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Messages - Raineh Daze

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Eeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.

I have a mecha, which has a certain nat AC.
I have a monster class, which grants nat AC via class features. This value is higher.
Which value do I use for the mecha?

Subquestion is, what if said class then has a different feature that enhances its AC. Does this bonus apply to mecha AC even if the (monster class) AC otherwise wouldn't?

Oslecamo's Improved Monster Classes / Re: Half-Golem
« on: Yesterday at 07:42:25 AM »
If I take an option that grants me an additional slam attack, then take Dragonbone as a material via Fusion Golem, do both my slam attacks become wing attacks? And do effects that activate based on slam attacks still work based on this wing attack?

Similarly, if I gain two slam attacks and "Ruby"-Ruby Half-Golem, do I only apply the enhancement bonus to one slam attack, or can I split it between multiple?

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 11:50:19 PM »
Though on the stacking question...

Mecha Natural AC is formatted as an untyped bonus. If a pilot has a class feature supplying natural AC, does that give the mecha base nat AC which gets further boosted?

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 10:37:45 PM »
From times I've asked before: all class features that provide you with some sort of ability or immunity do, and it's mostly been straight increases to AC or DR that would run into stacking conflicts that don't. Classes that grant a fly speed also transfer that to the mecha. Diehard-esque class features do, so I guess that Diehard itself would?

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 10:25:20 PM »
Ace Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver.  :(

Would just like to add that this is the school Supers can't get without Real multiclassing, so you can't even take advantage of the upgrades to add inbuilt weapons and get the maneuver.

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 10:07:22 PM »
Maybe pilot classes should combine to advance the slower Arsenal access? No multiclassing for early tier 7, but not dropping four levels behind either.

i.e. use the better native arsenal access or access = to your slower class's with your HD as level.

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 23, 2018, 09:59:32 PM »
Funny (since getting a Space Suit gets around it) but until level 20, an Einst Queen is pretty screwed in space despite being a space monstrosity. The Adaptive Queen can get into a drone but if the Infiltrator or Nurturing stand on one, they still asphyxiate. xD

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Zeal (Real Pilot) [70+14]
Scan (Ship Captain) [5+1]
and I think mine's up to date again.

[D&D 5E] Coastal Troubles / Re: OOC Thread
« on: September 19, 2018, 10:43:41 PM »
I have faith the fully armoured paladin is probably not going to die in the social encounter part. In a level 1 published adventure.

[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: September 19, 2018, 09:33:11 PM »
"I'll see if there's something in the woods. Wild animals don't like polearms."

[D&D 5E] Coastal Troubles / Re: OOC Thread
« on: September 19, 2018, 09:31:37 PM »
I think Magiries will brave the woods. Not trying the goats.

[D&D 5E] Coastal Troubles / Re: OOC Thread
« on: September 19, 2018, 09:17:33 PM »
Where else can we go, again?

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Super Robot Wars d20 / Re: Einst Queen
« on: September 18, 2018, 06:33:54 PM »
I noticed something when rereading this class.

At level 1 (and every higher level) you start with the ability to make drones... but no drones or organic matter. Shouldn't there be some sort of starting amount?

Well, she is colossal. :D

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Still, the whole plot of PSO could be massively altered just by Rico waiting a day or two. Amusing to think about.

Plus Episode III states that all those times Dark Falz is defeated at different times/difficulties/players, they're all canon, reforming from destruction a bit stronger every time until it would've been truly unstoppable, so we all were the "dumb" adventurers opening the ruins yet again and messing stuff up. :p

That means that Rico opened it countless times, got corrupted again, and then got killed again. :P

She went poking around in spooky ruins that had sealed themselves off again, then went poking around on the columns even more in the spooky ruins, all on her own and without waiting to see if Pioneer II would try and find out what was going on. She didn't exactly make the smartest move there, even if the army woke up the world's most mistranslated enemy.

Though the stuff the army was fighting in the ruins might not have been (directly) because of it. Might have been the defences, which would explain why the hell something came all the way out and started killing the Forest wildlife, and then the Ruins sealed again. So the place got wiped out as a defence, Rico opens it up again and gets possessed. As her ruins info says, the place is still operational and it is meant to be a sealed casket.

Though it's been a while since I played in detail, the other implication is that you're only a few hours behind her at most by the time you get to the end.

It's a bit stronger than an implication.

Anyway, she's an idiot that ruined everything by poking carelessly around in ominous alien ruins turning everything on. Standard adventurer, really.

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