Michael Sayre
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Suggestion for the Cryptic Archetype- Circuitbreaker. Replace the cryptic's trapmaker class ability with a ability that grants the cryptic a bonus on both Craft (Mechanical) and Disable Device skill checks that involve the making or disabling technological devices.
Thanks for the input! That's actually an archetype I've been pondering making some tweaks to for a while, so definitely open to ideas.
| Air0r |
Having finally read through all the comments, I have to ask: How does multiclassing into several of these archtypes influence your mech? Do you just have a bunch of mechs or does your mech have a bunch of features platypus style? I feel this question is more relevant for games that start above level 1, but didn't see an answer either way.
Also, being that this is in production at the same time as Steelforge, are aspects of that being taken into account?
Cybernetic (or psi-bernetic) prosthetic limbs sounds like it has some cool archetype/equipment potential.
Michael Sayre
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Having finally read through all the comments, I have to ask: How does multiclassing into several of these archtypes influence your mech? Do you just have a bunch of mechs or does your mech have a bunch of features platypus style? I feel this question is more relevant for games that start above level 1, but didn't see an answer either way.
Also, being that this is in production at the same time as Steelforge, are aspects of that being taken into account?
Cybernetic (or psi-bernetic) prosthetic limbs sounds like it has some cool archetype/equipment potential.
Just like an animal companion, the intent is that your levels in a mech-granting class stack, though only for determining your mech's hit die and basic attributes on the associated table. So an Eclipse 10 / Reactor Knight 10 would have the individual class abilities and class-specific mech options of a 10th level version of each class, but access to a fully leveled mech.
Yes, Psybomb and I have been working very closely to make sure that Steelforge and Arcforge compliment, but don't overlap (unless we think there's something really important that should be shared between both books, which hasn't happened yet).
One of my big goals is to give players and GMs all the cool tools they need to run a variety of awesome futuristic campaigns. If you want to play Luke Skywalker and Han Solo from Star Wars using Pathfinder as your base rules, I'd like you to be able to have the resources to simulate that. If you envision a campaign world where level 1 characters can look like Ziggy or KOS-MOS from Xenosaga, I'd like you to be able to do that too, so things like accessible versions of cybernetics are definitely a big piece of what this supplement is bringing to the table.
Blayde MacRonan
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I like Mospeada, but I like Escaflowne even more. A cavalier archetype that similar in theme to the Knights Caeli in that series would be astoundingly cool (even if Allen Schezar is the only thing we have to go on as far as how a Knight Caeli acts). So I would imagine that you'd have to keep it pretty general in nature, but I would still welcome the attempt at the very least.
| Insain Dragoon |
Insain Dragoon wrote:Actually I liked the idea from the last thread of the Cavalier with a motorcycle+power suit like in Mospeada.I'd be inclined to keep it thematically apt and approach from a more Escaflowne direction, but that works too.
True, that fits cavalier much better.
Maybe a mecha talent for a "transportation" mode where you have limited access to armaments in return for enhanced movement would work. It would be thematically appropriate for many concepts.
Blayde MacRonan
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| 2 people marked this as a favorite. |
For the second half of my current campaign (which will venture into Iron Gods territory), I borrowed an idea from a DM on these forums and put together a retrieval team that will be pursuing the PCs. One of the members is a psychic warrior using the reactor knight archetype (just to let them know that the psi-mech suit they'll encounter in the first half isn't a one-off) and she is going to be such a magnificent bastard.
I didn't think that I'd like the reactor knight, but as I sat down to build her, things just started clicking and falling into place. When I was done, I kept thinking to myself, I created an evil Linna (sans the ribbon razors, but she is a decidedly mobile opponent that is sure to cause my players fits). So now I have this awesome NPC wearing something more akin to a Bubblegum Crisis-style hardsuit than the steampunkish psi-mech suit worn by Logrovich. And it's all thanks to you guys and this Arcforge material you've put out.
Blayde MacRonan
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Submitted for approval...
A few quick notes: In my campaign, I'm making use of automatic bonus progression, consolidated skill groups, and wound thresholds from Pathfinder Unchained, as well as Sean K. Reynolds' method for handling crits from his Five Moons RPG, so the NPC build reflects that. Also, my players will be suffering from "permanent" negative levels during the Iron Gods portion of the campaign that can only be removed by earning XP and attaining levels, with each "new" level knocking off a negative level. This way they have access to all the the abilities that they enjoyed previously, but reduced significantly. I figured doing it this way was a better option than having them start fresh with new characters, but I'm unsure as to how well this will work out as I've never tried anything like this before.
Under Feats, if it's marked by an asterisk, that feat is a bonus feat.
Rancis is her twin brother, and is a cyber-monk. He was built as a former unchained monk and daevic (5 and 4 levels respectively) using Ssalarn's suggestions on "teching" out his veilweaving, with his veils being a result of manipulating his "ghost" or soul.
Aered CR 8
Female human psychic warrior (reactor knight) 9
LE Medium humanoid (human)
Init +6; Senses Perception +14
AC 30, touch 19, flat-footed 22 (+4 armor, +1 deflection, +6 Dex, +2 dodge, +7 natural)
hp 66 (9d8+18 plus 64 hp from psi-mech suit)(49 hp, Grazed -1; 33 hp, Wounded -2; 16 hp, Critical -3) divide damage taken between Aered and psi-mech suit)
Fort +9, Ref +11, Will +10; Hardness 9
Speed 40 ft.
Melee 2 slams +11 (1d8+5/+3 damage on crit)
Psychic Warrior Powers Known (CL 6th; concentration +11); PP 27
2nd – painful strike, psionic lion's charge
1st – elfsight, inertial armor, offensive prescience
0 – detect psionics
Before Combat Aered casts inertial armor if it is not already active.
During Combat Aered prefers to engage directly in melee, using her speed and slam attacks to strike out at opponents.
Morale As long as Rancis remains standing, Aered fights until ordered to retreat. If her twin is incapacitated, she switches tactics to secure him and retreat with him to safety; If he is slain, Aered flies into a frenzy and focuses all of her attacks on the person who killed her brother, fleeing only when reduced to 16 hp or less. Whether or not she returns to seek revenge on her twin's killer in the future is left up to the DM.
Base Statistics Without her biped psi-mech suit and inertial armor, Aered has the following statistics
Init +3; AC 17, touch 16, flat-footed 12; Ref +8; Hardness none; Melee no slam attack; Str 12, Dex 17; CMB +7; CMD 21; Skill Specialties Acrobatics +12, Athletics +13.
If Aered is not maintaining focus, her speed drops to 30 ft., and her dodge bonus to AC drops by 1.
Str 20, Dex 23, Con 13, Int 10, Wis 20, Cha 8
Base Attack +6; CMB +11; CMD 28
Feats Bonded Mind, Canny Tumble*, Circling Mongoose, Dodge, Mobility, Psychic Dodge*, Speed of Thought*, Spring Attack, Technologist*, Up the Walls*
Skill Groups Perceptive, Physical, Scholarly; Skill Specialties Acrobatics +15, Athletics +17, Lore (engineering) +16, Perception +14, Spellcraft +12
Languages Common
SQ bonded mech, mech training (lore [engineering] +4), mech enhancements (modified aerodynamics, powered servomotors, weapons upgrade [melee]), overdrives (afterburner, divert power to thrusters, energized weaponry, high performance, rocket dodge), psychic proficiency
Gear attuned psi-mech suit
Any feedback is appreciated, as I'm always trying to fine-tune my NPCs to make them as challenging as possible to my players. I'm also still trying to work out suitable gear for her beyond her psi-mech suit, so suggestions for that are also appreciated.
Blayde MacRonan
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Submitted for comparison.... Logrivich, my original Arcforge playtest NPC.
A few quick notes: As with Aered, I'm using a number of optional rules in my campaign and the build reflects that.
Also, I decided to apply the cryptic archetype grammaton to Logrivich in addition to circuitbreaker as his pistol has been customized to be usable with his psi-mech suit (which is still Medium-sized). This way he's still dangerous when not wearing the suit.
I use the term "mental focus" rather than "psionic focus" because of the Occult Adventures rules. They are one and the same.
Though the assumption is that, as written, the techno-hilt function of his psi-core applies mainly to melee weapons (at least to me), nothing is stated that implicitly makes this the case. So I made a DM's call and allowed it to apply to his pistol (thus giving it more of a technological look and feel when attached). If this is not so, please let me know.
Male cryptic (circuitbreaker, grammaton) 8
CE Medium humanoid (human)
Init +7; Senses Perception +12
AC 22, touch 17, flat-footed 16 (+1 armor, +5 Dex, +1 deflection, +1 dodge, +4 natural)
hp 67 (8d8+24 plus 28 hp from psi-mech suit)(50 hp, Grazed -1; 33 hp, Wounded -2; 16 hp, Critical -3) divide damage taken between Logrivich and psi-mech suit
Fort +6, Ref +13, Will +9; Hardness 5
Defensive Abilities avoid attacks 1/day (50% miss, 4 rds)
Speed 30 ft., fly 20 ft. (poor)
Melee 2 slams +9 (1d6+3/+3 damage on crit)
Ranged +1 pistol w/techno-hilt +12/+7 (1d8+2 plus 1d4 electricity/+4 damage on crit)
Special Attacks disrupt pattern +11 (ranged touch, 1d6+4 plus 3d6/+3 damage on crit)
Cryptic Powers Known (CL 8th; concentration +12); PP 36
3rd – escape detection (5 pp)
2nd – body adjustment (3 pp), body equilibrium (3 pp), wall walker (3 pp)
1st – chameleon (1 pp), know direction and location (1 pp), offensive prescience (1 pp)
0 – far hand (1 pp), missive (1 pp)
Before Combat As soon as he learns that the PCs are nearby, Logrivich expends his mental focus to place his psi-core into techno-hilt configuration before attaching Taizen to his pistol and spending a full-round action to regain his mental focus. He chooses humanoid as his active type for his disrupt pattern ability.
During Combat Logrivich begins combat with a disrupt pattern attack, then takes to the air, flying around the tower. His preferred tactic is to keep his enemies trapped inside the tower and wear them down with his +1 pistol from the air. He avoids combat on the bare floor when possible, preferring to engage in melee combat only on the exterior ledges or the ice platform. While in flight, Logrivich makes use of his cryptic powers while waiting for his disrupt pattern ability to recharge.
Morale Logrivich fights to the death.
Base Statistics When not in his psi-mech suit, Logrivich has the following statistics
Init +5; AC 15, touch 15, flat-footed 11; Ref +10; Hardness none; Speed no fly; Melee no slam attack; Ranged +1 pistol w/techno hilt +10/+5 (1d8+2 plus 1d4 electricity/+4 damage on crit); Str 10, Dex 16; CMB +6; CMD 19; Skill Specialties Acrobatics +7, Athletics +0, Finesse +14, Lore (engineering) +15, Society +15, Spellcraft +15, Stealth +20
Str 16, Dex 20, Con 14, Int 18, Wis 13, Cha 14
Base Attack +6; CMB +9; CMD 24
Feats Amateur Gunslinger*, Craft Technological Item*, Dodge*, Extra Mech Enhancement, Gunsmithing*, Mech Piloting, Point-Blank Shot, Precise Shot, Psi-Core Upgrade*, Psicrystal Affinity*, Technologist*
Skill Groups Perceptive, Scholarly, Thieving; Skill Specialties Acrobatics +9 (+5 to execute flying maneuvers), Athletics (jump only) +17*, Craft (traps) +15*, Finesse +15, Lore (engineering) +17, Perception +12, Society +17, Spellcraft +17, Stealth +21
Languages Common, Giant, Hallit, Nihon, Skald
SQ advanced tech expert, gritted patterns (4 pts.), hidden patterns +6, insights (discerning pattern, fast stealth), insightful deed (gunslinger initiative), mech enhancements (powered servomotors, thrusters [2]), pattern of the gun, psi-core assistant, structured devastation, swift trapper, trapfinding +4
Gear attuned pistol, attuned biped psi-mech suit, gunsmith's kit, 20 rounds of standard ammunition
Avoid Attacks (Su) Once per day as a move action, Logrivich gains total concealment (50% miss chance) for a number of rounds equal to his Intelligence modifier.
Disrupt Pattern (Su) When Logrivich gains mental focus, he selects one creature type as his active type (he does not need to select a subtype). As a standard action, he can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, Logrivich deals 1d6+4 points of damage. This attack deals half damage if the target's type is not of Logrivich's active type. Like some other rays, if the attack roll would indicate a critical hit, the damage is doubled. This ability can only be used once per round and only when he makes ranged attacks with a handgun.
Enhanced Disruption Logrivich's disrupt pattern ability deals an additional +3d6 points points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of his active type.
Gritted Patterns Logrivich's grit pool is based on his Intelligence, gaining a number of points at the start of each day equal to his Intelligence modifier. His grit goes up or down, but usually cannot go higher than his Intelligence modifier, though some feats and magic items may affect this maximum.
Hidden Pattern (Ex) Logrivich recognizes patterns in light and sound around him that help him mask his presence, gaining a +6 competence bonus on all Stealth checks.
Insight (Su) Logrivich has learned the following abilities related to his perception of the patterns in the world around him.
Discerning Pattern (Su):[/i] When fighting a creature that is not of one of his active enemy types, Logrivich may attempt to identify that creature with an identify monster check appropriate to the creature’s type as a swift action; if successful, he may treat the creature as if it was one of his active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.
Fast Stealth (Ex): This allows Logrivich to move at full speed using the Stealth skill without penalty.
[b]Insightful Deed Logrivich has the following gunslinger deed.
Gunslinger Initiative (Ex) As long as Logrivich has at least 1 grit point, he gains the following benefits. First, he gains a +2 bonus on initiative checks. Furthermore, if Logrivich has the Quick Draw feat, his hands are free and unrestrained, and the firearm is not hidden, he can draw a single firearm as part of the initiative check.
Mech Enhancements Logrivich's psi-mech suit has the following enhancements.
Powered Servomotors – The psi-mech suit is capable of fantastic feats of agility. It has a +15 bonus to Athletics checks made to jump. In addition, it is always considered to have a running start when jumping.
Thrusters – The psi-mech suit has a fly speed, with a maneuverability of clumsy.
Pattern Designs (Su) Logrivich manipulates the world around him by creating tattoos and patterns that alters reality in different ways. These powers show up on his body in the form of tattoos. His known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level.
When Logrivich manifests one of his powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While his powers have the normal displays for mental powers – auditory, mental, and the like – this visual pattern unique to Logrivich cannot be suppressed as normal displays can be.
Structured Devastation (Ex) Logrivich can attach any trap or ranger trap he has created to a non-hostile construct or mech as a full round action. The next time the construct or mech succeeds on a melee attack roll, the targeted creature is also treated as having triggered the attached trap.
Taizen, Lorgivich's psi-core
CE Diminutive construct (robot)
Init +2 Senses Sighted 40 ft., Perception +6
AC 19, touch 16, flat-footed 17 (+2 Dex*, +3 natural, +4 size)
hp 33 (16 hp, Wounded -2; 8 hp, Critical -3)
Fort +4, Ref +9, Will +7; Hardness 8
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.
Str 1*, Dex 15*, Con -, Int 9, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skill Groups Perceptive; Skill Specialties Athletics (climb only; can always take 10) +10*, Perception +6, Stealth +6; Racial Bonus +8 Athletics checks to climb
SQ alertness, deliver touch powers, personality, self-propulsion, share powers, sighted, telepathic link, telepathic speech
Compared to Aered, Logrivich's psi-mech is not as advanced, even if his can actually fly whereas hers only can using an Overdive. Though this is mainly due to Logrivich having to spend a feat to gain Mech Piloting, it also serves to showcase that he is something of a genius compared to Aered, who did not build her psi-mech suit like Logrivich did. He used what limited materials he had available to create his suit, similar to the situation with Tony Stark and the building of the original MK I Iron Man. Aered is the servant, and therefore, beneficiary of a powerful and technologically advanced organization. She was trained to use a "compact exoskeleton crafted from a synthesis of ceramic and metal compounds" that was designed with her in mind, then figured out how to overcome its limits to gain an advantage.
Though my "evil Linna" and her hard-suit is indeed awesome, Logrivich and his psi-mech will always be more special to me compared to her.
Michael Sayre
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| 1 person marked this as a favorite. |
Oh yeah one more question, when in mainframe mode the psi-core can recharge tech items that are powered by batteries. Shouldn't they also be able to recharge batteries as well?
I was trying to limit their ability to allow you to "stock up" during downtime, so batteries were an intentional exclusion (thematically, it's like the difference between a universal charging cord with multiple attachments and an actual battery charger).
| Jamie Charlan |
| 1 person marked this as a favorite. |
Regarding Firearm APs; it should probably be as their touch calculation; 1st increment for ancients, all increments for crossbows, 5 increments for 'advanced', and all for high-tech. (actually I suggest 9/10/12 for pistol/rifle/cannon beam weapons, but with a -1 per two rangebands due to dispersion)
As for charges, the difficulty lies in the purposefully, maliciously intentionally skewed balance in the technological guide and iron gods adventure books.
1 Battery costs the same as 2000 arrows. It gets worse if you try to mention crafting; arrows are cut down to 1/3 their cost (or lower) while it requires feats and multiple *artifacts* to create new batteries at half cost (one battery, crafted = 3000 arrows crafted, and the latter can be done in the woods)... batteries that burn out 20% of the time any time you try to recharge one... and it takes 2 or more to reload a single weapon once!
So, to put it bluntly, you can either make 5pp for 2d6 (or worse, plenty of things require multiple charges to fire once) which is a horrible deal, OR you've got an Armory-of-Conqueror weapon backed by Elemental Focus so it's not completely worthless against all things in existence by level 10 and you seriously could never even hope to afford a full reload at such an insane cost...
OR, you can use the classes and/or abilities (such as the psi-core) in psitech to make technological equipment viable and usable.
Because getting a single fight of attacks should *not* cost 6000 arrows when the arrows would've hurt way more!
tldr; make spare capacitors a thing
| Snowblind |
You know it never occurred to me to ask. But are mechs treated as far as the rules go as either Ex or Su. Will they operate in an anti-magic field?
AFAIK Bonded Mech is (Ex) and the mech itself is just a mindless construct. While a lot of class abilities will be getting shut off, AMFs shouldn't actually stop someone from fighting in their mech.
Michael Sayre
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| 1 person marked this as a favorite. |
Mechs are intended to continue functioning in an antimagic field, though currently yes, it would shut down someone whose mech was gained via the Mech Piloting feat. I'm actually trying to separate out the psi-core and mech a bit though, so the mech is no longer specifically psionic and the most you would lose is some added functionality from your psi-core.
Blayde MacRonan
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I like the armor penetration rules, but I have to assume that the gunslinger deed deadeye would need to be re-worded so that they get to perform armor penetration beyond the first range increment by spending 1 grit point per range increment beyond the first, since the AP rules remove the firearm's ability to target touch AC (and misfire, which I really like).
Michael Sayre
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Malwing wrote:Wasn't there a quick guide to making akashic classes into cyborgs. I'm having a falling out with my current cyborgs.There is.
It has its own section in the playtest. I've been meaning to expand it, but it's probably going to be the final release once we chop Arcforge up for subscription so it's been low on my priorities.
| Malwing |
Milo v3 wrote:It has its own section in the playtest. I've been meaning to expand it, but it's probably going to be the final release once we chop Arcforge up for subscription so it's been low on my priorities.Malwing wrote:Wasn't there a quick guide to making akashic classes into cyborgs. I'm having a falling out with my current cyborgs.There is.
Where is it? I finally got my full space campaign going so it might be relevant.
Michael Sayre
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"chop up". So your looking at a series of individual releases rather than a single book?
It's pretty standard for how DSP runs the releases. We'll probably have 3-4 small .pdfs, and then a compiled version at the end that collects all the individual releases. The subscription gets you all the individual releases and the compilation at a discount, or you can just buy the particular piece you want (for example, "Akasha as Cybernetics") for a fraction of what the whole book would cost you.
Michael Sayre
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Ssalarn wrote:Where is it? I finally got my full space campaign going so it might be relevant.Milo v3 wrote:It has its own section in the playtest. I've been meaning to expand it, but it's probably going to be the final release once we chop Arcforge up for subscription so it's been low on my priorities.Malwing wrote:Wasn't there a quick guide to making akashic classes into cyborgs. I'm having a falling out with my current cyborgs.There is.
You should be able to access it in the documents linked in the OP. It's like the third subsection, "Akasha as Cybernetics".
Michael Sayre
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| 3 people marked this as a favorite. |
So, working on applying some updates-
I've added Dermal Plating to the example Tech Veils, and should have a few more ready in short order. I've also started rolling out the companion vehicles section with two sample companion vehicles so those can start getting looked at by a wider audience. I'll be jumping back and forth between Tzocatl and Arcforge going over feedback and playtest results to start refining problem areas in the mechanics, and will update accordingly.
| Red Aton |
| 1 person marked this as a favorite. |
I would like to add this Cryptic insight for the Circuitbreaker, not original mind you it's stolen straight form the psi-tech discoveries form Occult Realms.
Patterned Cybernetics : When determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score). The Circuitbreaker must be 4th level to select this insight.
Michael Sayre
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| 1 person marked this as a favorite. |
I would like to add this Cryptic insight for the Circuitbreaker, not original mind you it's stolen straight form the psi-tech discoveries form Occult Realms.
Patterned Cybernetics : When determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score). The Circuitbreaker must be 4th level to select this insight.
Seems doable, and makes sense. I'll add it to the review list for the next update.
| Adam B. 135 |
I would like to add this Cryptic insight for the Circuitbreaker, not original mind you it's stolen straight form the psi-tech discoveries form Occult Realms.
Patterned Cybernetics : When determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score). The Circuitbreaker must be 4th level to select this insight.
that cybernetic limit is very pesky for a lot of characters. I like the idea, but want to point out that charisma and wisdom based characters will have the hardest time with cybernetics.
Michael Sayre
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| 1 person marked this as a favorite. |
Made a few tweaks to the companion vehicle rules (including an addendum that the driver does not count against the vehicle's total carrying capacity), and added the I.T.V., a single person companion vehicle that can carry a rider of the same size category (essentially a crotch rocket to the motorcycle's Harley). Working on adding some Companion Vehicle archetypes, both for classes and for the vehicles themselves, now.
Mech Hardness scaling was adjusted to make them a little more durable at low levels, but prevent the explosion in durability at later levels. It now starts at 3 and and scales up by 1 every other level, capping at 12. I'm looking at adding a clause that will make repairing mechs more affordable at low levels. Also made a few adjustments to their base ability modifiers.
I'm looking at revisiting the Reactor Knight's manifesting progression, as I've received a lot of complaints about the class falling apart a bit at low levels if the mech goes down. Looking at allowing him to maintain his full manifesting progression but gaining one fewer power known of each level, similar to the Diminished Spellcasting feature of archetypes like the Cleric (Crusader).
I'll be looking at adding floating class features, like Cryptic Insights, Aegis Customizations, and Rogue/Slayer/Investigator Talents once the other primary rules sets are a little bit more locked in, since those features will all key off the new options.
| Adam B. 135 |
Wow, I love the ITV. I have been wanting a smaller vehicle. Is the scaling speed for cycles extra weapon slots for the CTV new? I don't remember seeing those bits earlier.
Also the CTV is missing 1 AC from its 12 dex.
For the Reactor Knight I had a few questions:
What action is it to activate Overdrive?
If you have two psionic foci, and use Overdrive two rounds in a row, do the boost points stack?
Does extending Divert Power to Thrusters cost an additional 5 boost points?
Also the changes to Rocket Punch are insanely cool! I didn't expect it to bounce around like that! I do feel that 11th level for the first bounce is a bit late since by that time Psionic Lion's Charge and Hustle are very easy to spam.
For the futuristic veils, micro missiles uses different ranges than the supplemental doc of Akashic Mysteries. Is this a hidden sneak peak of whats to come with the full AM release?
Nanite cloud mentions insects instead of nanites in the second sentence of the "essence" section.
Michael Sayre
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| 1 person marked this as a favorite. |
Wow, I love the ITV. I have been wanting a smaller vehicle. Is the scaling speed for cycles extra weapon slots for the CTV new? I don't remember seeing those bits earlier.
Yeah, there was some well presented feedback regarding the companion vehicles being a bit under par compared to the other companion options out there, so they all got a bit of a boost. Since we've got an SUV, a Harley, and a crotch rocket, I'll probably be adding a sedan/sports car type vehicle soon to kind of round things out.
Also the CTV is missing 1 AC from its 12 dex.
I'll get that fixed.
For the Reactor Knight I had a few questions:
What action is it to activate Overdrive?
Sorry about the confusion; there's a rule tied to active energy type that allows you to expend your psionic focus as a free action, and I intended activating Overdrive to fall under that. I'll update the verbage so you don't have to go digging through UltPsi and then make a logical leap.
If you have two psionic foci, and use Overdrive two rounds in a row, do the boost points stack?
Overlapping activations of overdrive extend the duration of the boost pool, but cannot raise the total number of boost points beyond the reactor knight’s Wisdom bonus + ½ his class level.
This text has been added to the Overdrive class feature.
Does extending Divert Power to Thrusters cost an additional 5 boost points?
It costs 1 additional boost point each round. This has been updated in the ability.
Also the changes to Rocket Punch are insanely cool! I didn't expect it to bounce around like that!
Thanks! I definitely wanted it to be a cool and worthwhile option.
I do feel that 11th level for the first bounce is a bit late since by that time Psionic Lion's Charge and Hustle are very easy to spam.
I've updated the ability to grant the extra attacks at 8th and 15th level, the same time the PsyWar normally gains extra attacks from BAB.
Thanks for the feedback!
| Milo v3 |
| 2 people marked this as a favorite. |
In Inner Sea Gods there is a 1000g per ise magic connsumable that lets you move a weapon up or down a size category. Maybe we can get a similar item here so that we dont run into a problems as people abandon weapons while leveling.
Alternatively a spell could be put in Steelforge that functions like a size-increasing version of masterwork transformation, with the gp cost equal to the price difference.
| Red Aton |
"that cybernetic limit is very pesky for a lot of characters. I like the idea, but want to point out that charisma and wisdom based characters will have the hardest time with cybernetics."
Maybe one alternative would be a class feature/insight/talent or what ever that grants the character a cybernetic implantation limit of, lets say 5 + class level or 10 + 1/2 class level something along that line, ignoring CON and INT altogether.
Michael Sayre
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| 2 people marked this as a favorite. |
On the Arcforge, while it can self recharge, can it be connected to a generator and powered normally?
Yes. Note that the Arcforge, like most artifacts technological or otherwise, should be introduced into a campaign by the GM, as its very existence is a world-changing factor.
Adam B. 135 wrote:"that cybernetic limit is very pesky for a lot of characters. I like the idea, but want to point out that charisma and wisdom based characters will have the hardest time with cybernetics."Maybe one alternative would be a class feature/insight/talent or what ever that grants the character a cybernetic implantation limit of, lets say 5 + class level or 10 + 1/2 class level something along that line, ignoring CON and INT altogether.
I'll definitely be looking at ways to address this, and talents/insights were definitely on the list of things I was considering. Thanks for the feedback!
Also, the sportscar has been added to the companion vehicles list. I'm working on adding in the rules for creating and purchasing mechs and vehicles for use by any character now, as well as refining the rules for weapon slots.
I'm also thinking that the Siege Weapon affinity needs to be changed to Heavy Weapon affinity, with some quick rules for converting siege weapons into heavy weapons for mechs.
Michael Sayre
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Sorry for the double post, but I'm contemplating a big enough change to the way things work that I wanted to get everyone's input before I made it "official"-
1 weapon slot is going to be worth 1 medium sized weapon. You can use multiple slots to equip larger weapons similarly to how it works now.
I'm looking at changing siege weapon affinity to heavy weapon affinity, and then greatly expanding the number of heavy weapons that are available. I don't think this change should be too big an inconvenience, and in a lot of ways should make the rules simpler and more accessible, as well as (in conjunction with the first change I mentioned) helping reinforce the idea that quad mechs and CTVs should be the primary platforms for high damage, slower firing weapons.
I want to change the way mechs interact with the standard full attack mechanic, allowing them to treat slotted weapons more like natural attacks, with a cap on the number of attacks they can make similar to the one an eidolon works under (though fewer, since the mech's weapons will generally be superior to an natural attack). This will allow you to reach the point where you can have your giant Battletech style mech that unloads with numerous weapon banks without creating a bunch of unnecessary rules to cover how TWF and free hands work. I'm thinking that weapon slots would be specifically for ranged weapons, and then there would be a mech enhancement you would take for a pair of hands to wield melee weapons (which bipeds would get for free). You make an attack with a melee weapon, your slotted weapons all take a -5 on their attack rolls, just like an eidolon attacking with a manufactured weapon takes a penalty on its natural attacks. I'll probably have to tweak the exact scaling and availability of weapon slots a bit, but the basic existing framework should support this idea.
Thoughts, opinions, insights?
Michael Sayre
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This works better for a lot of concepts like multiple armed mechs, mechs with arrays of weapons, mechs that have hidden or gimmick weapons like mazinger, ect
It may require the archetypes to get some serious modifications though, but it's better to rip this wax strip off now rather than later.
I've been recording feedback and everything on the issues tied to this for a while, so hopefully it won't mess up too many of the released archetypes. There's actually a few (like the Gunslinger archetype) that I've been sandbagging a bit specifically until I got weapons slots cleaned up and working as intended.
There's a big wide world of mechs out there, and I'm hoping that this will get us closest to a point where players can emulate as many of those mech tropes as possible in the most balanced way possible.