|
Post by rowler on Nov 20, 2011 18:36:30 GMT -5
Yeah essentially we're just running Modsoul companion as Leadership with just a cohort.
The modsoul tank uses body combat point and defender design, yeah. He especially likes the huge amount of hp he gets XD But he's definitely putting feats into getting DR he says.
Personally I think his Arrancar was beyond defensive. It was like a mod soul in a stuffed animal facing a Vasto Lorde. Or if he fought another defense type it was like metapod vs metapod from pokemon.
I very much like your mechanical baby =D All the other players in Group A have stated their interest in Mod Soul Companion as well, which makes me think our DM is gonna blast us with a twist in the plot based on the sheer amount of mod souls XP
But i ramble. VERY good job =D
|
|
|
Post by blackestofmages on Nov 20, 2011 18:51:00 GMT -5
lol, game where everyone has leadership. the DMs nightmare... and tank-fights are fun. metapod v metapod was the best encounter ever... *cheat and steal all his reitsu. It's what all the cool kids'd do *
|
|
|
Post by rowler on Nov 20, 2011 20:08:31 GMT -5
Yeah lol. Our DM is angry at me for bringing it up XD
Tank fights are just as fun as 100% offense versus 100% defense XP
|
|
|
Post by blackestofmages on Nov 20, 2011 20:10:54 GMT -5
tell him it could be worse. the modsoul could have a companion itself
|
|
|
Post by The Dire Reverend on Nov 21, 2011 0:37:23 GMT -5
What I am saying is that the current writing your cohort is always equal to your current level, instead of maximum leave is your level -2. This was when Modsouls were going to be really weak.
|
|
|
Post by blackestofmages on Nov 21, 2011 7:06:49 GMT -5
not quite, because it's still bound by the Cohort rules, which are presented in leadership. The cohort rules state the cohort must always be 2 levels below you
|
|
|
Post by blackestofmages on Dec 12, 2011 19:48:56 GMT -5
so, based on stuff brought up in the classifications thread, here's a rewording of some of the abilities etc... also did combat blade, because before it could be sundered or disarmed, which would be awkward to say the least Combat Blade Prerequisites: None The Modsoul has an inbuilt weapon, as opposed to just their hands and feet. Their attacks deal damage as if they where 4 levels higher (2d12 at level 20) and has a critical threat range of 19/20. The Modsoul can choose whether their natural attacks deal bludgeoning, slashing or piercing damage; Once the choice it made, it cannot be changed. Gemini ProtocolPrerequisites: Must be taken at level 1. The modsoul is one of a linked pair, with another modsoul built along side it to complement each others strengths. The two mod-souls share a single mind and consciousness, and one cannot live without the other. The Modsoul is 2 characters. The two modsouls must choose different Combat Points and primary Modsoul Designs. This restriction does not apply to their second Design. When rolling for HP, roll once (instead of twice) and each Modsoul receives ½ the result. They add their constitution modifiers, and any other effect that increases HP, separately. The two modsouls have independent skills, feats and modifications, though both must have the Gemini Protocol Modification. Both modsouls have the same basic values for their attributes, though each value may be assigned to different attributes (eg, one modsoul could have str 18 con 10, the other could have str 10/con 18). When levelling up, the two modsouls share EXP, and receive EXP from encounters etc as if they where a single creature. Both modsouls must take a level in a prestige class for either to receive the benefit. The two modsouls are linked by a telepathic bond at all times, except whilst in a spiritually dead zone. If they are within 1 mile of each other's position, they can communicate, otherwise they simply know the general well being and direction of their companion. They two modsouls do not necessarily need to share one mind, so long as they are linked. They can share spells (see the wizard class feature) The shock of loosing a bond they have had since they where born causes the modsouls to go into a catatonic shock if it is severed. This does not happen if the link is merely suppressed. They loose 1 point of constitution an hour, and immediately fall unconscious, until the link is re-established. After the link is re-established, they recover constitution damage as normal. It is possible to survive this trauma, though it requires a DC 25 fortitude save to end the effect. Hyper-Efficient DesignPrerequisites: Improved Modsoul Design The Modsoul improves it's Modsoul Design by one stage (from basic to improved, Improved to greater etc). As a result of this, it would obtain it's second design one improvement earlier Genius DesignPrerequisites: Greater 2nd Modsoul design The Modsoul gains the Perfect variant of it's second design Marksman Modsoul DesignImproved: Full BaB when making ranged attacks Greater: No AoO when making ranged attacks. Threaten all adjacent squares. Perfect: Can make trip, grapple and disarm attempts with a ranged attack, using her dexterity modifier in place of strength. Grapple (and pin) is maintained by the arrow, which has hardness 10, 5 hp per 2 levels, small size and an assumed strength equal to dexterity modifier
|
|
|
Post by dairiuschi on Dec 12, 2011 19:53:27 GMT -5
ooooh, I am loving these new and beautiful things EDIT: Why take away the combat blade's option of being a 20/X3 though?
|
|
|
Post by blackestofmages on Dec 12, 2011 20:01:04 GMT -5
hmmmm, I forget... also only copied 1/2 the document.... Enhanced AttributesPrerequisites: None The Modsoul increases one attribute by +4 Special: This ability may be taken multiple times. It's effects stack Ablative ArmourPrerequisites: None The Modsoul gains +4 natural armour. Each time the modsoul's AC is overcome, their natural armour reduces by 1, until they have 5 minutes to rest. Special: This ability may be taken multiple times. It's effects stack Enhanced SpeedPrerequisites: None The Modsoul's Base Land speed increases by 10ft Special: This ability may be taken multiple times. It's effects stack Multiple LimbsPrerequisites: None The Modsoul has an additional arm, or some feature like a tail or claws. Useful in combat, but they do make it harder to pass as a human. They gain a single natural weapon of their choice Special: This ability may be taken multiple times. It's effects stack
|
|
|
Post by dairiuschi on Dec 12, 2011 20:12:54 GMT -5
Whoah...supersoldier that takes increased ability each time would be devastating on paper, but in the long run not that strong really...still, take it a couple times for con and you're set on HP for a while >.>
|
|
|
Post by blackestofmages on Dec 12, 2011 20:18:23 GMT -5
supersoldier that takes all +s ends up with the exact same number of +s as someone else taking all + stats , due to getting less abilities than everyone else see, I sometimes think of this also, compared to what you can get, +4 stats is a bit meh only real way to "abuse" it is to hypercharge your rietsu modifier and thus make some crazy DCs, but then you'd still need to spend abilities to cover all the bases.
|
|
|
Post by dairiuschi on Dec 12, 2011 21:41:32 GMT -5
Eh, you can get more when the Extra Modification feat is made(and the GM of the game I am in already okayed it, as he thought all classes deserved the choice), which according to Nerameshu is supposed to be soonish
|
|
|
Post by blackestofmages on Dec 12, 2011 22:03:10 GMT -5
the feat exists, it's just only on this thread. I was strong-armed into making it... and even with the feat, you still end up at the same level as someone who focused on it
|
|
|
Post by dairiuschi on Dec 12, 2011 22:36:36 GMT -5
True, though mine is constant instead of having to use a feat to do so
|
|
|
Post by blackestofmages on Dec 12, 2011 22:39:06 GMT -5
hollows, my freind, hollows oh, and your banki equivelant sucks in exchange for not having to turn your powerz on
|
|