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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« Last post by CKirk on Today at 05:21:46 PM »
Okay so I plan on making some additions here, but I'm wondering some things :

Should I make changes to the weapons due to the new Area changes?
What should I do for Tier VI? Some convoluted attempt at 00 Raiser?
Opinions about Exia line mechs at other tiers? Like should I make Avalanche as an actual model?
Should I make a weaker GN Drive for the lower tiers?

Respectively:
None of the weapons you've statted are area, and unless you make a Raiser Sword I don't think anything should be area
Tier VI doesn't need a 00 Raiser. The new Secondary Subpilot feat fits that well enough. Maybe a way to keep using a previous tier of mech at a higher tier effectively? That way you could use the 00 Gundam and have a secondary subpilot that is thematically flying the 0 Raiser to help
You could put Exia at tier 2 and GN Armor Type E at tier 4 maybe. I dunno about Avalanche.
Maybe a GN Drive Tau available earlier that only works for a turn or two in any given combat or something?
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Jester's Realm / Re: Chattin' 2
« Last post by RobbyPants on Today at 03:46:09 PM »
So, between going to Canada to pick up a car, driving back, moving a bunch of stuff, then making a 20-hour drive to move to the reservation...

...I'm not going to be very available for the next five days or so. But, when I return, I'll have even better internet than I do now!
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September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« Last post by RobbyPants on Today at 03:46:00 PM »
So, between going to Canada to pick up a car, driving back, moving a bunch of stuff, then making a 20-hour drive to move to the reservation...

...I'm not going to be very available for the next five days or so. But, when I return, I'll have even better internet than I do now!
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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« Last post by YuweaCurtis on Today at 03:04:39 PM »
Quoted on accident.
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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« Last post by YuweaCurtis on Today at 02:39:16 PM »
Okay so I plan on making some additions here, but I'm wondering some things :

Should I make changes to the weapons due to the new Area changes?
What should I do for Tier VI? Some convoluted attempt at 00 Raiser?
Opinions about Exia line mechs at other tiers? Like should I make Avalanche as an actual model?
Should I make a weaker GN Drive for the lower tiers?
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I was wondering that myself, and I'm more intrigued given his examples.
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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« Last post by CKirk on Today at 01:43:04 PM »
I really like Ragna Reactor. It's a super cool way of modeling super modes, but why does it require transform? Vilkiss (the inspiration, going by that gif you used) isn't the only ragnamail with a super mode like that (Embryo's Hysterica does it too), and the other don't have transforms. It also restricts other build space. For example, I could totally see using it to model the Granzon's upgrade into Neo Granzon (done in battle in Dark Prison and Moon Dwellers), except Granzon doesn't transform. Similarly, the NT-D system on the Gundam Unicorn could be well modeled if not for the transform requirement (and also the fact that it's a real, but so is Vilkiss).
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Magics of Arhosa / Re: Runecarving Index & General Discussion
« Last post by Stratovarius on Today at 10:14:19 AM »
And a template.
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Paladin of Benevolence (Paladin Variant)

Required Alignment: Any Good
No code of conduct or associates rules.
Skills: 4 + Int Skill Points, Paladin Skill List

Remove Class Features: Aura of Courage, Detect Evil, Divine Grace, Divine Health, Remove Disease, Smite Evil, Special Mount, Turn Undead

Decisive Strike (Ex)

At 1st level, as a full attack action, a paladin of benevolence may make a single strike with a melee weapon, unarmed strike, or natural weapon that deals double damage (multiply only non-variable damage, add in weapon base damage dice at 11th level and onwards). At 6th level and onwards, the action requirement to make a decisive strike is reduced to a standard action. At 11th level, a paladin of benevolence may expend an unexpended spell slot to gain a bonus on the attack roll for a decisive strike he is making equal to the level of the spell slot expended. At 16th level, the damage done by a decisive strike from a paladin of benevolence is triple instead of double.

Lay on Hands (Su)

Beginning at 2nd level, a paladin of benevolence with a Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin of benevolence level x his Wisdom bonus. A paladin of benevolene may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin of benevolence can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Spells

As paladin, except caster level = paladin of benevolence level and use the cleric spells known list. Also, add three 0 level slots at 1st level and an additional 0 level slot at 3rd, 5th, and 7th level.
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D&D 5e / Re: Unearthed Arcana: Not our Hippos
« Last post by Wilb on Today at 06:58:49 AM »

Vedalken are x2 height Gnomes (wink).
The +d4 is the rolled proficiency thingy
elsewhere, but frozen at lowest tier.
They've effectively got Double Prof early.
Restricted to 1 of the 6 specific skills.
Good enough for any number of builds.
Tools expansion in XGE are a must.

Well, they can apply those advantages to non-spell saves, so it gets a little bit more utility, right? What useful saves they get advantage on that gnomes pass?
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