Of course, we all know what energy damage means once resistances come into play, and if you look at the price, they're in play when you can get one, so in reality the better high-tech weapons are the older 'advanced' or 'moderns' like double-barreled firearms or a Nagant rifle.Īfter all you can't Clustered Shots a Cold-Immune thing dead!ģ for trick shot and 2 for scientist, so let me post another scientist talent.įalse Tooth (Ex) The mad scientist can craft a false tooth for themselves, filling it with an infusion of their choice. Speaking of which, how's everyone feeling on the Mercurial Duelist? Too weeby? Just weeby enough?įor the most part the tech weapons are spectacularly overpriced (20 000 for a 2d6 energy rifle, 10gp per "charge" which is individual ammo but some things require multiple charges per shot), require two or more colossal artifact structures to craft (one powerplant and different labs depending on the items.) but resolve against touch-AC at all ranges.īalancewise most of them are flat out useless because you'll not be able to keep them charged, but they're okay if you use one of the rare bypasses (Henshin Hero, Warsoul, Armorist, etc) that let you field the things without having to pay 10-50gp per "shot". duelist something like that, although dex already has a talent tax. And yeah, Detective is another 'throw on' archetype, although I might do some more tinkering with it once it hits the doc because that's what I do.Īnd I'd be totally fine with giving M. I'm glad everyone's having fun, this has been really awesome for me too. Only a mutant mad scientist can select this talent. At 6th level and every 6 levels thereafter, they gain an additional evolution point when imbibing their mutagen (up to a maximum of 4 at 18th level). A mad scientist does not need to meet subtypes requirements to select an evolution. it's helluva ride.Įvolving Mutagen (Su) Whenever the mad scientist imbibes their mutagen, they gain 1 evolution pointPU as though they were a bipedal unchained eidolonPU for the duration of their mutagen. Add in more metamagic shenanigans via Magical Lineage and Wayang Spellhunter, and the fact that nobody expects a dwarf sorc to not suck begin with, much less a WoP one. It's the munchkin'est interpretation of the rules there with the bloodlines, but even with that removed, it's quite a whallop. No SR, no save, with a damage type that is rare to be immune against (and piss easy to switch on the fly thanks to Admixture). >Lengthy doubles spell duration to 4 turns, so 48d4+176Īssuming one of the bloodlines doesn't apply, it drops to 12d4+(12x2+8=32) times four. >Corrosive Bolt deals damage twice, once every turn for 2 turns, so 24d4+88 >Total at 8th assuming all sources of "+1 per damage die" stack: 12d4+44 >Empowered adds 50%, so +4d4+12 (only damage dice bonus counts, level is only applied once) >Blood Intensity (CHA 16+) adds dice up to CL, so total is now 8d4+(8x3+8=32) >Normal: 5d4+23 (Primal Earth 5 + Copper Dragon 5 + Blood Havoc 5 + Dwarf 4 + Admixture 4) Turns out I misread my own notes: damage at 8th is actually as follows: VMC Admixture Wizard: +.5 Damage per levelīlood Intensity: As Intensified Spell (nonstacking), but adds up to CHA mod in dice That means damage goes down by quite a bit.īlood Havoc: +1 Damage per die to bloodline spells or school spells with Spell FocusįC Sorcerer (Dwarf): +.5 Damage per level of Sorcerer If Crossblooded/Wildblooded are ruled not to stack, only one of them applies. Primal Earth: +1 Damage per die to Earth/Acid spellsĬopper Dragon: +1 Damage per die to Earth/Acid spells Main drawback is of course that if the thing gets trashed, you're screwed, and repairs will be incredibly expensive (fixing constructs) without magic, as well as long. Personally I think it would have to limit the pilot to NPC wealth if you were to mix the two, and definitely can't start at level 1 with one due to the health. They come in different flavors like mechanical, necromantic, abberations, etc. unless GM allows it (but in that case you don't have it when outside of the thing). The Build Points are 'by level' which is a different issue it has no direct GP equivalence, and you can't use your WBL to upgrade the thing either - so as to not give cloaks of protection,etc to the mech. Main balancing issues I could find for anon's 'mixing' are that their *starting* base frame HP is very high, with the assumption everyone is in one of these and they're quite tough. You then buy fucktons of abilities for them, deciding the engine (how much power per round you have), legs, size, weapons, etc. You're in total cover when in them, so they give a layer of health, etc. Mechs have a 'level' and build points, along with basic stats for their frame (think 'race').
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