Honestly, I'm maybe not entirely sure. I guess I'm thinking there's some kind of Mechanics issue that needs to be addressed but when it comes to getting yanked out of hyperspace prematurely the books aren't filled with info. I might take something from they hyperspace mishaps in SotG and may be looking at a check to get the hyperdrive "safely" shut down.
To put it another way I'm kind of seeing this as the emergency shut down of a nuclear reactor vs. a planned shut down where thing would be powered down a bit more gradually. I might also see it as trying to put out say a Magnesium fire before the fuel is all burnt out.
Title: Re: Approaching Impact
Post by: Ghondar on December 27, 2020, 04:40:11 am
Title: Re: Approaching Impact
Post by: StevenO on December 06, 2020, 07:55:35 pm
If I read the Shock whip it lets you make a "Free" grab attack when you hit. Sending a "shock" to the grabbed target would then take a swift action but it's optional and not available if you chose to trip instead.
Title: Re: Approaching Impact
Post by: MERC_1 on December 06, 2020, 07:43:19 pm
I wondered about the Shock whip (LE 62) as it gets to make a free grab and that grab can then cause damage with a swift action. It's got 3d6 potential in a small weapon. It has the trip option but no Pin option although for it grab is pretty strong there.
[...]
As for "getting a saber with a barab ingot is there's nothing explicitly saying they'd increase the cost to make a saber although they would make them harder to make.
I know the wording is different on the light whip, but the way I understood you get to initiate a grab/grapple if you hit with the attack. Not exactly sure how this is supposed to work though. If that takes a second action, I will not be able to do so often enough. Then Shock whip is probably better, maybe paired with Strong Grab to make it cost a lot of actions to get lose.
Setting things on fire is very nice, as that is more actions to put it out. I learned in the last game that action denial or sucking up actions is very potent.
Title: Re: Approaching Impact
Post by: StevenO on December 06, 2020, 06:02:39 pm
OK, there were some errors. Some questions and some other fixes to look at.
The whip would be a fire whip if I could get the crystal. That is not going to happen, so I was looking at other options. I was considering a 2 talent investment in Initiate of Vahl and Vahl's Flame, but that is a but much for a 6th level character. I was also looking at other whips: Shock whip (can Grab, but what about Pin???) and the mostly sub par Neuronic Whip (can't grab???). Making them do fire damage would likely require a template. Arkanian Manufacture comes to mind, but that is only for ranged weapons.
The rifle is nice to have for ranged combat, but I could probably go with something else.
I do like Weapon Finesse for this character, but I can't fit it I think. Not without dropping WP: Heavy or rebuilding the character. Pin is a must have for the whip I think, NO?
..... So, sure I want my fire whip. Just not sure how to get it...?
I wondered about the Shock whip (LE 62) as it gets to make a free grab and that grab can then cause damage with a swift action. It's got 3d6 potential in a small weapon. It has the trip option but no Pin option although for it grab is pretty strong there.
The Vahl aren't entirely appropriate here. The darkside is perhaps a bit too strong in them although the Initiative talent could be great on a hot world.
I know a HBR would be nice to have for longer ranged combat although it runs into the irony of not having a long range meaning it's just a more powerful weapon with less range. When it comes to "long range" fighting I'd see Sin using one of three options in most cases: Shade away as in just use Stealth and don't engage, Snipe which may mean accurate weapons and possibly aiming with Scopes, or light'em up with heavy weapons.
As for "getting a saber with a barab ingot is there's nothing explicitly saying they'd increase the cost to make a saber although they would make them harder to make. Now if you're not making (Attuning) it yourself the crystal generally doesn't matter outside of those few case. The fire damage does make things a little better although I believe you're either "on fire" or you're not so there's no stacking and I also figure that if the attack "misses" three consecutive times the fire will go out on its own.
Title: Re: Approaching Impact
Post by: MERC_1 on December 06, 2020, 04:30:11 pm
OK, there were some errors. Some questions and some other fixes to look at.
The whip would be a fire whip if I could get the crystal. That is not going to happen, so I was looking at other options. I was considering a 2 talent investment in Initiate of Vahl and Vahl's Flame, but that is a but much for a 6th level character. I was also looking at other whips: Shock whip (can Grab, but what about Pin???) and the mostly sub par Neuronic Whip (can't grab???). Making them do fire damage would likely require a template. Arkanian Manufacture comes to mind, but that is only for ranged weapons.
The rifle is nice to have for ranged combat, but I could probably go with something else.
I do like Weapon Finesse for this character, but I can't fit it I think. Not without dropping WP: Heavy or rebuilding the character. Pin is a must have for the whip I think, NO?
So, sure I want my fire whip. Just not sure how to get it...?
Title: Re: Approaching Impact
Post by: StevenO on December 06, 2020, 01:42:28 pm
We'll have Sin get picked up during the pick up on world.
As for formatting:
One potential issue is with Rapid Shot at 1st-level; it has that pesky +1 BAB requirement as would Pin. Now looking again I Running Attack is a Scout Bonus feat and could be taken at 1st-level via my house rule "Alternative Background" talent; the "regular" bonus feat for Scout 2 could then be Rapid Shot.... It's almost a shame to leave all that potential melee attack sitting there but Weapon Finesse could be a future plan.
With what I picture as a fighting style (blaster and whip) I might suggest looking at an alternative to the heavy blaster rifle although not sure what.
Title: Re: Approaching Impact
Post by: MERC_1 on December 06, 2020, 09:39:51 am
Here is my character. She may be very defensive in nature, but packs a surprising offence as well. She can handle most weapons and can stop you in your tracks if you run past her. Her whip can use Pin, even on a AoO after dealing some damage. When driving she can use Evasion for the benefit of everyone. She is an asset when moving stealthily or when gathering information. Her ability to keep moving and shooting in the middle of movement means she will take the best use of cover that she can when called for.
If someone has a tool kit she can fix things that ha broken down. But I could not find room for that in the allotted budget.
I was a bit stumped for talents, so those was just what I could come up with fast. Also, she could do with some better formatting. Any advice or help is always welcome.
Big thanks to StevenO for help with the character. I have not had so much energy and focus to do this the last few weeks.
Sin Vane Umbaran Scout3/Jedi1/Soldier2 [-2 CON, +2 DEX, +2 WIS, RRTS Stealth, Darkvision, CBF-Skill Focus Gather info] STR 13, DEX 15+2+1(18), CON 14-2(12), INT 13+1(14), WIS 12+2(14), CHA 8 Talents: Alternative Background*, +1 Scout: Evasion, +1 Jedi: Equilibrium, +1 Soldier: DR10 Feats: WP(simple, pistol, rifle, lightsaber), AP-light; 3+2 scout (1 Alternative background: Rapid Shot, 1 standard: Running Attack) +1 Soldier (WP: Heavy) = 6 feats; Force Sensitivity (1), Force Training (3), Pin (6) Skills: Stealth (RRTS), UtF, Gather Information (class due to background), Perception, Mechanics, Athletics, Acrobatics (4) Force Powers: Surge, Battle Strike and Cloak Equipment: Lightsaber Whip (5,000 credits) Heavy Blaster Rifle with Scope and Sholder Strap (2,100 credits) Heavy Blaster Pistol with Hip Holster (925 credits) Security kit (750 credits) Utility Belt (400 credits) Fast Flesh Medpack (400 credits) Camoflage Poncho (125 credits) All-temperature cloak (100 credits) Breath Mask with extra filter (125 credits) 3 Power packs (75 credits)
Total cost 10,000 credits Rugged as well as civilian clothing
Title: Re: Approaching Impact
Post by: StevenO on December 05, 2020, 01:02:12 pm
I’ll go with Perception. I like your framing of better to see them coming. Also useful in all sorts of situations.
Updating my above character sheet
Initiative has its place but once you have YOUR "place" in the order it becomes so much less useful outside of a few things. A somewhat terrible thing about "winning" initiative are those times you want/need someone else to go before yo for some reason. "Oh look, I got a 29 on initiative but it'd be best if I let someone else open that door so I can charge in and attack so now I need to wait until 23 to for someone to do that. Why did I want that +5 boost again?"
Well with that I hope Merc can still join us later but we'll get started. I'll hope to get the play thread started tonight and list final starting points there; if you see a mistake we'll come back here to fix things. I'll send out PMs with the links to the https://rolz.org/ die room (which was used last game) and to the roll20 page were I'll try to have some of the maps up.
Title: Re: Approaching Impact
Post by: Jedi Ronin on December 05, 2020, 11:09:22 am
I’ll go with Perception. I like your framing of better to see them coming. Also useful in all sorts of situations.
Updating my above character sheet
Title: Re: Approaching Impact
Post by: StevenO on December 04, 2020, 02:46:12 pm
Nice catch, I'll pick another one and update it. Considering Initiative of Perception...
You've got the lowest "base" Initiative although only two are trained. +3 WIS helps Perception but another +5 there would help too. Personally, I prefer to "see 'em coming" as opposed to "letting them get the jump on me but recover quickly" but mileage may and I guess Initiative is also what keeps you from being feinted.
Title: Re: Approaching Impact
Post by: Jedi Ronin on December 04, 2020, 02:27:30 pm
Nice catch, I'll pick another one and update it. Considering Initiative of Perception...
Title: Re: Approaching Impact
Post by: StevenO on December 04, 2020, 02:23:52 pm
Fixed hp/HD as per the DoD campaign guidelines. Starting in Noble is 18 and each Soldier/Jedi level is 7 more so Noble1/Jedi5 is 53 hp with no CON mod.
I'm seeing the six trained skills for starting in Noble but if you're human there should be another. A LOT of Skill Focus in that character....
Title: Re: Approaching Impact
Post by: Jedi Ronin on December 04, 2020, 02:01:44 pm
Did this last night. I think the only thing left is to do HP. What’s the way we’re determining HP beyond 1st? Welcome any feedback.
Title: Re: Approaching Impact
Post by: StevenO on December 03, 2020, 12:52:32 pm
Yen: Those "stat blocks" aren't all cut/pastes from where they are posted but usually some I've tried to "standardize" to better see, compare, and review the mechanics of each character. You may have taken out Devastating Attack and I just may have forgotten to remove it from my text files where I'm trying to keep track of this.
Ghondar: When it comes to the requisitions I may be looking for requests but ultimately when you get there you'll be told "here's the gear you requested. There are some additional items in there you may find most useful as well." I do recall hearing/seeing the fireblade request. There'll be some time to add upgrades. More time may also be taken depending on choices the characters make where not all of the characters need to choose the same thing. ("Hey, it's getting late and we should have time to finish in the morning, why don't we go out now and enjoy the night while we can?") As with many things choices can have consequences :)
Title: Re: Approaching Impact
Post by: Yen_Kaum on December 03, 2020, 04:44:37 am
Hello,
I just noticed that I forgot to remove the Devastating attack in the "Atk options". I am fine with the proposed changes. I like the custom blaster Pistol :). I have updated the relevant part of the stats block below :
Atk Options: Targeted area (If successful AoE attack, select 1 hit target. +5 dmg before evasion), Autofire, Forceful Blast (lg or smaller check vs. FORT to move target hit by grenade), PBS
Special Actions: Bomb Thrower (+5 Mech w/ explosives, craft frag grenades from parts), Indomitable, Quick Draw, Fool's Luck
Self (4100 creds + 400 cash) 400 credits Holster, Concealed (50) - Custom Blaster pistol w/ improved accuracy and rangefinder (500 + 1000 + 200). The grip has a "Saint Barbara" like engraving Survival knife (Has a built-in compass) (100) Utility belt (500) : - 3 days rations - medpac - tool kit - power pack x1 - energy cell x1 - glow rod - comlink - liquid cable dispenser 15m Datapad (1000) Security kit (750)
Requisition (6425 creds) Assault blaster Rifle with shoulder strap (1750 + 50) Grenade Launcher with shoulder strap (500 + 50) Bandolier 1 (100) - frag grenades x4 (800) - concussion grenade x2 (800) - Power pack x4 (100) Bandolier 2 (100): - smoke grenade x2 (200) - stun grenade x2 (250 because pre-loaded in the GL) - ion grenade x1 (250) - Power pack x4 (100) Mechanical interface visor (1250) (+2 to mechanics checks) Camouflage poncho (+5 Equipment to stealth - Desert) (125)
Title: Re: Approaching Impact
Post by: Ghondar on December 03, 2020, 12:45:17 am
I may have made some alterations/suggestions to/for "starting equipment" you might want to look at and say what you think. Once 'on site' there will be additional resources available although carrying "big weapons in public" isn't a great idea and thus a reason for the starting restrictions. I dropped Shev's armor a bit for "legal reasons" but with a bit of time and a Mechanics check it can be "built up" to "trooper level" protection. Yen should take a look at my equipment suggestion for Bor; I'm recommending he had done some Tech Specialist work on something (pistol here) before starting because while there may be time for more TS upgrades those will require time and checks that could fail and "cost" resources. Added some equipment to Dredge.
If anyone has/wants to make alterations I'll ask that you do it after this post to make them easier to find. JR still needs to "finish up" Dirk.
I also wanted to switch two of the medpacks for a fire blade. If that didn´t get past revision, I sure hope there´s at least a stun baton to be had at the end destination
Title: Re: Approaching Impact
Post by: StevenO on December 02, 2020, 04:01:38 pm
Where are we with those applications? We should be launching this mission before too long if we hope to get there in time.
It seems some of our initial information may not be correct or at least complete. Here's what we have now.
First up we have Dredge. Not many alterations there but it seems he may be more versatile than originally though.
I guess he does have some piloting skills which could be useful and his Strength and Agility may have been under stated. Something says he may have some more surprises in store so he could be a good fit.
What about the gunslinger Miilc Tost?
It seems he may not be available although he may have been good addition.
And Ruwarr the wookie?
I have great respect for the wookies but many of our operations are a bit too close to Imperial forces and that added attention may not be great so we'll need to let him pass.
Then we've got Shev Ondris who is claiming to be a Mandalorian.
If he is or not remains to be seen but they are said to be worthy and honorable warrior which we might need here. I think he's asking for armor upgrades when he gets here which we may be able to find components for.
The next applicant is another human, a Bor Chun, who has something of a past.
He may have a past but he also has skills that could prove very useful. We may need to pay extra attention to him with his wildcard streek.
That'll bring us to the last application although we're still getting information in on him.
He's certainly a smooth talker but there's something else about him I can't quite put my finger on. Hopefully we'll learn more about him soon.
Weren't we expecting another application?
I was hoping we would but maybe we'll need to call in a local asset or hope those recruits are better than advertised.
PS. I may have made some alterations/suggestions to/for "starting equipment" you might want to look at and say what you think. Once 'on site' there will be additional resources available although carrying "big weapons in public" isn't a great idea and thus a reason for the starting restrictions. I dropped Shev's armor a bit for "legal reasons" but with a bit of time and a Mechanics check it can be "built up" to "trooper level" protection. Yen should take a look at my equipment suggestion for Bor; I'm recommending he had done some Tech Specialist work on something (pistol here) before starting because while there may be time for more TS upgrades those will require time and checks that could fail and "cost" resources. Added some equipment to Dredge.
If anyone has/wants to make alterations I'll ask that you do it after this post to make them easier to find. JR still needs to "finish up" Dirk.
Title: Re: Approaching Impact
Post by: StevenO on December 02, 2020, 12:32:41 pm
I'm going through the character builds now in an effort to finalize them and I may be making a few suggestions for starting equipment so look things over. I'm trying to format all of them the same way so I'll have an easier time looking up information.
Now it seems Merc may not be ready to join us as hoped. I do have spots early on where bringing his character in wouldn't be too remarkable before any big fights break out. Right now I'm thinking my plans are "fair" for six sixth level characters and while I have room to adjust the difficulty down a little I hope you'd all given a little thought to what your character's future plans would be should levelling up be called for. Don't stress too much about having "perfect" 7th-level builds after you've worked on 6th-level characters as the level only gives the class benefits and I'll allow that new class to be shuffled in anywhere (may be important when multiclassing) provided nothing is lost from 6th to 7th.
Title: Re: Approaching Impact
Post by: StevenO on November 30, 2020, 12:45:09 pm
An aside about Bor is that he really fits into a different adventure I've always contemplated doing although I've never been quite sure how to get it to work like I wanted.
In that adventure the PCs would be working with the Rebellion and have a bomb maker/user friend. Now this friend gets word that a Rebel "safe world" has been attacked and there were no survivors; his family was on that world for their own safety!!! Now he breaks and goes rogue targeting the family of the Imperial official (governor or Moff) he considers responsible despite "higher ups" saying not to. Taking out innocents isn't what the Rebellion is about and going after the officials teenage daughter is not going to win them any support and may make the Empire more sympathetic; what's more is there is information that this official was only acting due to pressure from above and with false information. The bomber has gone dark and it's up to the PCs to try and find him to stop his quest for vengeance (main goal) and hopefully bring him back (secondary). Stopping him is the main goal not wanting him to succeed the Empire is even tipped off about this threat; the problem there is that while one "branch" does want to stop it they are over ruled by another saying "the threat is overblown" although if it does succeed it'll be a great piece of propaganda for the Empire to use to build support against the Rebel Terrorists who'd attack innocent lives. A tertiary goal would see the PC work with someone from the Empire that want to stop the bombing and turn him. If all of this isn't enough there would be two more big secrets that frames the entire adventure and may bring it full circle.
While I'm thinking CL8-10 for the bomber Bor would be a very good launching point for that character.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 30, 2020, 08:41:53 am
[...] Bor won´t brag about blowing up his dormitory, [...].
Speaking on Bor's behalf, I really don't see what you are talking about. Anyway, nowadays, they don't know how to build strong buildings...
Thanks Steve for the Thanksgiving message. I hope everything went well on your and everyone's sides.
I have pasted below the final version of Bor's stats block. I have removed Devastating attack and taken Demolitionist. It fits the character much better than DA. It was actually quite fun to fine tune this character and I am impatient to test him :)
The dual blaster / lightsaber seems really cool. It has a Pistol sword cane vibe :)
Title: Re: Approaching Impact
Post by: Ghondar on November 30, 2020, 12:47:51 am
... I asked StevenO about using a droid originally and simply using a 'cover' statblock to hide her true capabilites, though after her redesign, that became more complicated. StevenO assures me that the party will soon learn about her true nature, so we crave your indulgence and ask for a slight suspension of disbelief, as Eri'anya would probably not initially reveal what she is to random strangers.
I think most of the characters have something to hide which they wouldn´t just share with strangers. Jedi Ronin´s character won´t advertise he´s a jedi (and he´ll hear some comments when he reveals it, I can assure you :D), Bor won´t brag about blowing up his dormitory, and while Shev doesn´t have much to hide, if I went with Ruwarr, he wouldn´t admit his main reason to go is scouting for wookiee slaves he could help escape.
While openly posting the characters has a great plus of everyone knowing how to complement each other and tying them well together, as a side effect, we lack a bit of suspense in wondering what the others can do and what their motives are. I think we all have learned to distinguish between what players know and what characters know.
Title: Re: Approaching Impact
Post by: sienn_sconn on November 29, 2020, 11:10:07 pm
Eri’anya Plutan, redesigned
Medium female replica droid (near-human) scoundrel 1/soldier 4/independent droid 1 Force 6 Init +11; Senses Perception +10; darkvision, low-light vision Languages Oreallonian, Basic, Bocce Defenses Ref 22 (flat-footed 18), Fort 21, Will 21 hp 54; Threshold 21 Speed 6 squares Melee unarmed +7 (1d6+6) or Melee vibro-sword +7 (2d8+9) with two hands or Ranged concussion rifle +7 (2d10+3) or Base Atk +4; Grp +7 Atk Options Special Actions Abilities Str 16, Dex 16, Con -, Int 15, Wis 10, Cha 10 Special Qualities droid traits, sapience Talents Combat Repairs, Comrade In Arms, Enhanced Manipulation, Seducer Feats Assured Attack, Desperate Gambit, Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (Deception), Skill Training (Perception), Weapon Proficiency (advanced melee weapons, pistols, simple) Trained Skills Acrobatics +11, Deception +13, Initiative +11, Mechanics +10, Perception +8, Persuasion +8, Use Computer +10 Droid Systems darkvision (150 cr, 1.5 kg), climbing claws (100 cr, 2 kg), 2 hand appendages (100 cr, 10 kg), heuristic processor (2000 cr, 5 kg), improved sensor package (200 cr, 2.5 kg), internal storage (500 cr, 10 kg), jump servos (100 cr), tape mesh dispenser (10 cr, 5 kg), vocabulator (50 cr, 0.5 kg), walking locomotion (360 cr) Possessions concussion rifle with retractable stock, vibro-sword, utility belt
Eri’anya has the appearance of a slender near-human young woman with golden features in her early 20’s. All her features emphasize an exotic heritage. Her auric eyes have diamond-shaped pupils, her gilded skin is smooth and unwrinkled, and her halcyon hair glints with light and hangs low about her shoulders or in a ponytail. Her homeworld’s higher-than-average gravity caused the inhabitants to become infused with portions of the rich metallic deposits spread across the planet, thus granting them both additional strength and their unique appearance. Although young, she is quite worldwise. Her early life involved scheming the rich and stupid out of their money and fortunes, but as she grew, she realized she could made excellent money by combining her good looks and street skills with the skills of a soldier. Now she functions as a lethal femme fatale, using her combats skills to cover what her charms cannot.
Sidenote: In fact, Eri’anya is a droid designed to replicate an exotic companion from an unusual planet (though few people realize she is an inorganic lifeform). She was originally designed to serve as a rich man’s living pleasure toy, but she was set free by a sympathetic house servant who was horrified at the slavery of her ‘mistress’. Luckily, the people who found Eri’anya were dedicated to helping others, and they gave her the means to establish a life for herself. As time went on, her uniqueness was discovered. As more time passed, she discovered she could do more and be something else. She underwent some reprogramming, replacing parts of her former pleasure life with more useful skills.
I asked StevenO about using a droid originally and simply using a 'cover' statblock to hide her true capabilites, though after her redesign, that became more complicated. StevenO assures me that the party will soon learn about her true nature, so we crave your indulgence and ask for a slight suspension of disbelief, as Eri'anya would probably not initially reveal what she is to random strangers.
Title: Re: Approaching Impact
Post by: StevenO on November 29, 2020, 02:31:49 pm
As far as dual gearing the lightsaber and blaster I'd say keep it simple and look for a "real" blaster to potentially dual wield with the one you have. You're right about it being viewed as a weapon either way but does dual gear actually disguise the appearance of things?
Rules do not say that it does disguise - and at the same time, it says nothing about it not disguising. The bigger thing, that actually has the Dual gear upgrade installed, is definitely obvious, but the upgrade itself... I´d say it should be disguised at least to a degree, and at the very least call for Perception to get noticed (lightsaber (switched off) is what size object - diminutive? That would be DC 20 to notice it on the blaster if it is not holstered, and that´s with no attempt at Deceptive appearance)
When it comes to a deactivated lightsaber it'd generally be treated as a size smaller. A pistol and standard lightsaber could be be small weapon sized.
IIR JR's character is trained in Deception (he'd have to be if Noble Fencing is still on the list) and making the lightsaber look like something else should be to hard at least if visual inspection is all that's needed.
Title: Re: Approaching Impact
Post by: Ghondar on November 29, 2020, 01:21:23 pm
As far as dual gearing the lightsaber and blaster I'd say keep it simple and look for a "real" blaster to potentially dual wield with the one you have. You're right about it being viewed as a weapon either way but does dual gear actually disguise the appearance of things?
Rules do not say that it does disguise - and at the same time, it says nothing about it not disguising. The bigger thing, that actually has the Dual gear upgrade installed, is definitely obvious, but the upgrade itself... I´d say it should be disguised at least to a degree, and at the very least call for Perception to get noticed (lightsaber (switched off) is what size object - diminutive? That would be DC 20 to notice it on the blaster if it is not holstered, and that´s with no attempt at Deceptive appearance)
Title: Re: Approaching Impact
Post by: StevenO on November 29, 2020, 01:21:55 am
As far as dual gearing the lightsaber and blaster I'd say keep it simple and look for a "real" blaster to potentially dual wield with the one you have. You're right about it being viewed as a weapon either way but does dual gear actually disguise the appearance of things?
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 29, 2020, 12:04:41 am
Thanks for the collaboration. I hadn’t considered a dual weapon. I’ll think about it some more. More useful in some ways (easier to switch to either mode and more convenient to equip and carry “both”) and less in other ways (a component lightsaber would not be obviously a weapon and more clandestine in that regard; it also takes a full action to put it together). A slick looking blaster or a Mandalorian blaster would make for cool lightsaber counterparts. This idea is growing on me. I’ll also finalize the rest of my character soon. I looked over some more consular Talents (KOTOR) and decided against them. So I’ll choose from my current list.
Title: Re: Approaching Impact
Post by: Ghondar on November 28, 2020, 11:50:53 pm
Jed Ronin: I´m afraid there is no price given for that, so it´s up to StevenO (who gave the 500 creds idea). If you´re not going to pack a lot of gear, you could look into his other idea - Blaster pistol/lightsaber dual gear - that would be Ezra-style rather than Kanan-style, but still neat and backed up in the same cartoon. You could also go with Heavy blaster pistol/lightsaber dual gear. That would bring the cost to 4800 but since you started in Noble, that shouldn´t be too hard to come by. Usually when starting, any checks to modify gear are waved off, and all mods are considered commercialy bought.
Steven: That´s fine by me. Moving around and activating a vehicle should cost a bit of time.
Title: Re: Approaching Impact
Post by: StevenO on November 28, 2020, 10:35:24 pm
Is there a lightsaber accessory that allows for quick disassembly/reassembly like Kanan’s in Rebels?
Not lightsaber specific, but Componentization (GoI page 88) allows for quick assembly and disassembly.
I see that. Thanks.
I had to refresh myself with the upgrades rules. I don’t see a price listed for Componentization or if it can be commercially bought or if it’s scratch-built. Is there a cost to hire someone to make the mechanics check?
Fixed the page reference in Sienn's original post.
When it comes to pricing it reminds me a bit of Cloaked or perhaps miniaturized. Having the easy breakdown/rebuild at 500 credit on one hand seems high yet we're talking about an economy where prices never seem to make sense.
I'm not sure what you're thinking/looking at when it comes to credits but dual gear a blaster pistol/lightsaber (which I guess is 4500 credits 3k lightsaber +500 BP + 1000 dualgear) may also be something to consider. Now the way I see a dual gear item is that it is EITHER X OR Y and it'll take a swift action to change between the two. It could certainly give the character a rather unique "blaster".
Hopefully tomorrow I'll be able to go over characters again and start "finalizing" thing to maybe get things started some time next week.
I might just offer up a warning/thought that the encounters I'm currently looking at may well have something more than "I attack every turn" as an objective. Perhaps you'd all think I'm all wrong with this thought but certain action will take time to complete. You want to "jump into a speeder and take off" you're going to need to move to the speeder, get in (move), and start it up (another move-manipulate object), before it's ready to take off; had an adventure where we could be decks away from a ship's hangar yet somehow reach the hangar and a ship, jump into a "cold" fighter, and launch, with a single round of actions which I thought was a bit too fast.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 28, 2020, 09:20:46 pm
Is there a lightsaber accessory that allows for quick disassembly/reassembly like Kanan’s in Rebels?
Not lightsaber specific, but Componentization (GoI page 88) allows for quick assembly and disassembly.
I see that. Thanks.
I had to refresh myself with the upgrades rules. I don’t see a price listed for Componentization or if it can be commercially bought or if it’s scratch-built. Is there a cost to hire someone to make the mechanics check?
Title: Re: Approaching Impact
Post by: sienn_sconn on November 27, 2020, 09:00:04 am
Is there a lightsaber accessory that allows for quick disassembly/reassembly like Kanan’s in Rebels?
Not lightsaber specific, but Componentization (GoI page 68) allows for quick assembly and disassembly.
edit: pg 68 and not 88.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 27, 2020, 06:57:10 am
Thanks Steven.
I’ve updated my character entry. Still need to make a final talent choice and some force powers. But added background and a name.
Is there a lightsaber accessory that allows for quick disassembly/reassembly like Kanan’s in Rebels?
Since a blaster pistol is going to be his go to choice in combat any nice choices there? Or is the stock heavy blaster pistol sufficient?
Title: Re: Approaching Impact
Post by: StevenO on November 26, 2020, 09:50:13 am
I know may of you are international but want to wish all a Happy Thanksgiving even if you don't celebrate this American holiday. It has certainly been a challenging year that I know has hit some of you especially hard but believe part of the intent of the holiday is to try to find and give thanks for any of the good things that have happened over the year no matter how small and even if the bad may seem to outweigh it.
Title: Re: Approaching Impact
Post by: StevenO on November 24, 2020, 04:30:46 pm
I had in mind a classical "he f***ed up his job and is now broke and wants to leave this place" situation. An easy hook but I guess that it doesn't hurt sometimes :-)
I know for the demolitionist talent... It was in my first draft but I decided I had to break the RP for this one as it seems quite situational. As I understand it, it "only" applies to explosive properly set-up (blowing up a door, setting up an ambush...) and not to explosives used in the heat of battle. Now, as Bor is leaning heavily towards skills monkey and if there may be some occasions to play with demolition charges... Well. Let's say that I would happily drop an offensive talent for demolitionist ;)
[fixed the wink]
When it comes to a "what to trade for Demolitionist" to me the "obvious" candidate could be Devastating Attack (Rifle) although that talent does help a bit with the "hunter" mentality although it still takes a lot of shots to bring down a target.
When it comes to place to potentially use "set" charges they may not be too common here although thoughts of fortifying positions could be made as well. I've also seen one explosive which I believe could be used offensively on certain targets as it has faster than normal set time; these explosives may show up in the adventure :)
I know that when it comes to the concept I'm thinking Bor is coming from somewhere else. When I'm thinking about Monsanto I'm thinking a planet which could share a lot of resemblance to the Great Plains in the USA where most of what you have are lots and lots of fields. I tend to think an Explosives Expert is better on a mining world but I can see where he might fit in various things. I'm also picturing a "tamed" starting planet which makes hunting less interesting although right now Wisconsin is in the middle of its annual Deer Hunter so you're talking crafty herbivores that also like running in front of cars far too often.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 24, 2020, 03:56:23 pm
You know, regarding Bor I'll ask "why are you looking at this job?"
I know I like the character but every time I go reading his personality part of me is wondering why he doesn't have Demolitionist. I know it may not be the easiest/most common thing to used but getting an extra +2d out of a Blast could be helpful at times and is very thematic both from a name and more importantly mechanics perspective.
I had in mind a classical "he f***ed up his job and is now broke and wants to leave this place" situation. An easy hook but I guess that it doesn't hurt sometimes :-)
I know for the demolitionist talent... It was in my first draft but I decided I had to break the RP for this one as it seems quite situational. As I understand it, it "only" applies to explosive properly set-up (blowing up a door, setting up an ambush...) and not to explosives used in the heat of battle. Now, as Bor is leaning heavily towards skills monkey and if there may be some occasions to play with demolition charges... Well. Let's say that I would happily drop an offensive talent for demolitionist ;)
Title: Re: Approaching Impact
Post by: StevenO on November 24, 2020, 01:52:03 pm
You know, regarding Bor I'll ask "why are you looking at this job?"
I know I like the character but every time I go reading his personality part of me is wondering why he doesn't have Demolitionist. I know it may not be the easiest/most common thing to used but getting an extra +2d out of a Blast could be helpful at times and is very thematic both from a name and more importantly mechanics perspective.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 24, 2020, 03:33:02 am
If anyone wants to get closer to Bor, please find a short "psych profile" below. I would lean toward a tie (weak ? strong ?) with Kader but let's discuss :).
Bor's Tindder ™ psychological profile :
Location : Monsanto, x km from here
- Hobbies -- anything that goes "BOOM" -- crafting -- speeder bike (<3 R-2000 Raptor) -- hunting, SW: SAGA game (Star Warzone: Swordmen And Gunmen of Alderaan)
- Food n' drinks -- Bantha, Lettuce, Tangaroot Sandwich (BLT) -- Sonic Servodrive cocktail
- Relationship with the rising Galactic Empire -- he likes the military power of the Empire -- he agrees that force can solve many issues -- he does not share the hatred towards non-human -- he disagrees with slavery
- Attitude towards the "weak" -- Quite selfish, he will not help willingly people who got in trouble because of their mistakes -- he will put himself in danger to help children (human and non-human)
- Attitude towards the "strong" -- will not likely put on a fight even when provoked -- violent reaction if pushed to far (quite lunatic)
- Attitude towards Force users : -- quite neutral. He has not dealt personally with Jedi
- Friend -- Will easily follow the lead of anyone smart and charismatic (not RP : INT >=14 and CHAR >= 12) -- he gets along well with non-human -- don't be cocky. He hates that
PS : also copied in the stat block page 1 o the thread
Title: Re: Approaching Impact
Post by: StevenO on November 23, 2020, 05:43:09 am
If anyone want to tie characters they may do that although it's certainly not required. There will be some "get to know you" time in the adventure.
Title: Re: Approaching Impact
Post by: Ghondar on November 23, 2020, 02:16:47 am
Guess we were all waiting for someone to start finishing the characters :D
Ok, I´ll be going with the Mandalorian, Shev (I´ll leave Ruwarr for some other test run). He´s a bit more on the mercenary side, but I think he´ll fit in. I´ll go with the Precise shot and IAD and tamper a bit with the equipment, I´ll modify the original post sometime today.
EDIT: already done, and also a simple background put in.
Title: Re: Approaching Impact
Post by: StevenO on November 22, 2020, 04:23:30 pm
Yeah, just using a pistol until things get really hairy works. Going Adept/Master may still be more useful. Is Noble Fencing/Block/Deflect ever really going to be great in this campaign?
Is anyone skilled in Treat Injury?
I do see some possibilities for melee but I'm not looking at a "dungeon crawl" at any point where you'd want to stay in it for long. Block/Deflect may have uses although there could be the question of "is it safe to whip out the lightsaber?" I will take a moment to point out that while UtF is generally seen as the primary "target" of using SAM the negotiator talents certainly fall into that realm as well when they are using Persuasion vs. WILL; some think UtF vs. Defense is the only area where SvD is a problem but Master Negotiator could take one down fast.
When it comes to Treat Injury I'd point out this is being organized by the esteemed Dr. Umwaw Raada (TI +14) who also happens to have Surgical Expertise but who may have other things to attend to at times. Looking at "the list" on the previous page the Mandalorian Shev seems to know to Treat Injury (+10) as well as cause injury. There's some healing in there although most is likely going to need to happen between fights (except Dredge who seems could pop three Second Winds during the day and heal nearly 75% of his max hp that way.)
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 22, 2020, 03:55:26 pm
Yeah, just using a pistol until things get really hairy works. Going Adept/Master may still be more useful. Is Noble Fencing/Block/Deflect ever really going to be great in this campaign?
Is anyone skilled in Treat Injury?
Title: Re: Approaching Impact
Post by: StevenO on November 22, 2020, 11:49:43 am
While it isn't part of my original plan if you DO attract the attention of the Inquisition there could be a scene dealing with that at some "less desirable" time frame. I've got thoughts on that and even make them mobile so they could be used anywhere. :)
As for keeping your Jedi from "standing out" JR I'll just suggest figuring out something with the Pistol even it little more than being the "first" weapon you draw.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 22, 2020, 11:33:39 am
Still mulling over options. Need to replace Redirect Shot and considering Block, Equilibrium, DR 10, Guardian Spirit
Need to pick some more Force powers and work more on background stuff.
As for sticking out and drawing unwanted attention... This character isn’t a combat character and his basic combat options are based on the lightsaber or Force but he’s not supposed to do much during combat unless it’s already dire when Move object l, lightsaber etc would be coming out. His main focus doesn’t draw attention really. But if having anything obvious up his sleeve is too much for the group concept I could drop all lightsaber based talents (and the lightsaber itself) and go the Adept/Master negotiator route instead and rework the force power suite to be all non-combat, healing etc.
Title: Re: Approaching Impact
Post by: StevenO on November 22, 2020, 11:21:45 am
I see the "new post" on this thread have slowed. I don't think they update if post are edits so maybe there have been some refinements I've missed.
After a little messaging to convincement me on how he may actually work I'm believing we'll be seeing Fak use Dredge.
Ghondar may have posted the Wookie first but in an initial PM expressed interest in the Mando making Shev the likely character there after "equipment issue" have been worked out and clarified.
I've really appreciated the effort Yen had been putting into Bor.
I do wonder where Jedi Ronin is in "figuring out" his character. I haven't got objection to Force Users or the Jedi class BUT a concept that will scream "JEDI!" in practice is an invitation to an inquisition squad and if you were trying to organize a protection/support detail for an important convoy would you want to bring someone in knowing they are actively being hunted by the group you're trying to avoid? It may not take much to shake that but it does require a bit of thought.
Merc has been busy with more important stuff (which of course should be most things) but is bouncing some ideas at me. Hope to see something here before too long.
Title: Re: Approaching Impact
Post by: StevenO on November 17, 2020, 10:11:10 am
Guess there's another character to look at :) I think I took out the "Skill Training" option for multiclassing into the full BAB classes as that makes dipping all too easy although I it in there for a long time. May also be a touch low in stats. You know Noble1/Jedi can even have a lot of synergies between them.
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations...
Yeah I did the same thing with Miilc Tost.
That may just go to show how robust SWSE's character creation system can be. They may not be entirely serious out of the gate but they're certainly playable leading me to that "to get a terrible character you often have to try." In many ways I can see a Noble1/Soldier5 as being very scoundrel like.
... Soooo... Dirty fighting sounded great but luck seems to be more important when you manipulate explosives. Bor is now Scoundrel 3/Soldier 3 and he droped DF for Fool's Luck. The stat block (page 1) should now be full and free of error (hopefully) :) . And I have a medpack ;)
I'm pretty sure that's the one I just put up although I took out a good number of page references (which can be very helpful for the finding the less common things). I like how he's turning out.
I´m thinking about shuffling the equipment a bit, and getting some small simple melee weapon, like stun baton or snap baton (contact stunner looks neat too, but is a bit on the expensive side) for Shev (and snap it on his armor´s mount). That would improve his survivability in melee, though his main focus is still somewhere else EDIT: I think I´ve got the winner - Fire blade for losing 2 medpacks (bring your own if you want to get patched up, guys :D).
The Fireblade is an especially good simple weapon. Not quite a "small lightsaber" but pretty darn close. When it comes to melee there may be some of that giving a chance to "pick up" some useful "tools".
When it's Far Shot vs. Precise Shot I guess I'm looking at "normal" as having someone in Melee seems to be so common while many never seem to get beyond point blank range. Actually, keeping Far Shot may not be the worst thing as I want to tray making range matter although a Scope on an Accurate weapon only really makes it matter at long range. I guess the one other thing for Precise Shot is that it's a requirement for Gunslinger which I often have on my PrC radar for the +4 REF and great talent access.
As for options instead of Weapon Specialization IAD is a +2 REF boost (+3 if you had trooper armor) although I often look at Commando talents which serve as entry requirements for so many PrCs. Of course Soldier is a class with so many choices and I know I don't always look through the possibilities like others do which is why it's nice to see other builds as mine start becoming very similar. I think Shev already qualifies for Vanguard (except the level of course) with two camouflage talents.
As for Prudent Escape it's probably all my unfamiliarity with it. Well that and that it also hits two other allies making it a great movement breaker. Good for you but a bit harder to plan for not that I'm really letting PC abilities alter my planning which can be good or bad. You've got two strong candidates there Ghondar and I'll say one could potentially knock something hard.
Addition: Not looking at that Sienns' most recent addition it seems the "PC types" are averaging 62 hitpoint, REF 20(ff18), FORT 20, WILL 18 if you're looking for "comparison" numbers. The ranges are hp (89-50), REF 22-17, ff 19-17, FORT 24(DT 29)-17, WILL 20-16. Jedi Ronin's draft is the low point on most defense scores but the high PC in WILL. Dredge boost the FORT/DT average while Eri'anya tops REF.
PPS. Just had a discussion with Fak which really opened my eyes to what he is/was trying to do with one of his characters. Now I'm far more interested in seeing how Dredge might operate.
Title: Re: Approaching Impact
Post by: FakDendor on November 17, 2020, 06:42:53 am
Quote
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations...
Yeah I did the same thing with Miilc Tost.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 17, 2020, 02:23:31 am
Thanks for the answer and the tips. Not much time right now but : - targeted area : this is the way I understood it. I thought it could give a boost to a CT-killer shot (1/ENC obviously) - Assault BR : I may have made a mistake in a previous edit of the stats block. I was too generous in terms of feats (gave Bor 11 instead of 10) so I ninja removed Riflemaster and chose this BR to compensate. - Dirty fighting sounded fun. So... Voilà ! Aldo, I understood it your way. - More scoundrel. It would also cost me 1 BAB, right ? I will have a look at it when I have time tomorrow. I am not against it, especially if it can fit in your theme and improve the experience for the team - PrCs. I have not thought of it. I would honestly try to go the way of the RP.
When it comes to "CT-Killers" I normally look for repeatable effects. Not sure how the extra damage from Targeted area plays into that but an extra 5 damage is extremely good. I might mention that I don't consider getting hit by a splash weapon to be the same as a AoE weapon and thus shooting someone with a splash weapon would not gain that extra damage although someone subject to the splash might see it. I'm noting that Targeted Area does have a +5 BAB meaning you could take it at 6th-level with a Scoundrel/Soldier.
Now I guess Dirty Fighter isn't exactly a "CT-Killer" but can be an aid to everyone when it comes to knocking a target down the CT.
One of these times I'll need to go an compile all the "PC stat blocks" and double check for errors. Yours may not be the only one.
The first level of Scoundrel (Scout, Noble and several PrCs) "costs" a point of BAB but after that you could take 2-3 more levels without giving up more BAB before taking the 5th-level in the class. A Scoundrel1/Solder5 and Scoundrel3/Soldier3 both have the same BAB, same defense base scores, same heroic damage, and same number of feats and talents although some may be drawn from different lists. I suggest this because there are a lot of nice talents available to Scoundrel if you are not set on certain Soldier talents. Now is the hp difference significant? Maybe that 6 hp will keep you up after one additional hit depending on how the dice roll but I usually think in blocks of 10 hitpoints when it comes to "significant hp differences." From the builds I've seen so far I'd say two are about 50 hp, two are about 60 hp, one at about 80 and then there was one a 90; at present opposition builds look to be in the 45 hp range.
I only ask about PrCs as sometimes having something you might think about looking forward to can be helpful even if we aren't going to get there.
I know Merc has mentioned some family stuff so I'm not entirely sure what he's thinking right now. Looking at my own builds I might suggest he try a variation of Tyro/Pyro although the brothers are somewhat close to other builds already seen; of course a Soldier/Scoundrel is quite a bit different from a Scoundrel/Soldier despite using the same classes. The Soldier/Scoundrel has a lot more hitpoints and armor proficiencies at the cost of some skills.
Soooo... Dirty fighting sounded great but luck seems to be more important when you manipulate explosives. Bor is now Scoundrel 3/Soldier 3 and he droped DF for Fool's Luck. The stat block (page 1) should now be full and free of error (hopefully) :) . And I have a medpack ;)
Title: Re: Approaching Impact
Post by: Ghondar on November 16, 2020, 11:27:30 pm
... Ruwarr: I'm not sold on Prudent Escape or Withdrawal Strike and maybe the Skill Focus. He's good with skills and a powerful melee force so he's maybe the kind of guy I want one of on the job.
Shev: Far Shot should be Precise Shot. I'm also not a big fan of Weapon Specialization as weapons deal damage without the help and there are "new" abilities that talent can gain.
...
Shev: Since you expressed doubt with the melee characters, I went with the opposite, shooting from far, far away (it started as a joke), hence the Far Shot. If we´re looking more into melee, then sure, I can bring in the Precise shot instead of Far shot, especially with the scope installed on rifle. I was hoping of utlizing Snipe application of stealth that would not be possible while aiming, though (then again, in dense terrain, I´m probably goin to need to eliminate cover bonuses, anyway). What would you suggest for the talent, though? I´d stay with the soldier, since going any other class would cost another point of BAB (except jedi). I´m looking either at IAD (that would be made pointless by starting lvl 5 though, although then the AD could be changed to second skin since you removed the prereq in your house rules), or Keep them at bay (commando, Improved suppression fire is better, but this would qualify for Vanguard PrC later. Not optimistic that we would get there, but I like to keep the consistency, and I doubt I´ll be using much autofire anyway), or maybe Battlefield remedy - except that Shev is not meant to be a primary medic. Warrior´s determination looks nice too.
Ruwarr: As a melee character, he needs to get close to do some damage, hence the SF stealth. As he has low Dex (and thus low ranged capabilities and also Ref), the stealth is one of the primary ways of staying safe. I´ve already stated why I want the Prudent escape - to keep Ruwarr in melee (it kind of opposes the name of the talent, but not what is written in the rules - and hey, you´re the one that says that names are there only to know where to look it up :D) as that would also render shooting him harder. What´s your problem with the talent? I can change it, if you wish (probably for long stride), but I´d like to know why you don´t like it. Withdrawal strike - well... in retrospect, I´m thinking that it is not as useful as it looked. It depends how you look at it. If you see it as "sorry, you can´t take withdraw action, but you can change your action now" then it´s less than useful. I always saw it as "you withdraw, but it has no effect. You only move half speed and still receive the AoO" since the enemy has no way of knowing that the withdraw is useless unless seen or experienced from this character. For this, I´d probably take Weapon focus, but I´m thinking maybe for Rifles rather than for AMW - melee attack is high as it is, but the ranged could use some upping.
EDIT: Note - while I´m wording this as "asking Steven", I´m of course open to suggestions from anyone EDIT 2: I´m picturing the hillarity of combining Prudent escape and Follow through to move twice your speed when you down an enemy :D You might also need Rapid reaction for this, though. Follow through is not described as a Reaction, but it probably should be.
Title: Re: Approaching Impact
Post by: StevenO on November 16, 2020, 10:08:26 pm
... Have you thought about letting us have Backgrounds from RECG? I know they are not your favorite, but it could help us diversify individual portfolios with minimal fuss.
Not even a little :) When I look at Backgrounds I see the devaluation of class skills which devalues Scoundrel the most. Part of the reason to start over 4th-level is to allow the odd INT score to even up and gain a new skill from a class other than your starting class. I know I see a number of Scoundrel starts in these characters although for the "mission" a start in Soldier would provide most of skills I'm looking for especially if someone can pick up the odds and ends. Now it may not be a quick "spot" but in my HR I include make a "first level hero" talent available I call "Alternative Background" which lets you pick a bonus feat from that class (which may make up for giving up the talent in the first place) and then a skill advantage with either another trained skill OR another class skill. I see Ghondar has the wookiee making use of my alternative starting proficiencies.
As for Eri'anya she may not have a lot of skills but she's got a decent mix. I've mentioned that I'd do something other than Keep It Going with the talents as I see that as the biggest risk for what I can see as a good trouble shooter. Her STR by be surprisingly high but she's someone who should be full of surprises.
If I go through these builds and offer my "tastes" on what I might do with them:
Dredge: I would have thought about going with a higher STR and it's native boost to melee. Would maybe "request" armor as well.
Miilc: Rebuild to Scoundrel5/Jedi1 (gain some hp, +1 FORT, and a talent instead of spending a general on Force Sensitive), go with Uncanny Luck (16+=20 1/enc) instead of the second Lucky Shot, and probably not spend a bunch of feats on Skill Training. If it wasn't for the talent selection I'd likely be looking at some Soldier/Jedi/Scoundrel instead which could have nearly all the same skills if desired.
Both of Fak's offering might do better with some additional equipment requests.
Ruwarr: I'm not sold on Prudent Escape or Withdrawal Strike and maybe the Skill Focus. He's good with skills and a powerful melee force so he's maybe the kind of guy I want one of on the job.
Shev: Far Shot should be Precise Shot. I'm also not a big fan of Weapon Specialization as weapons deal damage without the help and there are "new" abilities that talent can gain.
Bor: I've already said a lot about him and Yen has made many changes although the core is still the same. I know it helps with the DT but I'd not always a fan of Devastating Attack unless it's stacking for multiple steps down the CT.
Eri'anya: Just my thoughts about the Ambusher TT and especially Keep It Going.
Jedi Ronin's character: My comments on that were the last posts before this review so we'll see. I do hope Skilled Advisor stays at it is a useful talent for OTHER PEOPLE making you every ones friend.
Looking at the seven PC builds I spy Gather Information (or equivalent) on two builds. Deception on four. Persuasion on three. Stealth on four.
Title: Re: Approaching Impact
Post by: Ghondar on November 16, 2020, 10:05:22 pm
I´m thinking about shuffling the equipment a bit, and getting some small simple melee weapon, like stun baton or snap baton (contact stunner looks neat too, but is a bit on the expensive side) for Shev (and snap it on his armor´s mount). That would improve his survivability in melee, though his main focus is still somewhere else EDIT: I think I´ve got the winner - Fire blade for losing 2 medpacks (bring your own if you want to get patched up, guys :D).
Title: Re: Approaching Impact
Post by: sienn_sconn on November 16, 2020, 07:52:41 pm
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations, but I realized that I actually like this build, so I'm going to submit it for official evaluation for the game. I might change up some of the talents or feats, but I'd say it's a pretty good start. He doesn't have a backstory, but that'd be easy to put together.
Kader Ginn
Medium human noble 1/soldier 5 Force 6 Init +9; Senses Perception +9 Languages Basic, Bocce, Chagrian, Gand, Huttese, Sullestese Defenses Ref 20 (flat-footed 18), Fort 20, Will 20 hp 60; Threshold 20 Speed 6 squares Melee combat gloves +9 (1d6+8) with Hammerblow and Echani Training Ranged heavy blaster pistol +7 (3d8+3) or Base Atk +5; Grp +7 Atk Options Special Actions Abilities Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 12 Special Qualities Talents Educated, Hammerblow, Indomitable, Warrior’s Determination Feats Echani Training, Implant Training, Improved Defenses, Linguist, Martial Arts I, Point Blank Shot, Skill Training (Athletics), Weapon Focus (pistol), Weapon Proficiency (pistols, simple) Skills Athletics +10. Deception +9, Gather Information +9, Initiative +9, Knowledge +5 (may reroll and keep better result, +5 with full-round action), Perception +9, Persuasion +9, Pilot +9, Treat Injury +9, Use Computer +10 Possessions combat gloves, heavy blaster pistol, memory implant, utility belt, survival kit
Title: Re: Approaching Impact
Post by: sienn_sconn on November 16, 2020, 07:21:08 pm
I would say that your evaluations are pretty spot on. You have an eye for detail and stat blocks which, critical though it may be sometimes, helps point out just what a build can accomplish (and perhaps more importantly, what it can't).
I think that some of our weaknesses could fixed fairly easily (Eri'anya could drop some STR and gain a couple extra points to put in INT, which would give her another skill, since that seems to be her weak point). Others, maybe not so much. But we also need to remember that diversity will help us in many encounters. If we were all playing Noble 1/Soldier 5 with 14's across the board, that might be fairly boring.
Have you thought about letting us have Backgrounds from RECG? I know they are not your favorite, but it could help us diversify individual portfolios with minimal fuss.
Title: Re: Approaching Impact
Post by: StevenO on November 16, 2020, 06:45:24 pm
Here are the "applications" I'm currently seeing although some of them I haven't got ordered as well as I should yet:
Ithorian: Noble3/Nonheroic4/Crime Lord 2/Medic1 (CL 8 ) STR 10, DEX 10, CON 12, INT 14, WIS 16(+2), CHA 16(+2); Languages: Talents: Inspire Confidence, Connections, Impel Ally I & II, Evasion Feats: WP (simple, pistol), Linguist, Friends in Low Places (Gather Info for license, -1 Black Market), Rapport (another +2 insight with Aid Another), Surgical Expertise, Natural Leader*, Stand Tall (1/enc take damage all allies within 6 may attack your attacker), STARTING NON-heroic feat??, Skill Focus Know-life Sci
HP 63, SW@31/+15; Perception +14, Initiative +5; REF 18, FORT 21, WILL 26; Evasion Attack: Bellow, +10 vs FORT against 6 square cone, 3d6 sonic or half on miss, -1 CT to Ithorian (+1d6/-1CT)
Specials: Inspire Confidence (+1 morale allies attack & skill), Rapport (AA gains additional +2 insight), Stand Tall (1/enc if take damage then allies within 6 squares may attack your attacker), Impel Ally I (swift= target moves) & II (2 swift give target Standard Action)
Strengths: Skills, support, potential bonus action, Surgical Expertise can do surgery in 10 min Weakness: Not especially tough, pretty much pacifist, not good with vehicles. May not always be available.
Feeorin Soldier 6 Str 16 Dex 13+1 Con 17+1 Int 10 Wis 10 Cha 6 (fix PB 26 to 28 by +2 STR); Languages: Talents: Mercenary's Grit (CT penalty to bonus then down CT), Tough as Nails, Tested in Battle (+2 CT w/ SW) Feats: Weapon Proficiency (Simple, Pistols, Rifles, Advanced Melee), Armor Proficiency (Light, Medium), Burst of Speed, Unstoppable Combatant, Extra Second Wind, Vitality Surge (SW any time), Improved Damage Threshold
Skills: Endurance +12, Initiative +10, *Athletics +10, Pilot +10
HP 89, sw@44/+22; Defense: Ref 19(ff 17), Fort 24(DT29), Will 16; Perception: +3, low light vision
Ranged Attack: +8 Blaster Rifle (3d8+3) Melee Attack: +9 Vibroaxe (2d10+9) BAB +6; Grap +9 Specials: 1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind when unconscious moving +3 CT, use multiple second wind/encounter (up to 3) and gain +2 CT when using
Equipment:
Good: Tough as all hell. Strong (see stat correction). Full attack Bad: Not especially skillful.
Human Scoundrel 6 Str 12 Dex 13+1 Con 14 Int 13+1 Wis 12 Cha 12; Languages: Talents: Knack (skill RRTB 1/day), Lucky Shot (x2)(attack RRTB 2/day)** Feats: WP(Simple, Pistol), PBS, Force Sensitivity, Force Training (Battlestrike x2), Improved Defense, Weapon Focus (Pistol), Skill Training (Persuasion, Acrobatics, UtF)
Skills: Acrobatics +10, Stealth +10, Pilot +10, Mechanics +10, Use Computer +10, Perception +9, Persuasion +9, Deception +9, Know(tech) +10, Use the Force +9
HP50 sw@25/+12; Initiative +5; Defense: Ref 21(ff19), Fort 19, Will 19
Good: Lots of skills (maybe even too many when gained w/ feats) Weakness: Maybe I shouldn't say it but I think this could be "tightened up" and be better.
Wookiee scout 1/Soldier 4/ Jedi 1 Str 18, Dex 12, Con 16 (15+1), Int 14 (13+1), Wis 12, Cha 6; Lang: Talents: Elusive target, Melee smash, Prudent escape (drop target the move w/ 2 others), Stunning strike Feats: Bantha rush (melee moves target 1), Battering attack (moved target falls prone), Force sensitive (gained from jedi), Shake It Off, Skill focus (stealth), Trip, Weapon proficiency (Advanced melee (switched for Rifles at start), pistol, rifle (gained from soldier), simple), Withdrawal strike (opp no Withdraw)
Hp 61, sw@30/+15: Defense: Ref 20 (ff18), Fort 21 (DT21), Will 18; Ranged Attack: +7 Blaster Pistol (3d6+3) Ranged Attack: +8 Blaster Rifle w/ Scope (3d8+5) (Aim to reduce category) BAB +5, Grap +7
Possessions: On "hand": light battle armor (+5/+2) (3500), integrated equipment 2 pcs (500) Blaster pistol, integrated into the armor (500)
Requsitions: Blaster rifle w/scope (1100) Camouflage poncho (appropriate for the destination planet) (500) Electrobinoculars (1000) Utility belt (500) Field kit, miniaturized (1500) Medical kit, miniaturized (900) 4x power pack (100) 4x medpack (400)
If the limit is extended to 12000, and if possible, then also helmet package (4000) and accuracy TS modification (+1 att) for the rifle (2000)
Strengths: Good Skill selection, good ranged combat, (has figured out what equipment he wants), vehicle operator Weakness: Not as good in melee. {Missed Shake It Off first time through}
Medium Human scoundrel 3/soldier 3 Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10; Languages Basic, Shyriiwook*, Feeorin*, Huttese Talents: Bomb Thrower, Fool's Luck (std +FP, +1 att or def or +5 skills), Indomitable, Devastating Attk (Rifle) Feats: Targeted area [+5 dmg 1 target hit in AoE], Quick Draw, Forceful Blast [GAW p.23],Point Blank Shot, Running Attack, Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons, heavy weapons)
Skills: Know(physical sciences, tech) +11, Mechanics +13 (+18 when handling explosives) (Inc Mech Interface Visor +2), Pilot +11, Stealth +16, Use Computer +11, Acrobatics +11, Deception +8
hp 53; second wind +13/26, 1/day; Defenses: Ref 21 (flat-footed 18), Fort 19, Will 17; Init +6; Perception +3
Atk Options: Targeted area (If successful AoE attack, select 1 hit target. +5 dmg before evasion), Autofire, Devastating Attack, Forceful Blast [GAW p.23] (lg or smaller check vs. FORT to move target hit by grenade), PBS
Special Actions: Bomb Thrower (+5 Mech w/ explosives, craft frag grenades from parts),Indomitable, Quick Draw, Fool's Luck
Self (3900 creds + 600 cash) 600 credit Holster, Hip (25) - Blaster pistol (500) Bandolier (100): - smoke grenade x2 (200) - stun grenade x2 (250 because pre-loaded in the GL) - ion grenade x1 (250) - Power pack x4 (100) Survival knife (Has a built-in compass) (100) Utility belt (500) : - 3 days rations - medpac - tool kit - power pack x1 - energy cell x1 - glow rod - comlink - liquid cable dispenser 15m Camouflage poncho (+5 Equipment to stealth - Desert) (125) Datapad (1000) Security kit (750)
Strengths: Good skills and seems to have a plan on how they fit. Good range and especially good with AoE attacks. Vehicle operator. Weakness: Not the toughest but has a plan for CT hits!
Medium female near-human (Oreallonian) scoundrel 1/soldier 5 Force 6 Init +11; Senses Perception +8; darkvision Languages Oreallonian, Basic, Bocce Defenses Ref 22 (flat-footed 18), Fort 21, Will 17 hp 53; Threshold 21 Speed 6 squares Melee unarmed +8 (1d6+4) or Ranged concussion rifle +8 (2d10+3) or Ranged concussion rifle +6 (3d10+3) with Rapid Shot Base Atk +5; Grp +8 Atk Options Desperate Gambit, Rapid Shot Special Actions Informer, Seducer Abilities Str 16, Dex 16, Con 10, Int 12, Wis 10, Cha 12 Special Qualities near-human traits (ability adjustment and dark vision) Talents Ambush Specialist, Destructive Ambusher, Keep It Going, Seducer Feats Desperate Gambit, Informer, Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Deception), Weapon Proficiency (pistols, simple) Trained Skills Acrobatics +11, Deception +14, Initiative +11, Perception +8 (can use in place of Gather Information), Persuasion +9 Possessions concussion rifle with retractable stock, utility belt (with additional mesh tape), climbing kit
Admission: Haven't gone over this as well as I should yet. Strengths: Decent fighter if not so obvious. Weakness: Not a lot of skills
Medium Human Noble 1/Jedi 5 Force Points Init +; Senses Perception +
Languages Basic,
hp 53, sw@26/+13; Defenses Ref 17 (flat-footed 17) Fort 17 Will 20
Speed 6 squares Melee Lightsaber + 9 (2d8+2) 2-handed Base Attack + 5 Attack Options Special Actions Deflect, Redirect Shot
Force Powers (Use the Force + 17[12]): Battle Strike, Farseeing, Force Slam, Mind Trick, Move Object, Vitality Transfer
Force Techniques:
Abilities STR 12 DEX 10 CON 10 INT 10 WIS 14 CHA 18
Feats Force-Sensitive, Force Training (2), Skill Focus (Use the Force), Skill Focus (Gather Information), Skill Focus (Persuasion), Skill Focus (Deception), Weapon Proficiency (Lightsabers, Simple Weapons, Pistols)
Trained Skills Deception + 17 [SAM + 12], Gather Information + 17 [SAM + 12], Use the Force + 17 [SAM + 12], Knowledge (Galactic Lore) + 8, Knowledge (Bureaucracy) + 8, Persuasion + 17 [SAM + 12]
Possessions Lightsaber:
As presented here, edits may be coming which could alter this but still: Strengths: Social skills, Force Wizard, good skill support with Skilled Advisor Weakness: Perhaps too much skill focus and not enough areas covered. Force User of this type/ability could draw unwanted attention (may draw a "don't hold back" Inquisitor squad!)
Now are these "fair" evaluations? I'll put them all here so you can easily see what is currently "at the table" especially in terms of abilities and skills. I may be seeing more "humans" than I expected but they are pretty easy to build with in so many builds.
Title: Re: Approaching Impact
Post by: StevenO on November 15, 2020, 09:39:44 pm
If 18 Charisma is too much I’ll go with 16. And bring Wisdom up to 16 as well. I’ll rework it a bit tomorrow. Skills and Force powers are the point of this character, not combat as much. Picked up Redirect and Noble Fencing Style too add a little to combat outside Force powers (also the reason I head Strength 12 as you picked up on). Given your house rule for Redirect I’ll drop it for something else useful.
Still working on background and history. Looking forward to playing.
Assuming stat boost into CHA and WIS starting each at 15 is 16 points leaving you 12 for the other four scores so avoiding penalties would take 8 leaving you 4 points for a 14 or a couple 12s.
At low levels my "consular types" that start in Noble might just be using a Blaster Pistol of some sort for offense which can help "sell" the idea that you're not a Jedi. The off-shoot of that is to the "dual wield" a blaster in one hand while you use an active lightsaber in the other for Block/Deflect purposes; you don't attack with both weapons (or maybe I should say you generally shouldn't) so you don't run into the -10 penalty for dual wielding when making a full attack. When it comes to being good/better in melee I'd often take the long approach figuring on Weapon Finesse and Ataru once Jedi Knight is obtained; of course that was my though for the Consular Talinn I played but I decided the damage boost wasn't enough and he had better things do do including wielding with Kinetic Combat.
Maybe combat isn't the focus of the character but I'll encourage another look at what the setup is (you're figuring an escort mission of some sort) so you can ask "how and where would I fit into that?" If you've got skills to spare Treat Injury could be a "throw away" choice (yes, I know how well Vital Transfer can work although TI could be a "cover" to use that) because while a trained surgeon may be available that still takes time.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 15, 2020, 08:44:33 pm
If 18 Charisma is too much I’ll go with 16. And bring Wisdom up to 16 as well. I’ll rework it a bit tomorrow. Skills and Force powers are the point of this character, not combat as much. Picked up Redirect and Noble Fencing Style too add a little to combat outside Force powers (also the reason I head Strength 12 as you picked up on). Given your house rule for Redirect I’ll drop it for something else useful.
Still working on background and history. Looking forward to playing.
Title: Re: Approaching Impact
Post by: StevenO on November 15, 2020, 06:32:38 pm
I have been traveling for 2 days and is getting back to work in the morning. I'm afraid that that I'm still in the planning stage for a character. But as starting time was beginning of December I was thinking that I could do that this week?
As for the Tyro/Pyro reference, I don't get it tonight as I'm a bit tired. If those are existing builds, I could do with a link.
I was thinking of adding some battlefield control with the help of a whip in close combat, maybe some feat to boost that as well. I know Jedi get to start with a lightsaber, but what about a lightwhip? (Would love a Barab Ingot with that, but that should probably not be available at our level.) Could he just pay the difference in price? I have also looked at the Shock whip as an alternative.
I will likely go with a Soldier/Jedi build with the possibility of 1 or 3 levels of either Noble or Scoundrel. I will be looking for talents that boost the team or hinder the opponents. Not sure what would be needed by the team yet. There is also the possibility to pick up some Pilot/Heavy Weapons skills as well. Likely to be an asset in melee/ranged/vehicle combat as well as helping the others. Probably not so many skills (3-5).
Glad to know you've had successful travels in these dark times and amid all the uncertainty. And we're not even talking Star Wars here :)
The Tyro/Pyro reference is to a character I played in some of the early Sandbox games and a slight variation. You can see the 13th-level versions here: http://thesagacontinues.createaforum.com/new-board/the-gamemasters'-encounter-sandbox-4-raid-on-the-settlement/msg31834/#msg31834 although when I start looking it should be relatively easy to see where they're likely to be at 6th-level with all the prereqs they have to meet along the way. I see JR is looking at a Skilled Advisor although Jedi has many options and if you don't consider armor that makes a couple Soldier talents a lot more malleable. Both are basic smart "Soldiers" into Gunslinger/EliteTrooper with a splash of a +4 WILL Defense PrC just to fill out formidable defense. Powerful and tight but still a surprising amount of wiggle room.
As hot as a "Fire Whip" would be the whip's base of 5000 is pretty high. I guess if you start in Jedi and discount 3k for the standard lightsaber you may have enough spare credits for it but not much else; it's certainly not something I see someone being able to "pick up" for you as you're talking a very rare crystal on a less common lightsaber. Now if you've got an idea that works around that (what's that group called again...) we can see about some credit variation.
Feats Force-Sensitive, Force Training (2), Skill Focus (Use the Force), Skill Focus (Gather Information), Skill Focus (Persuasion), Skill Focus (Deception), Weapon Proficiency (Lightsabers, Simple Weapons, Pistols)
Trained Skills Deception + 17 [SAM + 12], Gather Information + 17 [SAM + 12], Use the Force + 17 [SAM + 12], Knowledge (Galactic Lore) + 8, Knowledge (Bureaucracy) + 8, Persuasion + 17 [SAM + 12]
Possessions Lightsaber:
Background:
Notes Swap ST and DEX? Replace Redirect Shot? Go for CON 9 and 16 Wisdom? Replace SF Deception for Force Training?
Ah the Consular type build... I'll note that a human with a starting score of 17 is perhaps a bit min/maxed for my usual tastes even if you think that'll be the "only" stat you'll need. Part of my critique of Dredge's first go was putting so much into CON and thus neglecting other abilities. This is very much the type of character that can give many that "jedi are overpowered" taste
Certainly strong in the CHA skills but as "what else can I do?" especially if you don't want to be pegged with your Jedi abilities; admittedly Deception at +17 might disguise a lot of Force Powers even if I thought they were "obvious" when used which Slam and MO generally are.
I'll warn you that the way I treat Redirect Shot is that your return is as if you were attacking with that weapon. If you're not proficient in it then that would show up on the redirect. Redirect Shot is also ineffective against autofire based attacks (although Deflect can reduce damage taken).
I like Skilled Advisor and have seen it used to good effect in several games although when I was using it on a character who was already the one with the skills I'd want to assist (sadly not a lot of chance to use it to help the diplomats out) or I couldn't take the round as he needed to be doing other things instead being a main damage dealer.
I guess I am curious how he'd be portrayed at this time.
As for the Notes: I don't know what he'd use STR for (ok, a bit of melee damage) over DEX. You can see my comments about Redirect Shot and they may help you make up your mind. I do wonder what he'd do if caught in gunfight. WIS 16 means more powers and better WILL. CON 9 mean fewer hp (than even the Scoundrel heavy builds) and lower FORT. So much Skill Focus already... but also so many powers already.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 15, 2020, 04:45:40 pm
Character rough draft
Dirk Templar Medium Human Noble 1/Jedi 5 Force Points Init +; Senses Perception +
Languages Basic,
Defenses Ref 18 (flat-footed 17) Fort 17 Will 21
Hit Points , Damage Threshold Speed 6 squares Melee Lightsaber + 9 (2d8+2) 2-handed Base Attack + 5 Attack Options Special Actions Deflect, Redirect Shot
Force Powers (Use the Force + 17[12]): Battle Strike, Farseeing, Force Slam, Mind Trick, Move Object, Vitality Transfer
Force Techniques:
Abilities STR 12 DEX 12 CON 10 INT 10 WIS 16 CHA 16
Feats Force-Sensitive, Force Training (2), Skill Focus (Use the Force), Skill Focus (Gather Information), Skill Focus (Persuasion), Skill Focus (Deception), Weapon Proficiency (Lightsabers, Simple Weapons, Pistols)
Trained Skills Deception + 17 [SAM + 12], Gather Information + 17 [SAM + 12], Use the Force + 17 [SAM + 12], Knowledge (Galactic Lore) + 8, Knowledge (Bureaucracy) + 8, Persuasion + 17 [SAM + 12]
Possessions Lightsaber:
Background:
Silas, as he was known in times of peace growing up in the Jedi Temple on Coruscant, excelled at the Jedi virtues contemplation in the Force and peace and the skills of knowledge and diplomacy. He was quite content training in and pursuing a life of harmony with the Force and resolving conflict. Then the Clone Wars came and soldiers were needed not diplomats. His training intensified as he was molded into a warrior, a more complete Jedi - a Knight. He’d been a crucial element of a Republic victory in the Outer Rim system of X, and was convalescing on a meditative retreat on Y when Order 66 destroyed the Jedi Order and the Empire was born. He set aside his warrior training with some guilt and again embraced his diplomatic and consular skills, keenly aware of the irony that it was under the brutal reign of the Empire that he’d be able to live his preferred life of a peaceful Jedi, albeit in disguise and even sometimes in the service of more commercial or illicit causes.
Notes - Replace Redirect with: Block, Equilibrium, DR 10, Guardian Spirit - Wisdom raised so pick 2 more force powers: Energy Resistance, Force Shield, Inspire - Replace SF Deception for Force Training or Skill Training? - Lightsaber accessory to make it disguised or quickly disassembled/reassembled?
Title: Re: Approaching Impact
Post by: MERC_1 on November 15, 2020, 04:06:58 pm
I know Merc has mentioned some family stuff so I'm not entirely sure what he's thinking right now. Looking at my own builds I might suggest he try a variation of Tyro/Pyro although the brothers are somewhat close to other builds already seen; of course a Soldier/Scoundrel is quite a bit different from a Scoundrel/Soldier despite using the same classes. The Soldier/Scoundrel has a lot more hitpoints and armor proficiencies at the cost of some skills.
I have been traveling for 2 days and is getting back to work in the morning. I'm afraid that that I'm still in the planning stage for a character. But as starting time was beginning of December I was thinking that I could do that this week?
As for the Tyro/Pyro reference, I don't get it tonight as I'm a bit tired. If those are existing builds, I could do with a link.
I was thinking of adding some battlefield control with the help of a whip in close combat, maybe some feat to boost that as well. I know Jedi get to start with a lightsaber, but what about a lightwhip? (Would love a Barab Ingot with that, but that should probably not be available at our level.) Could he just pay the difference in price? I have also looked at the Shock whip as an alternative.
I will likely go with a Soldier/Jedi build with the possibility of 1 or 3 levels of either Noble or Scoundrel. I will be looking for talents that boost the team or hinder the opponents. Not sure what would be needed by the team yet. There is also the possibility to pick up some Pilot/Heavy Weapons skills as well. Likely to be an asset in melee/ranged/vehicle combat as well as helping the others. Probably not so many skills (3-5).
Title: Re: Approaching Impact
Post by: StevenO on November 15, 2020, 03:13:31 pm
Thanks for the answer and the tips. Not much time right now but : - targeted area : this is the way I understood it. I thought it could give a boost to a CT-killer shot (1/ENC obviously) - Assault BR : I may have made a mistake in a previous edit of the stats block. I was too generous in terms of feats (gave Bor 11 instead of 10) so I ninja removed Riflemaster and chose this BR to compensate. - Dirty fighting sounded fun. So... Voilà ! Aldo, I understood it your way. - More scoundrel. It would also cost me 1 BAB, right ? I will have a look at it when I have time tomorrow. I am not against it, especially if it can fit in your theme and improve the experience for the team - PrCs. I have not thought of it. I would honestly try to go the way of the RP.
When it comes to "CT-Killers" I normally look for repeatable effects. Not sure how the extra damage from Targeted area plays into that but an extra 5 damage is extremely good. I might mention that I don't consider getting hit by a splash weapon to be the same as a AoE weapon and thus shooting someone with a splash weapon would not gain that extra damage although someone subject to the splash might see it. I'm noting that Targeted Area does have a +5 BAB meaning you could take it at 6th-level with a Scoundrel/Soldier.
Now I guess Dirty Fighter isn't exactly a "CT-Killer" but can be an aid to everyone when it comes to knocking a target down the CT.
One of these times I'll need to go an compile all the "PC stat blocks" and double check for errors. Yours may not be the only one.
The first level of Scoundrel (Scout, Noble and several PrCs) "costs" a point of BAB but after that you could take 2-3 more levels without giving up more BAB before taking the 5th-level in the class. A Scoundrel1/Solder5 and Scoundrel3/Soldier3 both have the same BAB, same defense base scores, same heroic damage, and same number of feats and talents although some may be drawn from different lists. I suggest this because there are a lot of nice talents available to Scoundrel if you are not set on certain Soldier talents. Now is the hp difference significant? Maybe that 6 hp will keep you up after one additional hit depending on how the dice roll but I usually think in blocks of 10 hitpoints when it comes to "significant hp differences." From the builds I've seen so far I'd say two are about 50 hp, two are about 60 hp, one at about 80 and then there was one a 90; at present opposition builds look to be in the 50 hp range.
I only ask about PrCs as sometimes having something you might think about looking forward to can be helpful even if we aren't going to get there.
I know Merc has mentioned some family stuff so I'm not entirely sure what he's thinking right now. Looking at my own builds I might suggest he try a variation of Tyro/Pyro although the brothers are somewhat close to other builds already seen; of course a Soldier/Scoundrel is quite a bit different from a Scoundrel/Soldier despite using the same classes. The Soldier/Scoundrel has a lot more hitpoints and armor proficiencies at the cost of some skills.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 15, 2020, 02:27:08 pm
.... Thanks. Modified the stat block page 1. Dropped Artillery shot to Targeted area Requisitioned a GL, an assault blaster rifle, some grenades and 2 concussion grenades (qty approved ?) Comments regarding Quick Draw and Bomb thrower (McGyver-ed frags are not compatible with GL) are noted.
Targeted Area: For that I consider a "successful area attack" to be one that hit's the target's REF (thus would normally deal full damage) instead of one that just hits the area and causes collateral damage.
I might mention that the Assault Blaster Rifle wouldn't do you much good if you're already using a Blaster Rifle and have the Riflemaster feat. The base damage and modes for each weapon is the same and Riflemaster would make the Rifle "accurate" which is all the "Assault BR" has over the standard BR except it's also a bit larger. While I guess someone could be looking at Riflemaster to use the Rifle as an "Accurate" weapon but most of the time when I see someone taking it they're looking at using a HEAVY blaster rifle and taking the 3d10 to 3d12. This is to say that having Riflemaster and a Blaster Rifle but then requesting the use of an assault blaster rifle doesn't make a lot of sense to me.
I spy some "Dirty Fighting" on the list... I translate "an opponent" as being singular. Now it doesn't say how you need to deal damage to that target but if you hit multiple targets with an AoE I'd only let you choose ONE damaged target to take the -2 DT penalty. Now I guess that -2 from this and -5 from Devastating Attack w/ rifles can make the damage required to move a target move down the CT much less but you still need the damage.
Now here's something I wonder if you've considered or looked at: Instead of Scoundre1/Solder 5 go with Scoundrel3/Soldier3. Yes, this would "cost" 6 hitpoints but it'd give you a second "Scoundrel" talent instead of that third "Soldier" talent. There's a Fortune talent I've very partial too and which works well with daily FP, my "long encounter view", and a skill monkey type character plus there are some Misfortune talents that can be very nice/useful.
This isn't totally relevant but if you were going to take Bor into high levels which PrCs would you be looking at?
Thanks for the answer and the tips. Not much time right now but : - targeted area : this is the way I understood it. I thought it could give a boost to a CT-killer shot (1/ENC obviously) - Assault BR : I may have made a mistake in a previous edit of the stats block. I was too generous in terms of feats (gave Bor 11 instead of 10) so I ninja removed Riflemaster and chose this BR to compensate. - Dirty fighting sounded fun. So... Voilà ! Aldo, I understood it your way. - More scoundrel. It would also cost me 1 BAB, right ? I will have a look at it when I have time tomorrow. I am not against it, especially if it can fit in your theme and improve the experience for the team - PrCs. I have not thought of it. I would honestly try to go the way of the RP.
Title: Re: Approaching Impact
Post by: StevenO on November 15, 2020, 02:19:59 pm
I had read the SAM link before and just reread it but it was still a little unclear so I asked.
So SAM: Level (Trained) + Attribute Modifier + 2 Focus + Misc Trained means you add your level instead of half level to a check (in place of the +5 bonus). This scales up as you gain levels Skill Focus adds a flat +2. Attribute adds normally.
When not targeting a Defense (e.g. Negate Energy, Deflect, Knowledge checks, Skill Challenge DCs, etc) it’s skill calculation as normal: 1/2 level + Attrubute Modifier + 5 Trained + 5 Focus + Misc.
I’ll see if I can post my character sometime today.
That's pretty much it although as I was mentioning there are some rolls you might make that target multiple things and thus would use both modifiers (independently) on the same d20.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 15, 2020, 02:15:05 pm
I had read the SAM link before and just reread it but it was still a little unclear so I asked. So SAM: Level (Trained) + Attribute Modifier + 2 Focus + Misc Trained means you add your level instead of half level to a check (in place of the +5 bonus). This scales up as you gain levels Skill Focus adds a flat +2. Attribute adds normally.
When not targeting a Defense (e.g. Negate Energy, Deflect, Knowledge checks, Skill Challenge DCs, etc) it’s skill calculation as normal: 1/2 level + Attrubute Modifier + 5 Trained + 5 Focus + Misc.
I’ll see if I can post my character sometime today.
Title: Re: Approaching Impact
Post by: StevenO on November 15, 2020, 01:11:34 pm
First character concept coming together. Questions about SAM. It’s unclear to me what the bonuses are to Use the Force are when targeting a Defense (Will, Fort, Ref) - what exactly does Trained add to the check? Skill Focus? Also this rule only applies to checks against a defense score right? So Deflect and Negate Energy checks for example are at +5 bonuses each for Trained and Focus?
I thought I'd linked my post on SAM back up in the character building section. In any event:
When you would roll UtF and compare it to a Defense Score you would add your CHARACTER LEVEL to the roll of your trained skill (+6 here) instead of the normal skill modifier (+8 at 6th w/ training). Skill Focus will add +2 to that instead of +5 (and this will lead to adjustments to Defense Score boosts against Skill Checks which are often +5.) Most other modifiers should be unchanged. Now +6+CHA should give you an "attack" lines up with what weapon attacks would be (and they appear to be at +8 for the most part).
Deflect, Negate Energy, and even checking the tables for powers like Move Object would all use your standard skill modifier.
Move Object may be the poster child for SAM as it involved looking at all kinds of things. For the example I assume a trained 6th-level character, CHA 14, and Skill Focus. Normal Modifier +15, SAM +10.
Normally you should pick an object you want to target with MO and state if you want to hurl that at something before making any rolls. You'd roll the d20+15 and then first check against the table (p98) to see if you could move the object and/or what the damage potential is. Then you check that value against the target's WILL Defense to see if you move it. If hurling it we check that same value against the second something's REF to see if it deals any damage or not.
What SAM does is instead of adding your normal skill modifier to the d20 roll we use the SAM modifier when it gets checked against the WILL and REF. It all still uses just one d20 roll but now you may find the target resists being moved better and you may not hit targets as easily. One the plus side using a SAM will mean that a 1 on the d20 can miss (there are times a 1 on a skill check couldn't miss anyway) and that a 20 should always hit even if it would miss the Defense score (which is unlikely at low levels but becomes possible at higher levels.)
Used against Stormtroopers your +15 modifier would normally be automatic in every sense as there's no way to miss moving (WILL 10) a medium sized object (there still isn't with SAM) and hurling it into another trooper with REF 16 because even a d20(1)+15 hits REF 16. Using SAM you're still going to hit the trooper's poor WILL Defense with a +10 added to the d20 (unless you roll a 1) but a hero might resist and then 1d20+10 does have chance at missing the REF 16 of another trooper allowing both to avoid damage. Instead of automatically dealing an average of 6d6 to two troopers you have about a 75% chance of dealing the same (ok, better even as the 2d6 damage result wouldn't hit).
SAM is a nerf to the nearly automatic damage of Force Powers at low levels. Interestingly enough it is actually a BOOST at higher levels if Skill Focus isn't involved because the "break even/crossing point" of SAM vs. RAW is 10th-level in trained skills (and untrained skills depending on how those are treated); for example a trained 12th level would have a +11 modifier but a +12 SAM. Skill Focus pushes that point up to 16th level or so (+18) but still give a slight edge at the highest level.
Looking forward to what you may have JediRonin. If you've got most if it down but are wondering about a few things you could post what you have and what you're looking for. I'd probably give you the same character building advice I'd give any other time and may point out some possible "differences of opinion" which may be useful.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 15, 2020, 12:09:56 pm
First character concept coming together. Questions about SAM. It’s unclear to me what the bonuses are to Use the Force are when targeting a Defense (Will, Fort, Ref) - what exactly does Trained add to the check? Skill Focus? Also this rule only applies to checks against a defense score right? So Deflect and Negate Energy checks for example are at +5 bonuses each for Trained and Focus?
Title: Re: Approaching Impact
Post by: StevenO on November 13, 2020, 05:01:14 pm
.... Thanks. Modified the stat block page 1. Dropped Artillery shot to Targeted area Requisitioned a GL, an assault blaster rifle, some grenades and 2 concussion grenades (qty approved ?) Comments regarding Quick Draw and Bomb thrower (McGyver-ed frags are not compatible with GL) are noted.
Targeted Area: For that I consider a "successful area attack" to be one that hit's the target's REF (thus would normally deal full damage) instead of one that just hits the area and causes collateral damage.
I might mention that the Assault Blaster Rifle wouldn't do you much good if you're already using a Blaster Rifle and have the Riflemaster feat. The base damage and modes for each weapon is the same and Riflemaster would make the Rifle "accurate" which is all the "Assault BR" has over the standard BR except it's also a bit larger. While I guess someone could be looking at Riflemaster to use the Rifle as an "Accurate" weapon but most of the time when I see someone taking it they're looking at using a HEAVY blaster rifle and taking the 3d10 to 3d12. This is to say that having Riflemaster and a Blaster Rifle but then requesting the use of an assault blaster rifle doesn't make a lot of sense to me.
I spy some "Dirty Fighting" on the list... I translate "an opponent" as being singular. Now it doesn't say how you need to deal damage to that target but if you hit multiple targets with an AoE I'd only let you choose ONE damaged target to take the -2 DT penalty. Now I guess that -2 from this and -5 from Devastating Attack w/ rifles can make the damage required to move a target move down the CT much less but you still need the damage.
Now here's something I wonder if you've considered or looked at: Instead of Scoundre1/Solder 5 go with Scoundrel3/Soldier3. Yes, this would "cost" 6 hitpoints but it'd give you a second "Scoundrel" talent instead of that third "Soldier" talent. There's a Fortune talent I've very partial too and which works well with daily FP, my "long encounter view", and a skill monkey type character plus there are some Misfortune talents that can be very nice/useful.
This isn't totally relevant but if you were going to take Bor into high levels which PrCs would you be looking at?
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 13, 2020, 09:45:13 am
.... Thanks a lot for the detailed answer. I will update the stats block in the original post Page 1 to avoid having builds outdated everywhere. I have given it some thoughts and I think I have found something that be would better. Not necesarily in the order of your post but I'll try to be logical : ...
3. Regarding the sound suppressor : I think you are lookinf for the Flash suppressor/Silencer (GOI p.66) (https://swse.fandom.com/wiki/Flash_Suppressor/Silencer). I considered it for the pistol but I couldn't find 400 creds so I left it aside. I would prefer staying away from snipers as I feel it does not fit well with a paramilitary demolitionist (RP-wise) : I see more Bor as a guys who primarily sets / tosses / launches explosives and could defends himself at short range. ...
5. Now for the lovely parts : grenades and grenade launcher (+ bomb thrower) My initial idea was actually to throw grenades to stun/wound foes (and possibly dislodge them from cover with Powerful blast) before rushing them with the scatter gun and Running attack. But that doesn't change the fact that grenades take time to be launched. The grenade launcher itself. I have a request / proposal. The stock item is Military so could require a requisition, and be hidden when in town etc etc. From a RP stand-point, as Bor is "only" a civilian now, having a BFG (Doom reference intended) could be odd. Could Bor have hand-crafted (Tech specialist) a simpler grenade launcher similar to WWI and WWII rifle grenade (https://en.wikipedia.org/wiki/Rifle_grenade)? It could be crafted from a slugthrower pistol (licenced item) and the grenades crafted with Bomb thrower (as well as grenade bought - these being potentially compatible with a stock GL ?) could be compatible with this (and not with stock GL). This custom GL could have the following stats :
Weapon Type: Heavy Weapons Size: Medium Cost: 500 (600 : Slugthrower pistol = 250 creds + 100 creds licence cost + 250 creds modification cost ?) Damage: Varies based on Grenade used Stun Setting: Varies based on Grenade used Rate of Fire: Single-Shot, must be reloaded between each shot Weight: 5 Kilograms Type: Varies based on Grenade used Availability: Military Restricted Inaccurate: This weapon cannot fire at targets at Long Range. Special: Due to the nature of its ammunition, "Betty Boom" is an Area Attack Weapon.
"Betty Boom" has to be reloaded as a Move Action (?) (compatible with Quick Draw ?). "Betty Boom" can be mounted on a Rifle (This takes 1 minute, and requires a DC 15 Mechanics check), or used as a separate weapon.
Would it be ok ? Or should I stick with the stock GL and a requisition ? If this is ok and if Quick draw applies to the reloading, I will take the Quick Draw feat as well.
6. Bomb thrower : If I understood well, crafting a grenade requires a proper workshop and components, right ? Fine for me : just to be sure :)
7. Ammo : Noted : grenades and "low ammo" weapons like slugthrower must have their ammo tracked. If we go for "Betty Boom", could we say that the hand crafted frag grenades include the round needed to launch the grenade (and thus not keep track of the rounds) ? ... 9. Requisition : If I am not mistaken, the 12,000 creds requisition is a "team pool". If this is correct, I will keep the possessions as they are now. Otherwise, I'll make another trip to Space Home Depot ;)
10. Artillery shot : does it increase the radius by 1 (1 square on each side), 2 (2 squares on each side) or can I select 2 adjacent squares ?
Edit#1 : "Betty Boom" price brought up to 600 (from 500) to be consistent with the licenced cost of a stock GL Edit#2 : From the Page 1 : Modification of the concept : removed slugthrower weapons (incl. Sport Hunter) and replaced them by a blaster rifle, Angled throw, Zero Range. Took WP Heavy weapons, Riflemaster and Quick Draw. Removed Tough as nails and took Artillery shot. Took the custom "Betty boom" (awaiting StevenO's verdict), modified the "Possessions" (no frag grenade loaded to stay at "restricted" level). Slightly refined the concept and backrgound + Comment about requisition for Bor
3. That'd be the upgrade I was thinking but wasn't looking the right place. Cutting max range two categories may seem extreme but at those ranges the normal penalties might outweigh the -10.
5. My thought: Just put a grenade launcher on the list of things you'd like available and remember the could be attached to a rifle. May want to request a supply of grenades although if you start going after concussion grenades (or thermal detonators!) the "number available" may not be that high.
Quickdraw wouldn't speed the actual reloading process but I've played it as letting you "draw" what you need to reload as a swift. The entire process to reload a weapon should be quick and deliberate and not "instant." In the first "encounter sandbox" we had NPC using missile launchers which have a full round reload time; for them the typical process was standard to fire your last shot, swift to "drop" the old magazine to the ground, move to draw the reload followed by a full round action the next turn to actually reload before getting to fire again basically meaning a character was sitting in one place for two full rounds before gaining some freedom. A faster reload time may not really cut the number of rounds you are down reloading but could let you do something else or be done in time to get a shot in the second round as well if a target is available.
6. Building "proper" grenades may require the right materials (and uses Mechanics) but when I look at Bomb Thrower I get the impression of building something fast that blows up like a grenade but maybe isn't. I don't know if the slang translates but Bomb Thrower lets you "MacGyver" an explosive device that functions like a grenade.
9. ~see previous post~ I'd prefer if you could keep things to 6000 credits each but there is certainly room above that especially with the assumption that not everyone will be looking at that many credits worth of stuff.
10. Artillery Shot would be "pick two more squares adjacent to the normal AoE." Increasing the radius would be pretty nuts. Reading the feat and how the target needs to be further away that point blank range makes an arguement for throwing grenades to get a bit more out of them rather than launching them with a launcher where PBR goes all the way out to 50 squares. Interesting thing about a grenade launcher is that even when used withOUT proficiency it gives you a better attack from 9 squares all the way out to 250 squares as it doesn't get long range.
Thanks. Modified the stat block page 1. Dropped Artillery shot to Targeted area Requisitioned a GL, an assault blaster rifle, some grenades and 2 concussion grenades (qty approved ?) Comments regarding Quick Draw and Bomb thrower (McGyver-ed frags are not compatible with GL) are noted.
Title: Re: Approaching Impact
Post by: StevenO on November 12, 2020, 12:48:40 pm
.... Thanks a lot for the detailed answer. I will update the stats block in the original post Page 1 to avoid having builds outdated everywhere. I have given it some thoughts and I think I have found something that be would better. Not necesarily in the order of your post but I'll try to be logical : ...
3. Regarding the sound suppressor : I think you are lookinf for the Flash suppressor/Silencer (GOI p.66) (https://swse.fandom.com/wiki/Flash_Suppressor/Silencer). I considered it for the pistol but I couldn't find 400 creds so I left it aside. I would prefer staying away from snipers as I feel it does not fit well with a paramilitary demolitionist (RP-wise) : I see more Bor as a guys who primarily sets / tosses / launches explosives and could defends himself at short range. ...
5. Now for the lovely parts : grenades and grenade launcher (+ bomb thrower) My initial idea was actually to throw grenades to stun/wound foes (and possibly dislodge them from cover with Powerful blast) before rushing them with the scatter gun and Running attack. But that doesn't change the fact that grenades take time to be launched. The grenade launcher itself. I have a request / proposal. The stock item is Military so could require a requisition, and be hidden when in town etc etc. From a RP stand-point, as Bor is "only" a civilian now, having a BFG (Doom reference intended) could be odd. Could Bor have hand-crafted (Tech specialist) a simpler grenade launcher similar to WWI and WWII rifle grenade (https://en.wikipedia.org/wiki/Rifle_grenade)? It could be crafted from a slugthrower pistol (licenced item) and the grenades crafted with Bomb thrower (as well as grenade bought - these being potentially compatible with a stock GL ?) could be compatible with this (and not with stock GL). This custom GL could have the following stats :
Weapon Type: Heavy Weapons Size: Medium Cost: 500 (600 : Slugthrower pistol = 250 creds + 100 creds licence cost + 250 creds modification cost ?) Damage: Varies based on Grenade used Stun Setting: Varies based on Grenade used Rate of Fire: Single-Shot, must be reloaded between each shot Weight: 5 Kilograms Type: Varies based on Grenade used Availability: Military Restricted Inaccurate: This weapon cannot fire at targets at Long Range. Special: Due to the nature of its ammunition, "Betty Boom" is an Area Attack Weapon.
"Betty Boom" has to be reloaded as a Move Action (?) (compatible with Quick Draw ?). "Betty Boom" can be mounted on a Rifle (This takes 1 minute, and requires a DC 15 Mechanics check), or used as a separate weapon.
Would it be ok ? Or should I stick with the stock GL and a requisition ? If this is ok and if Quick draw applies to the reloading, I will take the Quick Draw feat as well.
6. Bomb thrower : If I understood well, crafting a grenade requires a proper workshop and components, right ? Fine for me : just to be sure :)
7. Ammo : Noted : grenades and "low ammo" weapons like slugthrower must have their ammo tracked. If we go for "Betty Boom", could we say that the hand crafted frag grenades include the round needed to launch the grenade (and thus not keep track of the rounds) ? ... 9. Requisition : If I am not mistaken, the 12,000 creds requisition is a "team pool". If this is correct, I will keep the possessions as they are now. Otherwise, I'll make another trip to Space Home Depot ;)
10. Artillery shot : does it increase the radius by 1 (1 square on each side), 2 (2 squares on each side) or can I select 2 adjacent squares ?
Edit#1 : "Betty Boom" price brought up to 600 (from 500) to be consistent with the licenced cost of a stock GL Edit#2 : From the Page 1 : Modification of the concept : removed slugthrower weapons (incl. Sport Hunter) and replaced them by a blaster rifle, Angled throw, Zero Range. Took WP Heavy weapons, Riflemaster and Quick Draw. Removed Tough as nails and took Artillery shot. Took the custom "Betty boom" (awaiting StevenO's verdict), modified the "Possessions" (no frag grenade loaded to stay at "restricted" level). Slightly refined the concept and backrgound + Comment about requisition for Bor
3. That'd be the upgrade I was thinking but wasn't looking the right place. Cutting max range two categories may seem extreme but at those ranges the normal penalties might outweigh the -10.
5. My thought: Just put a grenade launcher on the list of things you'd like available and remember the could be attached to a rifle. May want to request a supply of grenades although if you start going after concussion grenades (or thermal detonators!) the "number available" may not be that high.
Quickdraw wouldn't speed the actual reloading process but I've played it as letting you "draw" what you need to reload as a swift. The entire process to reload a weapon should be quick and deliberate and not "instant." In the first "encounter sandbox" we had NPC using missile launchers which have a full round reload time; for them the typical process was standard to fire your last shot, swift to "drop" the old magazine to the ground, move to draw the reload followed by a full round action the next turn to actually reload before getting to fire again basically meaning a character was sitting in one place for two full rounds before gaining some freedom. A faster reload time may not really cut the number of rounds you are down reloading but could let you do something else or be done in time to get a shot in the second round as well if a target is available.
6. Building "proper" grenades may require the right materials (and uses Mechanics) but when I look at Bomb Thrower I get the impression of building something fast that blows up like a grenade but maybe isn't. I don't know if the slang translates but Bomb Thrower lets you "MacGyver" an explosive device that functions like a grenade.
9. ~see previous post~ I'd prefer if you could keep things to 6000 credits each but there is certainly room above that especially with the assumption that not everyone will be looking at that many credits worth of stuff.
10. Artillery Shot would be "pick two more squares adjacent to the normal AoE." Increasing the radius would be pretty nuts. Reading the feat and how the target needs to be further away that point blank range makes an arguement for throwing grenades to get a bit more out of them rather than launching them with a launcher where PBR goes all the way out to 50 squares. Interesting thing about a grenade launcher is that even when used withOUT proficiency it gives you a better attack from 9 squares all the way out to 250 squares as it doesn't get long range.
Title: Re: Approaching Impact
Post by: StevenO on November 12, 2020, 11:31:13 am
Requisitioned Gear:
While the system is in GaW and somewhat how I may view gear for more "advanced" characters (as opposed to that crazy (level)*(level-1)*2000 formula) for the most part you could consider the gear you request to be "yours" at least as far as the adventure is concerned. For scenario purposes I'm limiting the initial gear to avoid/minimize possible "entanglements" and perhaps also to encourage "good behavior" in a couple places where an itchy trigger finger could be detrimental. You might think of some of this gear as stuff the employer has already smuggled in for you or as "loaners" for your own gear which you may not be allowed to bring with. Some of the requisitioned gear could even be offered for keeps as the reward for the mission although that would be later.
I'll admit part of the reason is there may be some gear I'm not all that keen on AND this also is an in game Veto to certain combinations and such. This can mean that instead of getting X you'll find Y which should be similar enough although perhaps not nearly as optimized. Tech Specialist gear probably should be in your "carry in" equipment (and starts at +1000 IF you have the feat, no check required, and +2000 credits without!) although there will be a limited time window where such upgrades may be added to the equipment you pick up on site.
Now I may like people to keep equipment requests at or under 6000 each BUT if there's one thing with a base cost that blows that up you could push that up. I haven't evaluated the value of the vehicles that the PCs will use in this adventure but GaW has requisition w/ vehicles at levelx500. The total requisition may also include some gear that is needed by perhaps not thought of.
Part of the reason for phrasing things as requisitions is that sometime someone has a concept that may not require a lot of gear and thus can get by with a fraction of the listed limit while you have other characters who can be at relatively basic equipment but be pressing hard on that limit. To look at the last PbP "War's Inferno" I played the big armored warrior type and found some of my choices to be a bit limited although I can understand why although there were other characters who I'm not sure spent half of their allowance even picking up what may be "more exotic" equipment.
Note for all interested: I mention vehicles will be part of this. You'll discover very early on this involves A-A5 speeder trucks (to carry to convoy's goods), a couple speeder bikes (but maybe not the ones in the SECR) to scout for the group although I currently have this assignment planned for NPCs, and you'll see/use an Arrow-23 paramilitary land speeder, and be told there is one other heavy speeder (also from the FUCG) to be used as part of the escort mission.
Title: Re: Approaching Impact
Post by: sienn_sconn on November 12, 2020, 10:01:41 am
Here's my first entry, though i have to say, I've really enjoyed working on this character, so I'm hoping this can be the one. I did ask StevenO about possibly being the employer's aide/helper, but if I'm part of the hired help instead, still cool with that.
Eri’anya Plutan
Medium female near-human (Oreallonian) scoundrel 1/soldier 5 Force 6 Init +11; Senses Perception +8; darkvision Languages Oreallonian, Basic, Bocce Defenses Ref 22 (flat-footed 18), Fort 21, Will 17 hp 53; Threshold 21 Speed 6 squares Melee unarmed +8 (1d6+4) or Ranged concussion rifle +8 (2d10+3) or Ranged concussion rifle +6 (3d10+3) with Rapid Shot Base Atk +5; Grp +8 Atk Options Desperate Gambit, Rapid Shot Special Actions Informer, Seducer Abilities Str 16, Dex 16, Con 10, Int 12, Wis 10, Cha 12 Special Qualities near-human traits (ability adjustment and dark vision) Talents Ambush Specialist, Destructive Ambusher, Keep It Going, Seducer Feats Desperate Gambit, Informer, Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Deception), Weapon Proficiency (pistols, simple) Trained Skills Acrobatics +11, Deception +14, Initiative +11, Perception +8 (can use in place of Gather Information), Persuasion +9 Possessions concussion rifle with retractable stock, utility belt (with additional mesh tape), climbing kit
Eri’anya is a slender near-human young woman with golden features in her early 20’s. All her features emphasize an exotic heritage. Her auric eyes have diamond-shaped pupils, her gilded skin is smooth and unwrinkled, and her halcyon hair glints with light and hangs low about her shoulders or in a ponytail. Her homeworld’s higher-than-average gravity caused the inhabitants to become infused with portions of the rich metallic deposits spread across the planet, thus granting them both additional strength and their unique appearance. Although young, she is quite worldwise. Her early life involved scheming the rich and stupid out of their money and fortunes, but as she grew, she realized she could made excellent money by combining her good looks and street skills with the skills of a soldier. Now she functions as a lethal femme fatale, using her combats skills to cover what her charms cannot.
Title: Re: Approaching Impact
Post by: Ghondar on November 12, 2020, 04:00:20 am
Ok, if melee is less appretiated, then another take on simillar character: Shev Ondris, mandalorian scout
human (mandalorian) scout 3/ Soldier 3 Str 14 Dex 15 (14+1) Con 13 Int 14 (13+1) Wis 14 Cha 8 Hp 61 Ref 23 Fort 21 Will 18 Treshold 21
On "hand": Trooper armor (4000) Blaster pistol +7(3d6+3), integrated into the armor (500)
Requsitions: Blaster rifle w/scope +8(3d8+3) (1100) Fire blade +7(2d4+5) (200) Upgrade for armor: integated equipment (2 pcs) (500) Camouflage poncho (appropriate for the destination planet) (500) Electrobinoculars (1000) Utility belt (500) Field kit (1000) Medical kit, miniaturized (900) 3x power pack (75) Comlink (short-range) (25) 2x medpack (200)
And dibs on first stormtrooper´s helmet package :D
The basic concept is simillar to Ruwaar, being a stealthy hunter, though Shev is even more utilitarian, with treat injury and pilot (dropped initiative) skills and Heavy weapons proficiency. These will allow him to be a broader help for the rest of the team, and possibly working as mobile scout, if some speeder bike is available in the convoy. His basic attack tactics switched radically, though, from melee to long-range, with far shot feat and scope, which will allow him to easilly pick off enemies even at long ranges. Rapid shot provides option to increase damage output both with his personal weapons, and with any present vehicle weapons. Note - while in the possessions there are written both Feild kit and Medical kit, Shev won´t lug them with him all the time. They are to be ready if needed on some transport, and taken out only when expected to be useful.
If starting a level lower, Shev will drop a level of Scout with Hidden movement, and Rapid shot, or far shot. As for languages - Basic, and Mando´a (speaking mandalorian is mandatory for mandalorians, as part of the Six tenets), plus one is unassgined. RP-wise, it would make sense for huttese, but I can also stuff in another one based on the other characters
Shev is calm and quiet. He wears dark green-grey armor, preferring to blend in with the surroundings. His goal is to amass enough credits and fame to get his own Beskar. While he applied mainly for the money, he always sees clashing with the imperials as a bonus. Shev was around before the Clone wars, and remebers how the galaxy looked then. He might not be freedom fighter, and might even agree with some of the Imperial actions, but he still sees how the Empire is twisting the history, and pressing hard on personal freedoms. Shev values his freedom and his right to decide what and who he fights for - and against.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 12, 2020, 02:09:50 am
Bor is an ex-PMC demolitionist of Monsanto. He likes crafting explosives. But who lives by the hand-grenade, kills by the hand grenade. He was fired after an explosion destroyed his barracks. Old-school hunter, he relies on slugthrower weapons. Combat He is a stealth fighter who relies on grenades to wound/stun his opponents and move them out of cover (Powerful Blast and Angled throw when applicable) before getting close to his enemy to make the best use of Zero Range and then flying away (Running attack). Indomitable and Tough as Nails should allow him to sustain some damages. If needed, he crafts frag grenades (Bomb thrower) from power packs/energy cells (Is it ok ?) with his toolkit.
Out of Battle He can help with knowledge and mechanics (Tech specialist feat). Average pilot, he can try to bring his passenger from point A to point B without killing them.
Bor Chun Medium Human scoundrel 1/soldier 5 Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10: Force 5 hp 59; second wind +14/29, 2/day; Ref 21 (flat-footed 18), Fort 19 (DT 19), Will 17 Init +6; Perception +3; Languages: Basic, Shyriiwook*, Feeorin*, Huttese Speed 6 squares, Running Attack
Attacks : Base Atk +5; Grp +8 Melee survival knife +6 (1d6+4) or Ranged scatter gun +10 (4d12+3+1)* when adjacent to target or Ranged scatter gun +9 (3d12+3+1)* at Point Blank Range or Ranged scatter gun +8 (2d12+3)* at Short Range or Ranged heavy slugthrower pistol +10 (4d8+3+1) when adjacent to target or Ranged heavy slugthrower pistol +9 (3d8+3+1) at Point Blank range or Ranged heavy slugthrower pistol +8 (2d8+3)
Atk Options: Angled Throw [TFU p.31], Forceful Blast [GAW p.23], Devastating Attack (rifles), Point Blank Shot, Zero Range [LECG p.37] Special Actions: Bomb Thrower [GOI p.21], Indomitable [SECR p.52], Tough as Nails [SECR p.53]
Talents: Bomb Thrower [+5 Mech w/ explosives, craft frag grenades from parts], Devastating Attack (rifles), Indomitable, Tough as Nails Feats: Angled Throw [REF 15 to avoid cover or improved cover]*, Forceful Blast [check vs. FORT to move target hit by grenade], Point Blank Shot, Running Attack, Sport Hunter [GAW p.25]**,Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons), Zero Range [+1 attack +1d damage ranged against adjacent targets] Skills: Knowledge (physical sciences) +11, Knowledge (technology) +11, Mechanics +13 (+18 when handling explosives), Pilot +11, Stealth +16, Use Computer +11, Acrobatics +11, Deception +8
Possessions 236 credits Holster (scatter gun) Concealed holster (pistol) Bandolier x2 : - heavy slugthrower pistol with 3 spare heavy pistols clip - scatter gun with (5 + 12 = 17) spare scatter shells - smoke grenade x2 - stun grenade x2 Survival knife Utility belt : - medpac - tool kit - power pack x3 - energy cell x2 - glow rod - comlink - liquid cable dispenser 15m Camouflage poncho (+5 Equipment to stealth) Datapad Mechanical interface visor (+2 Equipment to mechanics) Security kit
Languages I have tried to match other PC's languages but I can change them if needed.
Skills If needed, I could respec him to lean towards medic
Possessions If power packs and energy cells + tool kit are not a good match for crafting grenades, I will change them If we do not keep track of ammunition, I may also change the possessions Camouflage poncho : If it must be dedicated to a certain type of environment, it will be of the hunting grounds of Monsanto (forest ? Rocks ? ...)
Lots here to go over.
As I see it Bomb Thrower is intended to keep you with a pretty constant supply of frag grenades. Of course the question is "when do resource become exhausted" and then just how sturdy "the equivalent of a frag grenade" actually is. A "workshop" will be available for part of the adventure but I'm don't think that should be seen as infinite grenades. I'm also not entirely sure if these equivalents should function in a grenade launcher or not (which is something you may want to requisition and even gain proficiency in) but with the right skills you should be able to keep them going.
When it comes to using grenades you will need to "draw" a grenade before using it. This would often make the procedure [Move: draw grenade then Standard to throw the grenade] where I can see you wanting to use move to move (utilizing Running Attack) and then draw and throw the grenade all with the standard action. Quick Draw would let you draw the grenade with a swift action. A readied grenade launcher provides quick access to four grenade plus gives them a big range boost.
Angled Throw: My take with grenades is that if you can see your desired impact corner you could attempt to throw there. If you would be "in cover" as measured from that corner then "hitting" that spot mean the normal REF 10 gains +5 from Cover bringing you up to the REF 15 that this feat mentions. If things are more complicated (an improved cover situation) then the REF gets a +10 boost to 20 so the feat would save you there but that's the ONLY place I see this feat being useful. If your target spot has total cover Angled Throw wouldn't help you anyway. TLDR: Most of Angled Throw is how I already treat grenades so you may reassign that feat! The corner cases it's useful may not be worth exploring.
Sport Hunter and the Scatter Gun: While it is a "rifle" the Scatter Gun is NOT a "slugthrower rifle" as far as Sport Hunter will be concerned. The slugthrower rifle is a specific weapon found in the SECR and significantly different from the scatter gun such that the one effect will not allow the other. Now I have thought about this before and figure I would let Sport Hunter enhance the Scatter Gun by allowing it to fire into medium range as a one square AoE that deals 1d8 damage; this is the shot scattering even more giving better chance at hitting a target but not packing a big punch at that range. I'm sure you liked the idea of a medium weapon that deals 3d12 at point blank range and more at zero range but I can not get behind that idea. You could get it with the more traditional slugthrower rifle although that'd be 3d12 at zero-range and 2d12 at other ranges.
Sport Hunter and HEAVY Slugthrower Pistol: I'm good with this one boosting damage.
Slugthrowers... with how I view sport hunter I'm not sure if you want to reconsider that aspect of the character or not. Cutting your scattergun damages from d12 to d8 is pretty high considering the number of dice. There should be a Sound Suppressor upgrade/mod somewhere that I'm not seeing which could help Snipe but for the life of me I can't find it right now.
Tough as Nails: The way I view encounters (they may last all day) and for what I have planned this may not be useful for you. Dredge can make use of multiple Second Winds because of Unstoppable Combatant but for others it may not happen.
When it comes to tracking ammo it's about how many shots you get, how readily available reload supplies are, and how costly it would be. Slugthrower ammo is something that's likely to get tracked as would the number of grenades you have.
The employer is a skilled medic but I do like parties with some redundancy when it comes to filling certain areas. Someone who may be "good" or better at something backed up by someone who can be sufficient without trying too hard.
TLDR: I like the character but you may not like how I view the scattergun working and may wish to switch to more "conventional" fire arms. I might suggest heavy weapons and a request for a grenade launcher to make a certain aspect flow better. Grenades are powerful but also slow to use with generally terrible range and I may make an effort to make range matter (note to all the melee characters out there as well!)
Thanks a lot for the detailed answer. I will update the stats block in the original post Page 1 to avoid having builds outdated everywhere. I have given it some thoughts and I think I have found something that be would better. Not necesarily in the order of your post but I'll try to be logical :
1. Angled throw : the way you rule it indeed makes it not that useful. I drop it
2. Though as nails : I will follow your advice and remove it. I will found a good use for this free slot
3. Regarding the sound suppressor : I think you are lookinf for the Flash suppressor/Silencer (GOI p.66) (https://swse.fandom.com/wiki/Flash_Suppressor/Silencer). I considered it for the pistol but I couldn't find 400 creds so I left it aside. I would prefer staying away from snipers as I feel it does not fit well with a paramilitary demolitionist (RP-wise) : I see more Bor as a guys who primarily sets / tosses / launches explosives and could defends himself at short range.
4. Now that we speak "Range". I will drop the scatter gun (sob), the HEAVY slug pistol and the Sport hunter feat and will go to more conventional weapons (I am thinking blaster carbineRifle + mod and a blaster pistol or something like that)
5. Now for the lovely parts : grenades and grenade launcher (+ bomb thrower) My initial idea was actually to throw grenades to stun/wound foes (and possibly dislodge them from cover with Powerful blast) before rushing them with the scatter gun and Running attack. But that doesn't change the fact that grenades take time to be launched. The grenade launcher itself. I have a request / proposal. The stock item is Military so could require a requisition, and be hidden when in town etc etc. From a RP stand-point, as Bor is "only" a civilian now, having a BFG (Doom reference intended) could be odd. Could Bor have hand-crafted (Tech specialist) a simpler grenade launcher similar to WWI and WWII rifle grenade (https://en.wikipedia.org/wiki/Rifle_grenade)? It could be crafted from a slugthrower pistol (licenced item) and the grenades crafted with Bomb thrower (as well as grenade bought - these being potentially compatible with a stock GL ?) could be compatible with this (and not with stock GL). This custom GL could have the following stats :
Weapon Type: Heavy Weapons Size: Medium Cost: 500 (600 : Slugthrower pistol = 250 creds + 100 creds licence cost + 250 creds modification cost ?) Damage: Varies based on Grenade used Stun Setting: Varies based on Grenade used Rate of Fire: Single-Shot, must be reloaded between each shot Weight: 5 Kilograms Type: Varies based on Grenade used Availability: Military Restricted Inaccurate: This weapon cannot fire at targets at Long Range. Special: Due to the nature of its ammunition, "Betty Boom" is an Area Attack Weapon.
"Betty Boom" has to be reloaded as a Move Action (?) (compatible with Quick Draw ?). "Betty Boom" can be mounted on a Rifle (This takes 1 minute, and requires a DC 15 Mechanics check), or used as a separate weapon.
Would it be ok ? Or should I stick with the stock GL and a requisition ? If this is ok and if Quick draw applies to the reloading, I will take the Quick Draw feat as well.
6. Bomb thrower : If I understood well, crafting a grenade requires a proper workshop and components, right ? Fine for me : just to be sure :)
7. Ammo : Noted : grenades and "low ammo" weapons like slugthrower must have their ammo tracked. If we go for "Betty Boom", could we say that the hand crafted frag grenades include the round needed to launch the grenade (and thus not keep track of the rounds) ?
8. With all above points, I think I will drop Zero range. Not sure of the replacement yet. Took Quick Draw
9. Requisition : If I am not mistaken, the 12,000 creds requisition is a "team pool". If this is correct, I will keep the possessions as they are now. Otherwise, I'll make another trip to Space Home Depot ;)
10. Artillery shot : does it increase the radius by 1 (1 square on each side), 2 (2 squares on each side) or can I select 2 adjacent squares ?
Edit#1 : "Betty Boom" price brought up to 600 (from 500) to be consistent with the licenced cost of a stock GL Edit#2 : From the Page 1 : Modification of the concept : removed slugthrower weapons (incl. Sport Hunter) and replaced them by a blaster rifle, Angled throw, Zero Range. Took WP Heavy weapons, Riflemaster and Quick Draw. Removed Tough as nails and took Artillery shot. Took the custom "Betty boom" (awaiting StevenO's verdict), modified the "Possessions" (no frag grenade loaded to stay at "restricted" level). Slightly refined the concept and backrgound + Comment about requisition for Bor
Title: Re: Approaching Impact
Post by: FakDendor on November 11, 2020, 07:46:53 pm
Dunno what to tell you. The organization that won't hire an invulnerable mercenary that is a full 6 levels of soldier apparently doesn't know what mercenaries typically do :P
Scoundrel 6 Human Str 12 Dex 13+1 Con 14 Int 13+1 Wis 12 Cha 12 HP50 Ref 21 Fort 19 Will 19
Blaster Pistol +7 (3d6+3)
Skill Training (Persuasion) Skill Training (Acrobatics) Weapon Focus (Pistols) Weapon Proficiency (Simple, Pistols) Point Blank Shot Force Sensitivity Force Training (Battle Strike x2) Skill Training (Use the Force) Improved Defenses
Knack Lucky Shot I, II
Mechanics +9 Acrobatics +10 Persuasion +9 Pilot +10 Use Computer +10 Stealth +10 Deception +9 Perception +9 Use the Force +9 Knowledge (Technology) +10
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 05:09:16 pm
I'd like to start with a lightsaber. Low credits is fine too. I may even start in Noble (?) or something else to grab skills. I'm must starting to really think about it.
You could always buy one when starting in another class...
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 11, 2020, 05:08:02 pm
I'd like to start with a lightsaber. Low credits is fine too. I may even start in Noble (?) or something else to grab skills. I'm must starting to really think about it.
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 05:05:55 pm
Starting in Jedi should gain you a lightsaber. That "freebie" is a big reason they start with so few credits at least in my eyes. If you want to do a non-lightsaber variation we can see about making the starting credit equivalent equal to the non-Noble classes.
ALSO NOTE: While I'm getting 6th-level builds but I'd like you to think what you might look like at 5th-level as well. I may not have enough "difficulty" planned six 6th-level builds.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 11, 2020, 04:59:20 pm
Understood about SAM and PB 28. I was thinking a "Sentinel" type Jedi would fit the era and be fun to play. Focused on skills and shady things, with combat effectiveness being a 2nd tier focus. I was also thinking a Consular Face character for the group would be fun - and a change up for me in playing something other than a lightsaber focused Jedi. Looks like both of these character types would not overlap and have a place in this group.
Title: Re: Approaching Impact
Post by: MERC_1 on November 11, 2020, 04:55:13 pm
I have a few concepts lined up, even if nothing is set in stone.
One is a Heavy Weapons guy that may branch into other areas. He would likely use a Carbonite rifle for ranged combat. But he may get something else through requisitions, but the Carbonite rifle would be his bread and butter. Could I swing a rapid recycler onto that or is that not possible? I guess Tech Specialist is another way to get that. This guy may also be a pilot
I think I saw a Baster Rifle on one of the builds, would that not be Military availability? Would Connections get around that availability problem anyway?
I may also do a version of TEX, my medical, integration and assassination droid. He is basically a Jack of All Trades character that boosts and heals others. By the way his last iteration bears some resemblance to our new benefactor. I may still make a similar character that is not a droid, focusing on the Noble class and possibly going for the Trust talent. Not sure how useful it would be.
I was also thinking about playing a Saw Rip, but we may have filled the brute quota already. Getting INT up to 12 so that he can speak Basic would be a challenge. He would probably be a Force User and get the DR 10 talent, possibly taking some talent/feat that focus on battlefield control. He may also have a Vibro Saw if anyone else with DR comes along. He may be a nightmare if we should show up in civilised areas.
I may also do some fringe group Force User that focus on powers that target self and boosts others. Not being too obvious about using the force. Do jedi (class) still get a free lightsaber at first level?
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 03:28:54 pm
Bor is an ex-PMC demolitionist of Monsanto. He likes crafting explosives. But who lives by the hand-grenade, kills by the hand grenade. He was fired after an explosion destroyed his barracks. Old-school hunter, he relies on slugthrower weapons. Combat He is a stealth fighter who relies on grenades to wound/stun his opponents and move them out of cover (Powerful Blast and Angled throw when applicable) before getting close to his enemy to make the best use of Zero Range and then flying away (Running attack). Indomitable and Tough as Nails should allow him to sustain some damages. If needed, he crafts frag grenades (Bomb thrower) from power packs/energy cells (Is it ok ?) with his toolkit.
Out of Battle He can help with knowledge and mechanics (Tech specialist feat). Average pilot, he can try to bring his passenger from point A to point B without killing them.
Bor Chun Medium Human scoundrel 1/soldier 5 Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10: Force 5 hp 59; second wind +14/29, 2/day; Ref 21 (flat-footed 18), Fort 19 (DT 19), Will 17 Init +6; Perception +3; Languages: Basic, Shyriiwook*, Feeorin*, Huttese Speed 6 squares, Running Attack
Attacks : Base Atk +5; Grp +8 Melee survival knife +6 (1d6+4) or Ranged scatter gun +10 (4d12+3+1)* when adjacent to target or Ranged scatter gun +9 (3d12+3+1)* at Point Blank Range or Ranged scatter gun +8 (2d12+3)* at Short Range or Ranged heavy slugthrower pistol +10 (4d8+3+1) when adjacent to target or Ranged heavy slugthrower pistol +9 (3d8+3+1) at Point Blank range or Ranged heavy slugthrower pistol +8 (2d8+3)
Atk Options: Angled Throw [TFU p.31], Forceful Blast [GAW p.23], Devastating Attack (rifles), Point Blank Shot, Zero Range [LECG p.37] Special Actions: Bomb Thrower [GOI p.21], Indomitable [SECR p.52], Tough as Nails [SECR p.53]
Talents: Bomb Thrower [+5 Mech w/ explosives, craft frag grenades from parts], Devastating Attack (rifles), Indomitable, Tough as Nails Feats: Angled Throw [REF 15 to avoid cover or improved cover]*, Forceful Blast [check vs. FORT to move target hit by grenade], Point Blank Shot, Running Attack, Sport Hunter [GAW p.25]**,Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons), Zero Range [+1 attack +1d damage ranged against adjacent targets] Skills: Knowledge (physical sciences) +11, Knowledge (technology) +11, Mechanics +13 (+18 when handling explosives), Pilot +11, Stealth +16, Use Computer +11, Acrobatics +11, Deception +8
Possessions 236 credits Holster (scatter gun) Concealed holster (pistol) Bandolier x2 : - heavy slugthrower pistol with 3 spare heavy pistols clip - scatter gun with (5 + 12 = 17) spare scatter shells - smoke grenade x2 - stun grenade x2 Survival knife Utility belt : - medpac - tool kit - power pack x3 - energy cell x2 - glow rod - comlink - liquid cable dispenser 15m Camouflage poncho (+5 Equipment to stealth) Datapad Mechanical interface visor (+2 Equipment to mechanics) Security kit
Languages I have tried to match other PC's languages but I can change them if needed.
Skills If needed, I could respec him to lean towards medic
Possessions If power packs and energy cells + tool kit are not a good match for crafting grenades, I will change them If we do not keep track of ammunition, I may also change the possessions Camouflage poncho : If it must be dedicated to a certain type of environment, it will be of the hunting grounds of Monsanto (forest ? Rocks ? ...)
Lots here to go over.
As I see it Bomb Thrower is intended to keep you with a pretty constant supply of frag grenades. Of course the question is "when do resource become exhausted" and then just how sturdy "the equivalent of a frag grenade" actually is. A "workshop" will be available for part of the adventure but I'm don't think that should be seen as infinite grenades. I'm also not entirely sure if these equivalents should function in a grenade launcher or not (which is something you may want to requisition and even gain proficiency in) but with the right skills you should be able to keep them going.
When it comes to using grenades you will need to "draw" a grenade before using it. This would often make the procedure [Move: draw grenade then Standard to throw the grenade] where I can see you wanting to use move to move (utilizing Running Attack) and then draw and throw the grenade all with the standard action. Quick Draw would let you draw the grenade with a swift action. A readied grenade launcher provides quick access to four grenade plus gives them a big range boost.
Angled Throw: My take with grenades is that if you can see your desired impact corner you could attempt to throw there. If you would be "in cover" as measured from that corner then "hitting" that spot mean the normal REF 10 gains +5 from Cover bringing you up to the REF 15 that this feat mentions. If things are more complicated (an improved cover situation) then the REF gets a +10 boost to 20 so the feat would save you there but that's the ONLY place I see this feat being useful. If your target spot has total cover Angled Throw wouldn't help you anyway. TLDR: Most of Angled Throw is how I already treat grenades so you may reassign that feat! The corner cases it's useful may not be worth exploring.
Sport Hunter and the Scatter Gun: While it is a "rifle" the Scatter Gun is NOT a "slugthrower rifle" as far as Sport Hunter will be concerned. The slugthrower rifle is a specific weapon found in the SECR and significantly different from the scatter gun such that the one effect will not allow the other. Now I have thought about this before and figure I would let Sport Hunter enhance the Scatter Gun by allowing it to fire into medium range as a one square AoE that deals 1d8 damage; this is the shot scattering even more giving better chance at hitting a target but not packing a big punch at that range. I'm sure you liked the idea of a medium weapon that deals 3d12 at point blank range and more at zero range but I can not get behind that idea. You could get it with the more traditional slugthrower rifle although that'd be 3d12 at zero-range and 2d12 at other ranges.
Sport Hunter and HEAVY Slugthrower Pistol: I'm good with this one boosting damage.
Slugthrowers... with how I view sport hunter I'm not sure if you want to reconsider that aspect of the character or not. Cutting your scattergun damages from d12 to d8 is pretty high considering the number of dice. There should be a Sound Suppressor upgrade/mod somewhere that I'm not seeing which could help Snipe but for the life of me I can't find it right now.
Tough as Nails: The way I view encounters (they may last all day) and for what I have planned this may not be useful for you. Dredge can make use of multiple Second Winds because of Unstoppable Combatant but for others it may not happen.
When it comes to tracking ammo it's about how many shots you get, how readily available reload supplies are, and how costly it would be. Slugthrower ammo is something that's likely to get tracked as would the number of grenades you have.
The employer is a skilled medic but I do like parties with some redundancy when it comes to filling certain areas. Someone who may be "good" or better at something backed up by someone who can be sufficient without trying too hard.
TLDR: I like the character but you may not like how I view the scattergun working and may wish to switch to more "conventional" fire arms. I might suggest heavy weapons and a request for a grenade launcher to make a certain aspect flow better. Grenades are powerful but also slow to use with generally terrible range and I may make an effort to make range matter (note to all the melee characters out there as well!)
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 03:14:41 pm
Room for one more player? No solid idea for a character yet, though I typically go for some sort of Jedi - would that fit this campaign (Jedi-in-hinding obviously)?
Probably. I know Merc and Sienn have both expressed interest. I've been talking with Sienn in PM about his character who may serve as the "go between" with ties to the employer. I think Merc wants to see what everyone else is coming up with.
If you were going to do a Jedi in hiding I'll especially point out PB 28 for stats and that I intend to use SKILL ATTACK MODIFIERs here to curb what may be the overwhelming nature of Force Powers at low levels with SvD. Ruwarr is very melee oriented as I just reviewed him and I think Dredge's combat usefulness would mostly be in melee as well.
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 03:09:35 pm
Applications so far (at least the mechanics of them):
So what are we thinking about these boss?
Feeorin Soldier 6 Str 14 Dex 11+1 Con 19+1 Int 10 Wis 10 Cha 6 Ref 18 (ff 17) Fort 25 Will 16 HP 95 DT 30
Ranged Attack: Blaster Rifle +7 (3d8+3) Melee Attack: Vibroaxe +8 (2d10+7) Special: 1/encounter after successful melee Atk thresh 5 lower, can use 2nd Wind when unconscious moving +3 CT Skills: Endurance +13, Initiative +9, *Athletics? +10
Talents: Mercenary's Grit (CT penalty to bonus then down CT), Tough as Nails, Tested in Battle (+2 CT w/ SW) Feats: Weapon Proficiency (Simple, Pistols, Rifles, Advanced Melee), Armor Proficiency (Light, Medium), Burst of Speed, Unstoppable Combatant, Extra Second Wind, Vitality Surge (SW any time), Improved Damage Threshold
Darn he's tough but and it sounds like he could survive just about anything but what else does he really add that would help our mission?
I've nothing against a very survivable character BUT I am questioning what else Dredge can do. I see the massive synergy here where we can have a character who should be DEAD (ok, unconscious) but who can spring back to full life with the three uses of Second Wind, Tested in Battle, and species ability which lets him use SW while unconscious and boosts him +3 steps up the CT when doing so. I'm see a starting 17 in CON; great for survivability but were it me I'd consider taking several of those points and putting them into something else. Take the 17 down to 15 and you can use the points to boost starting DEX 13 to 14 and STR 12 to 15 putting the level boost into STR and CON for a net of 18 in each. Gives up a touch of durability but is now a lot stronger.
Ok, that was the Feeorin. It looks like we've got another from the "tough and durable" species line to look at next.[color]
HP: 77, Ref 19, Fort 21, Will 18, Threshold 26 Wookiee scout 1/Soldier 4/ Jedi 1 Str 18, Dex 12, Con 16 (15+1), Int 14 (13+1), Wis 12, Cha 6
I must say his skills would certainly be a good bit more useful then the other being. Strong and apparently pretty smart it seems he likes mixing things up close which you know I hope we don't see but you never know.
I like Ruwarr although I also think his melee focus may not get the biggest workout. Depending on what Fak does with my thoughts on Dredge these two could certainly provide a LOT of muscle and a big melee threat although how well that translates to "escort duty" remains to be seen. When it comes to translations there should be a good little cheap droid that could do that for a relatively low cost. I'm not sure if you'd put the Bowcaster in the requisition list or not but if if that's over the "starting" budget we could maybe do wiggle room for that instead of the pistol; of course Ammo could be a concern there as the Caster doesn't hold much.
Ok, those last two were a couple of big stinky brutes but I think this one is maybe what we're really looking for.
Medium Human scoundrel 1/soldier 5
Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10: Force 5 Ref 21 (flat-footed 18), Fort 19, Will 17 hp 59; second wind +14/29, 2/day; DT 19
Init +6; Perception +3 Languages Basic, Shyriiwook, Feeorin, Huttese
Skills: Knowledge (physical sciences) +11, Knowledge (technology) +11, Mechanics +13 (+18 when handling explosives), Pilot +11, Stealth +16, Use Computer +11, Acrobatics +11, Deception +8 Speed 6 squares, Running Attack
Attacks : Base Atk +5; Grp +8 Melee survival knife +6 (1d6+4) or Ranged scatter gun +9 (4d12+3)* when adjacent to target or Ranged scatter gun +8 (3d12+3)* at Point Blank Range or Ranged scatter gun +8 (2d12+3)* at Short Range or or Ranged heavy slugthrower pistol +8 (2d8+3)
Atk Options: Angled Throw, Devastating Attack (rifles), Forceful Blast, Point Blank Shot, Sport Hunter, Zero Range
Talents: Bomb Thrower [+5 Mech w/ explosives, craft frag grenades from parts], Devastating Attack (rifles), Indomitable, Tough as Nails Feats: Angled Throw [REF 15 to avoid cover or improved cover]*, Forceful Blast [check vs. FORT to move target hit by grenade], Point Blank Shot, Running Attack, Sport Hunter [GAW p.25]**,Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons), Zero Range [+1 attack +1d damage ranged against adjacent targets]
Possessions: 236 credits, Holster (scatter gun), Concealed holster (pistol), Survival Knife, Camouflage poncho (+5 Equipment to stealth), Datapad, Mechanical interface visor (+2 Equipment to mechanics), Security kit, Bandolier x2 : - heavy slugthrower pistol with 3 spare heavy pistols clip - scatter gun with (5 + 12 = 17) spare scatter shells - smoke grenade x2 - stun grenade x2 Utility belt : - medpac - tool kit - power pack x3 - energy cell x2 - glow rod - comlink - liquid cable dispenser 15m
I like this human a lot although his choice is weapons appears to be a bit old fashioned.
I'll cover a number of things with Bor Chun in my next post. I like him a lot but the way I'd rule a few things may have you reconsidering a few choices.
So your overall impression?
Not necessarily a bad group of applicants so far but I wonder what else we'll see. The big guys could be really useful in the warehouse but I wonder how they'll perform when we move out across the desert and beyond. We've got basic crew lined up the trucks and scouting pairs but we've got a couple combat vehicles that might benefit from more experienced crew.
Title: Re: Approaching Impact
Post by: Jedi Ronin on November 11, 2020, 01:25:03 pm
Room for one more player? No solid idea for a character yet, though I typically go for some sort of Jedi - would that fit this campaign (Jedi-in-hinding obviously)?
Title: Re: Approaching Impact
Post by: StevenO on November 11, 2020, 10:42:24 am
What about ranged AoOs? What weapons can make them, and what weapons provoke them?
The stuff to be requisitioned is also limited to Restricted availability, tops?
When I take the Athletics skill, can I then take for example Skill focus Climb, or do I need to take climb skill separately for that?
AoO: I prefer to limit the making of AoO to melee weapons (and unarmed attack); the idea that I can shoot at someone who runs right next to me but not someone who does the same but is 10' away just never made sense. When it comes to provoking I'll go with "ranged weapons which could be used by RAW to make AoO do not provoke while other ranged attacks will if directed away from the threatening character.
Requisitioned equipment IS NOT SUBJECT TO LEGAL RESTRICTION! I'll admit I may be too harsh with equipment so I'll go to the full 12,000 requisition that assumes no vehicles; THERE WILL BE VEHICLES. Requisitioned equipment is subject to review and availability (as in do I think there should be access).
Training "Athletics" as a skill counts as having Climb, Jump, and Swim all trained. There is no Focus for Athletics but you could focus in one area (or more) of it.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 11, 2020, 06:27:32 am
Quote
I´m afraid the build as is is not valid. If you start in Soldier class, you can´t pick Knowledge (Physical) or (Technology) - Soldier has access only to Knowledge (tactics). To keep them , you´d have to start as a Scoundrel, which would cost you 12 HP and the armor proficiencies, though you would get another trained skill from Scoundrel class. EDIT: And also it seems you forgot to give Point-blank shot bonus to your att and dmg at point-blank and zero range (the bonuses are unnamed, and thus they stack)
Thank you for the remarks ! It will teach me not to trust blindly the SagaSheet... I will make the modifications.
Title: Re: Approaching Impact
Post by: Ghondar on November 11, 2020, 06:05:39 am
Bor is an ex-PMC demolitionist of Monsanto. He likes crafting explosives. But who lives by the hand-grenade, kills by the hand grenade. He was fired after an explosion destroyed his barracks. Old-school hunter, he relies on slugthrower weapons. Combat He is a stealth fighter who relies on grenades to wound/stun his opponents and move them out of cover (Powerful Blast and Angled throw when applicable) before getting close to his enemy to make the best use of Zero Range and then flying away (Running attack). Indomitable and Tough as Nails should allow him to sustain some damages. If needed, he crafts frag grenades (Bomb thrower) from power packs/energy cells (Is it ok ?) with his toolkit.
Out of Battle He can help with knowledge and mechanics (Tech specialist feat). Average pilot, he can try to bring his passenger from point A to point B without killing them.
Bor Chun Medium Human soldier 5/scoundrel 1
Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10 Force 5 Ref 21 (flat-footed 18), Fort 19, Will 17 hp 68; second wind +17/34, 2/day; DT 19
Init +6; Perception +3 Languages Basic, Shyriiwook, Feeorin, Huttese
Skills Knowledge (physical sciences) +11, Knowledge (technology) +11, Mechanics +13 (+18 when handling explosives), Pilot +11, Stealth +16, Use Computer +11, Athletics +9
Speed 6 squares, Running Attack
Attacks : Base Atk +5; Grp +8
Melee survival knife +6 (1d6+4) or
Ranged scatter gun +9 (4d12+3) when adjacent to target or Ranged scatter gun +8 (3d12+3) at Point Blank Range or Ranged scatter gun +8 (2d12+3) at Short Range or
Ranged heavy slugthrower pistol +9 (4d8+3) when adjacent to target or Ranged heavy slugthrower pistol +8 (3d8+3) at Point Blank range or Ranged heavy slugthrower pistol +8 (2d8+3)
Atk Options Angled Throw [TFU p.31] Devastating Attack (rifles) [SECR p.53] Forceful Blast [GAW p.23] Point Blank Shot [SECR p.87] Sport Hunter [GAW p.25] Zero Range [LECG p.37]
Special Actions Bomb Thrower [GOI p.21] Indomitable [SECR p.52] Tough as Nails [SECR p.53]
Talents Bomb Thrower [GOI p.21] Devastating Attack (rifles) [SECR p.53] Indomitable [SECR p.52] Tough as Nails [SECR p.53]
Possessions 236 credits Holster (scatter gun) Concealed holster (pistol) Bandolier x2 : - heavy slugthrower pistol with 3 spare heavy pistols clip - scatter gun with (5 + 12 = 17) spare scatter shells - smoke grenade x2 - stun grenade x2 Survival knife Utility belt : - medpac - tool kit - power pack x3 - energy cell x2 - glow rod - comlink - liquid cable dispenser 15m Camouflage poncho (+5 Equipment to stealth) Datapad Mechanical interface visor (+2 Equipment to mechanics) Security kit
Languages I have tried to match other PC's languages but I can change them if needed.
Skills If needed, I could respec him to lean towards medic
Possessions If power packs and energy cells + tool kit are not a good match for crafting grenades, I will change them If we do not keep track of ammunition, I may also change the possessions Camouflage poncho : If it must be dedicated to a certain type of environment, it will be of the hunting grounds of Monsanto (forest ? Rocks ? ...)
Edit#1 : Credit, Bandolier and Scatter shells qty in "Possessions" Edit#2 : Formatting Edit#3 : addition of holsters in "Possessions" (+ credit modification)
I´m afraid the build as is is not valid. If you start in Soldier class, you can´t pick Knowledge (Physical) or (Technology) - Soldier has access only to Knowledge (tactics). To keep them , you´d have to start as a Scoundrel, which would cost you 12 HP and the armor proficiencies, though you would get another trained skill from Scoundrel class. EDIT: And also it seems you forgot to give Point-blank shot bonus to your att and dmg at point-blank and zero range (the bonuses are unnamed, and thus they stack)
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 11, 2020, 05:29:37 am
Story Bor was born on a boring backwater world. From his early age, he demonstrated some affinity with physical sciences (especially engineering). His father, not really overjoyed by the fact that his son could become a Gearhead unable to take care of himself, took every occasion to bring Bor to each of his hunting parties. As a result, Bor developped his shooting and hunting skills. During his freetime, he spent time with some playful accomplice who taught him how to make the most of his youth. However, when he reached majority, Bor decided it couldn't bear this life anylonger. He had been scouted by a recruiter from a local (sector-wise) Private Military Company and he took on the offer of joigning them. From this moment on, he fine-tuned his soldier's skills. His size and strength made him a good candidat to Heavy-weapons team and he lernt how to use them efficiently. His affinity to technology impressed his superiors and he was soon moved to the demolitionist team. After some years, he joined the SpecOps team of his PMC (more like a glorified group of brutes to be honest). He learnt high speed and low altitude piloting as well as stealth. From this moment, his life became an alternation of boring and exciting days. He became "addicted" to the adrenaline of the "Hi n' run" missions. And as you know, addiction and explosives are like cats and dogs... He was 29 when he was sent to Monsanto. Had he made a mistake ? Did they thought he needed some rest far from the fights ? Facts are : he fell into boredom. The one he had not experienced in more than 10 years. He tried to busy himself. First, by drilling. Then, with "social encounters" with the locals, who only saw a killing machine in him. When nothing proved useful, he turned to himself and explosives. He spent hours and hours crafting explosives more and more efficient and easy to manufacture. Some success and many faillures in the team's armory led him to be forbidden to carry on such dangerous hobby. Obviously, it didn't work. He kept on working in his barracks : crafting in the little office he shared with the guys and storing his creation in his locker. Was it a defective fuze ? A mistake ? He will never know. What he will remember though, is that he was lucky he had been provided a strong locker and that his team was drilling outside this day. The locker room and the dormitory next to it were blown. Not turn to dust. More like molten and riddled by plasma and shrapnels. Bor's service records were good enough for his employer to only "thank" him. He was deprived of his pay and let go the day after. Without money (at least not enough to leave this green boring world), he started to take some jobs (repairing tractors, blowing rocks blocking the roads...). He spent more and more time in a spacer's bar, dreaming about locations he may never see again... Ah... What wouldn't he do to leave this place ?
Out of Battle He can help with knowledge and mechanics (Tech specialist feat) and he loves setting traps and blowing things. He is also able to dialog with computer systems to turn them into friends. Average pilot, he can try to bring his passengers from point A to point B without killing them.
Bor Chun Medium Human scoundrel 3/soldier 3
Str 12, Dex 15+1, Con 12, Int 15+1, Wis 10, Cha 10 Force 5 Ref 21 (flat-footed 18), Fort 19, Will 17 hp 53; second wind +13/26, 1/day; DT 19
Init +6; Perception +3 Languages Basic, Shyriiwook*, Feeorin*, Huttese
Skills Knowledge (physical sciences) +11, Knowledge (technology) +11, Mechanics +13 (+18 when handling explosives) Includes the Mechanical Interface Visor +2, Pilot +11, Stealth +16, Use Computer +11, Acrobatics +11, Deception +8
Speed 6 squares, Running Attack
Attacks : Base Atk +5; Grp +8
Melee survival knife +6 (1d6+4) or
Ranged blaster rifle +9 (3d8+4) at Point Blank Range or Ranged blaster rifle +8 (3d8+3) at Short range (Riflemaster - treat Blaster rifles weapons as accurate) or Ranged blaster rifle +3 (3d8+3) at Medium range or Ranged blaster rifle - 2 (3d8+3) at Long range or Ranged blaster rifle +4 (3d8+4) with autofire at Point Blank range or Ranged blaster rifle +3 (3d8+3) with autofire at Short range (Riflemaster - treat Blaster rifles weapons as accurate) or Ranged blaster rifle - 2 (3d8+3) with autofire at Medium range or Ranged blaster rifle - 7 (3d8+3) with autofire at Long range or
Ranged blaster pistol +9 (3d6 +4) at Point Blank range or Ranged blaster pistol +8 (3d6 +3) at Short range or Ranged blaster pistol +3 (3d6 +3) at Medium range or Ranged blaster pistol - 2 (3d6 +3) at Long range
Ranged grenade launcher +9 (4d6+4, 2-square burst) at Point blank range or Ranged grenade launcher +6 (4d6+3, 2-square burst) at Short range or Ranged grenade launcher +6 (4d6+3, 2-square burst) at Medium range
Atk Options Targeted area [TUR p.28] (If successful attack, select 1 hit target. +5 dmg before evasion) Autofire (blaster rifle) Forceful Blast [GAW p.23] (check vs. FORT to move target hit by grenade) Point Blank Shot [SECR p.87] Fool's luck [SECR p.46] (1FP to : +1 atk or +5 skill check or +1 all def)
Special Actions Bomb Thrower [GOI p.21] (+5 Mech w/ explosives, craft frag grenades from parts) Indomitable [SECR p.52] Quick Draw [SECR p.87] Demolitionist [SECR p.52] (+2 dices of dmg when Mech skill to set up explosives)
- Hobbies -- anything that goes "BOOM" -- crafting -- speeder bike (<3 R-2000 Raptor) -- hunting, SW: SAGA game (Star Warzone: Swordmen And Gunmen of Alderaan)
- Food n' drinks -- Bantha, Lettuce, Tangaroot Sandwich (BLT) -- Sonic Servodrive cocktail
- Relationship with the rising Galactic Empire -- he likes the military power of the Empire -- he agrees that force can solve many issues -- he does not share the hatred towards non-human -- he disagrees with slavery
- Attitude towards the "weak" -- Quite selfish, he will not help willingly people who got in trouble because of their mistakes -- he will put himself in danger to help children (human and non-human)
- Attitude towards the "strong" -- will not likely put on a fight even when provoked -- violent reaction if pushed to far (quite lunatic)
- Attitude towards Force users : -- quite neutral. He has not dealt personally with Jedi
- Friend -- Will easily follow the lead of anyone smart and charismatic (not RP : INT >=14 and CHAR >= 12) -- he gets along well with non-human -- don't be cocky. He hates that
Languages I have tried to match other PC's languages but I can change them if needed. Shyriiwook would be "Understand" only
Skills If needed, I could respec him to lean towards medic I am sticking to mechanics for the moment
Edit#1 : Credit, Bandolier and Scatter shells qty in "Possessions" Edit#2 : Formatting Edit#3 : Addition of holsters in "Possessions" (+ credit modification) Edit#4 : Change levelling order, HP (initial value was wrong), Attacks modifiers ans damage at PB (taken feat into account), removed Athletics (Soldier and scout only), added Deception and Acrobatics, removed Armor Proficiency (light, medium) Edit#5 : Modification of the concept : removed slugthrower weapons (incl. Sport Hunter) and replaced them by a blaster rifle, Angled throw, Zero Range. Took WP Heavy weapons, Riflemaster and Quick Draw. Removed Tough as nails and took Artillery shot. Took the custom "Betty boom" (awaiting StevenO's verdict), modified the "Possessions" (no frag grenade loaded to stay at "restricted" level). Slightly refined the concept and backrgound Edit#6 : Changed Artillery shot to Targeted area. Removed Riflemaster (was too generous with the qty of feat last edit). Added a blaster pistol, a holster and a stun and an ion grenade as part of self possessions (kept 600 creds as cash). Modified the poncho to be of desert camouflage. Added 5400 creds worth of Requisitions. Military grade so it should stay hidden in a safe place until we leave. Requested 2 concussion grenades. Edit#7 : Went Scoundrel 3 / Soldier 3. Removed Dirty fighting. Took Fool's Luck. Removed 6 HP, changed Second Wind, Removed 1/day SW (remnant of Tough as nails - mistake). Updated the backstory
Edit#8 : Replaced Devastating attack by Demolitionist. Stats block moved to page 5
Title: Re: Approaching Impact
Post by: Ghondar on November 11, 2020, 05:11:48 am
Several house-rule questions:
What about ranged AoOs? What weapons can make them, and what weapons provoke them?
The stuff to be requisitioned is also limited to Restricted availability, tops?
When I take the Athletics skill, can I then take for example Skill focus Climb, or do I need to take climb skill separately for that?
Title: Re: Approaching Impact
Post by: Ghondar on November 11, 2020, 04:32:33 am
The credit and avilability limit basically shot my mandalorian concept down. I might try to make it work in some way, since you wrote we can give you several "applications", but in the menatime, here´s a melee smasher (though I opted to go for wookiee):
Ruwarr, a free wookiee hunter
HP: 77, Ref 19, Fort 21, Will 18, Treshold 26 Wookiee scout 1/Soldier 4/ Jedi 1 Str 18, Dex 12, Con 16 (15+1), Int 14 (13+1), Wis 12, Cha 6
Skills: Athletics +12, Endurance +11, Initiative +9, Mechanics +10, Perception +9, Stealth +14, Survival +9 Feats: Bantha rush, Battering attack, Force sensitive (gained from jedi), Shake it off, Skill focus (stealth), Trip, Weapon proficiency (Advanced melee (switched for Rifles at start), pistol, rifle (gained from soldier), simple), Withdrawal strike Talents: Elusive target, Melee smash, Prudent escape, Stunning strike
Advanced vox-box - I haven´t found anything that would allow "text-to-speech" function, so I´m open to suggestions. If noone has an idea, then here´s my take on this: Simple datapad -100 creds Strip equipment (remove ability to read datacards) -50 Droidification -2000 add internal comlink -250 add vocabulator -50
For 2450, we´ve got something that you can write on, and it either reads it out loud, or sends away on a comlink, but lacks a possibility to read datacards, rendering it basically usless as the datapad it used to be. It can also walk, talk, operate machines and has unassigned feat that could be used for stealth or perception, for example (which I´d gladly exchange for cost reduction)
Base of the concept is a stealthy melee hunter. In combat, he engages it in melee, not letting escape (using Battering attack and withdrawal strike), and when dropping enemy quickly moves to another one (with Prudent escape). For his survivability, he uses Elusive target to wreak havoc with shooting enemies, and Battering attack to keep melee opponents grounded Out of battle, he can act as a scout, thanks to his training in survival, perception, and stealth, and can also bypass some basic mechanical traps, locks and detection devices.
If we started at lvl 5, Ruwarr would lose its Jedi level, losing the Elusive target, Force sensitivity and Withdrawal strike. At 7th lvl, he´d go up to jedi 2, taking Weapon focus (Advanced melee) - utilizing the "feat shuffling" as if he took it on lvl 6 and lvl 7 he took the withdrawal strike (I hope I understood this house rule correctly)
From Requisition, I´d ask for Electrobinoculars, Security kit, and maybe blaster rifle, though that is a low priority
Ruwarr has two languages to take, I´m open to suggestions on which those could be
If there is a need, I can switch Prudent escape for Watchful step, and take Treat injury instead of Initiative (now rendered useless). However, that would require switching Skill focus (stealth) for Follow through. I´d rather avoid this if there is some other medic, since Watchful step is more useful, allowing also two allies to move when Ruwarr downs an opponent, and doesn´t provoke AoO which could help in some situations. Also, such a change would put medical kit and medpacks on the requisition menu.
Since he is a free wookiee, Ruwarr could use some character that could act as his "master", and even though he has means to translate his Shyriiwook to basic, in battle this is a bit limited, so someone able to understand Shyriiwook could help things a bit
Title: Re: Approaching Impact
Post by: FakDendor on November 10, 2020, 11:57:06 pm
Feeorin Soldier 6 Str 14 Dex 13+1 Con 17+1 Int 12 Wis 10 Cha 6 Ref 19 Fort 24 Will 16 HP 89 DT 29
Skills Endurance +12 Initiative +10 Athletics +10 Pilot +10
Talents Mercenary's Grit, Tough as Nails, Tested in Battle
Feats Weapon Proficiency (Simple, Pistols, Rifles, Advanced Melee) Armor Proficiency (Light, Medium) Burst of Speed Unstoppable Combatant Extra Second Wind Vitality Surge Improved Damage Threshold
Feeorins are fun! I've restrained myself and not made him super old to get the free ability score increases.
Dredge is a true mercenary, and uses his durability to his advantage. He is quite willing to put himself in absurd danger because he has yet to encounter anything he is afraid of. Dredge isn't an idiot, but thinks of himself as mostly invincible.
Mechanically, Dredge is a second wind machine that can move up and down the condition track and use mercenary's grit to gain bonuses. I'm still fine-tuning the feats but he's ready to go!
Edit: used the wrong point buy calculation! Gained a few points there.
Title: Re: Approaching Impact
Post by: StevenO on November 10, 2020, 06:10:25 pm
Well, as I'm called out I better make myself known. I would be the Swedish participant.
I do want to join, but is as of yet undecided on exactly what type of character to play.
I am considering a force user, but not necessarily a Jedi. I will probably steer away from droids this time, as the credits to make the most of the concept is not available. But anything else is open for considerations.
If any of the others have a request, like please take talent X or some way to build characters that work well together. Send me a PM or tell me here. Things like please make sure to speak Shyriiwook would also be helpful to know in advance...
Even though I may know the answers to some of these, I will ask them anyway:
What system to calculate HP will we use?
Are there any limitations on Force Powers?
Any restrictions on Species?
If you've got multiple ideas don't be afraid to send in multiple "applications" as that can make for more being to "hire" from which could lead to a better mix.
I'm not against Force Users but note I intend to take SAM out for a spin with that assumption (if there aren't any likely abusers that may be rolled back) to curb their power. A "jedi" who openly acts as such might cause a few additional problems with the era used although those would likely show up more in related adventures.
When it comes to what Force Powers would be allowed I tend to go SECR with a heavy dose of "we can discuss that further" if other things are desired. A reminder that I'm very much a "Grey Jedi" when it comes to using the Force and also a believe that many of the over the top flourishes seen in the media are done almost solely for the viewer's benefit.
The hit point question was answered in the "character building" section right after I mentioned PB 28. Guess I should note the PB 28 is for ORGANIC creatures; droids would get 23 or 24 points (let's see where they're distributed).
When it comes to species I'll start by saying I believe most builds can be done independent of species although species can certainly enhance some build. I wouldn't want to name names here (YOU KNOW WHO YOU ARE NAGAI!) so most should be open although I'm thinking "common space fairing species" should be the most likely. If I have an issue with a species we'll discuss that so if you've got something you have doubts on it's best to mention it before writing up a full backstory for it.
While the relationship of PCs to one another is not essential for the scenario (and there should be time to "get to know each other" before 'it hits the fan) if there are connections between PCs to start with that can be useful. This isn't intended as campaign pilot but it could be.
I'll be adding the "this is the job outline as we hope it goes" to the original post in addition to the initial meetup idea.
Title: Re: Approaching Impact
Post by: MERC_1 on November 10, 2020, 03:16:38 pm
Well, as I'm called out I better make myself known. I would be the Swedish participant.
I do want to join, but is as of yet undecided on exactly what type of character to play.
I am considering a force user, but not necessarily a Jedi. I will probably steer away from droids this time, as the credits to make the most of the concept is not available. But anything else is open for considerations.
If any of the others have a request, like please take talent X or some way to build characters that work well together. Send me a PM or tell me here. Things like please make sure to speak Shyriiwook would also be helpful to know in advance...
Even though I may know the answers to some of these, I will ask them anyway:
What system to calculate HP will we use?
Are there any limitations on Force Powers?
Any restrictions on Species?
Title: Re: Approaching Impact
Post by: StevenO on November 10, 2020, 09:36:23 am
Curious to see what you have Yen_Kaum. As for being in France I expect I could see responses from Sweden and Slovakia as well. Although there are downsides on benefit of PbP is that timezones don't matter so much as long as you still post regularly; while it can happen getting through a round in a day (which may be the real goal) can be very challenging.
Title: Re: Approaching Impact
Post by: Yen_Kaum on November 10, 2020, 02:30:25 am
Hello,
I would be interrested to be part of it :)
1 connection per week seems more than feasible. I am in France (UTC+1) so I may have trouble posting after 6:00pm EST. It would be my first PbP and first time playing outside of my close friends circle. And I have prefer flavor over power for my characters.
If nothing deters you, I'll start building a 6 lvl char. Btw, DT / rebellion is a very nice era.
Thanks
Title: Re: Approaching Impact
Post by: StevenO on November 09, 2020, 07:58:29 pm
Not sure if I want to mention this on Reddit or not.
Title: Re: Approaching Impact
Post by: sienn_sconn on November 09, 2020, 07:53:14 pm
I know that I already posted you in PM, just reiterating my interest here. I've got some ideas for gunslingers in the works, or possibly just a Burst Fire rifle build (the one I did work on was short-lived). Either way, I can post them and see what people think might be better options.
Title: Approaching Impact
Post by: StevenO on November 09, 2020, 06:43:58 pm
Help Wanted
Quote
The esteemed Ithorian businessbeing Dr. Umwaw Raada is seeking experienced individuals to aid in the conveyance of goods it sometimes hostile territory. Security and support are primary recruiting objectives although others may find work here as well.
Application process is details to follow:
(preliminary) Ithorian: Noble3/Nonheroic4/Crime Lord 2/Medic1 (CL 8 ) HP 63; Perception +14, Initiative +5; REF 18, FORT 21, WILL 26; Evasion STR 10, DEX 10, CON 12, INT 14, WIS 16(+2), CHA 16(+2) Attack: Bellow, +10 vs FORT against 6 square cone, 3d6 sonic or half on miss, -1 CT to Ithorian
Specials: Inspire Confidence (+1 morale allies attack & skill), Rapport (AA gains additional +2 insight), Stand Tall (1/enc if take damage then allies within 6 squares may attack your attacker), Impel Ally I (swift= target moves) & II (2 swift give target Standard Action)
Talents: Inspire Confidence, Connections, Impel Ally I & II, Evasion Feats: WP (simple, pistol), Linguist, Friends in Low Places (Gather Info for license, -1 Black Market), Rapport (another +2 insight with Aid Another), Surgical Expertise, Natural Leader*, Stand Tall (1/enc take damage all allies within 6 may attack your attacker), STARTING NON-heroic feat??, Skill Focus Know-life Sci
I'm thinking I'm looking at 6th-level characters although if you would have the 5th and 7th level sides as well. When it comes to character "advancement" each new level must have everything the previous level did but each level is its own snapshot and as long as the level to level build works you could put "new" levels in anywhere after 1st-level and shuffle feats/talent and even ability boosts (if applicable) as desired. The example here would be having a Soldier3 with PBS and Precise shot who take Scoundrel but can "shuffle" Scoundrel in at 2nd-level and thus gain PBS as a starting feat at that time and adjust the current feat/talent set up as desired.
Stats should be PB 28. HP will be fixed hp/HD where d6=4, d8=5, d10=7, d12=8. Force Points = level pool of 5 + (1/day); this is a hybrid of normal FP rules and daily FP; Will not be using DP for this adventure. My general house rules could be found here: http://thesagacontinues.createaforum.com/the-senate-8/my-basic-house-rules
SAM will be used for this adventure. http://thesagacontinues.createaforum.com/the-senate-8/the-skill-attack-modifier-or-sam-for-short/msg455/#msg455
This may not be extensive and I'll discuss character choices as needed to try to avoid any surprises. It doesn't do anyone any good to have a "surprise" trick that may not work as intended. I'll also note that I tend to favor more generalist characters over highly specialized ones although at 6th-level you're usually still getting the basics in line and "over specialization" comes later.
Equipment: The way I intend to have this start will ask for characters to have Max starting credits + 1500 credits for personal gear which should be Restricted Availability or less. If you have Wealth or something else that should alter that we can discuss it later. Characters may also put in a request (variation of Requisition system) for additional gear targeting about 12000 credits per character; this, or some variation of it subject to availability, will be available at the job cite. Unless you can do the work yourself Tech Specialist upgrades are looked at as market value; there may be time to use Tech Specialist on requisitioned gear.
Dice Rolling: While I had some luck using https://rolz.org/ in the last PbP as the GM I may not use that for all of my rolling. There is information that may unwittingly reveal about NPC actions and surprises and there will be a number of NPCs allied with the PCs on this adventure. If the PCs can use that it does let me keep that consistent and if I need to roll for a PC I will use that roller as well although I normally assume "take 10" on Skill Checks unless specified otherwise.
Setting: While I believe the adventure could easily be adjusted to other eras for this we will be going with Dark Times-Rebellion Era. The Empire is on the rise and squeezing pockets of resistance sometime using blockades and even siege to obtain things and sometimes resorting to "darker" methods.
While presented as a "help wanted" campaign (thus looking a bit fringe) the intent would be "freedom minded" characters who might fight against the Empire. Besides someone looking for a payday others may be pushed toward the adventure as an opportunity to help people and perhaps to access a location that might not be commonly accessible.
Special Opportunity: If someone feels up to it I could have a PC acting as Umwaw's lieutenant who may get more information to help with the goal of this mission.
Hopeful Start Date: I'm thinking early December.
Special Warnings: This is my first attempt at running a PbP. There are some areas where I really need to figure out how to get a map up which I haven't don't yet as digital maps aren't my expertise.
While there will be sections of lose play where I don't need to hear form everyone before progressing I would hope that players can post at least once a week and when Combat rounds start they can post ACTIONs at least weekly in addition to any questions that may be posted. If you're going to be absent more than a week some notice would be appreciated as I will allow others to take your turn for you unless arrangements are made.
Now if I'm missing something just ask.
Opening Scene: Characters selected for this "job" will be asked to meet at a spacer's "bar" on a generally boring Agricultural world (let's call it Monsanto) before boarding a bulk freighter for a somewhat slow trip to the primary planet of the adventure.
The Job Plan: The "plan" will be to meet the "new hires" on a relatively boring agricultural world. From there the PC will board a bulk freighter hauling agricultural products/supplies to an as yet unnamed world which is currently under blockade by the Empire (coming in on a Bulk Freighter with limited gear has been judged the safest and easiest way to get in without incident); landing also brings the last goods needed for the mission. The Mission itself deals with the final preparation of a convoy of speeder trucks from the spaceport's city as it makes its to the city/region of Impact. This trip will take them across an arid sea and desert type area (I'm thinking something a bit like Monument Valley in the US) which will cross a canyon and eventually lead to the forests leading the to mountain ring around Impact. From there it'll require getting the convey through some expected hostile forces and into the city itself.
Details on what will be hauled and additional resource will be available once dirtside at the second location.
Edit: Increased Requisition allowance although substitutions may be made. There WILL BE vehicles in this adventure so the low "starting" credits are basically given as a way to "get through security". If you're concept "needs" more credits for goods we could use a portion of your Requisition to cover that AND the added expense of smuggling it in before you arrive.