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Peet's page

Pathfinder Society Member. 967 posts (2,320 including aliases). No reviews. 1 list. No wishlists. 5 Pathfinder Society characters. 19 aliases.


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Dotting. Appreciate this as I am running with 6 players, mostly well optimized.

One thing I have been doing that is rather simple is making my ogres and stone giants Warrior 2's. Then give them a little bit of armor (like studded leather, hide armor, or scale mail) and weapon focus in their weapon or something similar.

Part of the reason for that was to boost the HP of the ogres a bit. At 7th level, the party sorcerer was throwing 10d6 fireballs thanks to Varisian Tattoo and Spell Specialization, so a fireball would usually take out any normal ogre that didn't save (which would be most of them).

Latrecis wrote:
Meangarr wrote:

Also I wish I'd have removed the well entrance to the caverns beneath the Misgivings. I appreciate the consistency of the ecology but in the eventuality that the players enter the Misgivings that way it's somewhat disastrous. The dungeon really falls apart from both a storytelling and engagement perspective if played in reverse this way.

It's a good nod to player choice, but all this choice really does is let players make a worse story for themselves.

This is a pretty good observation/warning for other DM's. You could also simply not let them find it. Don't ask for a perception check unless they specifically explore the well, etc. Relatively easy Knowledge Engineering checks (or simply provided when examined) reveal the well is on the verge of collapse, any effort to enter or otherwise interact could lead to a complete cave-in. (This is of course would have to be used judiciously - for some groups this would draw their attention instead of discourage it.)

I had the same problem when I allowed my players to go downstairs into the catacombs without first exploring the upper floors of the house. They explored the upstairs afterwards, but it was all anticlimactic as the BBEG was already dealt with. In hindsight I would have put something upstairs that allows the players to access the catacombs.

I want to integrate the Red Mantis somewhere in the AP thanks to them playing a role in a character's backstory. The character joined the game during the Hook Mountain Massacre and we will be moving on to the Fortress of the Stone Giants soon.

Any suggestions as to how the Red Mantis might be involved with the plot somehow? I don't want to just add a Red Mantis hit team encounter. I want it to connect with the story somehow.

Anyone have any ideas?

6d6 ⇒ (4, 6, 1, 5, 4, 5) = 25

T: 1d6 ⇒ 3
I: 2d6 ⇒ (6, 4) = 10
R: 2d6 ⇒ (4, 3) = 7
6d6 ⇒ (1, 2, 1, 3, 1, 5) = 13

Int A: 18 - 1d20 ⇒ 18 - (20) = -2
Int Fe: 10 - 1d20 ⇒ 10 - (7) = 3
Int Fi: 9 - 1d20 ⇒ 9 - (20) = -11
Int M: 14 - 1d20 ⇒ 14 - (7) = 7
Int T: 17 - 1d20 ⇒ 17 - (20) = -3
Int Z: 18 - 1d20 ⇒ 18 - (13) = 5

Perception: 3d6 ⇒ (1, 2, 2) = 5

3d6 ⇒ (5, 1, 1) = 7

thzero wrote:

Step 10: Benefits Rolls

rolls: 6 terms + 2 (for 4 rank) +1 (for cash only)
dice=6 Free Trader

thzero: I may be wrong but the free trader benefit probably gives you +1d6 ship shares instead.

So while we are on the subject, let's see where we stand on owning the ship:

Ship Shares
"Varkha Gzegdoug" - 4 shares
"Allrianne" - 3 shares
AGamer70 - 2 shares
Fnord72 - 10 shares
"Myro Palk" - 1 share
thzero - 4 shares possibly +1d6
"Lodic" - 0 - he doesn't believe in ship ownership.

So we have 24 shares, maybe more. That's not too bad.

Allrianne wrote:

Navigation=on Planet


Ah, so the navigator doesn't need navigation skill then? Well that makes MDT's "Lodic" the logical choice for navigator then unless someone else has a better combo then?

Allrianne wrote:
Intended to be an Engineer-type, but rolls didn't work out.

Well, with mechanic 2 you have a good start for a lot of stuff the engineer normally would work on. You could pick up Engineer 1 from the skill package.

OK where do we stand now party-wise?

I had originally thought there were a lot of applicants and that I would stake out the Small Craft Pilot position, but it looks like we don't have that many people. Instead of Pilot 3 (small craft) I could have had Pilot 1 (small craft) and Pilot 2 (spaceship).

Piloting is my only big ship skill but I also have Jack-o-T 3.

AGamer70 - Navy guy. Looks like you have Gunner-2. Having a decent gunner can be a big deal. Also Navigation 1, Pilot 1, Astrogation 1, and Medic - not sure what rating.

"Allrianne" - Scavenger/Salvage. Mechanic 2 and Sensors 2, but none of the main ship skills. Maybe she can get Engineer-1 or Navigation-1 out of the skill package?

thzero - Merchant. Broker 1 and Medic 1. Good personal combat skills. I don't see any ship skills there though.

drbuzzard - "Myro Palk" - Agent - Investigate 2 & Streetwise 2 but not much for ship skills, except Gunner 1 and Computer 1.

Fnord72 - medical researcher. Medic 3? Also Engineer 1.

MDT "Lodic" - Darrian telepath. Astrogation 1 and computers 2. Also some sciences.

If people can "double up" in crew positions, then Fnord72 could do both Medic and Engineer, and AGamer70 could do chief gunner and navigator. But if there are penalties for taking two roles then it would be better to spread things out. Allrianne and thzero could pick up the necessary skills from the skill package. So this is what I'm thinking:

CREW: 3 Minimum 8 Optimal
Peet "Varkha Gzegdoug" Pilot: Responsible for flying the ship
thzero? or MDT "Lodic"? Navigator: Responsible for navigation and computer operations
Allrianne? Engineer: Responsible for engine and drive maintenance
Fnord72 Medic/Steward(Optional): Responsible for crew and passenger maintenance
AGamer70 Chief Gunner(Optional): Responsible for gunnery
drbuzzard "Myro Palk" Gunner(Optional): Responsible for gunnery
(not filled) Gunner(Optional): Responsible for gunnery
(not filled) Small Craft Pilot(Optional): Responsible for all small craft operations

The only thing we are still missing is someone with steward skill. I don't see steward on any of the skill packages.

@GM Darkblade: what is the difference between navigation and astrogation skill?

GM Darkblade wrote:
Of course it is acceptable if the party does not like the Navarro class they can choose a different ship and go with that, perhaps one with lower mortgage costs.

The thing about the Navarro is that it basically forces the party to go on adventures to keep the ship afloat. That's not necessarily a bad thing.

Oh, what the heck. Let's go for more ship shares and less cash. I'll put the 1 (with the +1 making it 2) for cash of 20,000 cr and then the 6 to benefits meaning 1d6 ship shares.

Ship Shares: 1d6 ⇒ 4

So that gives me:
* 20,000 credits
* +1 Int
* Weapon - Shotgun (it is legal most places)
* Weapon - Gun Combat 1 (Shotgun)
* 4 Ship Shares

GM Darkblade wrote:
At 40 years of payments, the monthly rate would be 459,890 credits per month. More crew shares would drop this further.

Hmmm... that's a bit less but still an impressive amount.

I think we really need someone with a high SOC and Broker skill. A "merchant prince" type.

As far as passenger revenue goes...

GM Darkblade wrote:


4 Double Staterooms
3 Single Staterooms
1 Sickbay with Autodoc
2 Luxury Lounge Spaces (Steward-2)
4 Low Berths
1 Emergency Low Berth ...

That's not a lot of space. If the crew takes up all the double staterooms then we have 3 singles and 2 luxury ones. So we will need someone with Steward skill to capitalize on those.

We also don't have enough low berths for everyone including passengers in case of an emergency. Maybe when we get the chance we should refit the ship for more low berths?

GM Darkblade wrote:
... Duke Fluffypetals ...

I think you have just named the Ship's cat. :)

Are we collectively the owners of the ship? Or are we in the employ of the owner? I may have gotten mixed up but that was my original assumption. There was another campaign I was applying to that had that so perhaps I conflated the two campaigns.

OK, ninja'd - saw your response... so we are the owners.

I just found the ship share rules in the playtest.

I'm guessing the Navarro is in a similar price category as the Subsidized Merchant, so we need 15 shares to begin with?

When I saw the price of combat armor I figured maybe my character better keep the money so he could afford some. His physical stats are a little weak. But if it is good for us generally then maybe the ship shares are a better idea.

Edit: Actually the Navarro is a lot more expensive than the Type R. At MCr 240.465 it's a lot closer to the type C. So the monthly payments are 480,000 credits. Plus the upkeep costs.

Obviously with only 90 tons of cargo space and not much in the way of space for passengers we can't count on freight to pay our way and have to speculate. Even if that 90 tons is full and we are making a jump 2 every two weeks that still only pays 360,000.

I'm guessing the design of the Navarro is more along the line of the ship from the Leviathan module; a ship that could not make money hauling ordinary freight but is rugged and has resources that allow it to enter high-risk environments in the search for larger than normal profits.

fnord72 wrote:
Paying off the loan for the ship would be a desirable goal.

GM: any chance you can explain how that works, with ship shares and ship debt?

GM Darkblade wrote:
There is an advancement roll for each term of service, even the final term.

Oh, I guess I did it out of order; already made the advancement roll and succeeded. So a +DM is moot then.

GM Darkblade wrote:
The table matches the final published version for Scouts. The Scout Ship award would give you 1d6 Ship Shares since the scout ship is not applicable here.

Is there an opportunity to buy more ship shares as the game goes on?

Overall I'm pretty happy with it as it is.

Peet wrote:
But I need to be able to see the tables! Any chance you could copy & paste the scout benefit tables?

OK, I found a playtest version of the Mongoose Traveller main book.

This is the Scouts mustering out table according to that:

Mustering-Out Benefits:
Roll Cash Other Benefits
1 20,000 Ship Share
2 20,000 +1 Int
3 30,000 +1 Edu
4 30,000 Weapon
5 50,000 Weapon
6 50,000 Scout Ship
7 50,000 Scout Ship

IF the official version is the same, then ...

My rolls were 2, 6, 5, 4, 1. I also had a +1 to one roll.

I had planned to make only one roll on the cash table and the others on the other table, which is more interesting. Since a roll of 6 would give me a detached duty scout ship (which I assume is verboten in this campaign) why don't we put that one into cash and all the others into Other Benefits?

So that gives me:
* 50,000 credits
* +1 Int
* Weapon - Shotgun (it is legal most places)
* Weapon - Gun Combat 1 (Shotgun)
* Ship Share

How does that sound? And is this table the correct version?

Almost forgot an extra term means an extra event.

2d6 ⇒ (5, 3) = 8
When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Sensors 8+ or Deception 8+. If you succeed, gain an Ally in the Imperium and a +2 DM to your next Advancement roll. If you fail, roll on the Mishap table, but you are not ejected from this career.

I have sensors 0 so:
2d6 ⇒ (6, 6) = 12

Success! But there won't be another advancement roll that I can apply that to as this is my last term, but I get an Ally.

spinningdice wrote:
Peet: Basic Training is all the skills on the 'Service Skills' D6 table at level 0 (i.e. for scout: Pilot; Survival, Mechanic, Astrogation, Comms and Gun Combat)

Oh, okay, that is kind of awesome, actually. Thanks!

GM Darkblade wrote:
So for one Advancement success you achieve Rank 1 and receive Vacc Suit 1. Two more gives you Pilot 1.

Sadly, I only made a total of two successful advancements.

BTW, I put all my pilot into Small Craft because it looked like the ship already had a general pilot. But if that is not the case I can move those points around; only one of them has to be in Small Craft. So I could have also gone 2 and 1 in either direction.

GM Darkblade wrote:
You need to list which table you are applying the Benefit Roll to, and to which roll you are applying the modifier with the roll, in most cases.

Sure... happy to do that. And I can reroll the whole bunch if you like. But I need to be able to see the tables! Any chance you could copy & paste the scout benefit tables? (Also I assume if a scout ship is on there that will get vetoed because we are on a ship already).

OK, time for some rolls.

My character will be named Varkha Gzegdoug, BTW.

Some more rolls to make:

Aging: 2d6 - 4 ⇒ (1, 4) - 4 = 1 OK
Advancement 7+: 2d6 ⇒ (5, 3) = 8 Yay!
One more term + 2 advancements means 3 more skills:
Skill Rolls Term 4, Rank 1, Rank 2: 1d6 ⇒ 11d6 ⇒ 21d6 ⇒ 6

Got my 2! So 1 will go to service skills (Pilot again) 2 will go to +1 DEX and 6 might as well go to Jack-o-T again.

Also I get Vacc 1 for reaching rank 1.

Suddenly this character is looking much better. Seemed pretty weak before.

UPP 6C7665

Drive 0, Streetwise 0, Computer 0, Natural Weapon 0, Vacc 1, Pilot (small craft) 3, Jack-o-T 3.

All I need now is an answer to the basic training question and what my mustering out benefits could be (rolled a 2, 6, 5). Oh yeah, did an extra term and reached rank 2 so that's too rolls:

Benefit rolls: 1d6 ⇒ 41d6 ⇒ 1

Anything else I need?

GM Darkblade wrote:
Peet wrote:
Don't think I get any basic training until I get to rank 1 though.....
You get your Basic Training the first term of service, regardless of Rank.

Is this the Basic Training table I am looking at? There is nothing at rank 0. Or is Basic Training something else not listed on the SRD? In which case, what is it?

Ranks and Skills
Rank Title Skill or Benefit
1 Scout Vacc Suit 1
3 Senior Scout Pilot 1

GM Darkblade wrote:

This would actually be 4 terms. 3+3+2, drop the 2, 3+3=6, divide by 2=3, add 1 equals 4. (((3+3+2)-2)/2)+1=4 terms

So yeah, another term and Aging would apply, 2d6-4, you want higher than 0

OK, will definitely take the 4th term, thanks.

GM Darkblade wrote:
You will need to determine which Scout Branch you wish to join, Courier, Survey, or Exploration. If you need tables information, let me know via PM.

My bad... it's exploration. The character wants adventure!

GM Darkblade wrote:
For Advancement, Courier needs Edu 9+, Survey Int 8+, and Exploration Edu 7+, don't forget to add the appropriate modifier for the attribute listed.

Thanks. Will definitely be Exploration then since it gives the best chance for advancement. In this case I made the advancement roll once already.

GM Darkblade wrote:
Skills granted in the manner listed only grant the Skill at the listed level, they do not stack. You may want to choose another selection.

Um... I found this in the SRD:

SRD wrote:
Skills can be listed with or without an associated level. If no rank is listed, then you gain that skill at Level 1 if you do not have it already, or increases its level by one if you are already trained in that field. If a rank is listed, then you gain the skill at that level as long as it is better than your current level in that skill.

So for skills without a rank listed, they should stack, shouldn't they? In my second term I got Pilot 1. In my third term I got Pilot (small craft) with no rank listed. So that should stack, shouldn't it?

GM Darkblade wrote:

Book 0 has Army and Navy Careers listed, and is free from DriveThruRPG.

From the MGT, Vargr have Notable Dexterity (+1), Weak Strength (–1), Weak Endurance (–1), a Natural Weapon (bite), they are Uplifted and they replace Social Standing with Charisma.

Natural Weapon: The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal ∞1 damage. The creature gains Melee/Natural Weapons at level 0.

Uplifted: This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron.

Background skills can be chosen from Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Seafarer 0, Social Science 0, Space Science 0, Trade 0.

Okay, the second character sheet that MDT posted has a table with ability score modifiers, which wasn't in the SRD. That helps a lot.

With Weak STR and END I will probably have to put my better stats into physical stuff, which is fine.

STR (7-1) = 6
DEX (10+1) = 11
END (8-1) = 7
INT = 6
EDU = 6
SOC = 5

UPP 6B7665 (unless modified by career)

Background Skills: Drive 0, Carouse 0, Computer 0. Also Natural Weapon 0. (Is that the same as the Infighting skill Vargr used to get?) Since I come from a world with law level 0 could I take Streetwise 0 instead of Carouse? Not sure if I want that but worth asking.

Also do characters automatically get Gun Combat 0?

GM Darkblade wrote:

Character Generation Checklist

3a. Choose a career and specialization within that career.
3b. Record your basic training service skills at level 0. Choose any skill specialization if required.

OK, choosing Scouts. I don't have access to the others but that was always my favourite career from the old days and my character is a little undisciplined for the actual military.

Don't think I get any basic training until I get to rank 1 though.

GM Darkblade wrote:

4a. Decide whether or not you wish to roll once on the Mishap Table to gain an extra roll on the Skills and Training Tables for your career.

4b. If rolled, record the results and add one Skill and Training Table roll for later.

Nah. Looks like a good way to torpedo your character.

GM Darkblade wrote:

5a. Determine the terms of Active Service by rolling three d6, drop the lowest die and average the remaining dice plus 1 to determine the total terms of active service received.

5b. Record this number for use in later sections.

3d6 ⇒ (3, 3, 2) = 8 OK, 3 terms. Don't have to worry about aging at least.

GM Darkblade wrote:

6a. Roll one set of 2d6 for each term of active service to determine career Events.

6b. Record the results for each Event.

2d6 ⇒ (6, 3) = 92d6 ⇒ (4, 2) = 62d6 ⇒ (1, 4) = 5

9: Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic 8+ or Engineer 8+. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy.

6: You spend several years jumping from world to world in your scout ship. Gain one of Astrogation 1, Navigation 1, Pilot (small craft) 1 or Mechanic 1.

5: You perform an exemplary service for the scouts. Gain a +1 DM to any one Benefit roll.

Going to deal with those later since I don't know what skills I will have when #9 happens.

GM Darkblade wrote:

7a. Roll one set of 2d6 for each term of active service to determine career Advancement.

7b. For each success, add one roll on the skills and training tables for this career.
7c. For each success, increase your Rank and record any bonus skills from the Ranks table.

2d6 ⇒ (6, 1) = 72d6 ⇒ (1, 4) = 52d6 ⇒ (5, 1) = 6

Yech, not great... but, the SRD doesn't list what I need to roll here.

GM Darkblade wrote:

8a. For career skills the player needs to total up the number of terms served and any successful advancement rolls earned.

8b. Roll one d6 per Skill Roll earned and record each result.
8c. Apply each die rolled to one of the eligible Skills and Training tables for...

Looks like only 3 skills. :( I miss the little black books where scouts got 2 skills per term - the advantage of not having ranks or commissions.

1d6 ⇒ 61d6 ⇒ 61d6 ⇒ 3

Was hoping for a 2 so I could get a +1 to DEX, to bring it to 12. Oh well.

I'll go Jack-o-T 2, and Pilot (Small Craft) 1. I'll put the skill I got from event 6 into Pilot (Small Craft) to bring it to 2.

GM Darkblade wrote:

10a. Total the number of Benefit rolls achieved.

10b. Determine the number of dice to be rolled on the Cash or Other Benefits Tables. There is a limit to no more than three rolls on the Cash table.
10c. Determine any roll modifiers achieved.
10d. Roll the selected number of d6 on the appropriate table and record the results.

11. Purchase starting equipment and determine available funds remaining.

Benefit rolls are 1 per term? Not clear in the SRD. Also, there are no tables there to indicate what the results mean.

I'll just roll 3d6 and you can tell me what the options are. Remember that I get a +1 to one of these rolls (see events).

1d6 ⇒ 21d6 ⇒ 61d6 ⇒ 5

Most of the equipment on the list is unpriced so I have no idea what to buy.

OK, while I am at it let's resolve Event #9. I have no medic or engineering skill (and no way to get either with what I have) but have Jack-O-T 2. So let's roll:

2d6 ⇒ (2, 3) = 5
OK, so I get an enemy. :(

OK, so how does that look overall? Looks like I am the small craft pilot.

Mottied wrote:

So far for submissions it looks like we have.

Ragbrok the Smart of the Kruggas Orc Barbarian (Invulnerable Rager)
Yellow Cera dwarf paladin
Red Feather human monk (weapon adept)
Igneous Cobalt Dwarven Fighter
Malazzesh of Boom Alchemist
And a few others are still making characters.

My plan was to submit a rogue... (Morthak Bonerattle)

But I'm seeing a distinct lack of casters. No clerics or oracles at all, and an alchemist is the only arcane.

Wondering if I should re-think things and do up a cleric or an oracle.

BTW you haven't said what races are allowed. My Rogue would have been a halfling.

GM Darkblade wrote:

Character Generation Checklist

Basic character generation uses the following steps:

1. Roll seven 2d6 for characteristics, drop the lowest pair and place as desired to determine characteristic modifiers.

2a. Choose a homeworld. The Regina Subsector may be viewed Here and the planet stats searched/viewed Here
2b. Record your background skills from that homeworld.

3a. Choose a career and specialization within that career.
3b. Record your basic training service skills at level 0. Choose any skill specialization if required.

Okay, I'd like to generate a Vargr. I don't have the Mongoose rules but the Mongoose SRD seems to have most of what you would need.

Mongoose simplifies the rules for Aliens, which is fine, though I have the original Vargr book if that would help. I figure under the alien rules Vargr would have Natural Weapon (bite) and Notable Dexterity.

1. So let's roll some dice:

Scores: 2d6 ⇒ (1, 4) = 52d6 ⇒ (3, 2) = 52d6 ⇒ (5, 5) = 102d6 ⇒ (4, 2) = 62d6 ⇒ (4, 2) = 62d6 ⇒ (3, 5) = 82d6 ⇒ (5, 2) = 7

So that gives me a 10, 8, 7, 6, 6, 5. Not bad.

Problem: I can't seem to find the table that shows what DM a given score gives you.

2. Choosing Dentus as a homeworld, for nostalgia reasons. My very first traveller campaign I ran started there. In my old game it was a "wild west" kind of place with petrochemical and small arms industries that took advantage of its low law level and decent tech level (A).

There is a local Vargr population which represents Vargr born within the imperium.

3. Problem: OK, here's the rub... the only career that seems to be listed in the SRD is scout. I was probably going to join the scouts anyway but I would prefer to see them all.

BTW, how much starting gold?

Would a Golarion character be easily portable to this campaign?

I'm interested in submitting something but don't know anything about the campaign world it is written for. I take it this is a 3.5 world?

I have a Pharasma-worshipping halfling rogue and a half-orc inquisitor/slayer (can be written up as either class) of Gorum that are basically ready.

The Doomkitten wrote:
Kingmaker/Iron Gods Mashup

Now that is a neat idea!

I am planning on running Kingmaker at some point and have been trying to get into Kingmaker games to get a "feel" for it from the player angle.

But I am interested in Iron Gods also and therefore either or both is a cool idea.

GM Darkblade wrote:
Well, there seems to be a bit of interest, certainly more so than I had anticipated.

I am interested... used to play traveller way back when.

1) Rules Set - a - Original Little Black Books
* I own these but don't have access to the mongoose edition.

2) Character Creation - c - No Preference

3) Campaign Setting - a - Spinward Marches OR c - Homebrew
* I love the Marches but could live with something new, preferably something of a "frontier." The Solomani Rim seemed too restrictive to me.

4) Campaign Style - a - Free Traders/Odd Jobs
* Mercenary campaigns can be fun but they aren't so much an RPG as a campaign wargame.

5) Campaign Goals - c - No Preference - maybe both - each character can have his own motivations, of course. A lot of traveller games use money as an operating cost you have to meet rather than letting you accumulate wealth.

6) Races - b - Humans in the majority
* I'm cool with humans only (it was a staple of old Traveller) but it would be cool to play a Vargr.

7) Technology - d - mix
* The spinward marches have a lot of TL 7-10 worlds and if this is what you mean by "low" then that's fine. But of course one of the things about being a traveller is that occasionally you are at high tech worlds and can buy stuff there.

8) Crew Position - depends on the ship.
* If we are operating something like a Type-A then command crew.
* But if we are on a "big" ship (like in Leviathan) then I'm cool with being enlisted and "working my way up."

1 person marked this as a favorite.

OK, here's some ideas about Spaceship Skills:

#1: Vehicles will probably play a major role and there should be a Driving skill that replaces ride.

#2: Operating the Starship

* The main idea here is to give characters with differing attributes roles to play, in a similar way that the Kingdom Building rules grant different Roles bonuses based on different Ability Scores so that everyone has a role to play. This could just be a skill, or could work off a stat and give a bonus for a skill as in the Kingdom Building rules.

Repair (STR or CON): Since making hasty repairs during a battle may require a character to life a heavy bulkhead or move heavy equipment around quickly, this is a STR skill. Anyone that gets Survival as a class skill also gets this in class.

Marine (STR or DEX): Ships also carry soldiers on board to protect against boarding and to board other ships or make up landing parties. Combat that ensues would use the normal combat rules, but a successful marine check might allow a marine to know the best place to ambush an enemy boarding party or to be prepared for an encounter. This check is also used to maneuver in zero-g. Anyone who gets Acrobatics or as a class skill also gets this in class.

Piloting (DEX): Fast Reflexes are the most important thing when making ship maneuvers. Piloting affects how hard it is to hit the ship. Anyone that gets Ride (Or Driving, see above) as a class skill also gets this in class.

Gunnery (DEX or WIS): Working the ship's weapons requires good reflexes and the ability to guess where the enemy will go. Anyone that gets Ride as a class skill also gets this in class.

Navigation (INT): Even assisted by a computer, calculating hyperspace courses can be difficult and requires the ability to make precise calculations. If you get knowledge (geography or astrography) as a class skill then this is also a class skill for you.

Sensors (WIS): Detecting enemy spaceships and space hazards requires experience and sensitivity. You need to know when the burst of static you just saw represents a technical glitch, and when it represents a cloaked ship or a strange new phenomena. If you get Sense Motive as a class skill you also get this skill in class.

Engineer (INT or WIS): Fine tuning the engines and figuring out methods of optimizing performance requires keen insight. If you have Knowledge (Engineering) as a class skill this is also a class skill for you.

Executive Officer (CHA): The Executive Officer has to ensure that the captain's orders are followed. Anyone that gets Intimidate as a class skill also gets this in class.

Broker (CHA): Ships that carry cargo can make more money if they have a broker on board to negotiate deals. Anyone that gets Appraise as a class skill also gets Broker.

I don't have the answers to most of these, but I think I can answer two:

Ellion Hesoni wrote:

8. To #7, are firearms now "simple" weapons?

Yes, I believe so. We are apparently using the Guns Everywhere variant.

Ellion Hesoni wrote:
10. How has the climate and topology of Golarion changed over the years?

Well, the thread starts with this:

Jaster Kite wrote:
In the distant galaxy of Golarion,

So you don't need to worry about Golarion the Planet. Golarion is the name of the Galaxy.

I wouldn't mind seeing someone create a psychic (i.e. from Occult Adventures) for this campaign. I think a psychic full caster would work well with the genre.

Sadly I don't understand the class well enough to design my own. Sort of waiting to see someone write up a guide.

Sir Longears wrote:

Mine was built with 11 pts, Ashe's with 16 pts, Marconi's with 17 pts, Arachnofiend's tiefling-based is 13 pts and Tik'Klik is a wyrwood that is worth 20 pts.

It would be nice the to get a common value, ...

I'm currently working up Kenrar Tane, but I would like to know the answer to this too.

Right now I have two race profiles, one for a 17 RP race, and one for an 11 RP one. I can go either way.

Jaster Kite wrote:


I believe the Unchained Rogue can use all of the Rogue archetypes.

Sadly, I couldn't find a rogue archetype that was built for firearms. Maybe I'm not looking around enough. But the DEX-to-damage that the unchained rogue gets at level 3 only ever applies to melee. Same with the investigator's studied strike. Have yet to find one that will work at range.

Jaster Kite wrote:
Atlas2112 wrote:
@Jaster Kite: For the abstract Space combat, what do you think about stealing blantently from the game FTL? It'd be pretty simple: In combat, everyone in the party grabs a station...

Hi! :)

Sounds like what I had in mind, but more streamlined. I'll definitely do my research on that.

I don't know anything about FTL but I do like the idea of a system that has a similar philosophy as the kingdom building rules, in that it is designed to give everyone a role, and even assumes that many roles will have to be run by NPCs.

Depending on the size of the ship there's lots of things that could be done. Like pilots, gunners, sensor operators, stealth/ECM operators, engineers, marines, and so forth.

Atlas2112 wrote:
@Peet: Do you think this ship is big enough for two gunslingers? (I was thinking Mysterious Stranger. =)

I was kinda leaning that way too... I'm not a huge fan of how Mysterious stranger loses Nimble, but yeah...

However, depending on build and playing style two gunslingers would probably be fine. After all, everyone is going to have guns.

Actually, since everyone gets firearm training and probably doesn't need gunsmith in a game like this, there are probably plenty of powerful builds that use guns well but don't need to be gunslingers. Slayer would probably work real well.

If there was an unchained rogue archetype that incorporated guns that would probably work well.

Jaster Kite wrote:


Pick away.
*There's a captain that's hire you. He doesn't pilot the ship. You do. I'm also planning on you as a crew being able to recruit other members for within the ship, ala Mass Effect.
*Defer to above.
*Both. You may pilot all over the galaxy and face vast challenges all over (Ala Star Trek) but there will still be a plot woven into the mass exploration (consider if the Skyrim main story followed you every other adventure). All in all, I'm planning this to be an episodic adventure that really utilizes the setting and bestiaries.
*Like both of the characters, but for the moment I'm kind of leaning towards Chixqulub. I like crustacion aliens.

OK, I don't know anything about Mass Effect or Skyrim (aside from that one is sci-fi and the other is fantasy), so that doesn't help me that much.

But you have answered a bunch of things. So I guess the questions are:

* Will the ship be a part of some greater agency (such as the Imperial Navy or Starfleet or something like that) or will the ship be "independent" and the captain is the owner?
* What type of function does the ship have? Is it primarily a Military vessel? Scientific? Mercantile? Prospecting? Pirate? This will have a big impact on the theme of the game.

I assume that if space combat is going to be abstracted, then the main combats will be personal.

Interested. Let's see if I can come up with something.

Let me pick your brain a bit for background though.

I gather from your earlier statements that the party will all be crew on a particular "starship."

* Were the players hired on as crew by a 3rd party? Will they be in command of the ship? Are there NPCs aboard or is it just the players?
* Do the players own the ship, or does a member of the party own it? Or is it owned by some agency the players work for?
* Is this game going to have an over-arching plot or more sandbox?

Right now I have two ideas for a character.

Kenrar Tane, a charming, brash scoundrel. Pistolero archetype (a sci-fi themed game is one of the few that I would play a gunslinger) but of a custom leonine race known as the Ashlar - similar to catfolk. Think Han Solo or Mal Reynolds but with big teeth.

Chixqulub, a strange crustacean-like alien being who can survive for significant periods in a vacuum and is used to zero-gravity. Chixqulub is good with machines and is something of a philosopher. Not sure what class yet... maybe investigator.

Perception: 4d6 ⇒ (5, 2, 4, 2) = 13
Perception: 1d3 ⇒ 2
HP, Vn, Cl
Perception: 1d6 ⇒ 6

Perception: 5d6 ⇒ (5, 6, 4, 1, 2) = 18
A Fe Fi M T Z
Perception: 1d4 ⇒ 4
Perception: 1d6 ⇒ 1

Enlarge person is a great buff for a big dumb fighter type, particularly any two-handed weapon user. Size bonuses stack with enhancement bonuses, so even at high levels its a useful buff. Build a character to work with it and it can become outstanding.

It's not much good for DEX-based combat characters, but if you're smart you can even make archery work with it. Make sure you have a large composite longbow that you are not holding at the time enlarge person is cast. Then pick up the bow; your large longbow will do 2d6 damage instead of 1d8 and you will have an extra +1 damage for STR, at the cost of a -2 to hit.

Edit: and Galahad is right; you have a 10' reach but can still attack targets only 5' away. If you also have a reach weapon you can attack targets 10' or 15' away.

Look at this (the section on adding class levels, at the end):

You will see that when a monster that normally only has racial hit dice gains class levels, it gains bonuses to its ability scores (see "step 2"):

PRD wrote:
The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.

You don't need to "reverse engineer" the doppleganger. Just give it these bonuses according to what class it is getting.

BTW, I find it useful to take an editable character sheet pdf like this one and plug in the monster's stuff, then add the class levels, and let the sheet do the calculations for me.

@ Nawiex: I think that the position that Neutral has no opposite is supported by the rules, but your GM has imposed a reasonable house rule.

Playing a Neutral character is a way to get around a lot of mechanics in the game. Guy resisted your charm spell with protection from evil? Sorry, I'm neutral. Villains have smite good? Sorry, I'm neutral.

An aligned cleric has limitations on what creatures he can summon. Your Neutral cleric should be getting around this limitation through a loophole, but what your GM has done is restrict the allowable alignments of your summons to the alignments that a Neutral deity would allow. While this isn't RAW, it is a reasonable limitation, considering that your summon spells are granted by your deity in the first place.

Ultimately it ends up meaning that there isn't yet another exploit based on being neutral. And I think that's fine. With 5 out of 9 alignments to choose from, you still have more options than a LG or CE cleric.


Looks interesting... If I don't get accepted in another campaign that is closing soon I will submit a character for this one.

Perception: 2d6 ⇒ (1, 6) = 7
Perception: 2d6 ⇒ (3, 3) = 6

Perception: 5d6 ⇒ (5, 2, 4, 1, 2) = 14
Perception: 1d6 ⇒ 6

If I'm posting here I'm usually in an environment where I don't have dice with me.

Perception: 6d6 ⇒ (1, 6, 3, 6, 5, 5) = 26
Perception: 3d6 ⇒ (5, 6, 6) = 17

Test: 16 - 1d20 ⇒ 16 - (7) = 9

Perception: 1d6 ⇒ 4

Perception: 6d6 ⇒ (6, 4, 3, 6, 4, 4) = 27

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