Does this mean all our mecha are vertically squashed to the same size? :0
I'm told this (http://www.minmaxboards.com/index.php?topic=9719.msg157764#msg157764) might be used to make a CAST. It's written by you. Plus it names CASTs specifically. AND repeatedly. :D According to this one at least, Cure spells work just fine.
Yes to all of those except magic items. However gear that increases your own stats affects the mecha as relevant, like a belt of giant strenght/gloves of dexterity increasing the mecha's own Str/Dex score, as they're the same as the pilot's.QuoteHm, maybe I should use one of the Evangelions as a mecha appearance? Decisions, decisions...Wait. You didn't select this (http://danbooru.donmai.us/data/sample/sample-ec81c75c846f442077a2fd96a413a072.jpg) yet?
Also. I'm not sure what exactly is included in "self-buff class abilities for fighting" as far as what a character's abilities transferring to the mech goes.
Self-buff means things that grant you temporary bonuses to a stat or does it include permanent benefits, like classes granting immunities to certain types of damage, fast healing, spell resistance, pounce and so on. Might also have missed the part about it but does a mecha benefits from the pilot's magic items?
Does the "mecha weapons always provoke attacks of opportunity for firing while threatened" rule mean that abilities which allow ranged attacks to not provoke do not function for such weapons?Yes.
No, I cannot, because that would be enough words to fill a book if not multiple ones. Instead just follow this simple rule:
-Does it apply to your own character's body ( except size change) and it doesn't affect others? Then it applies to your mecha.
Won't it be easier to have separated character threads, one for the High-end, one for the low-end ?For me it's easier this way, more used to it.
Still got a feat to pick, and work out the exact combat stats of my mecha (does it get my natural armour bonus as well?), but this (http://www.minmaxboards.com/index.php?topic=9779.msg159191#msg159191) is otherwise complete.Tecnically it gets your natural armor bonus. However your mecha already has a bonus of the same kind, and they don't stack.
Is there magic transparency for this campaign?Depends heavily on what you want. That's a massive can of worms. Psionics can be stoped by regular anti-magic measures. Doesn't mean however that psionics can grab whatever they want from the cleric and wizard bags of tricks.
Mostly in terms of SR working against it or not.It works.
Also, is the Birthday Cake half-golem material's special fast healing stacking with other sources of fast healing? Like the Saint's or the fast healing granted by other materials?It doesn't.
Could there be a martial equivalent of Fewmet/Grisgol? I'd rather use some maneuvers as an Ex ability than cast spells as such. Even though it might be stronger.Option for Half Zodar golem added in the "main" material list.
Unlike normal martial disciplines, Burning Justice maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.
That was an oversight on my part, added that clause to Into The Danger Zone, thanks for pointing it out!
Moon Vanguard has to both ready maneuvers and pay energy.
Also, IC thread should be up shortly (hopefully).
Since Androids are soulless, how does certain class abilities granting a bunch of stuff, including one thing based on Charisma, work?-No Insight bonus to AC, but you get the rest of the stuff.
Case in point: Saint Body changes creature type, Insight bonus to AC equal to her Cha mod and a clause that makes you lose the class abilities if you stop being so nice.
Does it keep everything except the Cha-based effect (Insight bonus to AC equal to her Cha mod) or does it not get the ability at all?
Same thing with:
Miracle of Good granting choices of SLA, all but Bless having save DCs (harmless) based on Charisma.
Aura of Good that gives a bunch of stuff including a double-strength Magic Circle Against Evil whose AC and Save bonus is Cha-based.
Wax golemaic weapon that gives a bunch of stuff including the Cha-based ability to mar a target's appearance.
And would the Obah-Blessed Clay golemaic weapon also give the mecha extra arms since it is kind of a self-buff class effect?Yes. But so much arms for so little investment feels too much, so cut it back to just one extra.
Yes. But so much arms for so little investment feels too much, so cut it back to just one extra.One!? How dare you destroy symmetry!
Interesting discovery: her run speed is... 64mph. O_o
Wait, you mean I could just post my character in, just like that? >.>;;
Well, you guys have started the IC thread already and your characters hardly seem ready. :PMine is ready. Just a question pending on a big luxury expense, nothing vital OOC. :p
stay in a 120 ft radius around Abraxax, he has Telepathy ;).
EDIT : Osclecamo, can I consider a 1000 gp budget on my WBL enough for a nice full-time 30 something marching-band/orchestra inside the Götterdämmerung, or that would not be enough ?
Well, you guys have started the IC thread already and your characters hardly seem ready. :PYou can flesh out the details as the story advances. One of the basis of this campaign is to try to keep a good rhytm. I had said a week to start since the basis were implemented, and a week had passed.
stay in a 120 ft radius around Abraxax, he has Telepathy ;).It is a common belief but the telepathy ability doesn't allow one to grant it to another. You can send thoughts to someone but it doesn't allow them to send some to you. :-\
Bummer. You are right. We are only able to "communicate" according the SRD. I do understand that you should be able to answer ( communicating both ways), but I've looked in the couatl entry and there they add that people can answer...Quotestay in a 120 ft radius around Abraxax, he has Telepathy ;).It is a common belief but the telepathy ability doesn't allow one to grant it to another. You can send thoughts to someone but it doesn't allow them to send some to you. :-\
I like how we haven't introduced ourselves.
Hmm. So, who wants to be Amaterasu's friend? :D
I think my aerial speed goes up by something like 10 feet every level. XD
So... are you liable to getting hit in battle, or at least being in melee?
I'm still one feat short since Rashemi Elemental Summoning doesn't work with Travelling Companion and I don't feel like screwing with my spells known sufficiently to make summoning via spells a thing that I can do.Infinite spells as long as you keep doing easy spellcraft checks? Definetely not.
So how about the Miser with Magic feat from Kingdoms of Kalamar?(click to show/hide)
Is 2,200 gp enough for a better-furnished cockpit? Or, at least, some sort of spare seating for people, given how much she can stash in there somehow? :lmaoSure you can buy one or a dozen more seats. Doesn't change everything will be crunched up and piled up on top of you when the cocpkit is closed. So if your plan was to try to make it more confortable, I would recommend don't stashing any non-vital stuff.
Which reminds me: do Deceivingly Innocent Form and Monster Lord leave you with larger carrying capacity or not? I can't work out if those're actually size modifiers. :huh
Anomander:When you take a construction material for the Half-Golem, you have to take that same material for the respective golemaic weapon.Fusion Golem's Tech Up ability waves the need for them to match.
QuoteAnomander:When you take a construction material for the Half-Golem, you have to take that same material for the respective golemaic weapon.Fusion Golem's Tech Up ability waves the need for them to match.
Yes, but again, since the mecha doesn't have actual HD, it would only get to use said Con score for Fort saves.We so need a Bard :D
I get fire immunity from my first construct material from Half Golem.I'm afraid it doesn't really work like that. You don't have two "layers" of fire immunity where one stays dormant and is activated when the other is removed. You simply have fire immunity, and if something says it's removed, you lose it.
I become an Outsider by becoming a Saint, which can enter Monster of Legend.
Edit: Oh, if that confused you, the only reason I picked a second source of fire immunity is to remain fire immune if I use the fire immunity conversion of the 3rd level stance.
That's too damn hilarious not to do, you know ? :D I have nothing against humor, as shown by the very concept of the character I'm playing.(click to show/hide)
^Probably a Newman. Its in the races of the SRWs d20.
Link (http://www.minmaxboards.com/index.php?topic=9719.0)
Second race. Numan.
Edit: Also, what happens to those who already have the ability to go through half DR when they use a rending weapon? They ignore full DR or are they just not stacking?
Suggestion: I was wondering how some technological tools could be acquired seeing how we are in a futuristic setting and all and thought we could perhaps just buy d20 Modern stuff.Not interested. There's already more than enough material mixed in here for me to want to add even more books that I have little idea about their balance. Just refluff magic/mundane items as needed.
I made some research on converting Purchase DCs to an actual market price and this is what came up, if you'd be interested to apply something like it.(click to show/hide)
...Nethereworld Gardener feat, the youkai-forged blades become in-built weapons of your Nano armorQuestion: Does this mean that two of the mecha's pre-existing in-built weapons are considered to be youkai-forged blades or are they new in-built weapons? If they are new ones, how do we determine what they are since the youkai-forged blades can be any weapon with which you are proficient. Moon Vanguard is proficient with any weapon gained from the class, so it could technically be anything.
Quote...Nethereworld Gardener feat, the youkai-forged blades become in-built weapons of your Nano armorQuestion: Does this mean that two of the mecha's pre-existing in-built weapons are considered to be youkai-forged blades or are they new in-built weapons? If they are new ones, how do we determine what they are since the youkai-forged blades can be any weapon with which you are proficient. Moon Vanguard is proficient with any weapon gained from the class, so it could technically be anything.
SorO, your post is... confusing. Um... Have you got the pseudodragon 70 feet into the air confused with the huge girl he's talking to? :huhHuh seventy in the air? Oooh I thought you were seven feet tall. lol, oops. Nothing to see here, move along.
Though the mecha isn't ordered to step on anyone that moves. Just anything that tries to move or attack it. Sentience = you don't need to get other people to transport it. :lmao
Its unsettling to be lost in thought thinking and when looking up to start typing, seeing a spider just hanging in the air in front of your face....
Totally lost my train of thought.
I object to the idea of:
A) having an army of disposable mecha on hand (there IS a limit to the amount this ship can carry... and I guess I should point out now that it's supposedly going to have to carry a mecha that's noticeably larger than it is)
B) tossing minions to their deaths every time we reach a new place. I am not playing a sociopath. :/
These are badass academy veterans with a 'tude and UNDYING LOYALTY to their captain.
-It adds to the mecha's in-built weapons.Quote...Nethereworld Gardener feat, the youkai-forged blades become in-built weapons of your Nano armorQuestion: Does this mean that two of the mecha's pre-existing in-built weapons are considered to be youkai-forged blades or are they new in-built weapons? If they are new ones, how do we determine what they are since the youkai-forged blades can be any weapon with which you are proficient. Moon Vanguard is proficient with any weapon gained from the class, so it could technically be anything.
How much would I have to pay for a communication app to speak with everyone and everything that can send/receive data via radio/satellite/other frequency, the equivalent of a personal computer to which I can connect with the Protectora XVI and the android organization database and maybe some form of internet when signal disturbances aren't being a problem.If such a device existed, the Government and every other known faction would probably start wars for its control. If it fitted inside a mecha, it would be a massive bonus.
I'd also be interested in acquiring a connection device to connect to computers that could be found to operate them without an available/operational interactive panel.Now that's the exact opposite. Adaptator drives come at the cheap price of just 50 meseta to allow you to interact with technology and are a staple among explorers, Hunters, military and anybody who expects to find strange tech.
Maybe also some kind of recharge plug to connect to my android/nanoarmor that could transfer energy to a mecha, if that's even possible.That kind of devices only exists in industrial versions, usually fitted inside ships.
Robot stuff.
I'm not looking to put levels into monster classes (unless they advance wizard casting and synergize well with illusionists). I'm mostly going for Monster Hybrid, the feat. :pEthergaunts (http://www.minmaxboards.com/index.php?topic=1360.0) ho! :p
I'm still working on my followers, I do know my highest is a WF Arty posing as my mechanic.Ah, yeah, I had noticed the artificer cohorts of yours, which reminds me of a somewhat situational houserule of mine.
Also, keep in mind that if you feel bad for the mooks, remember that the Death Star supposedly crewed on the upwards of a couple million people, and the Rebels blew it up without so much as giving them a hail and suggesting they evacuate. Soldiers are an expendable lot. And in the eyes of the folk who are commissioning our team, so are we.Actually, the Hunter's Guild does have a life-insurance program where they'll offer good rewards should you find the remains of other hunters and bring them back to civilization, whereas the Guild itself will pay for the cloning of their minds and bodies.
I haven't really mentioned this up to now, but I would like my character's mecha (that's Aden's Huckbein Boxer) to have had its built in weapons removed for character reasons. Is it possible to do that and would it affect the stats of the mecha besides not having the weapons anymore?If you really want you can have the in-built weapons removed, but you won't gain anything from it.
If you take any equipment owned/crafted by your followers/cohorts/whatever, they'll riot and you won't get any replacements.
Ah, yeah, I had noticed the artificer cohorts of yours, which reminds me of a somewhat situational houserule of mine.
If you take any equipment owned/crafted by your followers/cohorts/whatever, they'll riot and you won't get any replacements.
I am still against having 'toss our weaker allies at things' as a first resort. XDNo.QuoteIf you take any equipment owned/crafted by your followers/cohorts/whatever, they'll riot and you won't get any replacements.
Would they sell things they make to you at a discount, though? :O
Also no. Leaderships is already bloody strong in giving you a powerful minion. Geting price discounts is pushing it too far.Ah, yeah, I had noticed the artificer cohorts of yours, which reminds me of a somewhat situational houserule of mine.
If you take any equipment owned/crafted by your followers/cohorts/whatever, they'll riot and you won't get any replacements.
Including equipment which they crafted using your WBL? Even if you have given them equal amounts of gold, also from your WBL, to be used for crafting gear that they will then use?
Anything that makes me look less like a beetle out of hell who grew arms?If you grab monster hybrid and monster blood, you get to keep your old racial traits (actually you can't multiclass into another base monster class whitout them anyway).
Also, the first clause on losing racial bonuses could seriously screw up spell access for me early on (IF I take monster class levels, it'll be at level 13 and up).
I'd rather keep Hugo human-ish in appearance, with the occasional monstrous trait shining through in times of extreme distress, see...
lol. I don't take, I barrow for an extended amount of time.I'm still working on my followers, I do know my highest is a WF Arty posing as my mechanic.Ah, yeah, I had noticed the artificer cohorts of yours, which reminds me of a somewhat situational houserule of mine.
If you take any equipment owned/crafted by your followers/cohorts/whatever, they'll riot and you won't get any replacements.
Also no. Leaderships is already bloody strong in giving you a powerful minion. Geting price discounts is pushing it too far.
Anything that makes me look less like a beetle out of hell who grew arms?If you grab monster hybrid and monster blood, you get to keep your old racial traits (actually you can't multiclass into another base monster class whitout them anyway).
Also, the first clause on losing racial bonuses could seriously screw up spell access for me early on (IF I take monster class levels, it'll be at level 13 and up).
I'd rather keep Hugo human-ish in appearance, with the occasional monstrous trait shining through in times of extreme distress, see...
Considering an hybrid's aspect is up to dicussion, and the ethergaunt is kinda humanoidish, I would be willing for your character to retain mostly an human aspect with just a few traits of "beetle out of hell".
For 56 000 meseta, you can buy yourself a portable device able to send messages every 10 minutes, but it can still randomly jam when trying to communicate between planets, with chance of sucess quickly decreasing the farther away the sender and receiver's orders are in space.Can make space ships travel to interstellar distances - can hardly send a message across own solar system.
Except you don't need the monster hybrid feat to get template monster classes. It was about the bonus from the feat itself, with the 'possibility' to perhaps go into a casting monster race.
Actually I planned on using his Infusions, repair/disable, & knowledge out of combat. Which shouldn't be too big of a deal given no access to the rather abusive one. I did use PB25 rather than none-elite array through.
Jokes aside, good to know. What about a more local reception? Local signals and radio waves.
In a colony ship? 1 meseta each.(click to show/hide)
Ship size: huge.
Biggest mecha: gargantuan.
Hmm.
Should the youkai forged blades be arsenal I weapons, seeing how those are the only slashing weapons I am proficient with?Yes.
Ship size: huge.That would be correct. The ship would need to start at least at colossal mecha size to be able to fit that.
Biggest mecha: gargantuan.
Hmm.
Nope, they work on the same scale (and ship needs to dip Super Robot for 4 levels to fit the biggest mecha and anything else... though I'm fairly confident that by that point you should be able to squeeze a comfortable chair into the mecha cockpit), with the ship size ranging from Huge to Colossal. It can fit one mecha of its size, two of a size smaller, four of a size below that, etc.
Though it's probably too small if we have more than four pilots with medium or large mecha anyway.
In a colony ship? 1 meseta each.(click to show/hide)
Also in case it wasn't obvious, 1 meseta equals 1 gold coin.
In my defense, Star Wars battleships are big even by sci-fi standards. They're 1600 meters by 1015 meters after all.Nope, they work on the same scale (and ship needs to dip Super Robot for 4 levels to fit the biggest mecha and anything else... though I'm fairly confident that by that point you should be able to squeeze a comfortable chair into the mecha cockpit), with the ship size ranging from Huge to Colossal. It can fit one mecha of its size, two of a size smaller, four of a size below that, etc.
Though it's probably too small if we have more than four pilots with medium or large mecha anyway.
Huh. Well I guess 16 medium sized mechas is a decent number for Colassal. For something called a massive mobile base :/
I guess I'm just picturing, like, Star Wars sized battleships :D
In my defense, Star Wars battleships are big even by sci-fi standards. They're 1600 meters by 1015 meters after all.Nope, they work on the same scale (and ship needs to dip Super Robot for 4 levels to fit the biggest mecha and anything else... though I'm fairly confident that by that point you should be able to squeeze a comfortable chair into the mecha cockpit), with the ship size ranging from Huge to Colossal. It can fit one mecha of its size, two of a size smaller, four of a size below that, etc.
Though it's probably too small if we have more than four pilots with medium or large mecha anyway.
Huh. Well I guess 16 medium sized mechas is a decent number for Colassal. For something called a massive mobile base :/
I guess I'm just picturing, like, Star Wars sized battleships :D
But I can't really think of a good example of an arcane/super mix.
Clarified that when the Fusion Golem's composite Plating doubles "any" DR you have, it means just DR gained from the Half-Golem and Fusion Golem levels.And does the Plating super robot upgrade increase any DR possessed by 1?
It does, though it feels more like it's on the arcane side of things.
EDIT: Hey Osle? I think I'm screwed when it comes to Spirits. I'm a Divine Pilot 8/Super Pilot 4, so neither SP nor RP are my highest level classes. Do I have to eat the increased cost either way?
It does, though it feels more like it's on the arcane side of things.
EDIT: Hey Osle? I think I'm screwed when it comes to Spirits. I'm a Divine Pilot 8/Super Pilot 4, so neither SP nor RP are my highest level classes. Do I have to eat the increased cost either way?
I thought you were an arcane pilot?
In any case, I assumed that Divine Pilot counted as Real Pilot and Arcane Pilot counted as Super Pilot for spirits, since those are the respective robot types they use.
I wanna know - is there an option for amplifying spells through your mecha? I can probably do some wicked stuff if there is.
I wanna know - is there an option for amplifying spells through your mecha? I can probably do some wicked stuff if there is.
You mean besides the Arcane and Divine Pilot classes?
It does, though it feels more like it's on the arcane side of things.You'll count as a RP for spirit purposes.
EDIT: Hey Osle? I think I'm screwed when it comes to Spirits. I'm a Divine Pilot 8/Super Pilot 4, so neither SP nor RP are my highest level classes. Do I have to eat the increased cost either way?
No, it specifically says the DR of the Super Robot increases.QuoteClarified that when the Fusion Golem's composite Plating doubles "any" DR you have, it means just DR gained from the Half-Golem and Fusion Golem levels.And does the Plating super robot upgrade increase any DR possessed by 1?
Amplifier is in the Arsenal post under accessories, but it doesn't work for spells.Divine pilot's mecha can channel divine spells, Arcane Robot's mecha can channel arcane spells.
You'd want to check with Oslecamo but my reading of the Arcane/Divine Robot class features is that they let you channel any spells of that type you cast through the mecha, not just the ones obtained from the pilot class.
No, it specifically says the DR of the Super Robot increases.Indeed, but they also receive self-buffing class abilities, which includes DR. The DR also becomes its own, so it could technically improve it.
I must apologise for the difficulty we shall have at level 16: the Yatagarasu gets bigger. Again. Maybe it'll ride on the ship?
Awww fork.No, sorry.
Can I get it to work for Arcane spells instead? :-\
That way lies madness. By your reading, you could then further argue that the Super Robot plating upgrade keeps applying to your personal DR again and again until it reaches infinite.QuoteNo, it specifically says the DR of the Super Robot increases.Indeed, but they also receive self-buffing class abilities, which includes DR. The DR also becomes its own, so it could technically improve it.
Secret Page spellbook filling. Yay/nay?I really don't even know what makes people think you can use Secret Page to write wizard spells.
I aprove of this. :pI must apologise for the difficulty we shall have at level 16: the Yatagarasu gets bigger. Again. Maybe it'll ride on the ship?
Ship as a surfboard.
Ride them cosmic waves.
Awww fork.
Can I get it to work for Arcane spells instead? :-\
That would work. Get both classes and you can channel both arcane and divine spells.Awww fork.
Can I get it to work for Arcane spells instead? :-\
Could you take Arcane Pilot over Divine Pilot? Or dip 1 level of Arcane Pilot?
Assuming Kuroimaken is still going with Divine 8/Super 4, replacing 1 (or more) level(s) of Super with Arcane would seem like a reasonable plan. As per the ruling here (http://www.minmaxboards.com/index.php?topic=7174.msg161997#msg161997) Arcane levels would grant the same bonuses to the robot as Super levels.That works perfectly, actually, since I had NO IDEA what I was going to use for the Arsenal I ability.
I know we can have feats we don't qualify for (they do nothing until you qualify)
For Flaw selection, do we have to assume that they were acquired at 1st level or are we allowed to gain flaws after, as per the DM-decision clause?
2: Wraithstrike and another spell that must not be named is obvious but Heroism is quite fine.
Just try not to use too much of it. Gluttony is a bad thing. :p
@Concerned Ninja
I look at your spells known and I find that maybe you could tweak it a little.
Here's a few suggestion, say, one for each spell level:(click to show/hide)
Here's a similar list of suggestions for our arcane friends:(click to show/hide)
Edit: Everyone ready to get moving and go to Ragol?
Your robot seems to be just about the same as mine, so that's a start.
It depends on what you want to specialize. As in; are you in a mecha just to cast spells and fight on Mu scale?
If so you'd probably want to focus on speed and defences. Be as hard to hit as possible. After making your spell selection, determine if you'll need to make many attack rolls.
I'll check up your spell list later tonight/tomorrow morning.
Edit: Everyone ready to get moving and go to Ragol?
Yeah, about that, Concerned Ninja still has to spend around half his WBL and Kuromaiken doesn't even has levels set up yet.
I think having 4 SP levels would restore the 50 arsenal space, too.
Kuroimaken's sheet says Arcane Pilot 8, Super Pilot 4. Is this accurate? If so, why Super 4 and not Arcane 12? The robot progression is the same and higher level spells seem better than the rest of what you get from super pilot.As of right now, it is not. It's supposed to be Arcane1/Divine 8/SP3. Divine gets cleric stuff such as Cure spells - which we might sorely need since NOT A SINGLE ONE OF US SEEMS TO HAVE THAT ABILITY. Unless I'm reading it wrong.
Also, if it is accurate, he wouldn't get a real robot at all, it would be a straight super progression.
Divine gets cleric stuff such as Cure spells - which we might sorely need since NOT A SINGLE ONE OF US SEEMS TO HAVE THAT ABILITY. Unless I'm reading it wrong.
So I'm reading it wrong. >.>Divine gets cleric stuff such as Cure spells - which we might sorely need since NOT A SINGLE ONE OF US SEEMS TO HAVE THAT ABILITY. Unless I'm reading it wrong.
My pilot side is full Divine...
Don't something like three or four characters have Fast Healing? Could explain it.I had a couple thousand gold I didn't spend that I planned to fill with tools and such, which would Include a Wand of Vigor or something (already have lesser restore).
Which reminds me, can I get Delicate Disks in mu scale, and if so, can I have an automated disk launcher? :D
Hugo is a SCM, so he can do blasting, some BFC, and thanks to the Shadowcraft Cookie trick, he may be able to support people with utility spells when push comes to shove.Ah, guess then I have to inform you of my shadowcraft mage errata:
Which reminds me, can I get Delicate Disks in mu scale, and if so, can I have an automated disk launcher? :DYes, you can have delicate disks in mu scale if you make them while inside your mecha.
But might I suggest we waive the GP cost for the spell? We could also put up a limit such as "you cannot have a total of spell levels inside Delicate Disks any higher than your CL x half your level, rounded down".Swap reserves of strength and sanctum spell for some two other feats that don't show up in 50% of arcane cheese tricks and that's a deal.
I've always liked Mobile Spellcasting and Extraordinary Spell Aim. If that inspires you.
It's just too bad you can't use Arcane Thesis with Heighten Spell.
Tecnically you already have spontaneous spellcasting from arcane pilot.
But I would rather you take something that doesn't potentially give you 9th level spells at 12th level.
QuoteIt's just too bad you can't use Arcane Thesis with Heighten Spell.
I think its actually quite fine that way.
Otherwise, hey, your choice.
Oh, there is also Extraordinary Concentration, or somesuch. Very nice if you know how to use it.
HoH taint rules are optional. An option I'm choosing to don't use in this campaign. In one hand because the way it is written, the "heroes" would want to become as tained as inhumanly possible, in the other because everybody else and their mother would be using taint, as well as the other optional HoH rules for such lovely things as no-save daze whenever you meet an enemy. Dark Force retires because the whole universe is already saturated with corruption and despair and nobody is even trying to change it.Tecnically you already have spontaneous spellcasting from arcane pilot.
But I would rather you take something that doesn't potentially give you 9th level spells at 12th level.
I'm fine with keeping my tricks strictly one level above what I'm supposed to cast, tops.
And for the future, do Ethergaunts count as subtype Evil outsiders for HoH Taint purposes?
EDIT: I'm not really aiming for higher-than-my-level spell access. At least not on the level you seem to be worried about. ^_^;;Then you're "just" aiming at three schools of magic at the tip between wizard and cleric lists. One of which you had tecnically banned. One of the others is insanely versatile by itself. While ignoring half the price those extra costs you would normally have to pay.
Well, I guess for once they worded it so the feat wouldn't make DM heads explode from the implications.Why don't you just take those then?
And yes, Extraordinary Concentration is pretty nifty. (So's Extraordinary Spell Aim, to be honest. BFC's best friend...)
Spell Thematics :rolleyes
It now qualifies as a living creature whenever it is to its benefit and no longer qualifies as an undead creature for negative effects affecting them.Edit: Nevermind. Numan can qualify for anything by default.
Somehow, I doubt I can have Relationship feats with the Raggamoffyn character.Realtionship feats don't work if you're both riding the same machine.
Got the Loyal Undead feat to get a zombie subordinate out of the undead minion I get off a stance. It must have a zombie level, so being a Newman qualifies to become a zombie. I have it take the monster blooded feat for it to get a raggamoffyn level. Voilà.
I was under the impression that after fixing your last review batch we were done with the class.Clearly a misunderstand in our part. I was waiting for you to confirm the chances so I would give another view-over and then move on to the extras if nothing else looked strange.
As to the feat itself, it was based on Draconic cohort, but with the need of an undead minion. Can have it work similarly to the doll feat otherwise.Draconic cohort was made in mind with the fact that dragons come with bucketloads of HD attached to them. The doll cohort is two levels behind the master.
I'd rather get leadership than the raggamoffyn feat for that purpose. It would give me a shortcut to other stuff.Go ahead. Your leadership score is currently 11 with your negative Cha mod, neting you a 7th level cohort.
Clearly a misunderstand in our part. I was waiting for you to confirm the chances so I would give another view-over and then move on to the extras if nothing else looked strange.The chances?
Draconic cohort was made in mind with the fact that dragons come with bucketloads of HD attached to them. The doll cohort is two levels behind the master.Perhaps, but when you take a pseudodragon, interesting things happen. :smirk
Got no problem with two levels behind, otherwise.Aye, thats why I edited to add the Mentor feat. :p
Go ahead. Your leadership score is currently 11 with your negative Cha mod, neting you a 7th level cohort.
Changes.QuoteClearly a misunderstand in our part. I was waiting for you to confirm the chances so I would give another view-over and then move on to the extras if nothing else looked strange.The chances?
Aye, thats why I edited to add the Mentor feat. :p
You were too fast.
You're free to disallow this feat if it would disrupt the campaign. Unlike Leadership, the allied NPC does not travel with the PCs, so he or she won't take treasure, XP, and spotlight time from the player characters.
Eh, the benefits of a Ragamoffyn cohort in a gestalt Super Robot Wars campaign seem minor.It is perfect for my ghost in the shell concept and there's the neat image of a "body within a body" pilot in a mecha within a mecha.
I certainly wasn't pointing fingers at anybody. :p
"You got something under your mecha's shoe."
"...dat a hospital/school/orphanage I just stepped on?"
"I'm large, not clumsy. >.>"
Loyal Undead is by far the most easily replaceable of them all. Get an humanoid corpse and meditate for 8 hours. New loyal undead. No gold. Not caring if you fried, ate and then killed your previous loyal undead.It is replaced, but it is still the same one. Replacement costs can be added if its an issue. Its like is pretty cheap.
It's also more customizeable. You don't need to invest on Charisma or any particular skill, and the loyal undead can pick whatever it pleases after the first zombie level. Whereas the doll can only pick from the 3 classes, and a regular cohort takes a bunch of stacking level penalties if you go for certain choices.It isn't as customizable as a normal cohort. Not sure what you mean by stacking level penalties that it would suffer and this one wouldn't. If a skill/ability score investment for progression is desired, it can be added.
Not to mention that you normally can only be in one stance at a time, but with Loyal Undead, well, you get your Loyal Undead and still get to be in another stance.Same applies to Immortal Doll. And normal cohorts, for that matter. Not sure what your point is.
And desire drive has far more group buffs than Doll Judgement.They specialize in different things, yes.
Doubly so because the loyal undead can stack up on group buffs by itself.Like a normal cohort. Though that one might have a more buffing level than Zombie and the likely second level required to get rid of that pesky Single Actions Only.
Same applies to Immortal Doll
You'll just add something that's irrelevant for your current build, so no.QuoteLoyal Undead is by far the most easily replaceable of them all. Get an humanoid corpse and meditate for 8 hours. New loyal undead. No gold. Not caring if you fried, ate and then killed your previous loyal undead.It is replaced, but it is still the same one. Replacement costs can be added if its an issue. Its like is pretty cheap.QuoteIt's also more customizeable. You don't need to invest on Charisma or any particular skill, and the loyal undead can pick whatever it pleases after the first zombie level. Whereas the doll can only pick from the 3 classes, and a regular cohort takes a bunch of stacking level penalties if you go for certain choices.It isn't as customizable as a normal cohort. Not sure what you mean by stacking level penalties that it would suffer and this one wouldn't. If a skill/ability score investment for progression is desired, it can be added.
Here, let me italize and bold it for you: immortal doll can only take rogue, paragon or needle fighter levels! Your loyal undead can take whatever it pleases whitout any prerequisites on your character. And then still gets a bunch of free HP because why not?QuoteNot to mention that you normally can only be in one stance at a time, but with Loyal Undead, well, you get your Loyal Undead and still get to be in another stance.Same applies to Immortal Doll. And normal cohorts, for that matter. Not sure what your point is.
Doll Judgement specializes. desire drive is probably the most generalist school I've ever seen, with healing, buffing, damaging, utility, minions, area change, personal areas, personal transports, alignment conversion, and the list goes on.QuoteAnd desire drive has far more group buffs than Doll Judgement.They specialize in different things, yes.
I'll repeat this one last time: normal cohorts don't get their master's Wis to HP.QuoteDoubly so because the loyal undead can stack up on group buffs by itself.Like a normal cohort.
Though that one might have a more buffing level than Zombie and the likely second level required to get rid of that pesky Single Actions Only.If only somebody had written a bunch of interchageable zombie prestige classes that not only get rid of that pesky single actions, but also unlock Use Magic Device or whatever skill you want forever and ever while offering even more extra bonus... Truly, it's a massive sacrifice for the zombie to have to take a dip in uber zombie prcs :eh
You'll just add something that's irrelevant for your current build, so no.I'd add something logical. I can adapt my build to meet it if I wouldn't already.
Here, let me capitalize, italize and bold it for you: IMMORTAL DOLL CAN ONLY TAKE ROGUE, PARAGON OR NEEDLE FIGHTER LEVELS! Your loyal undead can take whatever it pleases whitout any prerequisites on your character. And then still gets a bunch of free HP because why not?Looks like you read it the same way as Raineh Daze. You take the sentence out of subject.
I'll repeat this one last time: normal cohorts don't get their master's Wis to HP.What does that have to do with being able to buff the party by itself?
If only somebody had written a bunch of interchageable zombie prestige classes that not only get rid of that pesky single actions, but also unlock Use Magic Device or whatever skill you want forever and ever while offering even more extra bonus... Truly, it's a massive sacrifice for the zombie to have to take a dip in uber zombie prcsForever and ever? Only on zombie levels.
Getting a level only to have Use Magic Device for at least 2 levels and whatever isn't that sweet of a deal compared to everything else way more useful that could be acquired instead. Like something that grants Use Magic Device as a class skill and better class abilities.
It doesn't exist at all, in any form? Didn't know that.Yep. Not as far as I know, at least.
... I am confused how you can only have a skill across two levels.The first zombie level and the level in the zombie prc that removes SAO.
Simply put, that it's too much extras stacked in the loyal undead.QuoteI'll repeat this one last time: normal cohorts don't get their master's Wis to HP.What does that have to do with being able to buff the party by itself?
Forever and ever? Only on zombie levels.
They lose the Single Actions Only ability of the Zombie and may select one Skill [Listen] to permanently become a class skill across all levels.All levels, zombie or not.
Don't mind modifying it either way.
Simply put, that it's too much extras stacked in the loyal undead.Ok.
All levels, zombie or not.Must be a Thinking Zombie I didn't notice when we decided to modify them all.
Can I craft dolls with the mecha to make bigass dolls? Then craft weapons with the mecha for the bigass dolls?Not really on the mood to calculate how that one works out. Just use normal dolls while in a mecha. The stance's effects get multiplied after all.
Are magical locations allowed? Specifically, a variant of the Frog God's Fane (Complete Scoundrel 145) which grants Skill Focus Knowledge (Nobility and Royalty) for 2000 gp/mesata.As long as they're minor feats like that. I believe I had already saw somebody else with the Iron Will one somewhere among the characters done.
On Loyal Undead: If Jiang Shi no longer exists, why not limit it to the Zombie PrCs (or possibly a subset of them if that's still too much versatility)?That sounds like a good idea, but for now maybe Anomander should just stick with the build he already has.
Not really on the mood to calculate how that one works out. Just use normal dolls while in a mecha. The stance's effects get multiplied after all.Cool with it. I was mostly concerned with the awezome factor and the rule that they cannot occupy the same 5ft space, though I guess the rule on mu scale conversion can apply despite their actual size not changing.
Speaking of which, clarifying a thing in advance:I sure hope so.
-Either your or your minion can actually pilot the mecha, not both at the same time. You only share what's on Shared existence and Captured Body.
Awesome story for your minion BTW.Thanks. :)
That sounds like a good idea, but for now maybe Anomander should just stick with the build he already has.It would be simpler for me to not have to do some things over but it isn't something I really care about.
... I am reminded of that creepy thing from Mask of the Betrayer. One of Many?Never heard of it. I was thinking more about the cranium rats in Planescape Torment. Those were awesome.
Are magical locations allowed? Specifically, a variant of the Frog God's Fane (Complete Scoundrel 145) which grants Skill Focus Knowledge (Nobility and Royalty) for 2000 gp/mesata.As long as they're minor feats like that. I believe I had already saw somebody else with the Iron Will one somewhere among the characters done.
Edit: Oh, what kind of action does it take to switch who pilots the mecha?I'll rule it's the same as geting in/out of the mecha. So geting out of the controls is a move, somebody else geting in is a standard. That should also conserve total actions of the mecha.
I'm sure a mecha has only its normal lot of actions per turn no matter who pilots it - just to know how it goes between the would be pilots in the cockpit to be considered the pilot.
I don't think I could have stepped on anyone. @_@
Do I have time to double the action time of the spot and listen checks and use Considering Cap to sub Know(N&R)?No. Altough you could assume you have your Considering Cap to Knowledge (Nobility and Royalty) by default.
Excellent.No. Your cohort level is capped. But seriously. Please stop overhauling your character every couple days.
Before rolling perception-related rolls: If my character, the Raggamoffyn now, takes control of the cohort, does it gain virtual Controlled One levels?
In the case of a pilot with a body that isn't quite humanoid, what would you say is necessary in terms of body parts to control a mecha?As long as you have some limbs that can hold and pull/push stuff you'll be fine.
What is the Craft DC to make a doll? 20 for complex items?Yes.
Got it.
Also, how is damage dealt to the mecha when Mao pilots it?
It basically is the Gespent of the minion, but with the self-buff class feature of the nanoarmor, making a mecha with the nanoarmor.
Is damage dealt to the nanoarmor until it breaks with crits being dealt to the mecha or the pilot?
So, just to check, Spirits which double damage are roll twice, like criticals, right?Yes. No.
And if you're guaranteed to hit (e.g., Focus), do you roll to check if it crits? :huh
Actually, I think if my nanoarmor is large sized and my mecha is small sized (gargantuan), I can actually use the muffyn's Wrap to wrap around the mecha.No. Mechas don't count as creatures for that kind of thing. Stop thinking so much.
That'd make the mecha within a mecha idea work... though in sort of a creepy way, I guess.
Looking at the other posts, so I don't need to link my rolls to the IC post?It makes my job easier if you link them in the IC thread.
This has restored my desire to play PSOBB.Thats what I took way back
RACaseal it is. Because honestly, who doesn't like small robot girls with big guns? :D
No. Mechas don't count as creatures for that kind of thing. Stop thinking so much.A mecha cannot grapple another mecha?
Added clause in mecha basics to specifically forbid that since it seems it wasn't clear enough.QuoteNo. Mechas don't count as creatures for that kind of thing. Stop thinking so much.A mecha cannot grapple another mecha?
The Wrap class ability is a grapple special attack, it should be possible to use it with the Amplifier arsenal option if it cannot by default.
Though I wonder, since in nanoarmor you are in regular scale and you aren't really concealed in a box, does a pilot in nano armor need amplifiers to use its abilities?If they couldn't normally be used while inside a mecha, yes.
Just to make sure what I did can actually be done, can I use my Shield Other on my allies' mechas?If you are inside a mecha yourself with an Amplifier and remain inside it, yes.
Casting Blur on a mecha wouldn't work?
But can I still benefit from a cloak of displacement with my Nanoarmor?
You only take 156 damage. The 240 was from 7 shots. They ignore half your DR but that still leaves you with DR 12. 12 * 7 = 84, 240 - 84 = 156, so you're still active, albeit with not many HP.
Aden is going to use Sacred Knowledge as his first action. How does that interact with the identification function of knowledges? Do I roll to ID the enemies and then roll again for SK or should I use the ID roll as the SK roll?Roll first the main knowledge types for mechas (except for ships of course) to identify them, then pick and roll for sacred knowledge.
If the latter, How does choosing which enemies to use SK on work, since I don't know what types they are until I get the results of the ID check?
Or surviving another round with literally a third of the opponents with nobody else to focus on. >_>;
Actually, I think my max HP is 125, due to the shield.
Unless Ferocity works on the mecha too. That leaves me 9 HP away from having the mecha literally fall to pieces, but that's enough to work with. Sentient implies it's alive... which could work. Would be hilarious if it did, but I'm not expecting any luck with this.
Though I wonder, since in nanoarmor you are in regular scale and you aren't really concealed in a box, does a pilot in nano armor need amplifiers to use its abilities?The amplifier is to use the abilities you can use outside of a mecha at normal scale as mu scale effects while within one. But you are already in normal scale and have an ability to convert to Mu.
If they couldn't normally be used while inside a mecha, yes.
Fast Healing, I wouldn't worry too much about it.Only next attack you make. Sleep well. Need. Sleep. Myself...
Question, given that 17+1d20, half on reflex, may not be overly useful at this point: can I apply Valour to Uncontainable Dive, or would it just apply to the next attack I make?
... right, sleep, involves closing the window.
I'm pretty sure it is them.
Monster in large numbers will always have an advantage on initiative against us, seeing how they roll more of it.
So the I guys (which there are 13 of) are Real Robots, the IIs are Divine and the IIIs are arcane.
I'm thinking I'll Sacred Knowledge the Is since there are more of them and my knowledge check for them is significantly higher than for the others. However, I'm open to alternative suggestions if anyone has them.
For reference, the SK I'm planning to use grants us +2 damage against the creature type I pick + another 2 for every 10 I beat the DC 15 check by. For the Is I'm expecting between a +6 and a +10.
Do we know who won initiative yet?
And how does hiding via the mecha Stealth property work in combat? Are there penalties if you moved or can you not move before doing it? Is it an action? Can you hide after a melee attack, or only after a ranged attack?Just look at the Hide skill description.
Never really used Hide in combat before...Haven't had to think of this stuff.
Please tell me this wall is to the left of the Yatagarasu and not between it and the enemies to the right. Because that would cost me the ability to plough through seven enemies en route to the ship. :(
Also not be particularly useful when my response will be 'run into iron'. @_@
... it only counts as going through them once, even though I take up several squares, if I'm not going back and forth, right?
I'm not sure how you're suggesting I move, since I think it puts me inside the floor at one point/have a different starting position than can be afforded with Uncontainable Dive being a full round action.You are currently at ground level. You only gain in elevation through the process so there is no point you'd get inside the floor.
As to you dropping out for this, I'd say the offense is quite minor. battlefield control and support groups don't necessarily always play into you hands, which makes even more sense at first seeing how the group members aren't yet used to work with each other.
You could pick it up and hurl it at the enemy for all I care.
Also, is Hell's Artificial Sun usable at range? It looks like it should be from the range entry, but I'm not terribly sure.Yep.
If I understood what happened right, the forest around the city was a hologram and disappeared when the ambush was sprung so there is no nearby foliage to worry about nuking. Except for the stuff within the city walls.
And now that I think about it, I think I remember we were told that the forest around the city was cut down, so by fact that it was right up to the walls when we arrived was probably a hint that something was up :lmao
EDIT: Osle, I took the liberty of assuming that Invisible Spell does not VISUALLY produce concealment effects, i.e. they're there but they don't look like they are. I figure that is significantly LESS awkward than saying "suddenly Yatagarasu disappears". She'd still be under full concealment (because behind a wall), and should still block LoE but not LoS. I hope that's okay with you?
Osle: I am piloting a mecha but I've also got my nanoarmor on. Do I get the better of my nanoarmor or mecha's bonus to saves or do they somehow stack (for some reason)?Just the maneuvers from the nanoarmor. Again, nanoarmor is a very small mecha, a piece of gear with its own stats that borrows abilities from you, not a self-buff. Otherwise this will end with you trying to cram mechas of diferent sizes inside each other to try to stack all their abilities.
Here's a question.See above.
If I'm in my mecha, but also in my Nano Armor, and my mecha suffers a critical hit, does the damage go through to me still or instead to my Nano Armor?
Oh man that actually brings to mind more questions in regards to what of my Moon Vanguard stuff I can use on my Real Robot if I'm in my Nano Armor in my Real Robot. Like with what ", and self-buff class abilities for fighting," says. I know Strikes don't affect me, but what about Counters or Boosts or Stances from Moon Vangaurd's martial schools as they could count under that description? Or the Overdrive class ability (Altho the only benefits would be recharging ammo/hp/energy/ect, but the extra feat and two things recharged from Advanced Overdrive could be something)? :???
And how does hiding via the mecha Stealth property work in combat? Are there penalties if you moved or can you not move before doing it? Is it an action? Can you hide after a melee attack, or only after a ranged attack?
Never really used Hide in combat before...Haven't had to think of this stuff.
Assuming there's enough space to do that, the idea is to wrap Yata in a reverse C-shape around her current position at least as tall as she is, so it covers her from fire from both sides BUT doesn't trap her (of course, I'm counting on the enemy not catching on to the idea of thrusting up first and firing, but even so she'd get partial cover).
If I understood what happened right, the forest around the city was a hologram and disappeared when the ambush was sprung so there is no nearby foliage to worry about nuking. Except for the stuff within the city walls.Not the whole forest, just some parts over the unknowns waiting in ambush.
And now that I think about it, I think I remember we were told that the forest around the city was cut down, so by fact that it was right up to the walls when we arrived was probably a hint that something was up :lmaoThat's the space they cut around the tower. The walls were kept moving outwards to circle the new buildings and bio-gardens.
Well, you know the enemy went to the trouble of taking over the Central Dome aparently in one piece. Rigging the place with high-grade explosives would thus be probably counter-productive to whatever their objective is. :PIf I understood what happened right, the forest around the city was a hologram and disappeared when the ambush was sprung so there is no nearby foliage to worry about nuking. Except for the stuff within the city walls.
And now that I think about it, I think I remember we were told that the forest around the city was cut down, so by fact that it was right up to the walls when we arrived was probably a hint that something was up :lmao
The whole place screamed ambush as it was. Hugo objected on going to Central Dome first because any enemy inside would have the terrain advantage and hours of preparation ahead of their ETA.
Honestly, I'm surprised the whole damn place isn't rigged with anti-mecha mines.
Yet, heightwise, it's (accurately speaking) vastly above that. The wonders of abstraction: so many clipping issues. Same deal with long creatures and somehow fitting into these squares. :lmao
... I think the main drawback to Divine Flame, aside from Heat, is the fact half its maneuvers are so friendly fire prone. @_@Oh, definitely!
I took that for a given. I am not adding stuff from the nanoarmor to the mecha but was mostly wondering if nanoarmor stuff that affects the pilot personally would still affect it while it pilots the mecha, like the bonus to saves. Or if the nanoarmor's nanomachines would heal Mao since they share their hp through One with the Machine.Aren't you already using One with the Machine with the mecha itself? Otherwise it won't really last long.
If I get the maneuvers, I don't think I can use them since they require the youkai blades, which are integrated into the nanoarmor. I can use the android's racial ability to keep one of the blades while out of the nanoarmor but I'm not sure I can keep using one/both of them while in a mecha unless they are self-buffs or the like, since I could use them within the mecha at normal scale.Netherworld Gardener gives you two youkai-forged blades. Not three. If you choose your integrated weaponry to be one of them, then there's only one left for your suit of nanoarmor.
Given my movement abilities, that idea probably wasn't so... hot.Aye. Though its relative. If someone goes in a building, teleports off or otherwise makes himself very hard to reach or if you're getting low on energy for super movement, you could get to them despite almost all obstacles.
Aye, I'm using OwtM on both the nanoarmor and the mecha so if she dies they all go to pieces.Excellent point on One with the Machine being useable with multiple mechas at the same time since it has no actual duration (or even range limitation), fixed that so you cannot use it again while you remain connected to a specific mecha.
Not sure why it wouldn't last long since it remains in effect until she spends a fullround action to stop it (or miniaturizes the nanoarmor/leaves the mecha, I guess)
I get what you mean with the integrated weaponry. I though it'd be as if she left the machine and took the sword off it while doing so.You can't just detach nano-armor integrated weapons.
Thank you for that exception. Though I think I should use the mecha's stats for it though instead of the nano's. The nano has a bunch of buffs to it and is large while the mecha is small and doesn't have much.Nice attempt to get free upgrade points on the mecha. No. If you want to use upgraded youkai-forged blades at full power, get in the frontline personally.
Assuming there's enough space to do that, the idea is to wrap Yata in a reverse C-shape around her current position at least as tall as she is, so it covers her from fire from both sides BUT doesn't trap her (of course, I'm counting on the enemy not catching on to the idea of thrusting up first and firing, but even so she'd get partial cover).
Yata is gargantuan. Iron Wall is up to one 5-ft. square/level. With CL 12 you get 12 of said squares. But even amplified to mecha scale, you would need 16 such squares worth of Iron Wall to properly cover just one of Yata's side, let alone three.Well, you know the enemy went to the trouble of taking over the Central Dome aparently in one piece. Rigging the place with high-grade explosives would thus be probably counter-productive to whatever their objective is. :PIf I understood what happened right, the forest around the city was a hologram and disappeared when the ambush was sprung so there is no nearby foliage to worry about nuking. Except for the stuff within the city walls.
And now that I think about it, I think I remember we were told that the forest around the city was cut down, so by fact that it was right up to the walls when we arrived was probably a hint that something was up :lmao
The whole place screamed ambush as it was. Hugo objected on going to Central Dome first because any enemy inside would have the terrain advantage and hours of preparation ahead of their ETA.
Honestly, I'm surprised the whole damn place isn't rigged with anti-mecha mines.
What? I'm asking the opposite. If you say no and make me use the nano instead of the mecha, you're giving me the upgrades on it while on the mecha.
But I'll make a special exception for the bigger mecha geting the youkai-forged blades from your nanoarmor as well then.What you wrote up there could be interpreted as getting the nanoarmor's blades as is, which is why I requested to only use the mecha's stats instead of the nano's.
The android's OwtM ability is now based upon entering a mecha rather than while piloting it, which leaves the possibility that it remains in effect even if it leaves the mecha. If another android uses OwtM on the same mecha, what happens?
Speaking of which, you're using one fullround action and two standard actions this turn. One is from Ending Sign. Where's the other coming from?Clearly I haven't been sleepin enough. Nevermind that fullround action. Got a move action left but I've nothing to use it for.
Osle: I am piloting a mecha but I've also got my nanoarmor on. Do I get the better of my nanoarmor or mecha's bonus to saves or do they somehow stack (for some reason)?Just the maneuvers from the nanoarmor. Again, nanoarmor is a very small mecha, a piece of gear with its own stats that borrows abilities from you, not a self-buff. Otherwise this will end with you trying to cram mechas of diferent sizes inside each other to try to stack all their abilities.Here's a question.See above.
If I'm in my mecha, but also in my Nano Armor, and my mecha suffers a critical hit, does the damage go through to me still or instead to my Nano Armor?
Oh man that actually brings to mind more questions in regards to what of my Moon Vanguard stuff I can use on my Real Robot if I'm in my Nano Armor in my Real Robot. Like with what ", and self-buff class abilities for fighting," says. I know Strikes don't affect me, but what about Counters or Boosts or Stances from Moon Vangaurd's martial schools as they could count under that description? Or the Overdrive class ability (Altho the only benefits would be recharging ammo/hp/energy/ect, but the extra feat and two things recharged from Advanced Overdrive could be something)? :???
I'll let overdrive work with the "bigger" mecha. But you still can't use the nanoarmor's HP/DR/saves/AC/weapons/arsenal.
I'll make a special exception for the bigger mecha geting the youkai-forged blades from your nanoarmor however.
Trying to garden the heart of a star may qualify as the most futile act of horticulture ever attempted, unless you like flaming vegetation. XDOmg when did Anomander become a space gardener too? D:
I disappeared for the weekend and forgot to keep checking here but I guess I didn't get left behind like I was worried would happen.
Heheh, anime convention :D
Edit:Trying to garden the heart of a star may qualify as the most futile act of horticulture ever attempted, unless you like flaming vegetation. XDOmg when did Anomander become a space gardener too? D:
Trying to garden the heart of a star may qualify as the most futile act of horticulture ever attempted, unless you like flaming vegetation. XDOmg when did Anomander become a space gardener too? D:
I'm not sure what schools he has. I think there's Divine Flame in there?
...which Super Robot was it?
I disappeared for the weekend and forgot to keep checking here but I guess I didn't get left behind like I was worried would happen.
Heheh, anime convention :D
Huh, you too? Well, mine wasn't specifically anime. Still. I (http://i79.servimg.com/u/f79/17/13/36/61/232010.jpg) got (http://i79.servimg.com/u/f79/17/13/36/61/231910.jpg) stuff (http://i79.servimg.com/u/f79/17/13/36/61/seibah10.jpg). ... there is also a model of Gunbuster that I need to assemble.
I disappeared for the weekend and forgot to keep checking here but I guess I didn't get left behind like I was worried would happen.
Heheh, anime convention :D
Huh, you too? Well, mine wasn't specifically anime. Still. I (http://i79.servimg.com/u/f79/17/13/36/61/232010.jpg) got (http://i79.servimg.com/u/f79/17/13/36/61/231910.jpg) stuff (http://i79.servimg.com/u/f79/17/13/36/61/seibah10.jpg). ... there is also a model of Gunbuster that I need to assemble.
That is an amazing Flandre. There is a seriously terrible lack of Touhou at the con I went to and I CANNOT justify spending almost $200 on a single wall scroll.....Just seeing that made me really depressed.
Kyudo is an art. Regular archery is a form. Two different beasts, see.They are pretty much the same to me. Different bow, different position, same objective.
The eastern philosophical aspect is just a fancy way to say "I gotta be accurate."
According to the Nippon Kyudo Federation the supreme goal of kyudo is the state of shin-zen-bi, roughly "truth-goodness-beauty",[6] which can be approximated as: when archers shoot correctly (i.e. truthfully) with virtuous spirit and attitude toward all persons and all things which relate to kyudo (i.e. with goodness), beautiful shooting is realized naturally.Meaning: "Gotta shoot well."
I believe I mentioned this once already but...
GODDAMMIT OSLE I WANT TO LEARN ARCHERY SO FREAKING BAD
Don't suppose you guys could somehow find out if there's a legit Kyudo dojo where I live?
I hate being cute from the Internet without warning. Heavy connexion problems. allow me to read where we are, and I'm back to business !Nice! The 1-week deadline was almost up.
Give me one that disproves it. :smirkMy master would feel nothing but disapointment if I ever said that. The shot is just an element of the whole ritual, and not even the last. Position, walking to the position, kneeling, seting up the bow, holding your position and whitdrawing after shooting the bow, it's all important. Hiting the target could actually be said to be secondary. The arrow will hit naturally if you do everything else well. But you can still hit the center all the time and completely fail a Kyudo exam because your other steps were sloppy.QuoteAccording to the Nippon Kyudo Federation the supreme goal of kyudo is the state of shin-zen-bi, roughly "truth-goodness-beauty",[6] which can be approximated as: when archers shoot correctly (i.e. truthfully) with virtuous spirit and attitude toward all persons and all things which relate to kyudo (i.e. with goodness), beautiful shooting is realized naturally.Meaning: "Gotta shoot well."
I think Western archery is more technophilic. Kinda sad, in a way.
Same with guns. Even sniping is all about geting the latest haxorz rifle with uber bullet models and all the extra acessories.
My master would feel nothing but disapointment if I ever said that. The shot is just an element of the whole ritual, and not even the last. Position, walking to the position, kneeling, seting up the bow, holding your position and whitdrawing after shooting the bow, it's all important. Hiting the target could actually be said to be secondary. The arrow will hit naturally if you do everything else well. But you can still hit the center all the time and completely fail a Kyudo exam because your other steps were sloppy.I'm not saying the entire process is unimportant. Just that since you're supposed to hit naturally if you do everything well, you gotta be accurate otherwise it means you messed up somewhere.
Heck, newcomers are expected to train for months before they're even allowed to start using a bow, and some more weeks before they actually start shooting the targets!
This. So much this. Western archery has degenerated into toy-bows fulls of bells and whistles. Kyudo sticks to old construction methods and single-model, meaning it's the person and spirit that improves, not the tool.Depends on the groups, competition categories and personal tastes, I suppose. I use a traditional longbow with a leather archer's glove. No gizmo. The masters of our club are awesome with pretty much everything. :blink
And maths.Hell yes.
Lots and lots of maths.
QuoteAnd maths.Hell yes.
Lots and lots of maths.
I believe I mentioned this once already but...
GODDAMMIT OSLE I WANT TO LEARN ARCHERY SO FREAKING BAD
Don't suppose you guys could somehow find out if there's a legit Kyudo dojo where I live?
Some quick searching led me to this. (http://www.kyudo.com.br/a-pratica-kyudo/onde/) Dunno the exact area where you live, maybe one of those is near you?
Be careful of local laws, a lot of places consider shooting a bow to be discharging a firearm and thus that would be illegal.
Be careful of local laws, a lot of places consider shooting a bow to be discharging a firearm and thus that would be illegal.
I... but... how... what.
Not all definitions of firearm require an explosion, especially since airguns are considered firearms in many if not most/all states and there is no explosion there.Since you bothered to comment this, I'd say that it may be true. I do not know if airguns are firearms as far as the law is concerned. I just recall that bows are not.
You have a whole game to get there still?
QuoteNot all definitions of firearm require an explosion, especially since airguns are considered firearms in many if not most/all states and there is no explosion there.Since you bothered to comment this, I'd say that it may be true. I do not know if airguns are firearms as far as the law is concerned. I just recall that bows are not.
In part because there is no explosive propellant, maybe, but probably mostly because the mechanism rely on 'human energy', or physical effort.
QuoteNot all definitions of firearm require an explosion, especially since airguns are considered firearms in many if not most/all states and there is no explosion there.Since you bothered to comment this, I'd say that it may be true. I do not know if airguns are firearms as far as the law is concerned. I just recall that bows are not.
In part because there is no explosive propellant, maybe, but probably mostly because the mechanism rely on 'human energy', or physical effort.
I just can't help myself. One more comment and then I quit.
QuoteNot all definitions of firearm require an explosion, especially since airguns are considered firearms in many if not most/all states and there is no explosion there.Since you bothered to comment this, I'd say that it may be true. I do not know if airguns are firearms as far as the law is concerned. I just recall that bows are not.
In part because there is no explosive propellant, maybe, but probably mostly because the mechanism rely on 'human energy', or physical effort.
I just can't help myself. One more comment and then I quit.
... wouldn't that be a bit of an overreaction?
QuoteNot all definitions of firearm require an explosion, especially since airguns are considered firearms in many if not most/all states and there is no explosion there.Since you bothered to comment this, I'd say that it may be true. I do not know if airguns are firearms as far as the law is concerned. I just recall that bows are not.
In part because there is no explosive propellant, maybe, but probably mostly because the mechanism rely on 'human energy', or physical effort.
I just can't help myself. One more comment and then I quit.
... wouldn't that be a bit of an overreaction?
Quit the conversation, this is the High-End OOC thread and I'm not even in that game remember?
So it may very well be that as long as I don't draw and fire in a space not actually designed to do so (i.e. shooting range), I should be fine - unfortunately, I don't think local parks apply.You're probably right. :)
You do realize that gun laws vary by location to location, especially when we're talking about different countries (Kuro lives in one of those) and that's why I talked about how he should look at local laws don't you?Yes. Gun laws.
Edit: I've also seen compound bows classified differently than non-compound bows, so that distinction is important.In the legislation of distribution and use in certain hunting grounds and shooting range, perhaps. I've never seen or heard of a compound kumi, however, so I doubt that distinction should present itself.
Sublime Submission: The Zodar may just be human sized, but it knows how to use the size of bigger opponents to its advantage. At 7th level the Zodar never suffers penalties in grapple for being smaller than its opponent or its opponent gains bonus for being bigger in grapples against the Zodar. The Zodar may also take a -10 penalty on the grapple checks to don't count itself as grappled, simply holding the opponent in one of its arms (meaning it can't be used for other tasks like slam attacks). Finally if an opponent tries to any kind of teleportation or similar while grappled by the Zodar, the Zodar can choose to go along
You're right. As is it is good for resisting grapples, not initiating them.
A solution would be titanic + monster lord but it isn't ideal.
Edit: Though as far as being a living mecha goes, being a giant thing might not be an issue.
QuoteSublime Submission: The Zodar may just be human sized, but it knows how to use the size of bigger opponents to its advantage. At 7th level the Zodar never suffers penalties in grapple for being smaller than its opponent or its opponent gains bonus for being bigger in grapples against the Zodar. The Zodar may also take a -10 penalty on the grapple checks to don't count itself as grappled, simply holding the opponent in one of its arms (meaning it can't be used for other tasks like slam attacks). Finally if an opponent tries to any kind of teleportation or similar while grappled by the Zodar, the Zodar can choose to go along
Honestly, I'm not sure if Os overlooked the fact that you can't grapple something more than two sizes bigger than you, because both of the grapple-focused creatures I've looked at (Pseudonatural and Zodar) have nothing overriding that restriction, even though they pretty much laugh in the face of size bonuses one way or another. Kinda a big weakness for something focused on grappling: still can't grapple most bloody dragons. @_@
Gunbuster and Diebuster are awesome. Though the endings tend to make everyone cry. But hey, you can watch them both in a day.
Does Harold's ship count as an ally?Yes.
Edit: Also it was confirmed I can use my Moon Vanguard's martial school while in my Real Robot while in my Nano Armor, yes? (You mentioned it around page 19/20 and I just want to make sure)The ones up north are in heavy vegetation and thus have concealment, so they don't trigger aoos.
Cause then with all the northern enemies within 75mu of me (assuming above is right), and my Delusion of Enlightenment stance, I have like 9 AOOs to make probably :huh
Not dead? TIME FOR MORE NUCLEAR HELLFIRE. I know for sure that I can manage that much so long as I, myself, am not dead. :pI don't acount for your DR in my damage calculations.
-Goes to check what the damage is.-
Ooookay, so that didn't go particularly well. Which raises the question: does 'ignores half DR' mean that's the damage after DR or before? @_@
And stop getting critical hits on me. This is annoying. :<well, with so many attacks it's only natural to get some. :P
Eh, DR is a moot point, given that even with it I end up on -200 and something health. Only person that can survive that would be... whatever the hell Ano's thing is called, I think.
... things are kind of weird right now, because the excessive healing available makes OHKO's the only really viable way to kill anything.
To be honest, I was more expecting all of you to stick near Aden and his Sacred Treasure Land stance, that would considerably less bullets coming for you. Instead you each run on your own direction and stay near the enemies with relationships after geting hit, opening yourself to synchro attacks.
This still isn't the part of the show where you can just charge ahead by yourself and expect to tank over half the enemy force. :p
Also, Soro, we've been going by group initiative the entire time, there was no need to wait.Really? I totally lost a turn to the system then, oops.
Also, Soro, we've been going by group initiative the entire time, there was no need to wait.Really? I totally lost a turn to the system then, oops.
It's funnier this way through.Also, Soro, we've been going by group initiative the entire time, there was no need to wait.Really? I totally lost a turn to the system then, oops.
"Oops" indeed. If you had done that earlier, it would've saved the rest of the party quite a bit of problems. :P
Hmm? I don't think the radius of Hell's Artificial Sun increases like that the first time you use it, it'd be superseded by the statement of initial radius, surely?Oh yeah, never mind. 1st turn it stays at the default size. All well. Next round it'll get bigger through ^_^
"Did someone ask for cover?"
Also, Osle, I don't suppose either of those rolls are any good for identifying whatever the heck are those fields that allow for surviving miniature suns?
Mmm....Its our turn after that isn't it? I'd take my turn now but I'm not sure until I know if what I'm doing actually does anything >>Yes, it's your turn now.
Actually quick question as well. Is movement done as part of a maneuver (in that the maneuver says you can move then do something) cost energy when flying on top of the maneuver's normal energy cost? I subtracted energy already assuming a yes to that but just want to make sure.
Hmm? I don't think the radius of Hell's Artificial Sun increases like that the first time you use it, it'd be superseded by the statement of initial radius, surely?
Welp, can't do anything until I stop being Schrodinger's Mecha.
Tecnically no, but you're right it should, so sneak-updated funnels to make them immune to their own controller's attacks. :pHmm? I don't think the radius of Hell's Artificial Sun increases like that the first time you use it, it'd be superseded by the statement of initial radius, surely?Oh yeah, never mind. 1st turn it stays at the default size. All well. Next round it'll get bigger through ^_^
btw, did I ever get an answer back on my Funnel? It's immune to my own attacks right?
Hmm? I don't think the radius of Hell's Artificial Sun increases like that the first time you use it, it'd be superseded by the statement of initial radius, surely?
Welp, can't do anything until I stop being Schrodinger's Mecha.
Hmm, something I missed on my part?
EDIT: Nevermind, noticed now that Ketaro used tower-watching blade to try to cover you.
You'll need to wait until I get home to my main computer to check my notes to verify exactly what attacks were stoped tough.
Can those walls be distorted or weakened somehow?
Hmmm.Unless each of them can specifically deal damage as its own entity, no.
Would conjuring an illusion of a few dozen gatling guns suffice?
There is just an insane amount of raw damage being thrown around by what I figured were just the mooks and they don't seem capable of missing a shot. :-\
That is because we fought stupidly. The first thing we should have done was to retreat the ship to a greater distance so we wouldn't have to fight them simultaneously while we are outnumbered. It would have been a much easier fight if we fought realistically with actual strategy rather than going in like each of us was strong enough to wipe a squad on our own. Underestimating them.
It was in reply to the idea of the extreme lethality.
Osle mentioned it was highly challenging.
He also has the upper hand on us as his minions are coordinated. They focus fire us one by one t'ill we are neutralized.
I think mechas in series are usually super efficient, yes, but they are plowing through their enemies one by one at the beginning, not all of them. They can massacre large mook numbers eventually, but these aren't really crapmechas.
1) The method for replacing a destroyed mecha is a bit... long. An entire quest, when you're basically dead weight during the interim? :huh1)Nobody said the quest demanded a mecha. Once you finish off the enemies here, you have the whole Central Dome to explore on foot. Who knows what you can find there? :p
2) If it was applied to the damage from... Subterranean Sun? Hell's Underground Sun? Can't remember what it was called, but going from the ruling on Valour (which also only applies to attacks, and I remember being told it wouldn't work with non-attacks from maneuvers), Gravity Wall wouldn't apply, because it's not actually an attack.
3) Gravity Wall creates a rather large dilemma: lots of small attacks (and there aren't many things that actually do lots of small attacks in this subsystem, except for a Super Robot that keeps picking Extra Attack) do no damage, but it more than doubles HP otherwise. It's also on a mecha available from level 4 with DR 10.
Random notes on the fight:1)Ah, c'mon, you saw just how many attacks Katherine just did by herself? :P
1) Currently outnumbered 4-to-1, with the enemies capable of somewhere around a hundred attacks a round.
2) They can definitely make DC 26 saves with some regularity.
3) We are really bad at keeping track of buffs.
4) Staying within 60 MU to benefit from the field of safety thing would work much better if we had more ranged attackers.
That is because we fought stupidly. The first thing we should have done was to retreat the ship to a greater distance so we wouldn't have to fight them simultaneously while we are outnumbered. It would have been a much easier fight if we fought realistically with actual strategy rather than going in like each of us was strong enough to wipe a squad on our own. Underestimating them.I'm still wondering on how everybody ended away from the area buff ally.
Going forward we should try to make better use of my "you must be this tall to attack" stance. I've got a 60mu radius effect that forces enemies to make a nontrivial ref save if they want to stay in, attack or move into the area but right now it's only protecting me.Yes. I assume you take the actions in the order it's more advantageous for you among the party, regardless of the posting order.
If Aden uses Sacred Knowledge can that be resolved before Katherine's attacks, thus granting her the damage bonus?
Part of it is probably my greater familiarity with Super Robots and the weirder Real Robot stuff than, say, Gundam, though. :/
And this is based on PSO and Phantasy Star in general, which also follows the idea of the first area being the easiest.
1)Ah, c'mon, you saw just how many attacks Katherine just did by herself? :PI honestly did not want to have to go all out in the very first encounter. Somebody pulling out the 'big guns' at the very beginning just feels wrong to me.
Yes. I assume you take the actions in the order it's more advantageous for you among the party, regardless of the posting order.:O So I do a lot more damage than the little bit of more damage I thought? Woo buffs~
Well, this campaign is part playtesting, since I never got much of a chance for testing my SRW d20 rules. So if you have any particular complains, feel free to chime in.1) The method for replacing a destroyed mecha is a bit... long. An entire quest, when you're basically dead weight during the interim? :huh1)Nobody said the quest demanded a mecha. Once you finish off the enemies here, you have the whole Central Dome to explore on foot. Who knows what you can find there? :p
2) If it was applied to the damage from... Subterranean Sun? Hell's Underground Sun? Can't remember what it was called, but going from the ruling on Valour (which also only applies to attacks, and I remember being told it wouldn't work with non-attacks from maneuvers), Gravity Wall wouldn't apply, because it's not actually an attack.
3) Gravity Wall creates a rather large dilemma: lots of small attacks (and there aren't many things that actually do lots of small attacks in this subsystem, except for a Super Robot that keeps picking Extra Attack) do no damage, but it more than doubles HP otherwise. It's also on a mecha available from level 4 with DR 10.
2) Maybe you misunderstood it, but Valor applies to maneuvers that don't demand an attack roll, it just doesn't apply to secondary attacks from maneuvers that allow you to make multiple attacks. "Attack" as in defined by the Invisibility spell.
3)Most real robots come with multiple weapons base to make multiple attacks easier. Sychnro attacks from relationship feats also helps on that matter. Also note the Huckbein MK II has Gravity Wall prototype, a weaker version. Altough the energy costs may be too low right now.
Random notes on the fight:1)Ah, c'mon, you saw just how many attacks Katherine just did by herself? :P
1) Currently outnumbered 4-to-1, with the enemies capable of somewhere around a hundred attacks a round.
2) They can definitely make DC 26 saves with some regularity.
3) We are really bad at keeping track of buffs.
4) Staying within 60 MU to benefit from the field of safety thing would work much better if we had more ranged attackers.
2)Well, yes, they can make the saves, but even if it's a 50% chance, it means half damage you're taking (and if they try to actually target Aden, the chances drop much further).
3)Yep.
4)Didn't you pick some Divine Flame ranged nukes? :psyduck
That is because we fought stupidly. The first thing we should have done was to retreat the ship to a greater distance so we wouldn't have to fight them simultaneously while we are outnumbered. It would have been a much easier fight if we fought realistically with actual strategy rather than going in like each of us was strong enough to wipe a squad on our own. Underestimating them.I'm still wondering on how everybody ended away from the area buff ally.
Part of it is probably my greater familiarity with Super Robots and the weirder Real Robot stuff than, say, Gundam, though. :/
Even the TTGL crew struggled when facing the mooks of the anti-spirals. :)
And this is based on PSO and Phantasy Star in general, which also follows the idea of the first area being the easiest.
Forest starting area is being played in the Low End campaign.
Here you have to watch out for what areas are available since you're all high level already.
But again, I'm open to discussion about mecha details, in particular stuff like Gravity Wall.
You're probably fine outside of your mech if you stay normal sized. I mean, the whole place is surrounded by a forest you could lounge in lazily whilst waiting for a pickup. :p
So... you'd prefer we let you on foot?
Maybe so you'd get eaten by something so you can start fresh with that new character?
Random notes on the fight:
3) We are really bad at keeping track of buffs.
4) Staying within 60 MU to benefit from the field of safety thing would work much better if we had more ranged attackers.
For instance, Ketaro can make a note to add 13 to the damage rolls against the regular unknowns and 3 against the others.I made a note :D
Geez Raineh, get yourself together xD
To be honest I had been planning to grab Gravity Wall at the next level to more or less double my hp.Too complicated. I'll just increase the energy costs by a factor of five. Basic Huckbein can thus Gravity Wall 4 shots, The Boxer can Gravity Wall 10. Sure you can take arsenals to increase energy storage, but maneuvers and other stuff also costs energy.
The energy requirement is very low for its power. It could be an energy shield instead.
The alternative could be using energy as hp. Sorta.
The Gravity Wall converts energy at a ratio of 1 energy = X hp to absorb damage. The GW could auto-deactivate when it reaches a certain energy minimum (not zero).
Otherwise an upgrade for the GW could be it having an energy bank of its own before it digs into the mecha's. If a mecha reaches 0 energy, it could maybe redirect GW energy to itself but the GW would become inactive and unable to regen energy until the mecha would be able to refill its arsenal again.
The GW's energy bank and energy recovery rate would otherwise be independent of the Mecha's but they could be improved as well. (Investing Battery Upgrades for it it having a reactor of its own). Just throwing ideas.
Edit: Thinking of external energy banks you can plug upon yourself for refills, that sounds like something nice to explore too.
1) Mmm, I see how it would work gestalted. But the rules as they are kind of sideline anyone who gets their mecha destroyed for a Very Long Time in a pure mecha thing.1)Well, what would you sugest? I'll admit that those rules were indeed suposed to be used with gestalt. The idea was that you're not just a mecha pilot. You have stuff you do when you're not in a cockpit, and that comes mostly from the other gestalt half. Anyway if non-mook mechas were easily replaceable, it would just feel kinda cheap. Or perhaps some raise-dead costly proceeding? With the mecha running on lower settings for some time until it's fully repaired?
2) I remember you ruling that it wouldn't apply to the 'run through them' damage from Uncontainable Dive, even if no attacks were made and that was it. Miscommunication?
3) ... they can be combined with multiattack? I thought we were limited to iteratives here? This is why I avoided extra natural attacks, because I'm not sure how they work with mecha.
That's halfway through the series. I was thinking more towards the beginning, like before Kamina goes bye-bye. And the other comparisons easily in my mind for mid-series enemies are Gunbuster and Diebuster, and those fights are complete curbstomps (also the first time the main mecha see use) :pWell, you already had a curbstomp battle in your backstory. You're not a rookie that somehow ended in the commands of a supre-prototype she barely understands. You're a veteran hero with a legendary track record, and thus the Administration wouldn't bother hiring you (and a bunch of other more-or-less equally strong dudes) unless the enemies were worthy indeed! :P
Remind me where the Central Dome is, again? :lmaoRight over the lair of a dragon and an army of mutants, experimental labs, renegade robot armies and a dark temple? :lmao
I don't expect I'm really going to survive this fight, seeing as most of my defences are easily penetrated with the 'half natural armour' stuff and the lack of the ability to use Guts to heal. Hm.You can always make a run for the smaller civilian buildings.
I would be willing to allow you some free retraining after this battle, considering again this indeed is experimental material we're using here.Geez Raineh, get yourself together xD
I'm trying! D:
It's just that I can't change two of these things, and can't really fix the third for two levels. :(
1) Mmm, I see how it would work gestalted. But the rules as they are kind of sideline anyone who gets their mecha destroyed for a Very Long Time in a pure mecha thing.1)Well, what would you sugest? I'll admit that those rules were indeed suposed to be used with gestalt. The idea was that you're not just a mecha pilot. You have stuff you do when you're not in a cockpit, and that comes mostly from the other gestalt half. Anyway if non-mook mechas were easily replaceable, it would just feel kinda cheap. Or perhaps some raise-dead costly proceeding? With the mecha running on lower settings for some time until it's fully repaired?
2) I remember you ruling that it wouldn't apply to the 'run through them' damage from Uncontainable Dive, even if no attacks were made and that was it. Miscommunication?
3) ... they can be combined with multiattack? I thought we were limited to iteratives here? This is why I avoided extra natural attacks, because I'm not sure how they work with mecha.
2)It would apply to the first target you damage with Uncontainable Dive.
Remind me where the Central Dome is, again? :lmaoRight over the lair of a dragon and an army of mutants, experimental labs, renegade robot armies and a dark temple? :lmao
I would be willing to allow you some free retraining after this battle, considering again this indeed is experimental material we're using here.Geez Raineh, get yourself together xD
I'm trying! D:
It's just that I can't change two of these things, and can't really fix the third for two levels. :(
How does a Moon Vanguard uses the maneuvers known in another person's mecha? Pilots have no readied maneuvers, being limited only by energy, so they don't have to ready the mecha's maneuvers to use them. A Moon Vanguard has readied maneuvers and recovers by energy; must they ready the maneuvers of the mecha?If you have a readied maneuver from moon vanguard and are inside a mecha, you can use it by spending the mecha's energy at the 5xManeuver level cost. Just like Katherine did.
Also, what's up with Amaterasu?That's up to Raineh Daze to answer, since she's the one keeping tabs on her mecha's HP.
Is the mecha wrecked or not? No idea where the escape pod is launching, if that's the case. Kinda waiting on that to figure out where I'm going next.
Huh, I don't mean how they use their readied maneuvers within another mecha. I mean how they use the other mecha's maneuvers, since it keeps those known by the pilot that owns it and other pilots using that mecha can use them too.
Well I was talking about the regeneration gained from the Nanomachines upgrade which your sheet says your mecha has.
And I just realized the Is are probably mooks from the "mass produced" description. So is it worth it to get a damage bonus against mecha that have very few HP to begin with, or should I go for the divine or arcane (probably the Divine, since they're described as being bigger and tougher)?Granted, that was quite a bit of pages ago. And there's some non-mooks mixed in so still need to roll when using area attacks. Mostly aimed at Ketaro and his bazillion attack rolls. :P
Something people seem to have overlooked about mecha mooks: They take max damage from non-mook enemies.
I missed the alert, then you take less 32 damage, gonna update it in the IC.
It was however ignoring miss chance since it used Strike because of the long shot range.
You do well in pointing that kind of stuff, lots of details to keep track with a big party such as this.
I missed the alert, then you take less 32 damage, gonna update it in the IC.
It was however ignoring miss chance since it used Strike because of the long shot range.
You do well in pointing that kind of stuff, lots of details to keep track with a big party such as this.
Wait, Strike applies to all attacks in a full attack? Or was this three shots by different mecha all using Strike?
Edit - Also Transforming also doesn't take an Action, for some reason I thought it used a Move. *shrugs*
Eerr, Valor is "Next Attack only" as well.I missed the alert, then you take less 32 damage, gonna update it in the IC.
It was however ignoring miss chance since it used Strike because of the long shot range.
You do well in pointing that kind of stuff, lots of details to keep track with a big party such as this.
Wait, Strike applies to all attacks in a full attack? Or was this three shots by different mecha all using Strike?
Strike applies to all attacks in a full attack.
Valour applies to all attacks in a full attack.
'Next attack only' is Love.
Edit - Oh F*ck me. The Funnel takes a Full-Round Action to deploy, the Feat only increases it's movement speed. Just ignore the Funnel stuff, going to retrain those feats out for something that doesn't punch my crotch so hard. I mean, for +21 damage and +18 DR I've sunk three Feats into this system and I *still* have to reduce my Speed to 1/3 and create a parallel debate of healing in combat to know if it's even worth standing around doing nothing for an entire round to use.So, what do you think would be a more fair activation cost for the funnel? And the faster funnel feat should reduce it to what? :)
And yeah, things are kinda disorganised, but I don't have the ability to rearrange it myself, so not much can be done. Just have to live with it. :lmaoHopefully I'll get around that over summer when I don't have any more RL work to worry about. :P
Min-Yung uses Parry to try and block pretty much everything. See how much damage she suffers after that.-Speaking of which, you take the -3 penalty for each extra attempt whetever you're sucessful or not. The maneuver says sucessive after all. Plus the Puppeteer only has 44 energy, and you're burning 10 energy each time you use Parry. And you had already used some maneuvers before that.
Deflection to deflect an attack off.
Note: Every time the U2 would lose a grapple check, it takes slam damage. Even if it is the one that makes the grapple check to do something.
Note2: Min-Yung is immune to bludgeoning damage. Those 3 punches made against her might deal nothing. If such is the case, she wouldn't bother Parrying them.
:sobbingEdit - Also Transforming also doesn't take an Action, for some reason I thought it used a Move. *shrugs*Transforming uses a swift action. The rule is under the Mecha Special Properties spoiler in the Real Robots List thread.
So, what do you think would be a more fair activation cost for the funnel? And the faster funnel feat should reduce it to what? :)Well that I guess depends.
Oh, I read that as successful rather than successive. My bad. Only 3 parries then. Not enough for a fourth.Notice mecha attacks only count as Force when it would be advantageous for the attacking mecha.
Also confused the energy cost with Moon Vanguard's maneuver recovery energy costs. :nonono
If the punch also qualifies as force to bypass that immunity, she's healed by that. Just in case.
It won't have to make grapple checks but would if he also tried to move off. The attacks take a -4 penalty though.
Edit: Also, more of a request, could you keep the square-grid on the map from now on and keep it as a template to copy on future maps? It makes it easier to calculate movement I won't have to add myself one every time you make a new map. Image the others would welcome it too. Maybe put it at transparency ~40.
Q: Does One with the Machine switch the mecha's base hit points with its own or does it switch its total hit points? Mostly wondering if OwtM ignores mecha arsenal that increases hit points or if they are added them on top of it.Total hit points, so doesn't stack with arsenal HP boosters.
Osle, that Sleet Storm looks awfully small.Check the grided map on the spoiler above.
Is it because I'm reading the grids wrong, or does it have a 20' radius instead of a 40' radius?
Does the change to Strike's Spirit cost go into effect this round or the next?
But they are affected by self-buff abilities. The growing ability is a self-buff, so by the rules it should apply. Unless there is a separate rule somewhere concerning growth buffs.
Pointing out a couple rule errors that occurred last round but slipped under my radar. Not gonna fix them retroactively, but they'll apply starting this turn.
Concerned Ninja Citizen:Sacred Treasure Land doesn't work if the enemy is inside the range. That's why it has the clause that you can try to expel opponents from inside at the end of your turn. But if they manage to stay close, they'll get to attack whitout need of the save.
At the end of each of your turns any creatures you deem an enemy inside it are pushed to the nearest border unless they suceed on a Reflex save whitout provoking attacks of oportunity.
Is dispel magic considered an attack for the purposes of Sanctuary?
EDIT: To the other players, if I was to attempt to use the "expel" aspect of Sacred Treasure Land to herd the enemy (probably the ones in the middle since herding the ones who are currently in the nuclear sun's radius seems counter productive), which way should I try to push them? Towards the party or away from it?
There is a difference between not being able to alter your basic size and not being affected by effects altering size. The former makes sense since you can change the mecha's base size by its own ability, so being able to also get bigger by the pilot's base size (though I'm not sure how that is a problem) could be seen as just free growths for the mecha.Except in that case creatures with the power to get bigger automatically get the bigger mechas, which completely defeats half the purpose of mechas (to allow regular humies to face "make my monster grow" on the same scale). I purposedly made that ruling to stop Raineh Dazeh's character from stacking her non-pilot gestalt half with DIF from stacking growths with her already massive mecha, so I naively believed other players would understand diferent sizes from other sources wouldn't stack either.
Significant by itself considering a mecha has means to change its natural size but not to alter its size temporarily.
Not 99% useless. It actually makes sense as is.
These questions seem to have been overlooked, so reposting:Yes.Is dispel magic considered an attack for the purposes of Sanctuary?
Except in that case creatures with the power to get bigger automatically get the bigger mechas, which completely defeats half the purpose of mechas (to allow regular humies to face "make my monster grow" on the same scale). I purposedly made that ruling to stop Raineh Dazeh's character from stacking her non-pilot gestalt half with DIF from stacking growths with her already massive mecha, so I naively believed other players would understand diferent sizes from other sources wouldn't stack either.Growths are affecting natural size. They are not abilities that temporarily alter size, such as the effect I'm using and Enlarge Person spell effects.
Anyway I'm both the DM of the campaign and author of those homebrew rules, so I'm the one who gets the final word on semantic details.I don't mind a ruling and do not contest it, but if you wanted to explain the logic behind it I am equally willing to make see if your reasoning is in line with your decision, which is why above I'm looking into verifying if you had banned it for a character that was stacking natural size increases as opposed to abilities granting temporary unnatural size increases/reductions. I am fine with either outcome, clarity is just one of the few things I care about.
The puppeteer's geting back to small next turn. Feel free to swap that particular half-golem part for another.'Kay.
Bonuses granted to everyone against real robots: +10 damageWait. What? Since when did we have that?
Mechas don't change size unless you're taking levels in super robot and picking the growth upgrade. You know, that sounds simple enough, gonna add it to the mecha rules now. TTGL growing prc can wait.QuoteAnyway I'm both the DM of the campaign and author of those homebrew rules, so I'm the one who gets the final word on semantic details.I don't mind a ruling and do not contest it, but if you wanted to explain the logic behind it I am equally willing to make see if your reasoning is in line with your decision, which is why above I'm looking into verifying if you had banned it for a character that was stacking natural size increases as opposed to abilities granting temporary unnatural size increases/reductions. I am fine with either outcome, clarity is just one of the few things I care about.
I took them in acount with Katherine's attacks since Ketaro explicitly said he had forgot to add them to his rolls.QuoteBonuses granted to everyone against real robots: +10 damageWait. What? Since when did we have that?
That might have had a bunch of our attacks deal significantly more hurts than we thought.
I was wondering if it would do something different on a giant robot, seeing as there's a complete scale difference and material difference.Giant fluffy animal, still as fragile as the normal sized ones. :p
Did your miscommunication on the state of the U2 I was grappling with made me skip my turn?
I was wondering if it would do something different on a giant robot, seeing as there's a complete scale difference and material difference.Giant fluffy animal, still as fragile as the normal sized ones. :p
That is a very lucky save.
Not sure how you use the breath as a standard.Dammit. So many pages, so many rules....
Desolation Breath is a fullround and it requires a swift to have it also deal Con damage.
hello everyone !
Soprry to have leaved without warning, I got some heavy troubles IRL that kept me from connecting here. I am sorry I did not manage to get some time to warn you earlier. As well, I am totally at loss with what is going on in your adventures, so i do think it is wiser that I quit. I hope you'll understand, and have fun all together !
Move Action: Fly somewhere useful, try to angle multiple targets.I think you're confused.
Rule 37, RD.
It isn't too awesome to make others work to calculate and figure out your positioning for you.Raineh Daze, ketaro, & Anomander already acted, very likely killing their targets. So moving to breath on their already dead opponent is a wasted turn lost to the PbP system. I even bring this up:
Fancy way of saying I need a target. 95mu will get me to the other corner easily enough but no real time descriptions on who fell over and who hasn't.All through I don't plan on killing everyone on the field. Obviously.
It isn't too awesome to make others work to calculate and figure out your positioning for you.Raineh Daze, ketaro, & Anomander already acted, very likely killing their targets. So moving to breath on their already dead opponent is a wasted turn lost to the PbP system. I even bring this up:Fancy way of saying I need a target. 95mu will get me to the other corner easily enough but no real time descriptions on who fell over and who hasn't.
I don't recall attacking the door. Can you even kill a door? :pAdventurers never use doorknobs!
I don't recall attacking the door. Can you even kill a door? :pAdventurers never use doorknobs!
It isn't too awesome to make others work to calculate and figure out your positioning for you.Raineh Daze, ketaro, & Anomander already acted, very likely killing their targets. So moving to breath on their already dead opponent is a wasted turn lost to the PbP system. I even bring this up:Fancy way of saying I need a target. 95mu will get me to the other corner easily enough but no real time descriptions on who fell over and who hasn't.All through I don't plan on killing everyone on the field. Obviously.
I don't recall attacking the door. Can you even kill a door? :pAdventurers never use doorknobs!
What's the sci-fi equivalent of that? I think all PSO doors open automatically if not locked. Weird things. @_@
The roof (http://www.youtube.com/watch?v=pX2GeOxnC0o#t=02m21s)?I don't recall attacking the door. Can you even kill a door? :pAdventurers never use doorknobs!
What's the sci-fi equivalent of that? I think all PSO doors open automatically if not locked. Weird things. @_@
SorO_Lost:I now noticed an incosistency on your sheet. You have Nanomachines 5 for just 5 upgrade points, when at best you can get Nanomachines 4 costing you 10 upgrade points.
Also reposting for revelancyHmm? Well technically it says I spent 10 points for the 5th rank which is what it cost originally. You never replied to Raineh Daze's discussion on Regen being so cheap so I never looked.SorO_Lost:I now noticed an incosistency on your sheet. You have Nanomachines 5 for just 5 upgrade points, when at best you can get Nanomachines 4 costing you 10 upgrade points.
Defense (36 points)Does that look right?
1*13 = Plating: +5HP, +1 Na AC, +1 DR. 1*13= 1 point per rank, times 13 ranks.
1*13 = Agility: +1 to Dodge and +5 mu to all Speeds.
N*10 = Nanomachines: Fast Healing X/10ths of max hp. (rank 4, 1+2+3+4=10)
Offense (0)
Other (12 points)
2 = Gravity Engine: The Super robot can fly at it's base speed with good maneuverability (costs 2).
1 = Transform[Fighter]: Improve flight to *1.5 Land Speed(perfect), +4 Dodge, -2 DR.
1*2 = Miniaturization: --Size, Colossal->Gargantuan->Huge.
1*3 = Hyperdimensional Storage: +25 Arsenal Points.
Arsenal (75/75 = 0+75 points, level III)
50 = Amplifier(I): Mech channels 1 Su/SLA per Arsenal level(breath, any other 2).
25 = Nacht System (I): Gain [Stealth], hide anywhere.
1 = Sentient: 10 in all ability scores but Int (-), tries to find you.
3 = Supporting: Robot's Immediate Action; +[1/4 lvl] to Attack/Saves/Dodge.
You can alter mecha states now. That goes for other players as well, I'm giving everybody a one-time chance to change around their characters based on their performace this battle.
Priceless indeed.
The theoretical market price of those moon atomizers is pretty high! :lol
More than half tempted to turn one or two of those into some perfectly sell-able exotic flower to get us better gear. :evillaugh
Does that look right?At first glance yes, altough since I have my head kinda filled planning the SRW threads merging I wouldn't mind somebody else checking your numbers.
Edit: Son-of-a... I totally spaced on my Sadism buff. Man, Megaflare would have been more powerful than my Breath Weapon last turn. Added a new "buffs" section to my Spell list. Also defined my Readied Maneuvers with better, easier, to understand text. Including the Sun's Concentration check. Never did finish my items, might do that later today.Yes.
Also new spoiler on my sheet.That hold true on your (oslecamo's) end?(click to show/hide)
Seriously though, I'm pretty sure you meant for those to be consumable single use items rather than items you can use at will with swift actions.Correct, they're one-shot consumables. The names are taken directly from the items from PS series with basically the same effects.
Now, are we acting like our AFKs characters are still around? Should we logically be trying to find our PDragon captain in the wrecks of the ship, or anything useful that could be salvaged from the wrecks? Or is he going to realize he didn't miss much and being found unconscious and waking up in the wrecks would make a fine and easy way to reintegrate him into the game?Until the player himself shows up, the ship's captain is counted as missing. The ship's crew is starting repairs and will provide basic maintenance for your machines.
Whats the XP gains, if any?
Unless a fight is the objective, they are optional. Got it.
I might be interested into the Into the Dangerzone pilot feat. If you have no plans on finishing it anytime soon may I request the possibility of a feat retrain for it later?
I note that the one for the ship captain has no prerequisite feat, unlike the others.
The point isn't that it does not have the Born to Fight feat preq. It was that it does not have a feat preq at all. There could be an alternative to Born to Fight that is more in line with that kind of mecha/ship pilot.
@team: Might want to get tricks to skip/ignore fights easily for those kinds of missions since they are a waste of resources.We only lost a ship.
@team: Might want to get tricks to skip/ignore fights easily for those kinds of missions since they are a waste of resources.We only lost a ship.
After using an Overdrive, it says the Nano Armor's energy is at zero for an hour, but can you still use the other benefits of the Nano Armor that do not use energy?That was definitely the intent. Else it would be completely out of service like the Advanced Overdrive, which would reduce the in-usability to 10 minutes instead of specifying that different impairment.
Unless a fight is the objective, they are optional. Got it.Yes, feat retraining will be possible later over downtime.
I might be interested into the Into the Dangerzone pilot feat. If you have no plans on finishing it anytime soon may I request the possibility of a feat retrain for it later?
I note that the one for the ship captain has no prerequisite feat, unlike the others.Following the recent discussion, added in Veteran Mechanics as a prerequisite, representing the need of having highly skilled engineers to take care of the fancy systems.
Also, how does Born to Fight translates with a Moon Vanguard?-Yes.
-Does the maneuver use outside the mecha stacks with the out-of-mecha usage of a favored maneuver?
-I imagine that the non-damage effect is nice when in nanoarmor and without an overdrive or amplifier.
-Would the jet-pack thing kick in automatically when the nanoarmor miniaturizes after an advanced overdrive?
About MV overdrives:Correct, cannot use it at all for 10 minutes, then still out of energy for 50 minutes, and you cannot use another Overdrive to recover from an overdrive.
After a normal overdrive, the nanoarmor cannot get energy for an hour. After an advanced overdrive, it is out of function for 10 minutes.
Since acquiring advanced overdrive does not upgrade normal overdrives to an energy outtage of 10 minutes to match its own nanoarmor impairment duration, and since it is the same as a normal overdrive except for the elements stated, am I right to believe that after an advanced overdrive, the nanoarmor miniaturizes for 10 minutes, and is then unable to get energy by any means for 50 minutes?
And by any means, I think that includes getting energy back with an use of Overdrive.
@team: Might want to get tricks to skip/ignore fights easily for those kinds of missions since they are a waste of resources.Well, you still get meseta and
Those questions about the Moon Vanguard's Overdrive are actually really good questions....Yes.
They also made me think about something.
After using an Overdrive, it says the Nano Armor's energy is at zero for an hour, but can you still use the other benefits of the Nano Armor that do not use energy?
Does being stuck at zero energy simply mean that you cannot recover any maneuvers, but still use them because using maneuvers does not cost energy, and that you cannot fly, if you can fly, because that also costs energy?Only maneuvers that you hadn't expended yet. And yes no flight.
Entering a stance costs energy, but if you were already in a stance can you remain in it after the Overdrive ends and you have zero energy?Yes, since maintaining the stance doesn't cost energy.
Keep your eyes peeled for red containers.
It's ok if you don't get it. ;)
Does the Yatagarasu not count or something?She is alive and her Mech will repair it's self for free?
Does the Yatagarasu not count or something?She is alive and her Mech will repair it's self for free?
Also, I meant the enemy mech was inside the building... but eh, might be one outside, I can't remember where everything was. :lmaoThe concealed robots pointing their guns at you are not mechs. ;)
Also, I meant the enemy mech was inside the building... but eh, might be one outside, I can't remember where everything was. :lmaoThe concealed robots pointing their guns at you are not mechs. ;)
Neither. It's a joke on failing a Spot check, you're about to be ambushed by some heavily armed sentries that are here either to obtain the data that was being deleted by a settler or they already obtained and were deleting it them selves and they were smart enough to leave a group behind to guard it when we showed up.Is this a terminology quibble you started or telling me that I blew up a giant robot that isn't a giant robot? :PAlso, I meant the enemy mech was inside the building... but eh, might be one outside, I can't remember where everything was. :lmaoThe concealed robots pointing their guns at you are not mechs. ;)
You can't get larger than the space allows. Otherwise one could cast Shrink Item on someone's helmet to crush his skull.Except tin foil isn't exactly deadly.
Besides, the mecha don't work that way. Think of them as a piece of equipment.That'd be a reasonable third option.
That you pilot.
Too sleepy to answer questions now.
But to make sure, is the party fine with waiting several minutes to go trough the salvaged data logs in the room where Amaterasu is in search of useful information?
Question. Is the Arcane Mech like a Familiar and benefiting from a copy of a Spell cast on our selves or is it separate leading to Enlarge Person being a fun way to commit suicide?
If you DDed, the polymorph would end. Besides polymorph doesn't really work with Nuclear Dragon because Nuclear Dragons don't have an official statblock with ability scores and stuff.You can't get larger than the space allows. Otherwise one could cast Shrink Item on someone's helmet to crush his skull.Except tin foil isn't exactly deadly.And if it is treated as a separate creature could I use Polymorph on the Mech to turn it into a Dragon and then Dimensional Door out of it thereby allowing us both to breath atomic death on my enemies?
My Mech is sentient and apparently has it's own set of actions (supporting upgrade), in fact it even has a list of Spells Known (arcane pilot). What's preventing it from spending it's own Move/Standard Actions to fly around killing stuff or casting off Scrolls while I'm busy handling Hell's Sun or my Full-Round+Swift Action Breath?While you're outside your mecha, you don't count as a mecha yourself, thus severly diminishing your own combat power against mecha enemies. And obviously you're no longer benefiting from your mecha defensive properties (sentient only works when you're outside of it, except for Support that is limited to boosting your stuff).
Take all three of the Sentient upgrades and its intelligence is basically equal to yours.Pretty much yes. :p
It seems to be the build-an-Evangelion option.
How safe do you reckon it is to actually use the entrance, though?
I mean, the absolute limit of what I can break through, if push comes to shove, would be a mile-long tunnel just by ploughing through internal walls at high speed. Really depends how strong they are. :lmao
How safe do you reckon it is to actually use the entrance, though?It's common knowledge that this kind of facility has volatile energy systems inside. Meaning that altough you theoretically can just blast a hole open, it would also mean an extremely high chance you set off a chain reaction reducing everything and everybody inside to cinders and slag, including survivors/loot/data.
I mean, the absolute limit of what I can break through, if push comes to shove, would be a mile-long tunnel just by ploughing through internal walls at high speed. Really depends how strong they are. :lmao
It's the records of months of management of various supplies being checked in and out mixed with personal comments from the operators, broadcasted news to the colony and other odd bits and ends. It's gonna take some minutes even for any advanced AI among your groups.Too sleepy to answer questions now.
But to make sure, is the party fine with waiting several minutes to go trough the salvaged data logs in the room where Amaterasu is in search of useful information?
Wait. How big are those files and how high is Amaterasu's processing speed?
I'm pretty sure we have CASTs and one of them can probably scan things in a matter of seconds.
Ok, here goes. Let me know if I miss something.Question. Is the Arcane Mech like a Familiar and benefiting from a copy of a Spell cast on our selves or is it separate leading to Enlarge Person being a fun way to commit suicide?
Yes, but only while you're piloting it, and size-changing effects in particular don't work on mechas besides the super robot growth/miniaturize upgrades.If you DDed, the polymorph would end. Besides polymorph doesn't really work with Nuclear Dragon because Nuclear Dragons don't have an official statblock with ability scores and stuff.You can't get larger than the space allows. Otherwise one could cast Shrink Item on someone's helmet to crush his skull.Except tin foil isn't exactly deadly.And if it is treated as a separate creature could I use Polymorph on the Mech to turn it into a Dragon and then Dimensional Door out of it thereby allowing us both to breath atomic death on my enemies?My Mech is sentient and apparently has it's own set of actions (supporting upgrade), in fact it even has a list of Spells Known (arcane pilot). What's preventing it from spending it's own Move/Standard Actions to fly around killing stuff or casting off Scrolls while I'm busy handling Hell's Sun or my Full-Round+Swift Action Breath?While you're outside your mecha, you don't count as a mecha yourself, thus severly diminishing your own combat power against mecha enemies. And obviously you're no longer benefiting from your mecha defensive properties (sentient only works when you're outside of it, except for Support that is limited to boosting your stuff).Take all three of the Sentient upgrades and its intelligence is basically equal to yours.Pretty much yes. :p
It seems to be the build-an-Evangelion option.How safe do you reckon it is to actually use the entrance, though?
I mean, the absolute limit of what I can break through, if push comes to shove, would be a mile-long tunnel just by ploughing through internal walls at high speed. Really depends how strong they are. :lmaoHow safe do you reckon it is to actually use the entrance, though?It's common knowledge that this kind of facility has volatile energy systems inside. Meaning that altough you theoretically can just blast a hole open, it would also mean an extremely high chance you set off a chain reaction reducing everything and everybody inside to cinders and slag, including survivors/loot/data.
I mean, the absolute limit of what I can break through, if push comes to shove, would be a mile-long tunnel just by ploughing through internal walls at high speed. Really depends how strong they are. :lmaoIt's the records of months of management of various supplies being checked in and out mixed with personal comments from the operators, broadcasted news to the colony and other odd bits and ends. It's gonna take some minutes even for any advanced AI among your groups.Too sleepy to answer questions now.
But to make sure, is the party fine with waiting several minutes to go trough the salvaged data logs in the room where Amaterasu is in search of useful information?
Wait. How big are those files and how high is Amaterasu's processing speed?
I'm pretty sure we have CASTs and one of them can probably scan things in a matter of seconds.
Poly has a listed duration, it wouldn't end because of DDoor. It's either ending because your real answer is all Spells end when you exit, which begs questions/abuse of exiting your Mech to end crippling Spells like Dominate Monster or Slow. Or because you are saying when you exit your Mech then your Mech is no longer a legal target for Polymorph (affects living creatures). In which case Spells that would still affect Objects is still open game. Meaning all we've really done is reword my question. I realize being able to affect my Mech seperatly lets me abuse the crap out of it, so can we just go with Mechs are Equipment? While inside they benefit from any buff you have running and when you exit you take them with you. Both the positives and the negatives.And if it is treated as a separate creature could I use Polymorph on the Mech to turn it into a Dragon and then Dimensional Door out of it thereby allowing us both to breath atomic death on my enemies?If you DDed, the polymorph would end. Besides polymorph doesn't really work with Nuclear Dragon because Nuclear Dragons don't have an official statblock with ability scores and stuff.
That says nothing about if my Mech has it's own set of actions nor of the loophole that if my area effect is large enough to encompass a Mech it bypass the Mortal-to-Mech immunity rule. Which my 95ft Cone Shaped Breath Weapon can.My Mech is sentient and apparently has it's own set of actions (supporting upgrade), in fact it even has a list of Spells Known (arcane pilot). What's preventing it from spending it's own Move/Standard Actions to fly around killing stuff or casting off Scrolls while I'm busy handling Hell's Sun or my Full-Round+Swift Action Breath?While you're outside your mecha, you don't count as a mecha yourself, thus severly diminishing your own combat power against mecha enemies. And obviously you're no longer benefiting from your mecha defensive properties (sentient only works when you're outside of it, except for Support that is limited to boosting your stuff).
Your answers simply breed more questions. :(What doesn't when you start bringing in polyrmoph? :psyduck
That's how it already worked. Except your mecha won't change size even if you do.Poly has a listed duration, it wouldn't end because of DDoor. It's either ending because your real answer is all Spells end when you exit, which begs questions/abuse of exiting your Mech to end crippling Spells like Dominate Monster or Slow. Or because you are saying when you exit your Mech then your Mech is no longer a legal target for Polymorph (affects living creatures). In which case Spells that would still affect Objects is still open game. Meaning all we've really done is reword my question. I realize being able to affect my Mech seperatly lets me abuse the crap out of it, so can we just go with Mechs are Equipment? While inside they benefit from any buff you have running and when you exit you take them with you. Both the positives and the negatives.And if it is treated as a separate creature could I use Polymorph on the Mech to turn it into a Dragon and then Dimensional Door out of it thereby allowing us both to breath atomic death on my enemies?If you DDed, the polymorph would end. Besides polymorph doesn't really work with Nuclear Dragon because Nuclear Dragons don't have an official statblock with ability scores and stuff.
Then you present a new rule, changing the Size of your Mech cannot be done. And yet, you didn't mention this in the Polymorph example that technically does that as a side effect of changing into another Creature. So I fathom only direct effects like Divine Might, Shrink Item, and Enlarge Person bestow their specific bonuses but not Size changes or Size related bonuses. Correct?Yes.
True enough. But your 95 ft cone gets reduced to a 15 mu cone while you're outside your mecha, which wouldn't actually be enough for something as Amaratus's gargantuan machine (or to cover multiple enemies). And you'll also moving in slow motion in the battlefield, making it even harder to make that breath hit.That says nothing about if my Mech has it's own set of actions nor of the loophole that if my area effect is large enough to encompass a Mech it bypass the Mortal-to-Mech immunity rule. Which my 95ft Cone Shaped Breath Weapon can.My Mech is sentient and apparently has it's own set of actions (supporting upgrade), in fact it even has a list of Spells Known (arcane pilot). What's preventing it from spending it's own Move/Standard Actions to fly around killing stuff or casting off Scrolls while I'm busy handling Hell's Sun or my Full-Round+Swift Action Breath?While you're outside your mecha, you don't count as a mecha yourself, thus severly diminishing your own combat power against mecha enemies. And obviously you're no longer benefiting from your mecha defensive properties (sentient only works when you're outside of it, except for Support that is limited to boosting your stuff).
How about, while being Piloted my Mech cannot take any action of it's own. This will nerf dual abuse. Supporting is rewritten to simply provide it's benefit 24/7 rather than trying to say it's using the one and only action the Mech has every single turn. Same end result on Supporting, just no inherent suggestion on a Mech having it's own actions. When you are NOT in your Mech, assuming it is Sentient, it can now use it's full set of Actions. Of course it cannot benefit from Supporting since that trait requires a Pilot. Since an Arcane Mech has it's own list of Spell's Known it can use Scrolls and such (or even UMD as needed). Just be mindful of the Mortal-To-Mech rules when attempting this dual abuse.Again, that's basically how it works already. Your mecha can only use the support option when you're inside.
I was also thinking more 'cut a hole in the wall and pull a chunk of it out'. Not temporary, but not as destructive as just making a hole in the building. :lmaoThat would work better yes, altough it'll also mean you'll have to repeat it multiple times to go trough multiple rooms/corridors.
I was also thinking more 'cut a hole in the wall and pull a chunk of it out'. Not temporary, but not as destructive as just making a hole in the building. :lmaoThat would work better yes, altough it'll also mean you'll have to repeat it multiple times to go trough multiple rooms/corridors.
Mao actually suggested that the rest split up to meet the pair at ground level.
If they all tag along, though, she'll make passwalls there instead of solo-phasing through the ground so everyone can stay together.
Alright cool.
If you think the maneuver requirements for those feats should be higher I don't mind I'll just adjust to meet it.
As long as the Real Pilot can fill the requirements at level 6 I don't think it matters much.
Weapons: All super robots have two in-built melee weapons dealing 1d6+Str mod damage each. Those are usually reinforced fists but could as well be claws, rectratable blades or whatever the player likes more.I didn't know I could have more than one weapon without spending points on the Extra upgrade...So I guess I do have something.
... Huh, I can emulate Love, however useful that is in this scenario... @_@
... Huh, I can emulate Love, however useful that is in this scenario... @_@You mean Rivalry?
Actually...looking at the Super Robot page now...Unfortenately, those two free in-built weapons are only for "pure" super robots. A multiclass super robot/real robot still uses a real robot's stats as base, not the super robot's. Multiclass ship captain/super robot do get the pair of free in-built weapons, but that's specified in their entry.QuoteWeapons: All super robots have two in-built melee weapons dealing 1d6+Str mod damage each. Those are usually reinforced fists but could as well be claws, rectratable blades or whatever the player likes more.I didn't know I could have more than one weapon without spending points on the Extra upgrade...So I guess I do have something.
If I purchase some Extra weapons next level, can I snag a backup pair of youkai blades? :rolleyesYou can only ever be atunned to a single pair of youkai-forged blades.
I'll have to be more careful next time.
... I am still confused (obviously) why Super Pilots get rivalry when there generally aren't sufficient super robots around to actually have a rival. It's... odd (also, Love the Spirit is Super Pilot). @_@
So, uh, Amaterasu's appearance! (http://honeydrive.deviantart.com/art/Commission-Amaterasu-Reen-403159497)Yes. He clearly had been experimenting on himself to don't go down with your first blow.
Now, did I use Zeal to kill the scientist or not? :O
Unfortenately, those two free in-built weapons are only for "pure" super robots. A multiclass super robot/real robot still uses a real robot's stats as base, not the super robot's. Multiclass ship captain/super robot do get the pair of free in-built weapons, but that's specified in their entry.
Of course if everybody else thinks multiclass RR/SR should get the two free in-built weapons on top of the usual RR in-built weapons, I can go change that.
VROOM VROOM.
Yeah...
You guys know I'm gonna block the crap out of their path as soon as I move, right?
Also, Mao takes large space on the map since her nanoarmor is large-sized.Third version of the map uploaded.
I guess my better roll doesn't make up for the epic fail? :pYou'll see next turn.
Her Nuclear Dragon monster class abilities.Heh. Confused?
I recall she got some serious offensive with her blades. Could help to mince that poleziax that sits conveniently within her melee reach.
But there's no genderbending. It just so happens that King Arthur is a girl. :p
Yes.But there's no genderbending. It just so happens that King Arthur is a girl. :p
My english bad, I believed gender bending included cross-dressing. Either way, boys that end up being seen as girls and vice-versa, either by actually turning on the other or just by their clothes/misunderstanding.
Which then would include Monster as well, thanks to the main villain of all things.
Never readed 20th Century Boys, but I would be pretty suprised if there's no one dressing/confused as the other gender at one point or another.
Anomander:Something I noticed now, Plain History maneuvers cannot be used if you're wielding weapons/shields. And you're most definetely wielding a bunch of weapons right now.It demands to have at least one pair of hands free. To have a pair of hands free, all she has to do is let go of the nanoarmor's controls for the duration of the initiation.
I know you used the same tactic back at the previous battle, but I didn't remember this detail then.
... I don't think I could get within a mile of something using crossdressing to illustrate criminality. >.>
Do what you want with Moon Vanguards. It doesn't change Mao's usage of the discipline. She isn't wielding any weapons and her PH maneuvers aren't dependent on her mecha .Mao's wielding the nanoarmor. The nanoarmor is bristling with weaponry.
If you insist that Mao isn't actually wielding weapons, then I'm afraid she can't use Disapearing Elegance while on it, or any Ancient Temple maneuver for the matter, because that would demand her to be wielding her youkai-forged blades.I agree. She cannot use those maneuvers unless she can use the youkai blades while initiating them.
You can also now learn Ancient Temple maneuvers, which can only be used with the Youkai-Forged blades. You must still give up one of your original schools if you're a martial initiator.
It's a matter of you being wielding the nano armor.That seems to be a misunderstanding of what the term 'wielding' means. Mao is equipped with the nanoarmor. You do no wield an armor unless you are actually holding it in your hands.
It depends on what your intent was when you wrote PH. You bolded the need to have a pair of free hands and mentioned afterwards that weapons and shields must not be wielded. So one wonders if wearing an armor with spikes counts as wielding a weapon, as defined by the term "wielding" in DnD; You certainly wear weapons, but are you wielding them? Some weapons are worn, equipped or a part of you (built-in) without being wielded. Do you wield your unarmed strikes? They are treated as manufactured weapons too, and yet the scholar has them as a class feature. Because he always has a weapon, he cannot use his PH maneuvers? Of course not.You're confusing classes. A monk's unarmed strike is treated as a manufactured weapon. A scholar simply has Improved Unarmed Strike, that by itself doesn't make your unarmed strike count as a manufactured weapon.
This issue is not going to apply to the pilot of an actual mecha, since you are clearly a creature within a vehicle that you pilot to have it do stuff as opposed to wearing an armor that does stuff you command it to do, so there is no issue of having the mecha 'equipped', 'wielded' or otherwise.Considering that both a mecha and a nanoarmor's strength/dexterity are directly tied to that of the pilot, that's not really the case. I had already pointed out mechas are basicall oversized suits of armor+weapons, not vehicles. Compare with an Apparatus of the Crab, that has its own fixed combat statistics, independent of who's piloting it.
The spellcaster example I've given applies easily, but if you want to redesign nanoarmors as an equipped armor that makes you wield its weapons, be they built-in or weapons it can be separated from, while it is worn, then I'll agree that PH maneuvers cannot be used while a nanoarmor is donned unless a method to unweild them is implemented. As written, right now, that is not the case.I'm not redesigning, simply clarifying, just as at the start of the game you could pick Ancient Temple yet be unable to use it because you weren't geting youkai-forged blades. And I had already made a proposal about that a few posts ago, of the nanoarmor being able to retract/draw weapons as a move action.
On a different subject, if you just don't want to have the adept wield weapons, is the part about having two free hands necessary considering not every race has two hands to begin with?Because you still need to be able to write stuff down.
You're confusing classes. A monk's unarmed strike is treated as a manufactured weapon. A scholar simply has Improved Unarmed Strike, that by itself doesn't make your unarmed strike count as a manufactured weapon.For the purpose of weapon buffs that may be applied to manufactured weapons. Mecha weapons do not behave that way. They are still treated as weapons.
Considering that both a mecha and a nanoarmor's strength/dexterity are directly tied to that of the pilot, that's not really the case. I had already pointed out mechas are basicall oversized suits of armor+weapons, not vehicles. Compare with an Apparatus of the Crab, that has its own fixed combat statistics, independent of who's piloting it.But you also pointed out that they are separate from the pilot. Them using your stats is part of their design. You are not the mecha, it just gets stuff based on who's in command. You make it do things. There are some psionic skins in the magic item compendium that can be worn all over you. Being able to carry a skin-tight item all over yourself doesn't make you wield it. The key word is 'wield'; You must hold it in your hands.
I'm not redesigning, simply clarifying, just as at the start of the game you could pick Ancient Temple yet be unable to use it because you weren't geting youkai-forged blades.Now I'm clarifying why the PH guidelines do not apply in this case. Changing things so that they would is a redesign in the wording, but maybe not in intent when you wrote Plain History.
Because you still need to be able to write stuff down.They could do it with their mouth/unusually long tongue. Their tail. Whatever thing that could be dipped in some ink-like substance to write with. Even an amputee missing an arm can still write. Was just wondering if specifying that two hands had to be available to write on top of not wielding weapons/shields was necessary considering they can trace their writings in mid-air.
I think the problem here is simply that you're possibly assuming no action is required to draw or sheath the youkai-forged blades because they are being counted as built-in to the Nanoarmor and thus can freely go between drawing them and using Ancient Temple maneuvers then sheathing them to fulfill the requirement of Plain History needing your hands free to use it's maneuvers in the same round. Built-in doesn't mean the same as being counted as natural attacks, I believe...It is not a matter of there being no action cost fo draw/sheathe them. You don't need to draw or sheath armor spikes. Some weapons can be used merely by being worn. You don't have to wield them. You use them without wielding them.
The same problem here just seems to be the clarification of how AT & PH interacts with eachother as well, at least in the context of using maneuvers from both disciplines in the same round.If the objective is to make it harder to use AT and PH in my current situation, what would have to be done is adding a rule on 'drawing' and 'sheathing' built-in and arsenal weapons. Adding a rule that states that all weapons worn with the nanoarmor or possessed by the mecha are also treated as wielded by the pilot just for being within the mecha, even if he stops piloting it.
I think it'd be resolved simply by clarifying that it takes the same action to draw or sheath the Nanoarmor's built-in weapons as it does normal weapons.
You lost me there with that sudden change of subject.QuoteYou're confusing classes. A monk's unarmed strike is treated as a manufactured weapon. A scholar simply has Improved Unarmed Strike, that by itself doesn't make your unarmed strike count as a manufactured weapon.For the purpose of weapon buffs that may be applied to manufactured weapons. Mecha weapons do not behave that way. They are still treated as weapons.
Thank you for the enlish lesson. Since the word "wielded" doesn't cover half of what I tought it did, clarified the original intent on the Plain History thread.QuoteConsidering that both a mecha and a nanoarmor's strength/dexterity are directly tied to that of the pilot, that's not really the case. I had already pointed out mechas are basicall oversized suits of armor+weapons, not vehicles. Compare with an Apparatus of the Crab, that has its own fixed combat statistics, independent of who's piloting it.But you also pointed out that they are separate from the pilot. Them using your stats is part of their design. You are not the mecha, it just gets stuff based on who's in command. You make it do things. There are some psionic skins in the magic item compendium that can be worn all over you. Being able to carry a skin-tight item all over yourself doesn't make you wield it. The key word is 'wield'; You must hold it in your hands.
Some carried magic items uses some of their carrier's stats for a purpose or another, like using their saves when they are targeted. It does not make them wielded.
Even if the case of a mecha that has everything it holds mechanically be treated as if the pilot was holding them himself, built-in weaponry is not held weaponry. They aren't wielded by the mecha either.
The Apparatus of the Crab is a good example. It does not have the same statistics because it offers a different package, yet in essence it is still an object you must get into so that you may control it. And both aren't wielded.
I can assure you my intent when writing Plain History was not for them to all become Mad Max raiders covered in spikes.QuoteI'm not redesigning, simply clarifying, just as at the start of the game you could pick Ancient Temple yet be unable to use it because you weren't geting youkai-forged blades.Now I'm clarifying why the PH guidelines do not apply in this case. Changing things so that they would is a redesign in the wording, but maybe not in intent when you wrote Plain History.
With their bare hands, not other appendages.QuoteBecause you still need to be able to write stuff down.They could do it with their mouth/unusually long tongue. Their tail. Whatever thing that could be dipped in some ink-like substance to write with. Even an amputee missing an arm can still write. Was just wondering if specifying that two hands had to be available to write on top of not wielding weapons/shields was necessary considering they can trace their writings in mid-air.
If the objective is to make it harder to use AT and PH in my current situation, what would have to be done is adding a rule on 'drawing' and 'sheathing' built-in and arsenal weapons. Adding a rule that states that all weapons worn with the nanoarmor or possessed by the mecha are also treated as wielded by the pilot just for being within the mecha, even if he stops piloting it.Nanoarmor now has rules for retracting weapons and making them useable again, since Moon Vanguard was never intended to allow a Plain History user to go around with a full arsenal at the tip of their hands, whetever youkai-forged blades or not.
Then it would make it impossible for me to do what I do, so since the new clarifications are harming my action economy I'll just replace AT and the setup used to be good at it by a better discipline that will improve my damage potential and relieve me of the huge drag of having to roll so many attacks (and get a feat back).
So if the situation is indeed a problem that needs to be worked around, I've no objection to having it corrected as long as it is done correctly.
Win-win for me either way.
You lost me there with that sudden change of subject.Losing tracks happen when you change the subject yourself. I was talking about the wieldability of weapons that aren't wielded and then you focused on changing the meaning you gave to 'treating as a manufactured weapon' for the guidelines on using mecha weapons; that being the ability to make iterative attacks with them, and made it about the manufactured weapon guidelines proper to Monks.
including but not limited to animated shields, armor spikes, mechas/nanoarmor with weapons drawn, nanoarmor, and similar,Including but not limiting to is very vague. You should instead define what is right and what isn't instead of making a small incomplete list.
Point out your character's changes when you're done.Good idea. Will do.
Mechas don't have unarmed strikes. Some of them have fist attacks, but they're not unarmed strikes, just like a golem has slam attacks, and thus have their own rules.QuoteYou lost me there with that sudden change of subject.Losing tracks happen when you change the subject yourself. I was talking about the wieldability of weapons that aren't wielded and then you focused on changing the meaning you gave to 'treating as a manufactured weapon' for the guidelines on using mecha weapons; that being the ability to make iterative attacks with them, and made it about the manufactured weapon guidelines proper to Monks.
So I return to the point, saying that mecha weapons, although they follow manufactured weapons usage guidelines, cannot be enchanted like a Monk's fists. Your point about Monks doesn't apply since fists can still make iterative attacks as per your mecha weapon manufactured weapon use guidelines. Maybe I didn't make this harder to understand. Vulgarization isn't my forte.
Bad editing on my part, nanoarmor appearing twice, removed the second one just leaving the "mechas/nanoarmor with weapons drawn" part.Quoteincluding but not limited to animated shields, armor spikes, mechas/nanoarmor with weapons drawn, nanoarmor, and similar,Including but not limiting to is very vague. You should instead define what is right and what isn't instead of making a small incomplete list.
You list nanoarmor has something that prevent initiation of the maneuvers. The entire nanoarmor. So just having a nanoarmor on makes it impossible to use PH.
You mention mecha/nanoarmor with weapons drawn. You put the notion of retrieving weapons and making them usable again, but it doesn't fit the DnD term of drawing a weapon, which already has action types to cover that. (Move action, free action as part of a move, free actions with Quick Draw...)If it already fitted DnD rules, I wouldn't need to homebrew it.
In the case of Mao, these change are, again, insufficient to prevent her use of PH when inside a mecha if she stops piloting it to initiate. You don't equip a mecha.Excellent point. Taken care of.
Don't forget to include the rules forDone as well.retrievableretractable weapons in the mecha section.
I've considered many options, but using Dolls equipped with weapons (that Mao herself isn't equipped with) sounds like a very attractive option.
Mechas don't have unarmed strikes. Some of them have fist attacks, but they're not unarmed strikes, just like a golem has slam attacks, and thus have their own rules.I guess I indeed made it harder to follow. You totally lost the point. Oh well. Not like it really matters.
If it already fitted DnD rules, I wouldn't need to homebrew it.You wouldn't have to overhomebrew it if you used the right terminology.
Excellent point. Taken care of.Good for the rules on piloting and stopping to pilot. It makes it easier to determine how switching pilots go when you have passengers in a mecha that wants a go at kicking butts with it.
Weren't you just complaining about having to make too many attack rolls? :pI definitely aim to spare myself that annoyance if I can avoid it. :psyduck
You wouldn't have to overhomebrew it if you used the right terminology.Sufficient to make the ruling useless, since there's multiple easy ways to draw weapons as a free action.
Just explaining that all mecha weapons can be drawn and sheathed as wield-able weapons would be sufficient.
QuoteWeren't you just complaining about having to make too many attack rolls? :pI definitely aim to spare myself that annoyance if I can avoid it. :psyduck
Every round up to now I looked for something I could do without rolling a thousand dice but the best available options I've snared myself into always figuratively involved at least half that number. Not really motivating to get a post done quickly.
Sufficient to make the ruling useless, since there's multiple easy ways to draw weapons as a free action.I don't see why. If normal weapons go by the draw/sheathe rules to use Plain History, why should mechas/nanoarmors have a harder time at it? Especially if they invest in feats like Quick Draw.
Write down the rolling code ahead of time for your main attacks, then copy-paste as needed. It's what I do for the NPCs.It's what I already do but I always have to change the numbers since the circumstances of the rolls are rarely the same up till now. Though perhaps I could make myself a better template with numbers that can be formatted in more easily. Thanks for the tip.
Moon Vanguard gives both maneuvers and awesome weapons by default. Other martial classes give maneuvers, but do not give awesome weapons. They have to invest other resources.QuoteSufficient to make the ruling useless, since there's multiple easy ways to draw weapons as a free action.I don't see why. If normal weapons go by the draw/sheathe rules to use Plain History, why should mechas/nanoarmors have a harder time at it? Especially if they invest in feats like Quick Draw.
If the objective of the ruling is to avoid giving mecha/nanoarmors an advantage over normal weapons for using PH, making it harder goes beyond that goal.
Moon Vanguard gives both maneuvers and awesome weapons by default. Other martial classes give maneuvers, but do not give awesome weapons. They have to invest other resources.If your read the question again, you might notice that that answer does not answer the question nor address the point raised.
If you really believe so, there's absolutely nothing I can post here that will answer that question or adress that point.QuoteMoon Vanguard gives both maneuvers and awesome weapons by default. Other martial classes give maneuvers, but do not give awesome weapons. They have to invest other resources.If your read the question again, you might notice that that answer does not answer the question nor address the point raised.
It also a very strange answer considering not long ago you didn't even need to draw those awesome weapons, so obviously it wasn't a concern before and was added for PH purposes alone.
BTW, you just admited I actually answered your question (why mecha/nanoarmor weapons have slightly worse retrieving rules than other weapons) and adressed your point (the objective of the ruling is indeed to avoid giving mecha/nanoarmors an advantage over normal weapons for using PH).Then you did not understand the point and the question.
Reflex save to avoid deafness? Ok.Remember that even if you make the save, you're still left deafned for 1 round.
Used that tower counter to prevent the action so that the Waber dude doesn't kick bucket on us.I already knew that. Turns out that sound loud enough to deafen you and inflict other structural damage is a an Ex ability. Strange I know, since singing well enough to motivate people is considered nothing short of supernatural in D&D. :P
Damn Mao being needlessly altruistic. :nonono
Edit: Nevermind. It was probably the best move possible for the situation. I'll use one my two attack rerolls if the first attack would fail.
For future reference, if an ability is supernatural it has to overcome a d20 level check against a DC 33 to affect Mao.
Also, did one of the 6 enemies within her melee reach do anything that would provoke an AoO? Whether from movement or maybe using ranged attacks.Damn, I knew I was forgeting something. You get 2 Aoos against the two polizeis in the center when they fell on Baha's hole.
Also wondering if any of the bots within 15ft of me provoked any AoOs cause I get a lot~ :)You would get one against the Polizei that was right under Baha and then fell (and Baha himself would get an Aoo against it now that I think about it).
Also I'm glad I suddenly gained some universal energy resistance!The sonics were Aoos.
Also were any of the sonic attacks against me ranged attacks or just AoEs?
Was the electric bolt that zapped me a ranged attack?Yes, already took in account your 20% miss chance.
Also can I assume you took Alert into account already?Yes.
Secondary to that, does Alert trigger on any attack against you, even if the roll ends up being a miss, or only trigger on attacks that actually would have hit you? Just cause I don't feel like the working for the ability is clear on that.It triggers on the first attack against you, regardless if it would be a hit or not. That's why it's so cheap spirit wise.
I already knew that. Turns out that sound loud enough to deafen you and inflict other structural damage is a an Ex ability. Strange I know,Not really. I expected them to be Ex abilities. Just didn't want to take a chance on it seeing how these attacks don't show us their tags.
Also don't forget to advance Mao's update when you have the time.Trying. Probably will start working on it later today if I've the time. Can't manage more than short posts atm so posting my next actions might take quite a moment too.
Not a fan of making big character changes in the middle of a battle though, so that might give me time to double-check my stuff and try to type them down.
Um... can I limit the maximum range of an attack, or is it automatically at full blast? Just checking with 'energy blast' is a viable tactic or if Kenny and Baha would get caught in it too. @_@Unless it says in the ability text "up to", you have to use max range.
~Note: Creeping is a Swift to use, centered on my and above my head. That's 2 dimensional speak. Why not spin upside down and burn people below me? I mentioned such on my sheet since day one, finally trying to pass it directly in front of the DM through.
Well I moved some so that may help.Maybe. Is Silence Evocation or Conjuration?
Also, Sonic Damage? I don't suppose anyone has a Silence Spell handy do they? :D
Ugh, this reminds me I was supposed to turn Creeping Sun into standard action after explaining why it wasn't a problem and wouldn't deal double damage. Guess I got side-tracked.Heh. I looked at that thing on day one going, "well what if I didn't throw it?".
Also wondering if any of the bots within 15ft of me provoked any AoOs cause I get a lot~ :)You would get one against the Polizei that was right under Baha and then fell (and Baha himself would get an Aoo against it now that I think about it).Also I'm glad I suddenly gained some universal energy resistance!The sonics were Aoos.
Also were any of the sonic attacks against me ranged attacks or just AoEs?Was the electric bolt that zapped me a ranged attack?Yes, already took in account your 20% miss chance.Also can I assume you took Alert into account already?Yes.Secondary to that, does Alert trigger on any attack against you, even if the roll ends up being a miss, or only trigger on attacks that actually would have hit you? Just cause I don't feel like the working for the ability is clear on that.It triggers on the first attack against you, regardless if it would be a hit or not. That's why it's so cheap spirit wise.
What happens when I use the Block boost from Burning Justice and the Stealth mecha property to hide at the same time?
What happens when I use the Block boost from Burning Justice and the Stealth mecha property to hide at the same time?
You become an invisible barrier. If you manage to remain undetected, neither you nor those behind you can be targeted.
I think you might have missed this post?
You become an invisible barrier. If you manage to remain undetected, neither you nor those behind you can be targeted.But they are clearly aware that someone in the blocking area is doing some blocking and somehow hiding people behind him.
BURN EVERYTHING.When in doubt...
@ketaro: Do you still have a standard action?
Upon initiation you use the level 4 effect without increasing the size of the area. Each round then after...It implies that boosting the effect by burning maneuvers into it happens in later rounds.
There are other uses for standard actions than strikes. Total defense, a normal attack (including trip/disarm/etc).
Even if nothing seems good, there is always Aid Another.
Kath was blocking line of effect to most of those behind her. Are they still supposed to be subjected to that charm thing?
Also, is that charm effect another Ex ability?
Kath was blocking line of effect to most of those behind her. Are they still supposed to be subjected to that charm thing?It can go around obstacles. Katherine wasn't fully blocking the corridor.
Also, is that charm effect another Ex ability?No, but it managed to overcome your Su-resistance.
Can't update the map right now, but go ahead and count yourself in that position. In the future tough please state the corners you want your character to end in when you're filling more than one space.Kath was blocking line of effect to most of those behind her. Are they still supposed to be subjected to that charm thing?
Also, is that charm effect another Ex ability?
On top of this query, I should also be adjacent & infront of Baha on the board as that's what I've been trying to keep doing.
(Yeah cause looking back Baha flew over AD17 so I moved back to AC17)
Secondly, does using a Charm count as an attack in regards to the Alert I have active?Your alert had already been expended blocking the new sonic wave.
Is this OK?Unfortunately it technically isn't possible. I've tried to do something similar in an area game once for totally different reasons and understood it wasn't possible because of the rules on area aiming.
Swift: Melting White (heal from atomic damage, can include self in maneuvers) +1 Heat
Full-Round: Desolation Breath (12d6 atomic) from mouth to body, slagging the floor yet again. Mega Flare & Creeping Sun recovered, X HP healed.
Standard: Ready Standard vs a perceived hostile action from the Erinye Prototype.You cannot just ready a standard action with a trigger. You must also declare what the action is going to be (unless you have some ability that allows to declare whatever you want once the trigger is triggered.)
If it were possible to actually use Rocket Dive, I can use Melting White to charge my self or even Fuse with my self. Hilariously I can use Setting Sun to throw my self around too and god knows what else. So if you really want to take exception to attacking your self, I've got a wonderful idea of what you should be doing rather than what you are doing.While attacking yourself is possible, I'm not sure charging yourself can be done since you must charge at least 10ft toward the target. Though I imagine Rocket Dive can be awkward since isn't a normal charge.
Actually as written your Charge Maneuvers are a Full Round Action Initiated during a Charge. This created two huge problems, the first being that Charging already takes a Full-Round Action so without Celerity and the sort it's impossible to use.Charging as part of the initiation of the maneuver is something I've picked off the Tiger Claw maneuvers, such as Pouncing Charge. The order of the words might make this unclear though since I've meant to use the same formula.
Secondly, Melting White does/did in fact state you can choose your self as a target of a Maneuver, Atomic Dodge and Nuclear Fusion being the biggest wtfs, but it's not necessarily a Divine Flame Maneuver either as it was ambiguous enough to apply to any Maneuver... The ability to include your self in your Breath Weapon when using something like Melting White makes a lot of sense.It wasn't intended to work with any maneuver. Only to make it possible to heal even if you are the source of the effect (like shooting yourself with the control rod). I edited it to make it clearer.
Now admittedly it doesn't help that I think Cones should say away from the point of origin rather than youI actually agree (even though then it wouldn't mean anything since the origin is an intersection point, which makes it impossible to not shoot away from it). I did try pull a similar stunt myself. I just mentioned why the rules makes doing that particular trick difficult, which is why I stated that the rule of cool could apply.
Charging as part of the initiation of the maneuver is something I've picked off the Tiger Claw maneuvers, such as Pouncing Charge. The order of the words might make this unclear though since I've meant to use the same formula.
The breath isn't a maneuver so that clause about adding yourself as maneuver target doesn't apply.No, but it should. Just like Melting White, Rocket Dive, Cones, etc should say something else about it's self. ;)
Which reminds me, are there ways to deal atomic damage via spells?Not to my knowledge. Or at least not that I remember.
@osle: Out of curiosity, how do you handle creatures joining an encounter already in progress? Do you roll their initiative and make them play their turn somewhere between the PCs and enemies or do you just lump them with the enemies/PCs depending on whether they are allies/enemies/neutral?
So needless to say, I've been ignoring the HP gain, screwing up bonuses, wiping entire posts to redo actions, and so on. I get so bogged down in this the tab explosion to even reread my a Maneuver or Spell does is forgotten in seconds. Stream lining Heat rape/bonuses to be end of round and revamping Atomic Dragon's Ability Boost to be say a flat +1/+2/+3/+4 to Attack, Damage, Saves, and maybe Skills like Sadism would help out a lot. That way it's a single flat rate value during your entire turn.
Spirits work whether you're in your mecha or not. It is just that the healing ones specifically mention that the healing is done to the mecha. So you could, say, heal your mecha with a spirit even if you are not piloting it.Correct. I won't say that was intended from the start, but it kinda makes sense now that you mention it. :p
No, we go outside and our Mechs step on the enemies.
Through of it a couple rounds ago but someone wants to be neck deep in enemies.
And for those of us not paying much attention, namely my self, is that person the same one that had their mech blown up? I'm just wondering if there's a trend and I should be looking into what buff spells I've got on Arcane Pilot's crappy list.
Hm, nope. Not in this form, anyway. And the other one just doesn't fit. :lmaoThat's what she said! :blush
Hm, nope. Not in this form, anyway. And the other one just doesn't fit. :lmaoThat's what she said! :blush
Oh. Did combat end?
Anyone invest Ranks in Use Computers or did they, like me, think D20 Modern's Skills were off the table?You need to find the main system console and press the glowing buttons. It doesn't take much of computer skill, just finding the right room for it.
Maybe Disable Device?
You need to find the main system console and press the glowing buttons. It doesn't take much of computer skill, just finding the right room for it.That's how I disable everything ^_^
So, uh, if I choose to follow them, am I going to end up completely on my own again?Depends on your ally's actions. :p
And do we actually have any better direction to head to try and find out how to turn this stuff off? :pWell, you destroyed the nearby console with all the fireworks, but it should self-repair after some time (or you could just go look for another), then make a search for places you would like to check out.
... anyone else? Anyone? Anyone not waiting for an hour-long cooldown? D:
"*sigh* Why can the crazy ones always materialize miniature suns?"
Well, it is mostly a matter of priority and effort distribution.