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Messages - ketaro

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Except for even HP tank mechas being able to be effortlessly taken down within a single round, yes halving HP totally is worth being able to spam something like Guard every round.

Except, again, for basically being able to do that well enough without Tek Soul >.>

Oh, and something like the Fury spirit ignores Guard, and you wouldn't need to use Fury more than once for these 1/2 HP mechas to kill them.....

Like wtf is up with this dice roller  :banghead

(click to show/hide)

Prepared for the continued barrage, Katherine took the brunt of most of the attacks, even still managing to dodge a fair enough number of them. Another pest played at swatting her swords away from her; this was getting annoying. Her Schnabel was looking pretty worse for wear now, however; practically falling apart while still remaining airborne.

"Tch," she clicked her tongue at Nei's challenge. "Who said we're on AA's payroll today? And besides, pirates like you know full well you're in the wrong no matter how you play at trying to spin yourselves to be righteous rebels for a good cause! The amount of innocents burned in your path attests to that!" Katherine shouted back as she flashed across the battlefield for round two.

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Attacks vs. Olebac Vermelha (Ghost Touch,magic, Ignore 1/2 Nat AC/Armor/Shield/DR, Pinning)
Plus Fury Spirit to prevent all abilities to reduce and/or prevent damage to Olebac so long as the attack hits his AC
Plus Slash Clearing Six Senses ignores all defenses and applies damage directly to HP so these following To Hit rolls are actually not needed except to dictate the Save DC Olebac needs to make to stop the attack.
Except Fury prevents Olebac from getting a Save, yes?

Rolled 1d20+35 : 9 + 35, total 44

Rolled 6d8+50 : 3, 6, 1, 1, 3, 6 + 50, total 70

Rolled 1d20+35 : 3 + 35, total 38

Rolled 6d8+50 : 6, 2, 3, 7, 4, 3 + 50, total 75

Rolled 1d20+35 : 10 + 35, total 45

Rolled 6d8+50 : 8, 3, 7, 7, 2, 1 + 50, total 78

Rolled 1d20+35 : 2 + 35, total 37

Rolled 6d8+50 : 4, 2, 2, 7, 8, 8 + 50, total 81

Attacks vs. Odaetnep Azul (Ghost Touch,magic, Ignore 1/2 Nat AC/Armor/Shield/DR, Pinning)
Slash Clearing Six Senses ignores all defenses and applies damage directly to HP, following Hit rolls dictate Save DC to stop them
Azul gets to definitely roll saves at least; lowest of his Fort/Reflex/Will for each attack

Rolled 1d20+35 : 3 + 35, total 38

Rolled 6d8+50 : 2, 1, 1, 6, 2, 6 + 50, total 68

Rolled 1d20+35 : 5 + 35, total 40

Rolled 6d8+50 : 8, 7, 1, 3, 3, 8 + 50, total 80

Rolled 1d20+35 : 3 + 35, total 38

Rolled 6d8+50 : 2, 2, 7, 7, 4, 5 + 50, total 77

Rolled 1d20+35 : 7 + 35, total 42

Rolled 6d8+50 : 7, 5, 5, 6, 7, 1 + 50, total 81

Rolled 14d10 : 4, 2, 4, 3, 9, 4, 9, 4, 8, 6, 6, 1, 7, 3, total 70

The disarm spamming it getting kinda disgusting this fight.

As an aside, why is it not any more difficult to disarm a weapon physically built into a mecha than it is to regular disarm a weapon that is merely held in hand? I mean, imo, if disarming a built-in weapon is possible, its kind of akin to trying to disarm a weapon from a locked gauntlet or something, no?

Rolled 1d20+31 : 9 + 31, total 40

Why would I want to pick some other mecha school.

For science

(Will work on post when I get home tonight x.x)

I'd rather be panicked and escaping danger than dazed and being murdered uncontested  :lol


If anything great to see that the lethality's been significantly toned down since the campaign start and player mechas aren't dropping as easily as at the beginning.

Well it sure as hell takes me a ridiculous amount of work just to scrape by here still haha -_-'

Teleport Object is what Kuro would want here, but even that is only a single object per casting.

To break them in that situation, instead of having them fall from 10+ feet he'd have to teleport them inside the walls of the cockpit but on the side closer to the inside of the cockpit and not the outside of the mecha and that'd require knowing exact specifications of the exact target mecha lol.

Honestly, I just recently noticed a note on teleporting into/onto moving objects on the PFSRD that pretty much could apply to explaining how to get teleporting inside a mecha's cockpit to work.
By the way…
Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

Source Skull & Shackles Player’s Guide

Does not necessarily mean we can use such a ruling from probably a 3rd party source, much less PF rather than DnD regardless of how much the systems works together because I think we're not playing a PF game ( :P) but I did immediately think back on that quote after reading Hugo's posted actions and Os' response referencing that past discussion about teleporting into cockpits. ;)


Edit: Gosh, I need to get back around to making my post and come up with some amazing (but probably terrible attempt at doing so) gloating because Kat is surviving these constant barrages so gloriously.

The blinding flash of blind was an AoE after-effect indeed, but also a Will save one. Otherwise the only one.

Well I can see it lets me apply the miss chance to AoEs too....

As Kat acquires a fanclub of creepy lookalikes.....

Going back to my immediate action, were there any AoEs made by the enemies to dodge? Like the blinding flash of blind?

Dam! The 36 and 41 were already doing zero damage I've gained nothing  :shakefist

Ah, the mention about their eyes did not register at all, haha.

Other Games / Re: Videogame Discussion III - Snake Eater
« on: July 10, 2018, 02:51:41 PM »

Then your Mythweavers sheet is wrong and what are you actually looking at for a character sheet lol

Well, regardless, whether you have 1 or all Arcane Pilot levels, all levels for you Super Robot should have the HP reduced to 3+6/lvl in order to keep the ability to channel magic through them.

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I honestly have no idea what Murakumo's HP is, but somehow I doubt 122 is only a scratch.

(I actually can't wrap my head around how it works at ALL.)

Arcane Robots get 3/5 the hp a Super Robot gets. You have a base of 3+6/Arcane Pilot level. Super Pilot levels count for this. Course, looking at your MW sheet, you only have 13 of 14 levels listed sooooooo.....Ignoring that you have 81 HP plus what looks to be Plating upgrade 5 times for +50 more HP so Murakamo should have 131 HP. Or 137 if you were properly 14th level. Plus potentially more if you picked up an upgrade with that level for more HP.


I don't see any rolls for saves against Blinds & Silences from whoever Kat managed to hit on her turn :P

Edit: Kat would also like to know how nobody ever seems to provoke AoOs from all these ranged attacks when she has a melee reach greater than the battlefield some days.

While we're at it, I don't suppose Alert was counted to dodge something yet, was it?

Editx3: Roll more miss chances sir! I need to take as little as possible damage ;)

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