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Star Wars - The Covenant of Shadows (Inactive)

Game Master Camris

Six people find themselves deep in the outer rim with nothing but blank memories, looted clothing, a stolen ship and more questions than all put together.


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This will be the OOC thread for the Star Wars – The Covenant of Shadows.

1> Rule System is Star Wars Saga system from WotC.

2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed.

3> Character generation will use the Planned Generation system (aka Point Buy).

4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play.

5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities.

6> Characters all start at level 5.


Cool. Like the new digs, DC!

Can't wait til we can flesh out this group.


5th lvl hp roll: 1d10 ⇒ 8


I've been trying to figure out a way to build a matial artist without spliting his focus to much but I just can't do it lol. So I'm just going to follow the concept and hope tha character turns out well.

I've settled down on him beeing a arkanian offshot, bred for service as a star-fighter/ships mechanic onboard starships guarding merchant vessels.

A scout 2/soldier 3. Now to tool him.


Scout 1/Soldier 4,

HP; 4d10 + 24 ⇒ (7, 4, 9, 8) + 24 = 52


Can someone tell me please where I can find starting wealth for 5th level characters?

Oh, and by the way @Six; If you want Six to be the mechanic it's cool, I can realocate the skill focus to somthing else. Maybee take pilot at a trained skill (thus gaining skill focus for it) and use the trait for somthing else..


I was curious about starting creds as well. Smerg just kind of hand-waved it at the beginning, but I'm fine if you have a more concrete answer for this game, Darth Camris.

It probably wouldn't hurt to have two mechanics, I would think. I'll drop my training in it, and you two can be the go-to mechanical geniuses. Desh will go another direction once we know how the group is rounding out.


Re-tooled, (again) to human. Working on background and stuff now.


Dax Oan wrote:
Re-tooled, (again) to human. Working on background and stuff now.

Lol. As long as you keep those nice hp rolls. :)


Question(s);

1) When using power attack with unarmes strike, is it a one-one exchange or a one-two exchange?

2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats? (I'm asking becouse I already have all the weapon feats from scout and I'm never going to don any armor as a matrial artist, I'd rather get martial arts than armor proficiency...)


Dax wrote:


2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats? (I'm asking becouse I already have all the weapon feats from scout and I'm never going to don any armor as a matrial artist, I'd rather get martial arts than armor proficiency...)

No wait... the stealth suit... thats actually light armor if I recall correctly.

**searching**

**searching**

**searching**


Oh, dammit... I just saw th Instinctual Navigation talent in the sence talent tree from Jedi Academy... TOO MANY OPTIONS!!


I don't think Saga has a specific wealth over 1st level rule. However, any arbitrary number will do. I'm going Jedi, so I need very little credits.


I say use the wealth at first level to outfit yourselves, take twice that amount and put it in a bank account you can access later.


3d4 ⇒ (1, 1, 4) = 6 * 250 = 1500 in starting equipment and 3000 in the bank.


Dax should be ready to go if someone would look over my sheet for me, background and description coming up.


Game Closed
Dax Oan wrote:
Oh, and by the way @Six; If you want Six to be the mechanic it's cool, I can realocate the skill focus to somthing else. Maybee take pilot at a trained skill (thus gaining skill focus for it) and use the trait for somthing else..

Dax, I'm honestly good either way. I just wanted to make sure we had a pilot. If you'd like that honor, go for it. I'll switch to Mechanics.


no worries, I've re-tooled him to human and he doesn't have any skill focus now. Plenty of skills, but no focus.

I see we have 3 mechanics, 3 pilots and Jerrn can astrogate with a +14 mod.


Game Closed

Jerrn - I was checking out your profile, and I'm a bit confused. You took Force Pilot, Instinctive Navigation, and Vehicular Combat(which requires Pilot), but you didn't train Pilot?

If I may ask - is that a mistake, or am I missing something?


3d4 ⇒ (4, 3, 1) = 8 x 250 = 2000cr

I'd say it's kosher given the fact that Force Pilot let's your Use the Force check for Pilot checks.


Also, regarding our 3x pilots/mechanics, I'm liking the idea more and more that this crew pilots multiple fighter rigs to get around instead of one big ship.

Maybe a few of us fly small, fast fighter types and two (or so) of us fly larger Firespray-type ships with Combat Thrusters?

I'm actually looking at re-tooling Desh a bit to be able to pick up Pilot and one other non-combat skill... to be determined when we know what all characters our group will have.

What do y'all think of that idea?


I'm liking the idea. Maybe the transport has a couple of docking bays or airlock type attachments allowing the crew to take more comfort during hyperspace travel but also for quick deployment when needed? And maybe instead of pure fighters we have a couple of small transports for covert insertions?


Six wrote:

Jerrn - I was checking out your profile, and I'm a bit confused. You took Force Pilot, Instinctive Navigation, and Vehicular Combat(which requires Pilot), but you didn't train Pilot?

If I may ask - is that a mistake, or am I missing something?

Force Pilot allows you to substitute your Use the Force skill for Pilot. You're considered trained in Pilot for all purposes, but you use the Force, Luke. Same for Instinctive Navigation, but only for astrogation and sensor checks.


Game Closed
Jerrn Darklighter wrote:
Force Pilot allows you to substitute your Use the Force skill for Pilot. You're considered trained in Pilot for all purposes, but you use the Force, Luke. Same for Instinctive Navigation, but only for astrogation and sensor checks.

Jern -> Oh, UtF. Roger that.

Desh wrote:

I'm liking the idea more and more that this crew pilots multiple fighter rigs to get around instead of one big ship.

Maybe a few of us fly small, fast fighter types and two (or so) of us fly larger Firespray-type ships with Combat Thrusters?

Desh -> I like it, I may have to keep Pilot, after all.

.

Darth Camris:
I'm trying to work out a way to keep my modified carbine, but I can't replicate the build, without Vash's mod. Wasn't sure how you felt about me keeping that. Also, do you run your games with the weapons license fees and all of that? Just trying to work out my gear list.


Six:

Your modified carbine is cool with me. Things like that you can build/modify with the Mechanic/Knowledge (Technology) skills. I figure it's something you built along the way, maybe with a friends technical help.

Just remember that such builds are not considered legal by governments unless you're in uniformed service, so can't be covered by a weapon licence (unless you take the "extras" off).

Dax Oan wrote:


1) When using power attack with unarmes strike, is it a one-one exchange or a one-two exchange?

I read it as one to one.

Dax Oan wrote:


2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats?

Sorry man, that's the rule. As this is my first time GMing this system, I don't want to lead off with a bunch of house rules. Maybe after we get some experience...


This is mostly for Camris, Sigz, and Lekku.

After rethinking Desh in context of the growing group dynamic (mostly the idea of piloting being a common theme and the skills necessary to accomplish that), as well as re-thinking Desh's backstory as a mercenary/commando, I'm gonna nix the light-saber emphasis. I mean, we already have a guy who runs around with one (and he'll put it to better use than Desh, anyway), I have the option of rebuilding him in one of two ways, and I just want to make sure neither Sigz or Lekku care.

My primary thought was to do a Scout 1/Soldier 4. This would boost his skills, as well as give him a boosted movement speed (which will seriously help him in closing to melee and staying there when it's necessary). I just don't want either of you guys to feel like your character is any less unique by me switching to a similar class selection.

Desh will still not play like either of you. Dax has his whole Force Sensitivity and focus on unarmed combat, while Six still has his whole ranged focus. Desh will still remain a melee brute, but will just have more "commando"-like skill selections while only suffering a little in the HP department.

If either of you guys is uncomfortable/unhappy with me going that direction with Desh, I can make him a straight Soldier 5. He'll be marginally tougher, wiht the only real difference beign that he'l gain access to the elite trooper Prestige class one level sooner.

You guys let me know what you think, then I'll make the changes to Desh.

Camris - whichever way I go, it won't effect the hit point rolls i've made (as it'll still be 4d10) or the opening credit roll i made (still 3d4x25).


@Desh; Go for it! I'm loving the whole comando theme the groups getting :) I was actually tempted to make a mandolorian scout/soldier when I was going through my books so I understand perfectly when someone gets a change of heart and I'm rather looking forward to the group dynamics rather than the relevant efectiveness of this and that character. I like my concept, I think it's cool, so I'm running with it. You do the same and everyone's happy :)

@Camris; What I'm wondering is group background. You have a concept going on how you want to start the game; The Heroes on the Run theme, are you leaving the details for us to work out or do you have a set background in mind?


You will all have your individual backgrounds and/or story hooks.
I do have a concept, but you will not have met before the game starts.


Cool.

And about knowing each other before-hand. Feel free to go with whatever your story calls for, but Desh was built to fit with Six. As in I had it in mind that they'd been in the same merc. unit.

If you'd prefer that not be the case, I can dig.

Also, i'll make the mods to Desh pretty quick, and I'll still have one floating skill to allocate depending on whomever else we get in the party.


Naah.. Dax is sort of a lone wanderer type, keeping his head down while kicking bad-guy but all over the space lanes.

@Camris; Can you tell us what planet/sector/station we'll start out in. I getting more curious about the sw world and wanted to read up on the relevant planets/sectors/stuff so I can get a fuller concept.


Let's say that Desh and Six have worked together for years, but business took you in separate directions a couple of years ago for some reason.

I'm not going to tell you where you start, it won't be any planet you've heard of.


I'm thinking of maybee dropping a couple of skills for knowledge (galactic lore) and (life sciences) to represent his wanderer theme... maybee pick the up later or sacrifice some feats...

Edit; Social not life sciences.


It would definitely fit the concept, Sigz.

Desh is updated and should be ready to go. I took Knowledge: Tactics in that skill spot - give his intense mercenary training and background, but am still looking to make sure that's the best choice once we know what these other characters are going to be.

I like how he shaped up... seriously looking forward to getting him into the game.

I'm cool with Desh and Six not having worked together fro a while.. it should make it interesting running back into the guy.

Thanks, again, Camris for stepping up on this. I'm really stoked. I took a look into a few pages of your Second Darkness game and look forward to seeing what you have in store for us. :)


"YESSSSSS.
EVERYTHING IS FALLING INTO PLACE..."


Game Closed

HP rolls:

    1 - Scout: 24 + 1 = 25
    2 - Soldier: 1d10 + 1 ⇒ (9) + 1 = 10
    3 - Soldier: 1d10 + 1 ⇒ (5) + 1 = 6
    4 - Soldier: 1d10 + 1 ⇒ (6) + 1 = 7
    5 - Soldier: 1d10 + 1 ⇒ (10) + 1 = 11

    25 + 10 + 6 + 7 + 11 = 59


Ready.

Switched Bonus trained skill from perception to Knowledge (Galactic Lore).
Switched Weapon Spezialization trait for force perception.
Switched 2 points from wisdom to intelligence, loosing Battlestrike and gaining Knowledge (Social Sciences).


Game Closed

Almost there. I've got my stats up, I just need to get my creds and gear.

Credits (3d4x250): 3d4 ⇒ (4, 2, 4) = 10


Okay, i think Desh is all ready to go. (made one last-minute change on his attributes - but nothing that will really alter anything - boosted con and reduced Dex a bit for more hp's)

Locked, loaded and ready to roll. (including licenses) Can't wait to get the guy some actual armor. :(

@Six, hey, i noticed you have Acro trained on your page, but that's not a Scout skill. Without taking the feat Skill Training (Acro), i don't think you can start with that. Maybe a good reason to take a knowledge skill or Survival?

@Dax: It looks like you didn't update your Will defense after dropping your wisdom and whatnot. It looks a point or two high.


edited. thx :)


Can't wait to get this baby of the ground!


Mostly i'm just curious what a 'baby of the ground' is... :D


Desh wrote:
Mostly i'm just curious what a 'baby of the ground' is... :D

Old French term for pomegranates. The French are weird.


lol. Fair warning, english isn't my first language.


Oh, that's cool. I'm a kidder. I don't mean any harm.

And I'm American, so english isn't my first language, either. :p


Game Closed

@Desh - Thanks for the heads up. I updated my skills list.


Dax Oan wrote:
lol. Fair warning, english isn't my first language.

Actually, the more I think about that, the more I'm impressed. I have friends and co-workers who have worse grammar and spelling than i've seen you use in the game.

: shrugs :

That says something, right? :)


I have a fair visual memory and I read alot, and that mostly in english. That and praise hollywood I guess.


Roll call!
Everybody ready?


Darth Camris wrote:

Roll call!

Everybody ready?

Cubbie!

Wait, here I am.


Game Closed
Darth Camris wrote:

Roll call!

Everybody ready?

Affirmative, Ripley.

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