« on: July 16, 2018, 07:31:03 PM »
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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.
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
The blinding flash of blind was an AoE after-effect indeed, but also a Will save one. Otherwise the only one.
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.)
How do you disarm a built-in weapon? Is that a possible thing, disarming a punch? xD
Though despite the wording, the rules don't say they're natural weapons, so I suppose that's possible.
I've been trying to backlog and find the Ancient Armor's size category, since I swear I asked at some point, but I can't find it. How big?
I think I have you beat ...