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Messages - Garryl

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101
The Scrolls of Lost Magic / Re: Fleshgrafting Index & General Discussion
« on: August 03, 2020, 12:01:15 PM »
Assuming Con mod + the existing table for Vivisector graft numbers, I see two big problems.
- One, there just aren't enough graft slots for that (only 11 slots). You might want to resolve that giving by mid- and high-level class features for grafting classes that let them double up on graft in the same slot or otherwise bypass that limitation.
- Two, there aren't enough grafts at low levels. With only 4 grafts per level, at level 1 you will have all of them and will likely have capacity left over that you can't fill, not due to mechanical limitations, but due to content limitations. Whether or not you change the number of grafts allowed, I'd like to see a few more options at levels 1-3 just so that low-level grafters can fill out their allowed grafts even from level 1 and so that they aren't forced to have 50% of their grafts the same as any other grafter.

There are feats that grant extra slots.

Not having enough grafts to fill doesn't actually strike me as a problem. You're not going to have access to the materials or the time to max out grafts either, and it's not the intention that lower level grafters have every slot full, either. This is a system for a single base class, after all.

I'm not worried about the graft slots being unfilled at low levels; having a level 1 character with all 11 slots filled is unnecessary and undesirable. But if the system says you can have 6 grafts at level 1 as part of your class features, but only 4 grafts exist, then the real limit is only 4 and it's only implicitly defined, contrary to what's explicitly stated. Moreover, if you ever came back and wanted to expand the subsystem by adding more grafts, adding any new level 1 grafts would be a major power boost for grafters, as it would be raising that implicit limit.

In addition, I don't like choices that aren't really choices, even if that's only for the first few levels. At level 1, every Vivisector will have the exact same grafts applied - all of them (unless the grafts are so useless to them that they don't even want to pay the penalty). You mentioned a limit on materials, though, which might impose yet another indirect limit, and I'll reevaluate this if you provide some thoughts on the matter. I don't see a cost listed anywhere from undead grafts. Is there meant to be one? If so, how much do you pay for the grafts you get as part of your class features?

Quote
Deathshrieker's Cry's penalty is way too swingy. Most of the time, it won't come up, but every so often it turns the humble Thunderstone into a 30 gp save or die. Maybe just deal the damage when you become deafened, and possibly also change the amount of damage to 1d6, or maybe 1 hp/level or something. Also, unless I'm missing something, a short duration deafening effect just doesn't seem that good.

It's a 1st level graft, it's not supposed to be that good. Which is why it's usable at will.

I'd say it's actively bad. Deafening is a very weak effect once you're already in combat. Initiative is already rolled, so the penalty is meaningless. There's usually not anything to listen for aside from intra-party communication, so failing Listen checks isn't much of an issue (and typically none at all for monsters which this would more typically be employed against). The 20% chance to fail spells with verbal components is something, but the odds are low and the 1d4 round duration means that even when casting 1 spell per round for the entire duration (unlikely at low levels with limit spell points), that's an average of only 0.5 spells lost. Add in the Will save and I really can't see this ever being worth a standard action. Toss in the fact that it turns a relatively minor condition into a save or die, and this is a straight up trap as it's written.

Side note, what's the save DC? I don't see a formula anywhere. I'm guessing 10 + 1/2 character level + con mod?

Quote
Dessicating Hand strikes me as a Constrict attack with additional strong defensive benefits. Might be a little strong, might be perfectly fine, just something to keep an eye on. There doesn't seem to be much other support for grappling among the grafts, though (Vampire Fangs, Spiked Torso, and Hulking Grasp), and only one of them actually improves your ability to grapple. If grappling is going to be a subtheme of what you can do with undead grafts, maybe some alternative to Vampire Fangs for getting bonuses on grapple checks and/or some method of counting as larger size so you can grapple larger creatures?

Grappling isn't really a subtheme. That's why there's only 4 grafts that mention it out of 60. And there are enough options across Arhosa that if a character really wanted to be good at grappling, they can be.

It's 25% of your options at level 1, and it's 50% of your level 10 choices. It's also the level 1 option that most directly jumps out as being powerful, granting both offense (damage) and defense (temporary hp) at the same time.

Added 4 new feats, a few class features to the Vivisector, and some minor clean up

By the way, Vivisector only gets 1 corpuscle at level 1, but all of the level 1 grafts need 2 corpuscles to get any desecration benefit.

Expanded Torso's special refers to getting an extra head.

Is Extra Arms intended to let you use the arm to wield weapons and/or a shield?

102
The Scrolls of Lost Magic / Re: Fleshgrafting Index & General Discussion
« on: August 03, 2020, 01:17:10 AM »
There's reference to a maximum of Con mod grafts. That's in addition to whatever you get through your class grafting abilities, right? Does that also mean that you can get Con mod undead grafts from your Vivisector buddy even though you're not a grafter yourself?

Assuming Con mod + the existing table for Vivisector graft numbers, I see two big problems.
- One, there just aren't enough graft slots for that (only 11 slots). You might want to resolve that giving by mid- and high-level class features for grafting classes that let them double up on graft in the same slot or otherwise bypass that limitation.
- Two, there aren't enough grafts at low levels. With only 4 grafts per level, at level 1 you will have all of them and will likely have capacity left over that you can't fill, not due to mechanical limitations, but due to content limitations. Whether or not you change the number of grafts allowed, I'd like to see a few more options at levels 1-3 just so that low-level grafters can fill out their allowed grafts even from level 1 and so that they aren't forced to have 50% of their grafts the same as any other grafter.

There are some references to losing levels temporarily with a failed graft attachment. Is this supposed to be a negative level or a full Raise Dead-style loss of level? 3rd edition changed all of the temporary/removable level loss effects from AD&D into negative levels, but I'm not sure if this is just a nuance of Arhosa design.

I'm a little worried about the time constraints. At 1 day per 5 points of the DC, all of the 2nd-level and higher grafts take 3+ days to attach. Since there are new grafts at every level, you're strongly encouraged to add at least 1 new graft at each level, and frequently more if you're upgrading old, lower-level grafts. That can easily force a week or more of downtime just to keep your class abilities up to date with each new level. Maybe add some faster self-grafting class features and/or make the extra class feature graft(s) gained at level-up (possibly also with a graft replacement, at least on the levels where you don't gain a new graft) be done as part of the level, rather than the usual time-consuming process (similar to the Wizard's free self-study spells added to their spellbook).

Deathshrieker's Cry's penalty is way too swingy. Most of the time, it won't come up, but every so often it turns the humble Thunderstone into a 30 gp save or die. Maybe just deal the damage when you become deafened, and possibly also change the amount of damage to 1d6, or maybe 1 hp/level or something. Also, unless I'm missing something, a short duration deafening effect just doesn't seem that good.

Dessicating Hand strikes me as a Constrict attack with additional strong defensive benefits. Might be a little strong, might be perfectly fine, just something to keep an eye on. There doesn't seem to be much other support for grappling among the grafts, though (Vampire Fangs, Spiked Torso, and Hulking Grasp), and only one of them actually improves your ability to grapple. If grappling is going to be a subtheme of what you can do with undead grafts, maybe some alternative to Vampire Fangs for getting bonuses on grapple checks and/or some method of counting as larger size so you can grapple larger creatures?

103
Incarnum Attunement [Incarnum, Psionic]
Prerequisites: Con 13, Psychic Meditation, ability to bind a soulmeld to a chakra.
Benefits: You gain a +1 bonus to your meldshaper level for soulmelds shaped on chakras associated with one of your awakened psychic energy centers. While at least one of your psychic energy centers is activated, you also gain a +1 bonus to your essentia capacity for soulmelds bound to chakras associated with those psychic energy centers, and you gain 1 temporary point of essentia that can only be invested in soulmelds shaped on chakras associated with those psychic energy centers.

Psychic Energy CenterAssociated Chakras
CrownCrown
Third EyeBrow
ThroatThroat
HeartHeart
Solar (Plexus)Arms, Shoulders
BaseFeet, Waist
SacralHands, Soul

... maybe better as a permanent +1 essentia instead of playing around with a temporary point?

104
What are the body slots you plan to use for fleshgrafts? There are 5 body slots for normal D&D grafts (face, flesh, skin, arms, legs), 10+ chakras for incarnum, 11-13 body slots for items (depending on whether you count held items or not), etc. Judging from the examples you have up so far, it looks like you're planning to use a completely separate set of slots.

How do these fleshgrafts interact with normal D&D grafts?

105
Soulborn as ToB/Incarnum hybrid class

HD: d10
Skills: 4 + Int
Alignment: Any non-neutral (LG, CG, LE, or CE)

Aura: Unchanged.
Smite Opposition: Unchanged.
Incanrum Defense: Similar, but different immunities (2nd level, immunity based on alignment. LG: fear; CG: Stun and paralysis. LE: Fatigue and exhaustion. CE: Sickened and nauseated.)
Bonus Feats: Probably removed.
Share Incarnum Defense: Unchanged.
Timeless Body: Unchanged.

Meldshaping: As original, but with much faster essentia progression, starting from level 1 or 2.

Maneuvers: Learn maneuvers at Warblade progression. As a full-round action, recover all expended maneuvers and divest any invested essentia from expended maneuvers recovered this way, returning it to your essentia pool.

Martial Meldshaping: When you gain a level in a PrC that can progress your Soulborn meldshaping, that level also counts full for Soulborn IL (even at levels where it doesn't progress meldshaping). Any martial adept PrC that counts full (instead of 1/2) towards your Soulborn IL also progresses your Soulborn meldshaper level (but not other meldshaping-related statistics, such as essentia and soulmelds) at each level, if it doesn't already.

Soul of the Blade: Starting at 2nd level, your martial stances and readied martial maneuvers are essentia receptacles. This allows you to invest essentia in them like you would a soulmeld. You gain the listed benefit, based on the type of maneuver, while you have any essentia invested in it. Some martial maneuvers provide additional benefits with invested essentia.

  • Boost: When you initiate the boost, gain a +1/essentia insight bonus on your next attack roll before the end of your turn.
  • Counter: Gain a +1/essentia insight bonus to AC or to your saving throw against whatever triggering attack or effect you initiated the counter against. If the counter involves making a skill check or attack roll to protect yourself from the triggering attack or effect, the bonus applies to that, too.
  • Rush: Gain a 5'/essentia insight bonus to movement speed for movement made as part of the rush.
  • Stance: While in the stance, gain a +2/essentia insight bonus on all skill checks with the discipline's key skill.
  • Strike: Gain a +1d4/essentia bonus on damage rolls made as part of the strike.
You cannot change the amount of essentia invested in an expended maneuver. It cannot be reinvested or removed until such time as you recover it.

As part of the action to initiate a maneuver or enter a martial stance, you can invest essentia into it. This essentia can come directly from your essentia pool or from other essentia receptacles whose investments you can modify, such as soulmelds and other unexpended maneuvers and stances.

----------------------------------------

Incarnum Martial Discipline
Key skill: Spellcraft
Discipline weapons: ...


1
Aligned Strike - Strike: Attack deals +1d4 damage and bypasses DR as though it had all non-neutral components of your alignment. If opponent has any alignment component opposed to at least one non-neutral component of your own alignment, bonus damage is +1d6 and you get a +2 bonus on your attack roll. If both are opposed, instead bonus damage is +1d8 and you get a +4 bonus on your attack roll. This also affects the bonus damage dice from Soul of the Blade due to essentia invested in this maneuver.
Incarnum Focus - Stance: Gain +2 insight on saves vs. spells and spell-like effects. If essentia is invested, also affects allies within 10 ft./essentia.
Incarnum Surge - Boost: As part of this maneuver, you can reallocate your essentia investments. Until the end of your turn, you have +1 essentia capacity and you gain 1 temporary point of essentia. For every point of essentia invested in this maneuver, you gain an additional 2 temporary points of essentia for the turn.

2
Bluesteel Defense - Counter: When attacked, make an opposed initiative check against your attacker. If you win, the attack misses. Gain +2/essentia invested on the initiative check. If you win the check, your initiative count moves up by 2/essentia in the following round (see Moment of Alacrity for wording).

3
Forge of Souls - Stance: Any weapon you wield any any armor or shield you wear gains a +1 enhancement bonus. This enhancement bonus increases by the amount of essentia invested in this stance.
Impulse Surge - Rush: Move up to your speed. No AoOs for movement and can move through occupied spaces. Gain a dodge bonus to AC equal to invested essentia for 1 round.
Open Soul Assault - Strike: Attack deals +4d4 damage. If it hits, the creature also takes penalty equal to the amount of invested essentia to AC and saves against the next soulmeld-produced effect you or your allies use against it before the end of your next turn.

4
Crystalized Will: Iron Heart Surge-type effect. Get a deflection bonus to AC and to saves vs. mind-affecting for 1 round equal to invested essentia. While unexpended, gain an insight bonus on saves vs. mind-affecting equal to invested essentia.
Enigmatic Moment - Boost: Become invisible and undetectable by special senses and Divination effects for 1 round. While any essentia is invested in this maneuver and it is unexpended, gain a Nondetection-type effect (DC 5 + IL + essentia invested).

5

6

7

8

9
Incarnate Strike - Strike: ...

106
The initiative system sounds sort of like Legends of Runeterra's and Artifact's. It always struck me as an interesting take on the mechanic, leading to interesting gameplay decisions. Do you act now and risk a response, or pass to act after your opponent has spent more of their resources and is less able to respond but risk letting them just end the round?

107
I'm guessing this is the one you mentioned in discord a couple of weeks back? Can you go into a little more detail about how the game works? What sort of basic mechanism does it use? What other games that we might be familiar with could help us grok it?

108
Revised Half-Orc

Half-Orc Racial Traits
  • +2 Str, -2 Int.
  • Medium Humanoid (human, orc): Half-orcs count as both humans and orcs for the purpose of effects and prerequisites (see human blood and orc blood, below).
  • Base Speed 30 feet
  • Human Blood: For all effects related to race, a half-orc is considered a human.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc.
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Cultural Upbringing: Half-orcs inherit some of the adaptability of their human parents. At character creation, the half-orc chooses whether to gain a bonus fighter feat or to gain additional skill points as a human. This tends to express itself differently depending on the environment in which each half-orc is raised.
  • Half-orcs have a +2 racial bonus on all Intimidate checks.
  • Favored Class: Barbarian.
  • Automatic Languages: Common, Orc.
  • Bonus Languages:  Draconic, Giant, Gnoll, Goblin, and Abyssal.

109
Sprinting skill (Con-based, ACP applies)
- Class skill for:
  - PHB: barbarian, monk, ranger
  - DMG: horizon walker, shadowdancer
  - XPH: elocater, psionic fist
  - ToB: swordsage
  - Other sources I don't have memorized/ready access to: ninja, scout

Dash: Make a check (DC 12) to add additional distance to your movement (other than 5-foot steps an equivalents).
- Success adds 5 ft. to the distance you can travel. If you succeed by 10 or more, you can add up to 5 more feet of movement distance per 10 points by which you succeeded.
- You also gain a +2 circumstance bonus on your next Jump check made during this movement for every 5 feet of distance you add. If you make multiple Sprint checks as part of the same action, they don't stack; only the highest bonus applies. If you make multiple Jump checks as part of the same movement, you only get the bonus from the Sprint checks made since the previous Jump check.
- If you fail by 5+, you lose 5 feet of movement distance per 5 points you failed by and you also require a followup Constitution check (or Endurance check if playing with that skill, too) at the same DC to avoid becoming fatigued for 1 minute.
- For every 5 feet of movement gained through dashing, increase the DC of future checks by 2 until you stop dashing for 1 minute.
- During movement, you can make up to one Sprint check for extra speed for each multiple of your speed you're allowed to move. Do one check at beginning of the movement and again after moving each multiple of your speed (excluding additional distance traveled through this skill and similar effects that increase the distance you can travel without affecting your speed).
- Anything that prevents you from running prevents you from this use of Sprint.

Speedy Cornering: Make a check to turn while moving in a straight line (ex: run, charge). The DC is 10 for up to a 30 degree turn, +5 to the DC per 15 additional degrees turn (DC 15 for a 45 degree turn, DC 20 for 60 degrees, DC 25 for 75 degrees, DC 30 for 90 degrees). If you succeed, you can make the turn while moving up to no more than your normal speed (this is a separate limit to the distance you can move in the round, independent of the distance you are actually allowed to move by the actions you take).
- For every 5 points by which you beat the DC, you can make the turn whiling moving up to one additional multiple of your speed.
  - Alternatively, +4 to DC for every extra multiple of your speed you want to move. Decide the speed beforehand instead of after rolling.
- If you fail, you can't make the turn. You must continue your movement by at least 5 feet, after which you can choose to stop moving or continue onward in your line.
- If you fail by 5+, you also require a followup Balance check or Reflex save at the same DC to avoid falling prone.
- While moving in a straight line (ex: run, charge), you can make one Sprint check per round for speedy cornering.
- Make the check at the point at which you turn.
- Can't use this as part of a charge if untrained. If you're trained in Sprint, you can use this as part of a charge, starting your movement in a straight line in the direction of your choice and turning such that you end your movement along a valid charge path from the point of your turn (10+ feet of movement in a straight line towards the target, attacking form the nearest space).
- Note: This also allows you to turn while moving with a clumsy, poor, or average maneuverability movement mode without spending extra movement to turn and/or at a higher turning rate than you'd normally be allowed.

Synergies:
- 5 ranks in Sprint grants you a +2 bonus on Constitution (Endurance) checks to continue running.
- 5 ranks in Balance gives you a +2 bonus on Sprint checks to corner at speed.



Math stuff:
- Average Joe +0 (10 Con, 0 ranks): 45% chance to gain 5 ft. speed, 35% chance to lose 5 ft. speed.
- Trained Sprinter +6 (14 Con, 4 ranks): 25% chance to gain 10 ft. speed, 50% chance to gain 5 ft. speed, 5% chance to lose 5 ft. speed.

I'm a little uncertain about this as an actual skill, as it does somewhat directly add to combat power (additional movement speed), albeit on one of those secondary statistics that doesn't come up directly too much. It doesn't help with direct, stand-up fights when combat numbers are all you care about, but that extra bit of maneuvering capability can be really strong in the right circumstances, along the lines of changing a turn where you only move to one where you can move and perform your attacks or cast spells. In the right circumstances it can be like an extra move action.


110
Penetrating weapon (probably +2 bonus price):

Attacks with the weapon ignore the target's armor bonus to AC if it's less than or equal to 3 + the weapon's enhancement bonus. If the armor bonus is greater than that, it still applies fully, as normal. The same is true for natural armor bonus to AC.

111
Min/Max 3.x / Re: Best Warmage Spells
« on: July 11, 2020, 08:50:24 AM »
Quote from: Maya date=07/08/2020
how high can you get your int at level 1?
18 +4 racial (primordial giant half-giant)
what else can you get?

Quote from: >That Guy date=07/08/2020
+3 Venerable Age.
If your DM lets you pick age and doesn't make you roll, that is.

Quote from: Maya date=07/08/2020
so that's 25
isn't there the warp touch result that gives big brain?
yea +4 int
so that's 29
sell your soul to pazuzu for a wish for +1 inherent and that puts you at 30, for 1d4+11

112
Introduce Yourself / Re: Greetings
« on: July 10, 2020, 11:24:07 PM »
You're welcome (both to the boards, and in response to preemptive thanks).

113
Min/Max 3.x / Re: Best Warmage Spells
« on: July 10, 2020, 11:23:05 PM »
We had a discussion on Discord earlier this week about optimizing Warmage's Edge at level 1. I think we got up to 30 Int for a magic missile doing 12-15 damage at 1st level.

114
Small typo in firearms under handgonne:

When you shoot a flintlock musket, you use a full-round action to make a ranged touch attack. It takes 5 full-round actions to reload a handgonne. Reloading provokes attacks of opportunity.

Also, Volley Gun refers to a Dexterity save. That should be Reflex, right?

115
Some more combo module ideas. Also filling out some more core attachments of the energy warrior and adapting some more Metroid-inspired concepts to PoC.



Wave Buster (WIP)
Descriptor: Combo, Electricity
Classes: Energy Warrior
Prerequisites: Energy beam ability, Wave Beam module, Spazer Beam module.
Sockets:
Range: Personal
Saving Throw: None

As a standard action, you can make a single energy beam attack. Resolve this attack as a touch attack.

Energy: If your attack hits, your energy beam arcs to a number of secondary targets of your choice within 30 feet of the original target, to a maximum of one secondary target per point of energy allocated to this module. Use the same attack roll result as for the primary target when determining whether the touch attacks against the secondary targets hit. Each secondary target takes half damage from this attack.

Socket (core)
- Idea: You are immune to electricity. Additionally, you gain immunity to dazing, stunning, and paralysis. This does not remove any such effects that were already affecting you, but you do not suffer their effects while this module remains active and attached.

Socket ()
- Idea: Take 10 on attack rolls against the last target you attacked (if you attacked them within the past 1 round)?
- Fluff: Attacks leave targets momentarily ionized, letting your targeting sensors home in on them.

Socket ()
- Idea: Lightning Leap-type effect. Teleport some distance, requiring LoS and LoE. Creatures in your path must Ref save or be hit by your energy beam as though you had attack them.



Super Missile (WIP)
Descriptor: Combo, Force
Classes: Energy Warrior
Prerequisites: Missile Launcher module, any module with the Force descriptor.
Sockets: Core, Feet, Utility
Saving Throw: Fortitude negates (object)

If you hit a creature with a missile fired by your Missile Launcher module, that creature must make a Fortitude save (at this module's save DC) or be knocked prone. This only applies to a creature that you directly hit with a missile; simply dealing damage from the missile's splash does not count.

Energy: A creature or unattended object that fails its Fortitude save is also pushed 5 feet per point of energy allocated to this module directly away from you. This movement does not provoke attacks of opportunity. If an obstacle prevents the completion of the creature’s move, the creature stops in the space adjacent to the obstacle.

Socket (core)
Saving Throw: Fortitude negates (object)
By expending 1 point of energy, you can fire a single missile with your Missile Launcher module as a full-round action. This missile deals double damage, and all creatures damaged by it (both the creature hit, if any, and any creatures damaged by the splash) must make the Fortitude save to avoid being knocked prone and pushed away.

If you hit a creature or unattended object with this missile and it fails the Fortitude save, it must make a second Fortitude save at the same DC or immediately die or be destroyed. In the case of a particularly large or massive object, such as a wall or structure, only the parts caught within the splash radius of the missile are destroyed.

Socket (feet)
You are immune to your own missiles. Instead, whenever you would be caught within the splash of one of your missiles, you can have the explosive force propel you away. You are knocked back directly away from the missile's impact point. If the impact point was inside your space, if it was a corner of your space, or if you struck yourself with the missile, you are instead knocked away in the direction of your choice (even vertically).

Make a Jump check as though you had a running start to determine the maximum distance you can propel yourself (you can propel yourself a shorter distance if you wish). You gain a +4 enhancement bonus on this check, +2 per point of energy allocated to this module. Your movement in this way does not provoke attacks of opportunity from creatures damaged by the missile that propelled you, and you can make Tumble checks as with normal movement to avoid provoking attacks of opportunity from other creatures.

If you fire multiple missiles at once, such as with the Missile Launcher's arms attachment, you can only be propelled away by one of them.

Socket (utility)
The missiles fired by your Missile Launcher module are force effects. As such, they can damage incorporeal creatures normally and can affect ethereal targets. Your missiles also ignore damage reduction.



Morph Bomb (WIP)
Descriptor: Combo
Classes: Energy Warrior
Prerequisites: Missile Launcher module, Morph Ball module.
Sockets: Feet, Support, Visor
Saving Throw:

While in morph ball form, as a standard action, you can release an explosive charge in your space. The charge detonates 1 round later, functioning as a missile from your Missile Launcher module hitting that space. You can also perform this action at any point during any movement you perform.

Explosive charges glow with volatile power, emitting bright light within their space and shadowy illumination out to a distance of 5 feet.

If a creature other than yourself enters through the space occupied by one of your explosive charges, the charge detonates immediately, hitting that creature directly (without requiring an attack roll). This does not apply to a creature that begins its movement already occupying the charge's space (such as if you released the charge while you were within that creature's space) unless it moves away from and back onto the charge.

If you succeed on a Reflex save for half damage from one of your explosive charges while in morph ball form, you take no damage instead.

Energy: You gain an enhancement bonus on all Reflex saving throws.

Socket (feet)
If you succeed on a Reflex save for half damage while in morph ball form, you take no damage instead.

Socket (support)
Your explosive charges ignore hardness. Additionally, when you place an explosive charge, you can choose whether or not it deals damage to objects.

Socket (visor)
Your explosive charges last for 1 minute before detonating automatically.

You can detonate an explosive charge as an immediate action, or as a free action during your turn.




116
Some thoughts about additional Dreadnought Battle Talents:

Grenadier: Draw thrown weapons as a free action. You and your allies have +2 on saves against splash weapons you use.
Improved Grenadier: When you hit a creature with a splash weapon, if your roll would have hit its normal AC, it gets no Reflex save against the splash weapon's initial effects. When you miss with a splash weapon, roll twice for direction and you choose which one to use.

Squad Tactics: You and team members you flank with get an additional +2 on attack rolls from flanking. Your team has +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members. (See teamwork benefits for definition of a team.)
Squad Command: +10 on Spot/Listen checks to detect team members and you can automatically assess the health of any team member you can observe (as, or maybe just similarly to, the Deatwatch or Status spells). Your team has +2 to maximum team size and an additional +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members.
Squad Leadership: +1 to intuition aura bonus with respect to yourself and team members. Your team has an additional +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members. (See teamwork benefits for definition of a team.)

117
Flash Assembly Kit (WIP)
Descriptor:
Classes: Cyberneticist
Prerequisites: None
Sockets: Hands, support
Range: 0 ft.
Saving Throw: None

This module functions as a masterwork tool for all Craft skills. (You gain a +2 circumstance bonus on all Craft skill checks, and you do not suffer any penalties for not having the appropriate tool.) You gain a further +2 enhancement bonus on all Craft checks.

This module holds up to 250 pounds of flash-fab material in a secure extradimensional storage container, plus an additional 50 pounds per activator level. Flash-fab material consists of plastic, metal, carbon, and other common, low-value materials. This extradimensional storage is filled fully each time you activate this module or refresh your energy. For safety purposes, the interface to this extradimensional storage closes automatically and will not open within another extradimensional space. Consequently, its contents are inaccessible within such areas.

You can extrude as much as 250 pounds of flash-fab material as a loose powder from the extradimensional storage as a move action, should you need access to it. The other abilities of this module that make use of it can remove the necessary material from the extradimensional storage as part of the action to use them, assuming the storage is accessible.

As a standard action, you can use 250 pounds of flash-fab material to flash-fabricate an obstacle. This creates a solid 5-foot cube in an adjacent space. Its exterior is solid, but its interior is a sparse lattice of material just strong enough to hold the structure together. The cube must be created upon solid ground in an empty square. If no solid surface exists in the selected square that is large enough for the cube to fit on, or if the selected square is not empty, the fabrication fails.

The cube weighs 250 pounds. It has a hardness of 5 and 10 hit points, and it completely fills one 5-foot square. Multiple cubes can be stacked. If it is pushed into water, the cube floats. If destroyed, the cube collapses in on itself, reducing itself to only a minor obstruction equivalent to difficult terrain.

You can disassemble a flash-fab cube or up to 250 pounds of unattended flash-fab material as a standard action, reclaiming the material and returning it to this module's storage.

Energy: Each point of energy allocated to this module improves the bonus on Craft skills by 2 and increases the hit points of a fabricated cube by 5.

Socket (hands)
Range: Touch
Saving Throw: Fortitude negates (harmless, object)
You can perform field repairs upon a damaged construct or object. As a standard action, you can heal a number of hit points equal to your activator level + 5 per point of energy allocated to this module. This field repair process is limited. You can heal the subject to no greater than half of its maximum hit points using damaged material from the location of the damage. Greater and more complete field repairs are inefficient. If you wish to heal it beyond that, you must supply 5 pounds of flash-fab material for each hit point healed above half of the subject's maximum hit points.

Socket (support)
You can flash-fabricate more complicated objects, assuming you have the right material. You convert material of one sort into a product that is of the same material. Creatures, magic items, and cybernetic items cannot be created or transmuted by this ability. The quality of items made by this flash-fabrication is commensurate with the quality of material used as the basis for the new fabrication.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Flash-fabrication requires 1 round per 10 cubic feet of material (or 1 cubic foot of mineral material) to be fabricated. Use the larger volume of both the source material and the end product.

You can also use this to flash-fabricate objects out of flash-fab material. Such objects are low quality, but are typically effective enough for short-term use. Objects made of flash-fab material have hardness 5 and 5 hit points per inch of thickness and can never be masterwork. Flash-fab weapons have a -1 penalty on attack and damage rolls, while flash-fab armor and shields have an armor (or shield) bonus and an armor check penalty 1 worse than normal. Flash-fab material can only be used to fabricate objects normally made out of wood, plastic, or metal and can never be used to manufacture alchemical items or other items made with the craft (alchemy) skill (such as grenades). Objects made out of flash-fab material have negligible value.



Field Replicator (WIP)
Descriptor: Equipment
Classes: Dreadnought
Prerequisites: None
Sockets:

This module functions as a masterwork tool for all Craft skills. (You gain a +2 circumstance bonus on Craft checks, and you do not suffer any penalties for not having the appropriate tool.)

Additionally, your gear is shielded from harm. Your equipment has an energy shield with absorption equal to twice your activator level. This energy shield is shared between every object on your person. If an attack would damage multiple objects simultaneously, any remaining hit points of absorption applies to the damage that each would suffer, and you subtract only the highest damage from the energy shield's remaining hit points.

Energy: You gain an enhancement bonus on Craft checks equal to twice the amount of energy allocated to this module. Your equipment's energy shield has recovery equal to the amount of energy allocated to this module. In addition, your equipment gains a resistance bonus on all saving throws equal to the amount of energy allocated to this module.

Socket (hands)
You can create weapons and armor in the field. Created objects are not fully stable and are largely held together by this module's structural integrity field. They exist only as long as this module is active and attached. Objects that leave your possession for 2 or more consecutive rounds are destroyed. These objects can be affected by spells and abilities that can suppress cybernetic items. Any effect that would suppress such an item destroys the object.

As a standard action, you can create any melee or ranged weapon with which you are proficient.

As a swift action, you can create 10 units of ammunition for a projectile weapon with which you are proficient.

As a full-round action, you can create a suit of armor with which you are proficient.

Objects created by this ability are distinctive due to their visible structural integrity field. They are considered cybernetic items and thus are effective against damage reduction that requires a magic weapon to overcome. They otherwise function as normal objects of their kind made of normal materials.

Objects created with this ability have an enhancement bonus equal to the amount of energy allocated to this module. They count as energy receptacles and share their energy allocations with each other and with this module.

Socket (utility)

Socket ()

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: July 04, 2020, 06:52:33 PM »
Is it worth mentioning that the Shadow Sun Ninja also gives you the Monk's AC Bonus (and Stunning Fist daily uses) if you aren't a Monk?

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Just went through a big pass of all the modules. It was just supposed to be a polish pass, but I wound up making a few balance changes, a few minor mechanical adjustments, and I added a few extra attachments for modules that were lacking options and to interact with mechanics like radiation that were added much later in the system's development.

Also, vacuums now have rules for how they interact with sonic effects. They generally don't go together very well, as you might expect. All of the sonic modules also got some additional text to specify how they interact with vacuums.

Note to self: If I ever run a sci-fi PoC campaign, when it comes to the inevitable section on a space ship, emergency decompression survival gear is a device of Exploration Kit (potionized so non-activators can use it).

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July 2, 2020
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