work with damage going through to the pilot if the crit is kind of being taken by the Drone in that instance? Or would it be possible to choose whether the fused Drone takes the crit or you do so as to save the Drone and keep it fused?
I'll answer all of that by clarifying that besides instinct/Queen's Will, the drone battleship counts as a battleship and not as a drone.

I'll do Arcane and Divine pilots next.

Arcane Pilot and Divine Pilot

Super vs Real dichotomy, fair enough.

Divine Pilot needs Sense Motive on the skills list.
Done.

I'm not going to go through the spells lists.  I barely ever play casters (remember how I never used spells when playing Jeremy 2.0 in the Nintendo game?) and since they both get bonus spells anything missing can be grabbed.  Divine Pilot gets a hell of a lot more extra spells though.
True, but divine spells usually aren't as versatile, so the arcane pilot should be able to do as much with less picks.

I feel like if the Arcane Pilot is going to (potentially) have a lot of familiars in combat pods then they might want to have a pass on familiar death XP penalties.
Good point, added clause that they'll only take penalties if all the familiars die and the penalty will be the same as if a single one had died, plus 24 hour free ritual to bring dead ones back to life as long as one remains.

I think all of the custom spells are okay.
Yay!

Well that was quicker than expected.  I'll just go down the list alphabetically now, otherwise I'll probably lose track of what I've done.


Einst Queen

Yay, a crazy complicated one.....

I feel like you care about this one more because it has pretty formatting.  And the skills are in alphabetical order!
Trivia time, although the Einst Queen draws inspiration from many space bugs sources, the main one was the webcomic Knight Run (class pic source too) which I really, really liked despite averagish art, so yeah this one holds a special place in my heart and it goes to show your review skills that you noticed it.

I see that Swim isn't on the skill list.  It isn't needed, but Queen's get all the other movement skills so I noticed it not being there (and Super Pilot's get Swim so I know you aren't against swim in principle).  If you don't add it that's fine, I don't know if Queen's actually swim.
Recently saw Gargantia on the Verdurous Planet so swim now class skill.

Okay, drones get a bioframe and an instinct.  No HD, that's interesting.
Saves quite a bit of trouble since HD come with a lot of strings attached.

I'm getting a pretty well reviewed vibe out of this one.  Not that I'm complaining.

The Adaptive Queen's mutation Hunger should probably have the word permanent removed.  The phrasing isn't bad, it just isn't actually "permanent" in my opinion.  I can see an argument for leaving it in (permanent until removed).  Do whatever, I won't complain.
You're right, removed.

The Aquatic mutation grants Drones the ability to breathe underwater.  Do Drones breathe?
Good catch, they don't so removed that bit.

In Spore Spreader - trough should be through.  This one popped out at me because that was the first misspelling in this post.
Fixed.

How does an Einst Queen/Ship Captain's Officers/Crew work?  Also, togheter should be together in that multiclass spoiler.
Added "crewed by a mix of lesser einst, enslaved/delusioned/fanatic humanoids and hybrids."

Your multiclass math feels off.

"For determining Pilot level for other abilities, count full class level  plus half the other levels for purposes of that class. So for example an Einst Queen 8/Ship Captain 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Ship Captain ability purposes."

Should it be PL 8 for other Ship Captain ability purposes?
Ups, yes. Fixed too. :blush

I take it Queen's Will is the only way to have a "party friendly" Queen?  Oh look, Guardian instinct.  I missed that on first read.
You can thank Raineh Daze for that one if I remember correctly. :p

Do Drones have to spend energy to fly like normal mecha?  (I'm assuming yes.)
Yes, unless otherwise noticed they work like mechas.

Can a Queen absorb a drone or would it just eat the drone normally?  I'm thinking of mecha vs. non-mecha scale switching (as a player where you won't have a billion drones).
Need to nom the drone.

Bioweapon minimum damage as small.  Fair enough.  I'm not an arsenal expert so I can't tell if the bioweapons are good, but given the great formatting I'll assume they've been looked at.   :p
Does this means the bio-weapons by themselves look good, nothing that stands as too strong/weak compared to the other bio-weapons? :P

Thanks once more for your help!

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Jester's Realm / Re: Campaign Thread IX: Can Gelatinous Cubes Get Drunk?
« on: September 24, 2018, 10:09:02 PM »
"I know, yes? When I first saw them spawn into existence I said to myself they wouldn't even last an eon, but the ugly little buggers proved quite tenacious and hard working so they now actually have their own lands and leaders. Also helps that they multiply pretty fast I guess."

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Great, imma have to keep her incapacitated, but in a way she can hear me... Given how "fresh" she is, is there a chance I can talk to the queen down?
From what Stephanie has seen and knows, not very likely, at least not without some heavy physical restraints first.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 10:44:43 PM »
Funny (since getting a Space Suit gets around it) but until level 20, an Einst Queen is pretty screwed in space despite being a space monstrosity. The Adaptive Queen can get into a drone but if the Infiltrator or Nurturing stand on one, they still asphyxiate. xD
...Can't believe I forgot that all this time. Fixed, thanks.

Quote
Only weapons that are referenced as "built-in" count as so. Super robots have 2 by default and can pick more with Extra, non-generic Real's base weapons are Built-In too.

Darn. That makes Ace Pilot's Mixed Fire (7th) a lot less valuable -_-'
Oh well.

If Multiclassing Super Pilot with Ship Captain, if my Captain has Tier 2 Arsenal available, and Super has like Tier 2 Arsenal available, do they add up to having access to Tier 4 Arsenal? Or if you're ahead in one class with Arsenal, then is the lower class' arsenal class feature completely wasted?
As said in the multiclassing rules, Arsenal access equivalent is Real level+Super level+Captain level-3 (minimum Real level). A lv7 super (minimum for tier II arsenal) and lv 7 ship captain (minimum for tier II arsenal) would have 7+7-3=11 so they would access to Arsenal III like a lv11 real. A couple more real or captain levels and you would get tier IV.

Maybe pilot classes should combine to advance the slower Arsenal access? No multiclassing for early tier 7, but not dropping four levels behind either.

i.e. use the better native arsenal access or access = to your slower class's with your HD as level.
I believe that's kinda how it already works, you'll never fall behind and a super/captain multiclass would basically progress as normal.

Do natural weapons get channeled through Mechas? Are those considered Built-in if so?
They get channeled but wouldn't count as built-in.

Ace Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver.  :(
There's a couple other key benefits:
-Maneuver can add precision damage, 1+1/3 level fullattack can't.
-Maneuver can fire multiple built-in Heavy weapons, 1+1/3 level fullattack can't since it's a fullattack and Heavy weapons specificially limit you to one Heavy weapon and nothing else in a full attack, which the 1+1/3 level is. But Mixed Fire isn't a full attack, so can get around the Heavy restriction.

Quote
Ace Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver.  :(

Would just like to add that this is the school Supers can't get without Real multiclassing, so you can't even take advantage of the upgrades to add inbuilt weapons and get the maneuver.
You could use Martial Pilot to grab Ace Pilot as a Super Pilot, or be a multi-class super/real.

Thank you^

What really constitutes "self buff class abilities for fighting" in regards to what a mecha benefits from its pilot?
Like, Fast Healing apparently works in the single given example. What else? Toughness? Improved Toughness? Diehard? Spell Resistance? Spell Immunity? Rage?
Or what doesn't if that's a shorter list.
No to (improved) toughness since it's mechas have their separate HP, yes to everything else.


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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 09:54:58 PM »
So regardless of the starting size of a Battleship, Arsenal weapons always are outfitted as if for a Medium sized Mecha, it says.
Do size changes applied to the Battleship after the initial creation of the Battleship allow Arsenal weapons of greater size? Like at 1st level I start with a Colossal sized Battleship with Medium sized Weapons, but then later take Humongous Ship to increase the ship to Colossal+; are the Arsenal weapons now Large sized?
Humongous ship not supposed to do that, clarified the feat, but other stuff like a super's Growth upgrade would boost the ship's weapon damage.

If an Integrated Android grows in size categories from, I dunno, say the Growth options from a Monster Class, would the Growth be applied to the mecha/ship the Android is integrated into?
No, only growths from actual mecha material can make a mecha grow. One of the key aspects of mecha is to allow "small" characters to act big, but if bigger characters get bigger mecha by default that really defeats said point.

As an aside, does Humongous Ship only ever grant +1 Hardpoint or is it +1 Hardpoint per size increase as you hit the level required by the feat for the next bump up?
One hardpoint when you take the feat, clarified too.

Are Arsenal Weapons considered "Built-in" weapons? If not, what is, and how do you get more? All I know is Super Robots have 1 built-in weapon as default. It's just not really a descriptor that shows up very often.
Only weapons that are referenced as "built-in" count as so. Super robots have 2 by default and can pick more with Extra, non-generic Real's base weapons are Built-In too.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 08:00:21 AM »
If you take levels of both, I don't see why not, although there's also the Integrated AI flaw for androids.

Levels of both as in Int Item & Ship Captain?
Yes.

Well anyways I did not realize Androids had such a feature, actually. That's really handy.
Thanks!

As well, are Ship Captains not able to learn any martial schools outside the original 4?
Beam Barrage, Missile Massacre, Neo Granzon and Terror Tactics all can be swapped by any pilot's base schools, and Martial Pilot feat can grab you any pilot school.

As well again, if an Android Ship Captain has Integrated AI, how does HP work? Cause Ship captain has it's own HD but battleships also have HP of their own separate from that. Which pool of HP gets used? Do they stack? This question actually relates to Integrated AI with any kind of Mecha, thinking about it.
The HP from HD would apply to the AI box itself, but you could use One With the Machine to apply the android's HP to the battleship instead of the battleship/mecha's own, but in that case if the battleship/mecha's reduced to 0 HP so is the AI itself.

I don't understand the Weapon Size Scaling table in the Arsenal thread. Mostly because, like, say, going from Medium to Colossal is +6d6 on the table, but does that mean the weapon gains +6d6 damage regardless of the die size the weapon uses? Like a weapon that uses d8s would still get bonus d6s on size increase? Or does the die size change to the same size the base weapon uses?
The bonus is the same regardless of the base die. That way weapons with lots of smaller die don't get penalized over weapons with fewer big dies.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 22, 2018, 11:03:18 PM »
Can an Intelligent Item be a Battleship?

Edit: as in your template class, not the dmg version.

If you take levels of both, I don't see why not, although there's also the Integrated AI flaw for androids.

Quote
I'm not very sure what you mean here. Are you saying that if one would learn more than 6 spirits with multiclassing, for each extra spirit instead increase the spirit point pool?

Yes.
Sounds like a good idea then, done.

Also, why on Earth is there fanart of Bright Noa cosplaying as Hajime Saitou
No idea but I love it. :P

Also something you posted in another thread but may as well answer here:
It would probably be helpful to add on the table what's the highest level tier spirit you can learn at a given level, by the by.

Hmmm, but thing is different classes learn spirits at different levels, plus multiclassing between pilot classes can further shuffle that order.

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They were enslaving kobolds to work here so the kobolds hired us to kick their asses and then the devils ran away. [glow]

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More rolling.
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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 21, 2018, 12:46:53 AM »
Maybe it's just me, but the stat requirements to eck out the abilities of H.A.R.O seem a little high. It's bothered me before, but with this Extra tag I'm wondering if it can be reduced a bit... Maybe I'm just selfish lol.
I think the stat requirements are still fine since easily having access to all the benefits would be probably too much. But I'm open to other people's opinions in the matter.

I should probably note that the way you have spirits divided right now kinda opens you up to getting more useful low-tier spirits early and then just wasting new spirits learned as you level. How about giving them like half again as many SP as they'd gain from a new level when they'd learn a new spirit? It's not a big bonus, but at least it doesn't just waste a class feature if one multiclasses.
I'm not very sure what you mean here. Are you saying that if one would learn more than 6 spirits with multiclassing, for each extra spirit instead increase the spirit point pool?

I have been reminded that two classes does not a full review make.  Man, I've been so lazy this week.

I'll do Ship Captain now.  After that will probably be the casters, and the more complicated/weird stuff will be after that.

As an aside, Steel Soldier has a broken cell tag in its table.
Fixed and sounds like a plan.

Ship Captain

Level 9 fort save on the table has an extra space.

Skill list feels lacking.  You've already got Diplomacy and Intimidate, why no Sense Motive?
Fixed both.

Ship Captains can't use guns?  I don't know mecha source material but anime in general tends to involve a lot of spaceship captains with pistols.

What, you don't know how half the time in Gundam Captain Bright wins the day with his bastard sword?
My bad, you're right ship captains pull guns often enough, fixed too.


If reduced to 0 hp does a battleship crash to the ground when it's in space?  (Not a big deal.)
Yes.

How do Ship Captains get arsenal weapons?  Is Custom Ship meant to grant weapons as well as accessories?
Good point, it's supposed to be with Custom ship, clarified.

I have to say, I'm not sure why but I really like this one.  I think that for whatever reason being a giant spaceship and shooting the crap out of everything is more appealing to me than being a mecha.
Can't blame you, spaceships have long been a key part of mecha shows. In Super Robot Wars games there's always some of them as essential units that you must keep alive and sometimes they're plain some of your most best units like the Nadeshiko in J with great stats all around and a whooping 4 subpilots. One of the recent SRW titles even had Yamato joining the party of playable characters despite being a series with just space ships and no actual mechas.

Thanks for the review and compliment! :D

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Super Robot Wars d20 / Re: Magitech Knight
« on: September 20, 2018, 04:13:10 AM »
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Also those not in battle please check the changelog and PM me your character sheets with the latest rules updates if relevant.

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10 feet away from Stephanie.

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Ah, my apologies, I'm not actually a Xorn. This form was just to get around since a lot of the passages are blocked.

Morte returns to her ferrywoman shape and waves a hello with a smile.

So I'm Menina Morte and I'm here in behalf of the kobolds that just acquired this great dungeon. Since you're senior workers we would like to ask for your valuable experience in helping settle things ups. Like anybody has a proper map of the premises or could serve as a guide? I'm sure the kobolds will throw a nice bonus to anybody who helps. And of course we'll do our best to make sure everybody keeps their job. As soon as we learn what your jobs are, hahaha.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 19, 2018, 03:50:35 AM »
They can now. :p

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