Transferring my question over: Dragonfire Inspiration is definitively banned, right?Well, if you pick just dragonfire inspiration and no other bardic music buffers, I'll allow it.
Oslecamo, is there still room in this? I would like to put my hand up if there is :flutterI believe there may be room for one more yes, in particular with the Faster Paced rules.
Is it okay if I ignore the "Arcane Casters only" part of Craft: Alchemy? It'll make the traps Shatterscale makes a lot more potent.Yes. I always believed that limitation to be really silly anyway.
I'm ready to make a character whenever.Then make it happen. :p
Normally binding requires drawing a sign, how do you want to refluff that?
Transferring my question over: Dragonfire Inspiration is definitively banned, right?Well, if you pick just dragonfire inspiration and no other bardic music buffers, I'll allow it.
Oslecamo, what did you think of my explanation for the binder refluffing? I'll repost it here (and add to it/ actually start on the mechanics of making the character tonight/this weekend).(click to show/hide)
Transferring my question over: Dragonfire Inspiration is definitively banned, right?Well, if you pick just dragonfire inspiration and no other bardic music buffers, I'll allow it.
... does that mean I have to choose between Lingering Song and Dragonfire Inspiration? :-\
Right, crafting question.Much more than what a 1st level character could afford.
How much would a mecha-sized flask of acid cost?
Hm.You're a bard right? Check the PHB then.
This reminds me: what is the starting gold for a first level character? >_>;
I like your suggestions and will go with them. I'll flesh out a little bit more about the "how binders work in this setting" part and then you can integrate it into the world however you see fit.
Does the goverment have any name except The Government?
I like your suggestions and will go with them. I'll flesh out a little bit more about the "how binders work in this setting" part and then you can integrate it into the world however you see fit.
Does the goverment have any name except The Government?
The Grand Open Veritable Enlightened Republic of Neo Motavia, Espers, Nei and Termina.
What's Medal of Valor from?
I believe there may be room for one more yes, in particular with the Faster Paced rules.:love
I believe there may be room for one more yes, in particular with the Faster Paced rules.:love
I'm thinking a pew, pew (from range) character. All good in the hood if I go it?
I expect they'd fall under similar limitations, though. So... basically looking at things on a case-by-case basis.
I think Spirits are usable outside of the ship, though? I'll have other options from that. I think.
Is the bonus skillpoint from Nymph's Kiss multiplied?No. It's already good enough as it is.
Also, what knowledge skill goes with what machine, again?Arcane Robot-Arcana
I'm going ranged but there's definitely room for another ranged character. :):)
I'm going ranged but there's definitely room for another ranged character. :):)
I kinda wanted to play something simple. And as I haven't played a Ranger, I was like, "Standing there and going fwip-fwip seems good."
Osle, can Mecha's be considered a Favoured Enemy? Or are they a subtype? Purely for interest's sake. I don't think running at a big tin man would go well for most people.
I don't suppose that that Numan Artificial Talent racial ability could give me a +1 to Effective Binder Level with the caveat that it can't be used to qualify for higher level vestiges?I'm fine with that.
Yes, you can take Favored Enemy (mecha).I'm going ranged but there's definitely room for another ranged character. :):)
I kinda wanted to play something simple. And as I haven't played a Ranger, I was like, "Standing there and going fwip-fwip seems good."
Osle, can Mecha's be considered a Favoured Enemy? Or are they a subtype? Purely for interest's sake. I don't think running at a big tin man would go well for most people.
I'm going ranged too. Right now we only have one melee guy in the group. But, depending on the setting, we might not need more than that. Up until now we have a binder, a ranged ranger, a ranged fighter (me), and a ship captain. Do you think another melee guy is needed, Oslecamo? Because, if we do and there's no more players,I might respec.
Another thing, the modern/futuristic weapons in the DMG don't have prices. How can we purchase them?
EDIT: Sheet is almost ready.
Alright, gonna get to work on my guy shortly! Where do I post him?
I'm going ranged too. Right now we only have one melee guy in the group. But, depending on the setting, we might not need more than that. Up until now we have a binder, a ranged ranger, a ranged fighter (me), and a ship captain. Do you think another melee guy is needed, Oslecamo? Because, if we do and there's no more players,I might respec.Feel free to go either melee or ranged, party already seems to have some of both.
Another thing, the modern/futuristic weapons in the DMG don't have prices. How can we purchase them?
Correct.Alright, gonna get to work on my guy shortly! Where do I post him?
I think we're using the same thread for High Op and Low Op here (http://www.minmaxboards.com/index.php?topic=9779.0).
Base Crunch(click to show/hide)
Right now I'm a Real Pilot // Incarnate with a focus on tanking. I'm not 100% on the Incarnate part of that, though. It seems rather underwhelming at low levels. I'm considering reworking to a Dragonfire Adept (also Real Pilot.) That character could still tank if needed, but would be more ranged focused and would be using the breath weapon/ entangling exhalation setup for battlefield control.
I'm going with straight-up Fighter//Real Pilot for the couple first levels, but that's my CAST.
Hugo Lotushand is going with Arcane Pilot/Super Pilot//(undecided but will have Shadowcraft Mage levels)
Edit: One last question (I hope). Are multi-classing penalties in effect?
Edit: One last question (I hope). Are multi-classing penalties in effect?
...pffft.
Haha.
AHAHHAHAAHAHAHAHAHAAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!
:lmao :lmao :lmao :lmao :lmao
Good one, dude!
Psst, Scout. Your Fortitude save is wrong.
Psst, Scout. Your Fortitude save is wrong.
You're right! Fixed it and some other details as well. Is everything ok now? Thanks a lot!
Psst, Scout. Your Fortitude save is wrong.
You're right! Fixed it and some other details as well. Is everything ok now? Thanks a lot!
I think so. You're getting the Reflex save from the Real Robot side, right?
So... question. Can I sneak attack with a flamer futuristic weapon from the DMG?No, you can only sneak attack with stuff that demands attack rolls.
@Raineh Daze: That is a greatsword and a scale mail. The equipments are still WIP. And I took the liberty of creating a Greatsword out of an Assault Blade because I could not find a single two-handed weapon for Real Robots.Any arsenal melee weapon can be wielded two-handed if you choose to, just like regular melee weapons. Trying to improvise your own weapons at this stage is not aceptable.
Hiii...-One regional feat per character tops.
Are Regional Feats allowed? Was looking at taking Swift and Silent.
Cityscape Web Enhancement?
I'm just going to assume Dragon Mag/Comp is out as there was no mention of it at all.
I apologise if those were explained in your "Crunch" post. I just wanted to double check that "every 3.5 book under the sun" literally meant book and was not inclusive of magazines or webpages.
Also, will this campaign have much nature stuff in it, or should I be taking Urban ACFs and variants when I can?If by "nature" you mean alien forests and abandoned facilities, sure, it will have plenty of nature stuff. :p
@Raineh Daze: That is a greatsword and a scale mail. The equipments are still WIP. And I took the liberty of creating a Greatsword out of an Assault Blade because I could not find a single two-handed weapon for Real Robots.Any arsenal melee weapon can be wielded two-handed if you choose to, just like regular melee weapons. Trying to improvise your own weapons at this stage is not aceptable.
Honestly, I would strongly advise not taking Weapon Focus with a Real Robot. Apart from the fact you're basically asking for 'weapon focus: one-handed blades', the class is pretty much built around upgrading, replacing, and swapping parts out. You're pretty much shooting yourself in the foot by taking a class that goes in for modularity and then restricting yourself like that. :-\
It works better with Super Robots, honestly (Main Weapon, upgrade that, focus on pimping the mecha and using the one weapon).
Weapon Focus is very rarely worth taking as a feat in any situation. There are other, better, sources of attack bonuses if that's what you need.
If you want to go TWF with a Real Robot, my recommendation would be to take one plasma sword and one steel knife. The knife has the defensive property, which lets you use it as an immediate action. So attack with the plasma sword on your turn, and the knife on your opponent's turn. Two attacks with no need for the TWF feat and no attack penalty.
+1 just to damage, in exchange for a pair of feats and being a particular class? Bad, bad deal.
I'm not entirely sure what point Super Robots actually start to equal Real Robots (if any), which really isn't helped by giving the small level 1 real robot a 1d12 ranged attack. And flight. And a +3 bonus to hit. And then at the high end you get a Real Robot with a 20d8 attack, more HP, more armour, more DR, and a bigger save bonus. Before you start stacking things on it. Also huge energy, and a beam coat.
... I still say something is up with the balance on that. You get to customise, but if you try and specialise you're outdone, and if you generalise, uh... that's not very Super at all.
Looking at the Arsenal, you can take these twothings, stack them on the above mecha, and still have space for that Graviton Cannon or the Neo-Chakram Caster. Oh, and you can buff energy regeneration.(click to show/hide)
So, uh even if they don't stack, that's still a huge bunch of buffs on top of something strong to start with. :/
You've also taken a penalty to your attack by using two weapons, which isn't compensated for by the weapon focus (especially because, unless they're both 'light' weapons, the penalty is bigger), and whilst that SHOULD increase damage output, you've got the strength penalty, loss of the extra 0.5x strength to your damage, and the weapons do less damage individually (though, in this case, there's a distinct lack of two-handed weapons). So, in short, you basically spend four feats (and three more if you want another off-hand attack to have the same potential damage) to not even catch up before adding in bonuses that said two-handed fighter could be receiving. See the problem?
Attacking with two-weapons is only a good option if you have a source of bonus damage dice like sneak attack. Otherwise Power Attacking with a two-handed weapon is going to do significantly more damage with a higher chance of hitting.
Despite the SRD races restriction I assume that Azurin will be allowed?Yes.
Again, you can perfectly grab a one-handed weapon with two hands.You've also taken a penalty to your attack by using two weapons, which isn't compensated for by the weapon focus (especially because, unless they're both 'light' weapons, the penalty is bigger), and whilst that SHOULD increase damage output, you've got the strength penalty, loss of the extra 0.5x strength to your damage, and the weapons do less damage individually (though, in this case, there's a distinct lack of two-handed weapons). So, in short, you basically spend four feats (and three more if you want another off-hand attack to have the same potential damage) to not even catch up before adding in bonuses that said two-handed fighter could be receiving. See the problem?
Hmm... You're right. I wasn't considering that. Have to think about it.Attacking with two-weapons is only a good option if you have a source of bonus damage dice like sneak attack. Otherwise Power Attacking with a two-handed weapon is going to do significantly more damage with a higher chance of hitting.
But there are no two-handers in mech combat yet. I'd have to use an Assault Blade until they show up. IF they show up.
On a side note, I have a feat to choose. Any suggestions?
while under the influence of a fly or levitate spell or effect
Quotewhile under the influence of a fly or levitate spell or effect
I see nothing preventing a creature with a fly speed from taking the feat and using it while diving at a foe.
Battle Jump (http://dndtools.eu/feats/unapproachable-east--33/battle-jump--187/) may be a solid choice depending on whether you can activate it with mecha flight.
On a different note, Power Surge (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Power_Surge) is a Dragon Magazine feat that I would like to take. Specifically, I want to use the duration increasing function on my Entangling Exhalation augmented Breath Weapon.Now that one I'm fine with.
Battle Jump (http://dndtools.eu/feats/unapproachable-east--33/battle-jump--187/) may be a solid choice depending on whether you can activate it with mecha flight.
I'm not aproving Battle Jump, mostly because the feat is a mess as it is written since it never explains what action is actually needed for the falling charge.On a different note, Power Surge (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Power_Surge) is a Dragon Magazine feat that I would like to take. Specifically, I want to use the duration increasing function on my Entangling Exhalation augmented Breath Weapon.Now that one I'm fine with.
That's where the "mess" part comes in. As written it lets you perform a charge (a full round action) without spending an action at all. You could potentially full attack, then use some form of swift action movement (Travel Devotion springs to mind) to get in a position to activate Battle jump, and then full attack again using pounce. This can be accomplished at lv1 with flaws and is kinda silly.
Wait, there was another. Trading Ride as a Class Skill for Tumble. Under Skilled City-Dweller (same website)
Incarnum Weapon is decent outside the mecha but mecha weapons outclass it by a fair margin. That was one of the reasons I decided not to play an Incarnate.
Hologram tech sounds like perfect fluff for it, though.
Just reposting this, Oslecamo, not sure if you got it as you posted right before I finished my edit.QuoteWait, there was another. Trading Ride as a Class Skill for Tumble. Under Skilled City-Dweller (same website)
Oslecamo, since we haven't actually done anything yet can I buy a weapon?Yes. Until I first ask you to roll iniative feel free for any last-moment character crunch polishing.
Oslecamo, since we haven't actually done anything yet can I buy a weapon?Yes. Until I first ask you to roll iniative feel free for any last-moment character crunch polishing.
Question. How long have we known one another?
It may be that I'm jet lagged, tired, need to sleep and whatnot but what will leather armour and a longbow be refluffed to? I wasn't sure if there was a refluff thread that outlined this :(
One last disclaimer: As this is my first PbP and I'm still new to this game (please, stifle the groans :P) I would appreciate any constructive criticism you guys have got.
Question. How long have we known one another?
It may be that I'm jet lagged, tired, need to sleep and whatnot but what will leather armour and a longbow be refluffed to? I wasn't sure if there was a refluff thread that outlined this :(
One last disclaimer: As this is my first PbP and I'm still new to this game (please, stifle the groans :P) I would appreciate any constructive criticism you guys have got.
Incarnum has become Holograms, magic would be Techniques. Photon manipulation or... something.
Bardic music is probably just excessively awesome music. :lmao
I find it hilarious that the 10 Int, 8 Cha warblade is assuming command. Time to put a stop to this silliness.
Also. What has happened to magic? I'm writing out Cashile's backstory, but... it looks like mage's, or magic, died out centuries ago =/
One of the parts of his backstory wasbeing a lucksackkilling a mage and being rewarded with a suit for it...
Also. What has happened to magic? I'm writing out Cashile's backstory, but... it looks like mage's, or magic, died out centuries ago =/
One of the parts of his backstory wasbeing a lucksackkilling a mage and being rewarded with a suit for it...
Added fluff entry about it.
And that is when Sargeant Antares reminded people of Maxim 8 (http://en.wikipedia.org/wiki/Schlock_Mercenary#The_Seventy_Maxims_of_Maximally_Effective_Mercenaries).
And that is when Sargeant Antares reminded people of Maxim 8 (http://en.wikipedia.org/wiki/Schlock_Mercenary#The_Seventy_Maxims_of_Maximally_Effective_Mercenaries).
Shatterscale lives by numbers 25 and 34.
Why 10 ranks in Balance? 5, so you're not flat footed is the typical number.
Escape Artist is one of those skills that's nice when you need it but "when you need it" covers few enough situations that it's rarely worth the investment. It is also exceptionally easily replicated by various spells and items and also by having a buddy around to get you out of whatever you're trying to escape from (cut your bonds, kill the guy who's grappling you, etc)
Your skills look solid as they are to me. I would say Able Learner isn't really necessary just for balance (Martial Study in an appropriate discipline will get you balance as a class skill + a maneuver.) In fact, if it were me building the character I might ditch balance altogether (either live without it or wait until you take Scout levels to raise it) and put the skill points into knowledges or maybe sense motive since your wis is decent (all of which are class skills via Real Pilot.)
Also. What has happened to magic? I'm writing out Cashile's backstory, but... it looks like mage's, or magic, died out centuries ago =/
One of the parts of his backstory wasbeing a lucksackkilling a mage and being rewarded with a suit for it...
Added fluff entry about it.
Is Divine magic in the same boat? As he is a ranger and will eventually come into magic of his own I didn't want him to be angry against all magic users. Although that could be a turning point in his life...
Divine Forces follow philosophies and ways of life (Radha Bairaban, the Divine Pilot, is a fervant Yoga teacher). Divine magic users worshiping named entities are much more likely to be up to no good. Altough even then exceptions exist, with mechanical "gods" protecting certain populations, leting a chosen pilot to command them into battle. But if your god doesn't show his face in the open, then most factions won't be must trustworthy of them.
Divine Forces follow philosophies and ways of life (Radha Bairaban, the Divine Pilot, is a fervant Yoga teacher). Divine magic users worshiping named entities are much more likely to be up to no good. Altough even then exceptions exist, with mechanical "gods" protecting certain populations, leting a chosen pilot to command them into battle. But if your god doesn't show his face in the open, then most factions won't be must trustworthy of them.
Is there a list of deities?
Or should I just go read any material about Phantasy Star I can get my hands on to answer this question?
My knowledge about this game is basically non-existent.
What he said.
Also, unless anyone says otherwise by the end of the day, I'll assume that you'll all be riding inside the main ship (that has more speed/DR) in the direction of the biodome until something happens. The current discussion about painting enemies has fallen a bit on the too silly side so better get things moving if you ask me. :p
Lingering Song exchanged for Launcher Pad, because singing and talking is about all I'm good for right now, so having it last longer isn't really necessary. :lmao
Also, unless anyone says otherwise by the end of the day, I'll assume that you'll all be riding inside the main ship (that has more speed/DR) in the direction of the biodome until something happens. The current discussion about painting enemies has fallen a bit on the too silly side so better get things moving if you ask me. :p
Launcher Pad[Ship Captain]:Fast-opening docks and magnetic catapults allow for quickly retrieving allied machines, while allowing to send them into the fray with a boost. Entering or exiting the ship is now a free action for other mechas, but they can only exit 1 round after entering. In addition when a mecha exits the ship, all of its movement speeds are doubled for 1 round.
Scout89 beat the buzzer's iniatives, so feel free to act.
In case I forgot to mention it, the members of each side all act on the same iniative, using the best one among their numbers.
So if one person beats the other teams initiative, the others on that team do not have to roll?
I assume that's based on coordinating other people, or just for the sake of PbP expediency - things get a LOT faster if you base turns on a sequence of "players > DM > players > DM" instead of "Tom > John > DM >Rick > DM again > Bob > DM > DM > Jesus, Mary and Joseph". In the latter case we always end up "okay, who's supposed to go after <Player X>?"
You have to pay the energy even if you have a flight speed but, otherwise, yup.
Can we replenish ammo in the battleship?
EDIT: Nan, it's Vail on point. Antares is back near the battleship.
You have to pay the energy even if you have a flight speed but, otherwise, yup.
Can we replenish ammo in the battleship?
EDIT: Nan, it's Vail on point. Antares is back near the battleship.
So it is. You should put your name in your posts so I don't get confused. :P
... so, to ready a heavy weapon, you can't use any other action. Including swift or free actions, it seems. @_@
You have to pay the energy even if you have a flight speed but, otherwise, yup.
Can we replenish ammo in the battleship?
EDIT: Nan, it's Vail on point. Antares is back near the battleship.
So it is. You should put your name in your posts so I don't get confused. :P
Will do, sorry about that.
Ready Action: firing the beam cannon against the first Buzzer to come within 200 MU of the ship (I'm having a bit of trouble counting the squares, so I'm not entirely certain none are within that area ^^;), area attack so that if multiple creatures can be attacked, they will be.
That would be correct.Ready Action: firing the beam cannon against the first Buzzer to come within 200 MU of the ship (I'm having a bit of trouble counting the squares, so I'm not entirely certain none are within that area ^^;), area attack so that if multiple creatures can be attacked, they will be.
By my count they're just out of your range. 200mu is 40 squares which ends at row K.
However, I think mecha weapons ranges are range increments, not max ranges. If that is the case, you could fire the cannon now by taking a -2 range penalty. You couldn't hit more than 1 of the buzzers at once, though, so it might be better to wait.
Couple more questions now that I've done my move.Yes.
Is the Stealth property exactly the same as normal stealthing? Half speed? Same bonuses?
How do we factor in height to our movement calculations?The same as if moving in other directions with mecha thrusters.
Aaand 1 more edit. Oslecamo, I've sent you a PM. Just in case you didn't see it, I've missed it a couple of times myself.I didn't have time to visit this site yesterday at all if it wasn't clear. Busy busy. :p
Normally it takes time out of battle, but with the addition of Veteran Mechanic: one weapon per round.
Still waiting for that to be updated to actually allow the ship to be rebuilt faster or something. XD
You get a deployment speed boost because of Launch Pads, it's one of Alexia's feats.
Aaand 1 more edit. Oslecamo, I've sent you a PM. Just in case you didn't see it, I've missed it a couple of times myself.I didn't have time to visit this site yesterday at all if it wasn't clear. Busy busy. :p
Benefit:Allies within a 5 foot radius from you gain +1 Command bonus to attack rolls and AC.
By the way, do my knowledge checks (http://www.minmaxboards.com/index.php?topic=10048.msg163625#msg163625) get me any info beyond "these are buzzers, they look like giant wasps" ?
I'm unsure as to if this works:It adds to your movement speed, clarified. So you don't get a free move action out of it.
As a free action at the start of my turn I use Accel (http://www.minmaxboards.com/index.php?topic=7158.msg109860#msg109860). Do I move 15 feet/mu straight away? Or is that added to my possible movement for the turn? Is it halved if I'm hiding and want to continue hiding?
Can I then fire a heavy weapon? (the one that takes a full round to use)
After that, because I'm in the Hit and Run (http://www.minmaxboards.com/index.php?topic=7159.msg109861#msg109861) stance, can I then move again?
Also, this may be an idiotic question, but are my maneuvers and spirit abilities available outside of my mecha? Assumption is, currently on, that I can use them.Yes only to spirits.
One more question. Does hovering, assuming you have flight capabilities in your mecha, use any energy? Or only moving?Only moving.
Also, this may be an idiotic question, but are my maneuvers and spirit abilities available outside of my mecha? Assumption is, currently on, that I can use them.Yes.
Also, this may be an idiotic question, but are my maneuvers and spirit abilities available outside of my mecha? Assumption is, currently on, that I can use them.Yes.
Maneuvers from pilot schools can be used outside mechas? Without energy?
Also, this may be an idiotic question, but are my maneuvers and spirit abilities available outside of my mecha? Assumption is, currently on, that I can use them.Yes.
Maneuvers from pilot schools can be used outside mechas? Without energy?
IF you're a Moon Vanguard, yes.
Hugh, only spirits. That's what I get for replying to so many questions in such short time. :blushAlso, this may be an idiotic question, but are my maneuvers and spirit abilities available outside of my mecha? Assumption is, currently on, that I can use them.Yes.
Maneuvers from pilot schools can be used outside mechas? Without energy?
Your personal super robot automatically knows all maneuvers and stances you do.
This raises an interesting question: do Guts, Refresh, and the other healing Spirits also work on foot?
Yes. Specifically lets you fire and then move.
EDIT: Remember that mecha ranged weapons add dex to damage.
Hmm, what would happen if a pilot got in their mecha, entered a stance paying the energy to do so, then got out of the mecha without exiting the stance?Kick them out.
Would getting out of the mecha kick them out of the stance or would they be able to retain the benefit?
Correct.This raises an interesting question: do Guts, Refresh, and the other healing Spirits also work on foot?
They work but they heal mecha HP, not creature HP. For the same reason you can't cast Heal on a mecha (confirmed earlier in the thread), you can't use a healing spirit to heal a non mecha.
You could use Faith or Trust to heal an allied Moon Vanguard when out of your mecha, however.
Thanks for the responses.Yes.
Just had a massive brain fart when doing the bonuses to rolls for my attack :o
One last question, for now.
I want to double check that I'm not being too literal with the reading of this (though even the intent seems to agree). With Hit and Run is the extra move action only allowed after the full round? :p
Remember that this is the very tightly restricted game?
Then what are you talking about? I want to know, now... :(
My impression was that homebrew, even homebrew that would otherwise be approved, was, if not outright banned, then strongly discouraged in order to keep this game simple.
Otherwise I'd probably have gone with a homebrew class of some sort (or at least Martial Study and stance from the Breath of Fire discipline.)
3. Try to keep homebrew stuff to a minimum.
On that note, do Pilot classes count as martial adepts for the purposes of martial study? If so, does the "don't expend maneuvers, pay energy for them instead" aspect of pilot maneuvers apply to maneuvers learned that way?
A 5ft step has no connection to movement speed. Only way to increase the distance you 5ft step is an ability that specifically says it does that.
You can move 5 feet in any round when you don’t perform any other kind of movement.Emphasis mine. It definitely has a connection to movement speed.
A 5ft step has no connection to movement speed. Only way to increase the distance you 5ft step is an ability that specifically says it does that.
It does, though.Quote from: SRDYou can move 5 feet in any round when you don’t perform any other kind of movement.Emphasis mine. It definitely has a connection to movement speed.
Now, I realise that the answer is most probably going to be a big, fat, "Nooooo." I mean, everything bar stuff like Tumble (DC40), Rollerskates, etc, doesn't effect it. And the things that do affect it, point it out specifically (off the top of my head). But, I am interested nonetheless.
A 5ft step has no connection to movement speed. Only way to increase the distance you 5ft step is an ability that specifically says it does that.
It does, though.Quote from: SRDYou can move 5 feet in any round when you don’t perform any other kind of movement.Emphasis mine. It definitely has a connection to movement speed.
Is standing from prone considered movement for the purposes of 5ft steps?I believe not.
Another question about the Spirit Accel (http://www.minmaxboards.com/index.php?topic=7158.0). It says increases your movement speedAs far as remember, increases to your movement speed never affect the distance of your 5-feet step range unless explicitly noticed.increase. Does this include when using a 5ft step?
So... a 20ft step? :flutter
Also, Osle. In IC it says I'm grappled. Did you roll my opposed grapple check? Or am I to do that? The assumption's on the latter, but just checking due to me not being able to decipher the million dice rolls you made :oI rolled for you ahead of time here (http://www.minmaxboards.com/index.php?topic=10048.msg166276#msg166276) at the bottom of the post.
By that logic, Amaterasu (in the high end) can move about a hundred and fifty feet or something as a five-foot step.I'll take your word on it.
That's a connection to "movement speed" as in "how fast you are moving in a given round" but it's not a connection to movement speed, the stat, as in "how fast you are capable of moving in a single action" because a Halfling takes the same sized 5ft step as a Human.I was being facetious and nit picky. I wasn't actually arguing with you about the rules :P
Thinking about it, I now realize 5ft steps do have a connection to movement speed, but only on the low end. If your speed is 5ft or less, you can't take a 5ft step as a free action.
As far as remember, increases to your movement speed never affect the distance of your 5-feet step range unless explicitly noticed.Ta.
I rolled for you ahead of time here (http://www.minmaxboards.com/index.php?topic=10048.msg166276#msg166276) at the bottom of the post.Thank you.
Can I assume you get back into the ship to reload/repair and and continue on route to the bioplant, or something specific you want to do?I got nothing else to do besides repairing.
30 MU up.
Deploying is a free action, Kuroi. Also, all movement speeds are doubled for one round. Launcher Pads! :D
EDIT: Welp, you certainly rolled well again. Am I a sort of misfortune magnet? :p
30 MU up.
Deploying is a free action, Kuroi. Also, all movement speeds are doubled for one round. Launcher Pads! :D
EDIT: Welp, you certainly rolled well again. Am I a sort of misfortune magnet? :p
Yeah, I keep forgetting that... Man, I wish I'd used my Railgun instead. :p
It's the 'fully', rather than 'half' part that's weird.Just as planned. :smirk
Also, I have no idea if this is intentional or not, but aside from Veteran Mechanic there are no rules given for repairing partially damaged Mecha.Excellent point, added rules on mecha basics for repairing non-destroyed mecha, plus clause for it in veteran mechanics.
There are absolutely none at all given for repairing non-exploded ships. The only mention of repairing things is in the battleship writeup, and it'd be an interesting topological exercise to fit a ship inside itself for repairs. :lmao
Exactly what can I make an AoO WITH?
Exactly what can I make an AoO WITH?
Okay, some questions:
1) Does the fact that I forgot to add my dexterity modifier to damage last round make a difference to the outcome? >_>;
2) Does 'insect is latched onto me' count as threatened and result in provoking an AoO if I shoot at it? :lmao
Exactly what can I make an AoO WITH?
Whack them with your railgun dealing 1d6 damage base as an improvised weapon (-4 penalty on the attack roll). :p
Now that I noticed Kuro had misrolled his damage, that's enough to make the mutant ant drop togheter with all the other attacks.
I've had a most likely stupid idea.Rule of cool says you can. However you won't be able to use your mecha for the rest of this battle, and there's a nonzero chance you'll still be facing one group of giant monsters before geting into the bioplant.
- These monsters aren't mechas, and thus are subject to the penalties associated with fighting smaller opponents.
- When a mecha is sufficiently damaged, the pod allows you to eject "In any direction you choose.
- It takes a lot of force to launch the escape pod.
- Alexia has Veteran Mechanic and can fix totalled mechs.
- Therefore, it is tactically sound for Shatterscale to provoke an attack of opportunity, launch the escape pod into the ant's smugass face, and attack it from where its jaws can't reach.
Thoughts?
Nice to see you're back Os.
Also I don't have an opinion about what we do.
Yes, bioplant map on scale. Everything around is a featurless plain of grass and flowers.
Also as a reminder, it's suposed to be a fully automated facility.
In this place and era, that means self-repair systems and maintenance microbots. So as far as you can tell, it's working normally.
Yes, bioplant map on scale. Everything around is a featurless plain of grass and flowers.
Also as a reminder, it's suposed to be a fully automated facility.
In this place and era, that means self-repair systems and maintenance microbots. So as far as you can tell, it's working normally.
Except for the plumes of smoke that indicate the robots' priorities have shifted from "facility repair" to "something something something dark side".
I say it's a computer virus.
If it is, the hacker is Dark Falz.
No fair, Os. We haven't even been through the caves area yet.
Hint: we'll need protection against positive energy.
Hey Osle do I not get my Dex bonus to damage? (Assuming that +1 was for Point Blank Shot)You have any special ability for that? Regular bows/guns don't get Dex bonus to damage rolls in D&D.
My condolences as well.Hey Osle do I not get my Dex bonus to damage? (Assuming that +1 was for Point Blank Shot)You have any special ability for that? Regular bows/guns don't get Dex bonus to damage rolls in D&D.
Anyone object to doing the long about way to the central control room? (IE following Shatterscale) Just eyeballing it, it's not really that much further along. We could catch the ceiling blob on the left side, kill it, then make it round to the right side one and not be far behind (maybe even cut it off depending on our speed).
This is assuming we want to do a quick sweep and turn it all off before hobo looting the place (or will it explode? duh duh duhhhh)
I take it the last enemy is dead. I need a confirmation so I don't attack a dead target or just let it bite my ass.
We're kinda tied to the ground here. I am, at least.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.
Question.
If I pull the machinegun out, do I get to shoot at more than one target at a time?
Because you're the current party leader, pointing the way. Feel free to assign somebody else as vanguard. :p
Also, you get a free surprise round since the amoeba is too busy gorging itself with delicious nutrient fluid.
Well, Antares is a sargeant, so unless he's going for insurbodination, you can override him because of higher rank.
Altough Shatterscale was also voting for "let's loot the place instead", so I guess that's two votes against one as well.
AG-22.
I'm kind of feeling eh about this game though.
AG-22.
I'm kind of feeling eh about this game though.
Anything I can do to help with that? I know the updates have really slowed down because of me, but I'll have at least another week of busy RL before I can be more active.
One idea I was thinking around was that once you exit this facility, you could earn some 2-4 levels at once, because 1st level characters are kinda frail and limited, even with gestalt.
That's for what I created the feat that increases your max Spirit points.
Alert is another cheap Spirit, useful for everybody.
And yes, you can pick a spirit that it's too expensive for you to use when you gain it.