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| 4,451 to 4,500 of 5,090 |
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| Green Giant |
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I don't have any diamond dust. In my own games,.....I kinda eschew materials to the point where I've totally eschewed them and I forget to think about them.
That's the way I roll.
I don't worry about stuff. That's me.
I'm 42, and......that's not going to change.
But I forget that other people count encumbrance and material components and stuff....I don't mean to cheat, but I just really can't bring myself to worry about minutae no matter how hard I try.
That, and I think I'm overly engaged anyway,....I think it would be best if I just kinda retired Rodergo here and now.
I've felt this way for a while, but we're in the Mournlands, and I was trying to wait for a better juncture, but I think it would be best if I just retire Rodergo, rather than try to soldier on and keep being a gigantic letdown to the rest of the group.
You're not being a letdown. That's all I'm saying. ;P
Also, I use Mothman's houserule when I run campaigns. For expensive components, just mark off the appropriate treasure from your sheet and assume you were carrying it all this time.
Mothman
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| Male Mothman Expert 5 |
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Aw dude, don't retire Rod, he's the rockin-est cleric of a LG deity evar!
Unless you're really over it. Sometimes a character just doesn't click for whatever reason, or gets to a point where you're not feeling it anymore. In that case, well, I shouldn't speak for Aubrey, but I imagine he'd be able to come up with a way for Rod to go down in a blaze of glory and for another character to be handily introduced.
But I like Rod.
Mothman
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| Male Mothman Expert 5 |
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I did used to track material components (or try to get players to track material components) in my game, but in the end it generally added tedium for little pay off. For valuable components I do as I described in the campaign thread, except sometimes if its something really valuable and rare (“Oh yeah? And when exactly did you buy that 10,000gp platinum statue of a three eyed octpus?”).
I reckon if I was playing a survival or limited resource type game I might track components, at least for as long as it stayed relevant (You wake up at the bottom of a dungeon wearing only a loin cloth. Casters have spells prepared, but you’ll need to get creative to come up with material components).
Aubrey the Malformed
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| No peeking, please Rarely Accountant 2/Auditor 4/Waster 30 |
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Rodergo Xativa wrote:I don't have any diamond dust. In my own games,.....I kinda eschew materials to the point where I've totally eschewed them and I forget to think about them.
That's the way I roll.
I don't worry about stuff. That's me.
I'm 42, and......that's not going to change.
But I forget that other people count encumbrance and material components and stuff....I don't mean to cheat, but I just really can't bring myself to worry about minutae no matter how hard I try.
That, and I think I'm overly engaged anyway,....I think it would be best if I just kinda retired Rodergo here and now.
I've felt this way for a while, but we're in the Mournlands, and I was trying to wait for a better juncture, but I think it would be best if I just retire Rodergo, rather than try to soldier on and keep being a gigantic letdown to the rest of the group.You're not being a letdown. That's all I'm saying. ;P
Also, I use Mothman's houserule when I run campaigns. For expensive components, just mark off the appropriate treasure from your sheet and assume you were carrying it all this time.
Hey? When did this happen?
Everything's fine - we are all busier than we were in the hazy days of the eternal summer of a couple of years ago. And yeah, you can't retire Rod. Rodergo's Reavers. Banquat's stories. The evil Thranes. (Um, oh, you don't know about them yet. Er...)
I expect you've got money lying around. Exchange some for a few doses of diamond powder. (Frankly, material components are another thing that are abolished in 4e, and good thing too.) I find it doubtful Rod would prepare a spell he couldn't cast.
Aubrey the Malformed
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| No peeking, please Rarely Accountant 2/Auditor 4/Waster 30 |
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Pleasant, thank you for asking. Slightly stressful as James was ill, and became grouchy and clingy. As we weren't in our own house but my mum's it was a bit difficult, not that anyone minded but it made James a bit more difficult to handle in a house that wasn't his own. Fortunately, he seems to have recovered now for the trip to Yorkshire to see Andrea's parents. And obviously it was a nice family time, with good food and decent booze. How about everyone else?
By the way, said trip to Yorkshire will mean I am out of contact until the 31st.
Mothman
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| Male Mothman Expert 5 |
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All quite good really, some nice family catch ups and yes, good food and decent booze at this end too.
I wasn’t sure how it would go with my sister introducing her girlfriend to the grandparents and aunts and uncles for the first time … especially considering that she hadn’t quite as such come out to my grandparents up until that point, and that my grandfather can be really unsubtle, insensitive and bigoted at times. But it seemed to go pretty well on both sides.
Nevynxxx
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| Wintergreen's CE PA IT Geek 10/Daddy 6/Physicist 3/Cartographer 1/Runner 1 |
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Pleasant, thank you for asking. Slightly stressful as James was ill, and became grouchy and clingy. As we weren't in our own house but my mum's it was a bit difficult, not that anyone minded but it made James a bit more difficult to handle in a house that wasn't his own. Fortunately, he seems to have recovered now for the trip to Yorkshire to see Andrea's parents. And obviously it was a nice family time, with good food and decent booze. How about everyone else?
By the way, said trip to Yorkshire will mean I am out of contact until the 31st.
A trip to Yorkshire can't do the boy any good, although I suppose it's better than keeping him down South ;)
You really should pop over the hills one of these trips for a drink.
Vattnisse
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| Male Human Expert 5 |
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That's no good my friend, glad that you are feeling better.
Did that mean no Christmas dinner?
Nothing until today, no - today we had a big lunch at my dad's. Meatballs and pork sausages with potatoes and sauerkraut, as well as lots of black bread and herring. Yum! So this Christmas wasn't a complete culinary loss.
Aubrey the Malformed
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| No peeking, please Rarely Accountant 2/Auditor 4/Waster 30 |
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OK, here are details of the Suit - please let me know of any comments or queries so we can iron out any problems or issues.
The Suit (Minor Artefact)
The Suit is an bipedal armoured vehicle which can carry and is operated by a single individual. It's basic statistics are as follows:
Size: Large
AC: 28 (touch 8, flat-footed 28)
hp: 129
Saving throws: Fort, Ref and Will saves are calculated using the operator's base save values, but the Suit's statistics; the Suit cannot be targeted by effects requiring a Will save unless it also affects objects
DR: 15/adamantine
Special Defences: see below
Speed: 20'
Attacks: Hammer Hand (2d6+16 / 19-20) (number of attacks is calculated using the operator's BAB; attack bonus is calculated using the operator's BAB, but the Suit's STR, with an additional +1 for using an integral weapon)
Space: 10', Reach: 10'
Special Attacks: see below
STR 32; DEX 9; CON -; INT -; WIS -; CHA -
CMB / CMD: calculated using the operator's BAB but the Suit's statistics
The Suit can usually only be operated by a specially-trained individual. However, in the absence of such training, the various abilities and systems can be operated using the Use Magical Device skill. These systems (and the relevant DCs for Use Magical Device) are set out below. When actions within a single combat round include the use of more than one system, a single Use Magic Device check is made at the highest DC of the relevant systems:
Open/Close Entry Hatch (DC 10) (Ex)
Opening is required to enter and leave the Suit. The Suit can still move with the hatch open, but the operator can be targeted independently of the Suit, albeit with the benefit of Cover. If the hatch is closed, any attacks on the operator first target the suit until it is destroyed. The hatch is transparent, allowing the operator to see out. Getting in and out of the Suit is a full-round action that provokes attacks of opportunity. Closing the hatch is a move-equivalent action.
Movement (DC 10) (Ex)
The Suit can move normally in any direction by walking.
Address System (DC 15) (Ex)
The operator can hear what is going on outside the Suit and can speak normally with those outside. Using the address system is a free action.
Life Support (DC 15) (Ex)
The Suit becomes sealed against the outside environment, instead relying on internal air supplies. The operator is unaffected by poison gas, drowning and so on while inside the suit. Activating the life support system is a move-equivalent action.
Hammer Hand (DC 15) (Ex)
The operator can attack with the hammer hand for one round.
Fire Lance (DC 20) (Su)
The operator can activate the integral fire lance system. This is primarily a cutting tool, doing full damage to objects. However, it also can be used as a short range ray weapon. This is a ranged touch attack, range 10', using the operator's BAB but the Suit's DEX score to determine the attack bonus. Damage is 10d6 fire damage. Using the fire lance is a standard action.
Flamethrower (DC 25) (Su)
The operator can activate the integral flamethrower. This creates a 20' cone of fire doing 10d6 damage, Reflex save DC 20 for half damage. Using the flamethrower is a standard action.
Anti-Magic Field (DC 30) (Sp)
The operator can activate a 10' radius anti-magic field, which centres on the Suit and moves with it. This does not prevent the Suit from operating, but will impact upon its magical attacks. It also affects the operator inside the Suit for its duration. Activating the anti-magic field is a standard action and it lasts for one minute, although it can be deactivated as a free action at any time.
Power Source
The Suit uses a rechargeable but limited power source, which is gradually exhausted over time an d as the various powers are used. These cumulatively drain the power, which can ultimately lead to the Suit shutting down or even ceasing to function permanently. The following percentages represent the cumulative drain on the power source, and are added together to determine the overall chance of failure. Each time the power source is drained, a new check must be made to determine if it is drained or not.
For each hour of standard operation (i.e. moving but not fighting, etc.): 5%
For each minute that the life support system is operating: 1%
For each round the hammer hand is used: 1%
For each round the fire lance is used: 2%
For each round the flamethrower is used: 4%
For each round the anti-magic field is used: 6%
If the power source is exhausted, the results are as follows (d%):
01-50: The Suit ceases to operate until it recharges
51-75: The power source burns out and the Suit is rendered permanently inoperable (though salvageable for its 50,000gp scrap value)
76-100: The power source explodes. The operator and anyone within 20' takes 10d6 fire damage (Reflex save DC 20 for half) and the Suit is totally destroyed and rendered worthless.
The Suit power source recharges at 5% an hour, i.e. the chance of power source exhaustion reduces by 5% per hour for each hour it is not active. If the Suit has stopped operating (but not permanently) because of power exhaustion, it must be allowed to reduce to 0% before it will work again.
The user of the Suit uses their own feats and skills. However, any DEX-based skills take a -20 penalty whilt the operator wears the suit. Other penalties may apply depending on the situation to other skills and feats.
| Gil |
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Tossing out thoughts that may or may not require answers as they hit me...
I presume the Special Attacks refer to the Fire Lance and Flame Thrower. Is the Special Defense referring to the Anti-Magic field?
Can a spellcaster cast spells from within the machine?
I presume for Fort saves, the CON modifier is +0.
If the suit shuts down, is there an apparent way to get out of it?
To see if I have this right: Each time a function is attempted, the "Shutdown Chance" is rolled. If the roll is less than or equal to the current "Shutdown Chance" value, the suit stops functioning.
If the suit stops functioning, the "Exhaustion Result" is rolled. There is a 50% chance the suit simply needs to recharge to a 0% Shutdown Chance before it can be reactivated. A 25% chance that the suit is rendered non-functional, and a 25% chance that it is a catastrophic failure and explodes.
Can the suit or its weapons be enchanted? For example, can Gil cast Invisibility or Fly on the suit and use them as if she'd cast them on herself (assuming Gil is the one in the suit)?
Mothman
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| Male Mothman Expert 5 |
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Regarding the other magical items; I like the look of the gauntlets, but as LB is the only PC who can make use of the mask it might make sense for him to take that and leave the gauntlets for one of the other melee types.
One question on the Scent ability, it allows you to detect opponents within 30 feet by sense of smell ... do you guys interpret this as automatic detection without the need for a Perception check, or does it just allow you to make Perception checks using your sense of smell (instead or as well as sight and hearing)?
| 4,451 to 4,500 of 5,090 |
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