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Tiefling

SKULLCRUSHA's page

129 posts. Alias of DEWN MOU'TAIN.


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im pulling out. i think 3 pbp's and running a pbp is enough for my time...lol.


i only have a moment to post right now, since i am taking a break from doing taxes, but i wanted to put forth skullcrusha, a half orc fighter. ill stat him out tomorrow at work but i see skullcrusha being the forward fighter, dual combo fighter using both polearm and one handed weapons to leathal efficiency...


paper thin walls huh?


fray wrote:

Is there a good ability array someone could post?

(Like the elite array used in Pathfinder.)
I'm looking to speed up the character building process since this is my first Shadowrun char since 1e. :]

Fray, shoot me an email and i can help you create a character real fast. dracobruhma at g mail dot com.


SKULLCRUSHA wrote:

thought i would take a moment and make this easier for those making characters.

ryuko wrote:

350 BP

Standard rules on how high attributes and skills may go. (1 at max or 2 at closest to max)
No forbidden items allowed at character creation. 1 point (5000 nuyen) worth of restricted items may be bought. Restricted items also may be bought if you also have the SINner quality and a backstory reason, or if you have the appropriate fake license. In the latter case you may only buy restrictions equal to the rating of the license.
No players may start with an essence score less than 2, unless you are very persuasive and can talk me into it.
No crazy races or metatypes. Elf, Ork, Human, Troll and Dwarf only.
Any other Qualities, Skills and Equipment from books in the main line (Arsenal, Unwired, Street Magic, Runner's Comp.... I feel I'm forgetting one but you understand).

There may be others, I will have to look. Please, please, please, please do not make your characters optimized badasses. I like roleplayed, interesting characters, take skills that don't seem useful if they fit, have a few unoptimal stats high. Things like that, if they're interesting, will be far more likely to make me want them than Standard Street Samurai #87.

20,000 nuyen (4BP) worth of restricted items

5,000 nuyen (1BP) worth of Forbidden items
based on rules, you split the total BP value, apply half to stats, and the other half to everything else.
35BP total of pos or neg qualities. they can equal each other out, you can have just negative qualities(bringing total BPs up to 385), or just pos qualities, costing 35 BP.

forgot to add the following

purchasing forbidden items, rating up to 5F is available for purchase
purchasing restricted items, up to a rating 10R, you dont need a license for. 11+, you need a licensce


thought i would take a moment and make this easier for those making characters.

ryuko wrote:

350 BP

Standard rules on how high attributes and skills may go. (1 at max or 2 at closest to max)
No forbidden items allowed at character creation. 1 point (5000 nuyen) worth of restricted items may be bought. Restricted items also may be bought if you also have the SINner quality and a backstory reason, or if you have the appropriate fake license. In the latter case you may only buy restrictions equal to the rating of the license.
No players may start with an essence score less than 2, unless you are very persuasive and can talk me into it.
No crazy races or metatypes. Elf, Ork, Human, Troll and Dwarf only.
Any other Qualities, Skills and Equipment from books in the main line (Arsenal, Unwired, Street Magic, Runner's Comp.... I feel I'm forgetting one but you understand).

There may be others, I will have to look. Please, please, please, please do not make your characters optimized badasses. I like roleplayed, interesting characters, take skills that don't seem useful if they fit, have a few unoptimal stats high. Things like that, if they're interesting, will be far more likely to make me want them than Standard Street Samurai #87.

20,000 nuyen (4BP) worth of restricted items

5,000 nuyen (1BP) worth of Forbidden items
based on rules, you split the total BP value, apply half to stats, and the other half to everything else.
35BP total of pos or neg qualities. they can equal each other out, you can have just negative qualities(bringing total BPs up to 385), or just pos qualities, costing 35 BP.


Ryuko wrote:


350 BP
Standard rules on how high attributes and skills may go. (1 at max or 2 at closest to max)
No forbidden items allowed at character creation. 1 point (5000 nuyen) worth of restricted items may be bought. Restricted items also may be bought if you also have the SINner quality and a backstory reason, or if you have the appropriate fake license. In the latter case you may only buy restrictions equal to the rating of the license.
No players may start with an essence score less than 2, unless you are very persuasive and can talk me into it.
No crazy races or metatypes. Elf, Ork, Human, Troll and Dwarf only.
Any other Qualities, Skills and Equipment from books in the main line (Arsenal, Unwired, Street Magic, Runner's Comp.... I feel I'm forgetting one but you understand).

There may be others, I will have to look. Please, please, please, please do not make your characters optimized badasses. I like roleplayed, interesting characters, take skills that don't seem useful if they fit, have a few unoptimal stats high. Things like that, if they're interesting, will be far more likely to make me want them than Standard Street Samurai #87.

question: If we are not allowed to purchase forbidden items, then how can we get, as you put it, "a fake license". you need to have the SIN to get the license. and getting a fake SIN is a forbidden item. And its amazing how many items are restricted. cant even buy a gun without needing a license for it...


oh, ill be playing a weapons specialist, emphasis on shotguns and pistols


damn...i was hoping to get in on the investigative adventure. oh well, ill just fire up in the gang adventure.

is there a cap to how many positive and negative qualities you can have?


what about syndey, australia? there is next to no mention of australia in any of the source books, aside from a runner or two from the area. just imagine all the crazyness found down under?

+1 to the idea of a cross over of investigating the gangs.


Id love to get in on this, if space is available.

IF i am in, my votes would be
1) alien invasion
2)investigation
3)gangs
4) sports league

types of characters i would play for the above are:

1) pvt hudson style "we all gonna die man!!" (aliens)
2) john preston "unemotional/emotional" (equilibrium)
3) the punisher... need i go into detail on this one?
4)chuck neiderman "naive radio announcer" (necessary roughness)


so then what would be good replacements for these 2 feats?


making a 10th level fighter, and am debating about using cleave and great cleave. sure, its great at lower levels, but at the mid range levels, the wiz/sorcs can throw fireball and just destroy your ability to make a good great cleave. and worse, you cannot move while doing great cleave, because you can only attack those creatures within reach...

anything worthy of a good replacement, or is there a viable counter point to my statement?


dont have the book to make a magus...


the skinny is this: he wants people to have neutral alignments, so no pali/antipali; and he is allowing some material from 3.5.


well, whenever i play, i like to have my PC in the thick of combat, hacking of limbs left and right. But, i have played a bard/rogue in the past too, but that was in the WFRPG.

Bard would be cool. access to lots of skills, lots of buffs, could play a savage skald variant, give people the rage ability. Max out perform, with skill focus and another whatnot to maz out the perform skill... i see 17s for int and cha, maxing out cha.


MAD? SAD?

party already has a rogue, cleric/holy vindicator, fire oracle, ranger, and a witch.

I like the idea of throwing a greatsword at the enemy, and doing OBSCENE amounts of damage. So i am debating betw barbarian and fighter, but open to different ideas


i rolled 11,15,15,15,17,17. starting at level 10. Not sure what to build, just too many ideas...inspire me people!!!


debard and maloak are at the local inn, drowning out the boredom with some tasty brews served up free from the innkeeper. maloak sulks in his chair, bored, ready to move on, debard up on stage with his groupies sitting in the chairs, filling the room up with claps in rythm to his music.

as the night passes on, a very angry looking dwarf comes walking in, and he looks like death had just spit him back out. Half his head is wrapped in bandages, the other half with burnt scars and scraggly hair. his right eye is missing, and his bright blonde beard is covered with dried brown blood and twigs.
just behind him stands another dwarf, looking worse. left arm in a sling, other arm holding a crutch, because his leg is in a splint. his armor torn to shreds, the only thing of value is his axe on his back.

the healthier looking dwarf eyes maloak, spits a huge gob of a blood tinged saliva onto the floor, stumps over and slams down in the chair opposite maloak.

so your the human maloak i keep hearing about in this town. well, i need your help. its harsh work, dangerous, but for one of the guys who saved sandpoint, it should be easy. it involves killing goblins, but again, easy for a man like you


so i have this crazy idea, and i need to bounce it off the collective group to see if it has merit, or if i am COO COO for co co puffs...

I started the group of on the ROTRL campaign setting. patway through, i learned that the whole party really wished that i couldve done a dragonlance campaign using the pathfinder rules. so i thought long and hard about it, and figured out how to combine the two of them. so ill spell out what i have in mind, and feel free to add advise and constructive critisism, cuz i want the guys to be on the edge of their seats with this whole campaign.

it starts off with chapter 1, the party is right now in the lower levels of the round island(statues head), going to take down nualia. What ive done is i pulled one of the players aside and included him in my idea, to an extent. since he is playing a halfling, i made him a kender that took a trip through a gate and is now in the pathfinder world trying to get back to krynn.
I took an idea from the Time of legends source book from dragonlance and am doing the "mage god" scenerio, the one were raistlin becomes a god and ends up destroying krynn. the kender is from that time frame, and one of the magestorms gated him to this world. There is some more character specific info, but it doesnt affect how i do this game.

So what i have is this kender stuck in the pathfinder world. hes been cursed by the gate travel to not be able to talk of where he is from, and he is also a keeper of one of the books foretelling the end of krynn. He keeps it on him, but cannot read it. all he knows is that he is supposed to "find those that can save krynn". (cheesy, i know).

With the raid on sandpoint, the book was stolen from him. So now, he is with the party trying to get the book back.

here is the interesting part.
The party will be able to read the book, and learn about raistlin and his acent to godhood and eventual destruction of krynn. Upon learning this, the kender will have his curse lifted and he will be able to talk freely (oh dear god). he will tell the party that the gate is in the water off shore of sandpoint, about 12 miles out. but in his swim, he lost the device that allowed him to make the gate, which is the time traveling device. Ill have the device be planted in the next chapter. So, with the book and the device in hand the party will be able to gate to krynn if they want. Now, they should be hovering around 10th level, no chance at being able to take on a god. But, what i am thinking is that when they get to krynn, ill drop them in palanthas, outside the high clerists tower. have them help save the day against a roving horde of raistlinites, and perform a tactical withdrawl from the tower to palanthas. Ill make it utterly hopeless and try to get them to think that the end is near. Some hints will be dropped to get the knowledgeable sage/sorcerer of the party (guy RPs this guy as a thinker, not a fighter) to go into the library and talk to astinus. hell be given a tome about a rare form of magic, rune magic. not the stuff from dwarves, but rune magic from the death gate cycle, the probability magic. (the idea being that there is a possibility you could have a chain in your hand, or you could have a sword, you could cast fireball...and so on). in order to learn it, theyll travel back to golarion, finish up the story line and learning about the rune magic, then go back to krynn and take on raistlin (itll be up to the party to figure out the date to go take him on).

So there you go... im working on the rules for the magic now, thinking about basing it off of the old psionics points setup.

so, admit it, im coo coo, right?


hey guys, im back. apparently the thread appears to be slowly dying...NOOO


not sure if im up in the current init, but hers my roll

8d6.hits(5)=3 total of 11.

seeing the guy up on the catwalk i raise the grenade launcher and fire a frag at him.

to hit 13d6.hits(5)=4 4 hits.
18D p damage.

after the grenade goes off, ill drop my grenade launcher (which is on a sling) and use my other partial action to raise up my shotgun launcher. it is loaded with 12 rds of regular ammo. there is an external sleeve on the buttstock that has 4 explosive rounds.

hey guys, this may be my last post until next saturday. having to pack up my shadowrun book today and turning of internet on monday. tuesday i get to wake up at 4am and drive the family to the home state. so tarlane, go ahead and take over my character for me... please dont get him killed...too much.


i vocalize on our comm network to everyone
damn, winston is down! anyone got a medkit on them?

like i said earlier, im waiting for the door to blow then im moving in.

tarlane, want me to roll for damage to the door?

need to let everyone know that for the next 2 weeks or so, ill be hit or miss on this. moving the family from where im stationed back to the home town. ill try my best to get on this, but expect to take over for me starting the 17th.


8d6.hits(5)=2

init is 10.

ill take cover against the building while i wait for the grenade to blow. once it does, ill kick the door down, if there still is a door, and charge into the warehouse, semiauto grenade launcher at the ready to lay some heavy fire down onto people.


i concur.


as we all look about, we suddenly see a strange icon apear over winston's body. it bears a strange three letter keynote... AFK


thinks thats all the phases


got ya. my bad. carry on...


how the heck is he shooting at me? im against the side of the warehouse planting a grenade against a doorframe. that should be taking me out of LOS against the gangers at the other end of the building...

armour 8
body 4
mod +2 (f)
14d6 ⇒ (2, 1, 4, 2, 5, 1, 6, 6, 1, 4, 3, 6, 1, 4) = 46 4 hits to resist dmg


marco!!!


front of the warehouse.


was just re-reading my old postings, and i just discovered/reminded myself that instead of having the ares alpha with me, i have the armteck mgl, which is a semi-auto grenade launcher. its essentially the same thing as the grenade launcher on the alpha, just doesnt have the rifle on top.

i turn around and eye the guard shack. are the guards doing anything or just chilling? if they look shifty, ill fire a few rounds of frag grenades through the windows and have them make chunky salsa in the shack.
if they are behaving and cowering like dogs, i walk up to a door and put a HE grenade on the handle in the right spot using my engineering skill/demo skill, i pull the pin and holler in a ringing voice

FIRE IN THE HOLE!!!

case a) firing at guard shack
13d6.hits(5)=6 1st shot
dmg mod =18p(f), 1st shot
11d6.hits(5)=5second shot
dmg mod= 17p(f)

case b) blowing off the door
using demo(5)+spec (2)+log(4)= 11d6
11d6.hits(5)=5blowing the door off


how the heck can you have 11d6 for init and only get 3 hits!?!?!!? thats just wrong!!!


good shot rogue 2!!!


i think what may be a good idea is we roll for init, but instead of waiting for our turn to come up online, we post what we have our PC's do and let tarlane spin a fancy yarn about what happens with each init pass. itll make things go alot faster instead of having to wait on someone to post, especially if something happens and they arent able to post for a few days... just an idea

8d6 ⇒ (3, 1, 3, 5, 4, 5, 2, 5) = 28 this is using the built in roller.

8d6.hits(5)=1

not sure which one works better for the shadowrun system


theres a dice roller on this site? where?

ahh, i do love the fireworks on the pier at night...

oh, rick, feel free to fire on those gangers, please?


i see it. looks to be a small one for surveillance. now, lets watch it go bye bye

after 400 posts and roughly 3 months of time since the first posting, the first shot rings out!!!

ok, here i go....

range 50m/short = +0
smartlink = +2
smartgun system = +2
longarms 5 = +5
agi 5 = +5
take aim = +1

total = +15 dice

using ares alpha with airburst link. SS with grenade launcher, 1 minifrag. aiming at the underside of the drone.

15d6.hits(5)=6 6 hits

scatter
1d6=1 1

damage 12p(f)
mod damage 18p(f)

feel free to apply any mods i didnt see....


oooooo im at the top of the page!!!

1d6.hits(5)=1

hmmmmm...i think i see it...


ok, i managed to loose my shadowrun books while i was doing fall cleaning in the house...well, i didnt loose them, the wife hid them on me. what do i need for perception check?

shoot when i start and keep shooting until the target is a bloody pulp


too easy. kinda like that matroness that had her eye on ya, eh wins? i say as i get out of the van and bring the ares alpha to bear on the drone.i still think you shoulda taken 5 mikes and ravished the poor lady. muwahahaha

ok tarlane, whats the range to the drone? so far, my dice pool is as follows: agi 5 + long arms 5 + smart link 2= 12 dice. dont know the range of the bugger or the size so let me know the other mods.


i figured id do the driving, since i got a semidecent pilot ground skill.

thomas,make yourself and wins invisible. you two first in, me and neon will be right behind. neon will try to crack the lock up with his trix skilz. if not, then ill just blow the door off, and you and wins will rush in and take out the guards.


hmmm...i got ya rick. ok. lets see here, 5 of us. 4 gangers, 3 guards, and 2 in the shack. i dont think the guards in the shack will give us the too much to worry as long as we stay clear of them.
ok. lets go in through the back door, keep an eye on the gangers and then bust through the door. any questions?

btw, whos driving?


what makes you think that the gangers arent here by accident? think they are paid muscle too?


tarlane, heres my roll to see if i can figure out how thick the walls are 4d6.hits(5)=1

to hell with that, wins. this smells like set up to me. i was all for doing the non-lethal, but now, hell no. its on like donkey kong... it was a video game back in the 1980's with a big gorilla named donkey kong, and he threw these barrels and stuff...but i digress. we got a vacant lot of boats on the pier, perhaps to clear a path for some security guys waiting out at sea for us to hit the place. plus we got 2 guys inside excited and on edge, plus a third in the safe room itself. no, we drop these guys, hard and fast. i was thinking about blowing a hole in the wall and running in that way, but itll be faster to blow the door and charge in. if you dont want to take a life, fine, but make sure the drek stays down wiht your first hit. i dont want to hang about as you take the time to "be gentle and slowly knock him out".
i have on me 4 High explosive hand grenades, one will easily see us through this door. the rest ill hold onto until i see a reason to use it.
heres how its going to play out. thomas, make yourself and winston invisible. ill blow the door. as soon as its blown, winston will lead the charge in, trying to be quiet with thom on his heels. me and neon will follow, but we will hit the first stack of crates and use that as cover and start laying down fire at the guards. winston and thomas will come up and dispatch the two guards with extreme prejudice. once they are out, well converge on the clean room. rick will move inside the doorway and keep an eye on things. neon will hack the system and ensure that nothing gets out and see if he can open the door. thomas will check for magical stuff in the astral realm. winston and i will provide overwatch inside the place. any questions?

rick, go over and talk to them gangers. offer them each 200nuyen if they'll be wiling to mess with the guards in the shack down on the pier. if they do a good job, ill throw in a 300nuyen bonus.


any chance i could roll my engineering skill to figure out how thick the walls are on this building?


interesting, we got a few missing boats on the pier. and the lone ranger down there is looking kinda hot in the engine area. i think we might have a problem from that area...

tarlane, whats the side of the warehouse made out of?


i chamber an explosive round in the shotgun and let it hang on its sling. i lift up the alpha and ensure the magizine is in and a round chambered. i also lock in a minigrenade in the grenade launcher. i then reach up and pull off a hand grenade from my vest, holding it in my palm, ring laying open so i can easily grab and pull.

more activity? damn. neon, find out how many they got. thomas, i concur, are there any mages? rick, do you see any gangers around here? i think we can use them as a diversion so we can get in the door real fast.


4d6.hits(5)=1 with low light vision

4d6.hits(5)=2 for thermo.

hmmmm....ahhh, interesting...what the frack am i looking for?


when we get to delsa's, ill hand out the special creations to everyone.
ok guys, what you hold in your hand is the homegrown version of tear gas. like i said before, its real simple to use. the one gallon jug holds roughly 1/2 gallon of hot sauce. when you plan to use it, dump in the bag of ground up chemical thatll cause a exothermic reaction and will rapidly create a pressure buildup in the tanks. dump it in, screw the cap on tight, and throw. not sure how long itll take to pop these plastic containers(could be 5 seconds, could be 5 minutes) but when it goes off, itll spray a person with the hot sauce, making them hate life for a few moments, long enough for you to waste them.
the other thing is a lil more fun. its the smoke screen with a twist bomb. you have your household baking ingredients, flour, salt, sugar, baking soda, all mixed in various ratios inside plastic bags. these bags are taped to a can of condensed air. the condensed air container has a det cap on it, and it is keyed to a special frequency which i will give you when i hand it to you. to use, just set it on the floor, or hang it from a wire, key the frequency and boom, instant cloud. best if used when the guy is under it, since the stuff doesnt linger in the air very long.
a word of warning.... dont keep this one on your person any longer than neccessary. a detcap can blow off a chunk of your body.

the way in...
van will lead the charge in, bikes will be in back. we all will park by the back door. i want neon, if he can, sit in the back of the van and hack the building from there. if not, then he comes in. We will stack on the door and open it real fast, either by use of a pair of chainsaws on the hinges, or someone busting the code.
once inside, well go from there...any questions?

lets fast forward


...and then, when when you got her moaning like a river district whore, you-i pause when winston puts out the info on the vanahh, excellent. lets head out and ill hand out the cakes i made for everyone to enjoy
i stand up and make my way to the door

lets blow sum s~~#t up

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