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Posted: Wed Apr 07, 2010 2:24 pm
by Maxus
Koumei wrote:Rejakor: I'll give that some thought later. Feel free to put ideas up, though. I'll be honest and admit I don't actually care what happens before level five, because I never play lower than that.
Maxus wrote:Looking at it...It seems the game I'm running will feature a Ninja Robot Girl Executioner Girlfriend sometime in the near future. The Ninja even fits the Robot Girl, since most of their shticks could really be mechanical extras.
The only way you could make that more weeaboo is by adding cat-ears. Let me know how it goes.
That is actually the idea. It's a pretty light game and we're running in an episodic format with short more-or-less unconnected adventures. I'd like to keep the player on his toes, and I don't think he'd be be expecting a Ninja Robot Death Girl as a clingy bodyguard for a session or two.

Re: [ToG] Gadgeteer

Posted: Tue Apr 27, 2010 6:19 pm
by Dominicius
Koumei wrote:Using sonar echoes, it grants Blindsense out to 15' and Trapsense to the wearer.
I think you meant Trapfinding.

Posted: Tue Apr 27, 2010 6:23 pm
by Utterfail
Nah, I totally think it means you can sense traps out to 15' just like detect magic senses magic.

Also, what happens if you throw dynamite, and it gets hit with a fireball? Or if you're holding it and someone hits it with a scorching ray?

Posted: Tue Apr 27, 2010 8:47 pm
by Koumei
I meant Trapfinding, but I'm not sure it'd be a big deal if I just made it "You can detect traps like detect magic, but for traps. Grand."

If you hold dynamite and it's hit with a scorching ray, then to put it bluntly, you're fucked.

Yes, proper fucked.

Posted: Wed Apr 28, 2010 11:52 am
by Utterfail
My party actually used it to our advantage. I threw the dynamite into the a room, the fire mage had a readied action to shoot a fireball into a room when the dynamite hit the floor, and the ninja had a readied action to shut the door once the fireball got past it.

We immolated the room.

Posted: Tue Jun 08, 2010 1:47 pm
by Utterfail
I was pondering how best to use the new sweet ass fast attack buggies (Driving around in D&D? Rad. Taking the buggy as your invention? Double-rad) and was wondering if you think it would be fair for the pilot to "jump" a buggy if you hit a ramp. the hundred foot move speed would give it a +28 jump check at a speed of 100 feet, or +68 if you take locomotion specialization.

Because I totally want to ramp over stuff Dukes of Hazard style.

Posted: Tue Jun 08, 2010 3:54 pm
by Koumei
Yeah, I see no qualms with that.

Posted: Tue Jun 08, 2010 4:19 pm
by Maxus
Koumei wrote:Yeah, I see no qualms with that.
Me, either.

Has anyone else here ever played Jak 3, with the desert dune buggies? I now have an idea for a Gadgeteer who outfits a lot of inventions on one vehicle and drives around terrorizing people with it.

Posted: Tue Jun 08, 2010 6:01 pm
by Avoraciopoctules
That was a gnarly game. I think I enjoyed Jak 2 slightly more, but they were both thoroughly entertaining.

Presently, I have a Gadgeteer NPC ally as part of the party in a game I'm running. The fancy cloaking hovertank they were issued at the beginning of their mission got taken out by an anti-armor heat ray, and the gadgeteer has been forced to combine the wreckage with his own toys to get functional vehicles. Presently, the group has a magically propelled wagon the Gadgeteer needs to drive. It's covered in steel plating and has 3 manned turrets. One is a Gatling gun with a 360 degree firing arc, and the other two are a front-mounted rocket launcher and a rear-mounted flamethrower.

This synergizes quite well with the PCs, one of whom is a Fire Mage in scout powered armor with a weakened Invisibility cloaking device and Swift Fly jump jets and the other being an elemental-possessed soul gem driving a construct body who specializes in ranged toxin and acid attacks. Both can benefit from cover in the wagon as they use their ranged attacks.

Now tempted to add a jump module to the wagon. There's even a Gadget to use as a model.

Re: [ToG] Gadgeteer

Posted: Wed Jun 09, 2010 2:15 pm
by Meikle641
Dominicius wrote:
Koumei wrote:Using sonar echoes, it grants Blindsense out to 15' and Trapsense to the wearer.
I think you meant Trapfinding.
Trapsense is actually an existing class ability everybody forgets (because it's fucking useless), barbarians and rogues have it, amongst others.

Posted: Sun Jun 27, 2010 8:10 am
by Koumei
While putting off working on Xeno Crusade, I added a few extra Gadgets of varying levels (Extend-O-Fist, Static Blade, Helper, Makai Cannon, Elemental Microwave and Mechanical Globe).

Also, have only received good reviews of the class so far, which is awesome. It seems it's a keeper.