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Hey, I could have just as easily picked Leadership or something and handwaved away the secret base stuff much in the same fashion Baha has her own organization. I'd just call them my subordinates.Baha actually has Leadership and an huge Cha score, Hugo has 10.
You could've just asked me to roll those, you know. They lasted all of a single round. And either way, just because that's only half my character concept doesn't mean you have to diss it.Nothing personal, it's from the SRW d20 basic rules thread actually, even the wiki does it.
I'll recalculate the damage then. I was confused by your wording in your post assuming it somehow tore through the AT Field too.Remember that Dynamic wouldn't make it count as improvised anymore plus the 50 mu is just the base range, and you can increase it by taking a -2 penalty for each extra range increment like other ranged weapons, so you could go up to 500 mu.
As for the Disk Launcher...
-I don't mind it costing an upgrade point. Hey, while we're at it, we can think of extra upgrade options for it.
-That range is... pretty atrocious. For a weapon that's supposed to be specialized at doing one thing (it's not even damage!), treating it as an improvised throw is pretty bad... I'm sure we can do better. (It's not like there's good reason to ever "throw" a disk into melee either. even by using maneuvers with it...)
-OK with scatter rules.That actually makes it even more useful for area of effect stuff.I'm willing to try that out for now.
-I get the idea of trying to limit the number of disks thrown per round, but you'll remember Hugo tends to use predetermined "configurations" (I'm the one who ends up picking them on the run). So let's say he could save up to Int mod in "configurations" (this is a mage weapon after all and Int is related to remembering stuff) with up to four disks per configuration (later upgrades could increase that amount), or up to his Dex mod for on-the-fly stuff.
-The existence of the Disk Launcher does not preclude the ability to draw disks by themselves (which benefits from the Quick Draw feat). This should still allow Hugo to use the quickdraw+Telekinesis combo (it takes him a full round to set up, plus it's a fairly limited range, so it shouldn't be an issue, right?).Each individual disk counts as an object, no counting bundles as a single object for telekinesis.
Looks awesome!Ups, fixed.
Also the delightful little ratling I plan to apply this to is named Snich, so that's a
Now for what meagre feedback I have:
Is it meant to have quadruple skill points at level 1? I assume it's something like a cope paste error.
Who choses what curse they get from unexplainable bad luck? Is there a hide check to hide the action? Is there a save to avoid it, what about the bestow curse effect?Should be clearer now.
Unseen force seems very similar to the Cloak of concealment of the Eshin agent Gutter Runner ability, maybe have it overrule it like perfect poisoner does to Lingering poison and weeping blade.Done.
Any suggestions for replacing Claw Marked Treaty pact for games where leadership isn't appropriate?Added alternative for getting the three other scavenge pile picks with free enhancements representing the Eshin Nightlady becoming a
Perhaps Poisonclaw could have some sort of synergy with the bite attack the cuddly little furballs already has?Done.
No Proof Ever Found - Maybe an action for the Nightlady to designate the decoy as a decoy to get out of sticky situations?Done.
Maybe some sort of ability that continues on the Eshin line of abilities to do fun stuff with disable device? Perhaps bombs replicating spells instead of the sorcerer spellcasting?Added Infernal Bomb synergy alternative to make Sorcery Bombs that work as Infernal bombs but replicate evocation spells.
Interesting bit with the Nightlady! I have a few recommendations:1) The idea is that after you spend the move action you always tag along them with no need of further actions. Clarified.
1) Unyielding Shadow: How do you follow something like a Teleport with a Move Action if it's not your turn? Please clarify this aspect of the power so it makes sense.
2) Unseen Force: Invisibility states it can't be made permanent except on objects. Indeed, Pixie, has a permanentGreater Invisibility, and other Sprites get Invisibility powers but not the spell as permanent. In any case it's not TOO difficult to detect an invisible enemy (Flour, Glitterdust, See invisibility)
3) I've noticed a trend of 13 being super popular. Why not make any d12 rolls (such as unexplainable bad luck) into 1d12+1?
Different barriers interfere with each others. Doesn't mean a single barrier can't be composed of multiple layers like advanced shields and plates are also composed of multiple layers but still count as a single piece of protection each.Barriers/coats/Fields do not stack, meaning you can't have both active at a time. If your Phase Shift Barrier is up, the Beam Coat has to be down.DR 5/magic doesn't stack with DR 5/silver, but you can still benefit from both at the same time. Kind of strange you can only project one force field and it completely removes the visual of an uber attack shattering through multiple barriers.
Osle, I have to say it is becoming increasingly frustrating to try any kind of defensive measure in this campaign. I try miss chances, people bypass it by ignoring them with whatever, or by pulling Force damage out of their asses. I try AT Fields, NOPE! Rending damage. I try to do something meaningful with spells, and not only do you tell me "nope, because that ruins the flavor of the campaign", you tell me TO MY FACE WITH A MEME that my character concept is worthless in your eyes.
It feels like the only way to do anything truly meaningful in this campaign is to use your increasingly convoluted homebrew to become an apocalyptic monstrosity (and praying that you don't spot the combination and later nerf it). Dude, throw me a freaking bone here.
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OK, I'm gonna take that as "nanomachines rebuild it from scratch".Eventually maybe, but if you want to use it this turn you'll need to pick the disarmed one up again.
If we're running on rule of cool, then I get to teleport into my own mecha even if you won't let me teleport things into other mecha. Because Hugo is too cool to board his mecha normally. He'd rather go Grahf-style if he can help it.Teleporting to your own mecha is fine, although that will still cost you a standard action to break a disk on yourself since you're in the middle of a beach so no fancy support systems.
I have no idea how much damage Murakumo actually took on that last round because I have no clue whether he had to deploy his AT field or if it's a "by default it's on and you can switch it on and off" kinda thing. After 33 DR, that leaves... 89 damage, which the AT Field cuts by 40%, so that's less 35 damage or less 36 damage if you round up. Then add regeneration, which I rolled for already, that's 27 healed, leaving Murakumo at... 270 or 269/295 damage if AT Fields on, or 233/295 if not.Barriers/fields can be assumed to be on by default, but the damage is rending as it came from the Heavy Beam, sorry for forgetting to add that to the IC post.
EDIT: Keep in mind "aiming at the cockpit from orbit" is a perfectly usable strategy and is also profoundly uncool.Orbital attacks are cool enough to show up in multiple Gundam shows and several non-gundam ones as well. Heck, even a James Bond movie did it.
I'd just be making her cockpit slimy and water-filled.(implying it isn't already slimy and water-filled)
EDIT2: Also, since funnels consume 0 energy to deploy or keep in place, from now on assume Hugo ALWAYS DEPLOYS HIS FUNNELS AS SOON AS HE TAKES OFF because there is absolutely no reason why he would want to give the enemy a chance to get a free shot in.They cost 5 energy per round they're out plus a swift action from Hugo himself to actually move around and/or do other stuff.
There is no beam damage, there is damage from Beam weapons and the enemy specifically called their attack as a Beam.soro_lost: The crit was from the Heavy Beam, so Phase Shift Barrier doesn't work against it. Also unless otherwise noted damage multipliers work by D&D scaling so 1/4 guard combined with 1/2 empyreal results in 1/5 damage, not 1/8.Ahh you should have noted it's beam damage then.
Phase Shift doesn't apply but the Beam Coat all Wild Falkens have does.Barriers/coats/Fields do not stack, meaning you can't have both active at a time. If your Phase Shift Barrier is up, the Beam Coat has to be down.
Also are you sure on the math? Since presumably you're not trying to one hit kill everyone with your impressively balanced homebrew now that your players are attempting to take full advantage of all your little miscellaneous defensive measures buried in various threads. That would seem a little off. With Empyreal, as a standard D&D effect, I have ability to stack it in whatever order I wish which means I can apply it before DR.Silly me, of course the player and not the DM gets to rule how spells work in unclear cases. But ok, I'll let empyreal apply first which just means we need to add the DR reduction to the middle. So first you apply the empyreal for 1/2, then DR, then either Guard for the beam crit (going from 1/2 to 1/5 means 40% damage gets through after DR after empyreal 50%) or Phase Shift Barrier+Guard for the mook attack (going from 1/2 to 1/6 means 34% (rounding up for your benefit) damage gets through after DR after empyreal 50%).
Then Beam Coat must be applied after DR and Guard explicitly saysQuoteGuard[Super Pilot](20): For 1 round all damage you take is reduced to 1/4, after applying any other reductions you may have. If an effect would ignore this, instead round the damage to 1/3.So based on your rules text as written at the time of my post Guard cannot be combined with Barrier/Coat like you say.
Anyway that one Heavy attack managed to deal 26% of my mech's HP. I feel it's a little much for one attack, specially when tallied against multiple opponents and I have focused the Mech entirely on HP/defense with an astronomically high AC in a game we're supposed to be the highest leveled, but I suppose it can be said it's a reasonable amount if those enemies burned Spirit on offense to counter their target burning Spirit for defense since I am applying magical defenses to compensate for the magical losses as well.
Yeaaaah, about that...1) Yes, Raineh had that same question for this round.
1) If it's in-built how can it be disarmed, especially considering nanomachines?
2) I don't mind being brought along. I can hold my breath, am currently under the effect of Greater Blink, plus I have Extraordinary Spell Aim so I won't be held down by my own tentacles. Or I could put them on a pull-string timer, use iterative attacks on the remaining disks or something.
3) Yeah, that's why I asked you if Nei had used the Neikapool before - so I knew exactly where the cockpit was.
4) "Gundam 0079 was shoddily animated" is not a valid argument because one, it was aired 39 years ago (and we are using material as late as 2018), and two, even in nebulous MU scale, our mecha DO have semi-consistent size.
Perhaps more to the point, Phantasy Star is not by default a mecha setting, except once PSO2 Episode 4 rolled in (and even then dispatching units on foot seemed a much better option for fighting off eldritch abominations for some reason, even though said eldritch abominations could be as big as a freakin' castle). Even then, there is more evidence for teleporting people into a mecha than against in that setting, especially since they use teleportation circles as elevators (just check the animation for boarding an AIS in the Magatsu Bonus Quest).Yet when in Phantasy Star you have to fight giant robots/battleships, the solution is never "we'll just teleport a bomb inside them and call it a day".
Now, if you absolutely MUST cockblock teleporting either people or objects to/from/into a mecha, what I suggest is that you use the Schlock Mercenary solution.Well you just pointed out why that isn't a solution. By mecha standards when mecha pirates show up, the solution should be to send your own mechas, not "lol just teleport bombs inside their cockpits".
In SM, Teraports (their version of Teleports) basically revolutionized the entire military industry because it flew in the face of the concept of defending airspace. If you can literally fling shit around time and space, you could just teleport nukes around and no amount of point defenses and interception systems would do ZILCH. (Keep in mind that the setting in question uses low-level A.I. to guide missiles around.) In order to enable defensive perimeters, the creator of the Teraport invented (and subsequently became filthy rich off) the TADS, or Teraport Area Denial System, which does exactly what it says on the tin, it projects a field within which Teraports are impossible without proper authorization. The energy required to project and maintain such fields, however (along with miniaturization issues), limits their mobile applications to putting them onboard gigantic mobile weapons platforms called battleplates or keeping them on massive defensive facilities, often on the planet itself, making finding them on such locations near impossible. Breaching a TAD is possible via use of something called a Teraport Cage, which basically connects two previously prepared 'cages' and allows one to walk through them like a portal (however, the other end of the cage must first be deployed on-site, and punching through a TAD requires a lot of energy so you can't bring something bigger than a small tank along). In any case, those are considered proper military-level tech and a buncha pirates would never have a ship big enough to have a cage OR a TADS onboard.
Also, Murakumo has been updated, along with my charsheet. You'll find it is... a bit beefier than it used to be.Thank you, I'll take a closer look when I have the time.
EDIT: Mechas aren't alive so comparing them to giant monsters isn't really a good point, especially since they're especially prepared to contain living things.
Teleport Object is what Kuro would want here, but even that is only a single object per casting.A fine analysis, but you're forgetting a key detail:
To break them in that situation, instead of having them fall from 10+ feet he'd have to teleport them inside the walls of the cockpit but on the side closer to the inside of the cockpit and not the outside of the mecha and that'd require knowing exact specifications of the exact target mecha lol.
Honestly, I just recently noticed a note on teleporting into/onto moving objects on the PFSRD that pretty much could apply to explaining how to get teleporting inside a mecha's cockpit to work.QuoteBy the way…
Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.
Source Skull & Shackles Player’s Guide
Does not necessarily mean we can use such a ruling from probably a 3rd party source, much less PF rather than DnD regardless of how much the systems works together because I think we're not playing a PF game ( ) but I did immediately think back on that quote after reading Hugo's posted actions and Os' response referencing that past discussion about teleporting into cockpits.
Edit: Gosh, I need to get back around to making my post and come up with some amazing (but probably terrible attempt at doing so) gloating because Kat is surviving these constant barrages so gloriously.