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fnord72's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 752 posts (4,139 including aliases). No reviews. 2 lists. 1 wishlist. 41 aliases.


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Could I get a brief synopsis of what is known to have happened? How much time has passed since the terrorist attack on Luna?

I've got the beginnings of how Aster was stranded on Luna, and was off the surface before the bomb. Getting back to the crew will entail some serendipitous luck.


I've been following the discussion thread. It looks like the posting rate isn't mulitples per day, which was hard for me to keep up with.

I'd like to return, either with my original character or a new one.


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Service skills are 0 only, if you already have them from university, then you don't improve.

Also note that university counts as your first term, so you don't get all of the service skills for subsequent careers, I believe you get to pick one or two at zero.


My most sincere apologies! I read that as "someone" saw that a dex roll was there and moved on.

1d20 ⇒ 13


I take it we're past any jamming field now?


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I'll stick with a pureblood Azlanti then.

The doppelganger is on d20pfsrd, it would take a few slots on one side of the gestalt.

Did I hear right that you are allowing arcane trickster as a PrC?


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I may have missed it, are you allowing monstrous races? I've always been partial to dopelgangers.

Otherwise I'd join Akashira as one of the last pureblood Azlanti.


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So I'm thinking of a fairly classic wizard/rogue. Not trying to get them to feed each other, but the two classes do complement each other.

I'll be looking at providing battlefield control and flanking support.


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Looks like a great opportunity.

Any thought to what the mission will be?

I've found that sandbox games tend not to work too well as too many PC's end up haring off in different directions or simply end up idle without clear goals/directions.

With multiple races, and even multiple origins (the five islands), I'd expect to see this as being an issue as well.

What is bringing us to want to work together?


Posting new alias


Maebh swings her sword at the one she hit before, while firing the crossbow at another, and her third arm reaches out to slap the first with an electrical blast.

sword: 1d20 + 2 ⇒ (3) + 2 = 5
crossbow: 1d20 ⇒ 18
elec gen: 1d20 ⇒ 8

crossbow dam: 2d6 ⇒ (2, 3) = 5

Stats: AC 16, HP 31/49


Sorry, been in a seminar all day. I'll add some electronics skillso to help with crewing and I already have copilot skills.


I still have some points to squirrel away.

Primarily by adding something like an enemy.

So two (or 3?) of us with people out to get us.

I've deliberately left the fluff very vague to be able to provide a binding force.

Dr. Rix brings up a very good point. We didn't really think of making a space crew.

Maybe there are some NPC's in the background that do have engineering, mechanic, astrogation, and the other skills vital to crewing a spaceship.

This would place us as an 'away team'. Our first gig together might be that we were hired for something specifically and don't need those pesky spaceship skills.


We may need to revisit it, but looking at the last attack, it would seem that if both attacks were by blunt fists, then neither one tore the suit.

However, if they were slashing claw attacks, then the attack on Marcus would not have penetrated the suit while Flint does now have a tear in his suit.


With two of us having psionics, and in light of the "Here are your limited options for work, take it or leave it." Should we maybe be looking at being some sort of government unit? Special task force, investigative unit, etc.

We're pretty green which might mean we were tossed out early as someone's idea of an expendable unit.

This would give us a patron, which might provide a ship, and would provide a mission source.


So what's the background on the AI? Designed and released, accidental self-awareness? Escape?


the crunch:

Name: Aster Diagef
Race: Human

Attributes [100]
ST 10
DX 12 [40]
IQ 13 [60]
HT 10

HP 10
Will 13
Per 13
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities:
Languages:

Advantages [71]
Charisma (1) [5]
Emotion Control (Psi) (1) [10]
Emotion Sense (Psi) (2) [9]
Mind Clouding (Psi) (4) [24]
Mind Shield (4) [16]
Telepathy Sense (Psi) (2) [7]

Disadvantages [-45]
Code of Honor (Gentleman's) [-10]
Code of Honor (Psion's) [-5]
Curious (12 or less) [-5]
Overconfidence (12 or less) [-5]
Sense of Duty (Group) (Small Group) [-5]
Weirdness Magnet [-15]

Quirks [-5]
_Unused Quirk 1 [-1]
_Unused Quirk 2 [-1]
_Unused Quirk 3 [-1]
Dislikes Beer [-1]
Likes Redheads [-1]

Skills [25]
Acting IQ/A - IQ-1 12 [1]
Administration IQ/A - IQ-1 12 [1]
Area Knowledge (local) IQ/E - IQ+0 13 [1]
Body Language (Human) Per/A - Per-1 12 [1]
Computer Operation/TL10 IQ/E - IQ+0 13 [1]
Current Affairs/TL10 (Politics) IQ/E - IQ+0 13 [1]
Detect Lies Per/H - Per-2 11 [1]
Diplomacy IQ/H - IQ-2 11 [1]
Emotion Sense IQ/H - IQ-2 11 [1]
Fast-Draw (Pistol) DX/E - DX+0 12 [1]
Fast-Talk IQ/A - IQ-1 12 [1]
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]
Guns/TL10 (Pistol) DX/E - DX+0 12 [1]
Leadership IQ/A - IQ+0 13 [1]
includes: +1 from 'Charisma'
Mind Clouding IQ/H - IQ-1 12 [2]
Mind Shield Will/H - Will-2 11 [1]
Navigation/TL10 (Space) IQ/A - IQ-1 12 [1]
Piloting/TL10 (Low-Performance Spacecraft) DX/A - DX-1 11 [1]
Shadowing IQ/A - IQ-1 12 [1]
Shiphandling/TL10 (Spaceship) IQ/H - IQ-2 11 [1]
Spacer/TL10 IQ/E - IQ+0 13 [1]
Stealth DX/A - DX-1 11 [1]
Suggestion IQ/H - IQ-2 11 [1]
Telepathy Sense Per/H - Per-2 11 [1]

Stats [100] Ads [71] Disads [-45] Quirks [-5] Skills [25] = Total [146]

Hand Weapons

Ranged Weapons
1 Gauss Pistol, 4mm LC:3 Dam:3d (3) pi- Acc:3 Range:500 / 2100
RoF:3 Shots:40(3) ST:9 Bulk:-2 Rcl:2 $1700 Wgt:2 Notes:[3]

Armor & Possessions
1 Holster, Belt $25 Wgt:.5 Location:
1 Nanoweave Vacc Suit $12000 Wgt:30 Location:all
1 Personal Basics $5 Wgt:1 Location:
1 Personal Computer $1000 Wgt:5 Location:
1 Visored Space Helmet (TL10) $2000 Wgt:4 Location:head

I'm seeing someone that is something of an information gatherer.


I'll get a profile up soon.

I only skimmed through the recruiting thread as I realized how quickly the game was moving.

I also want to play a psion (they're fun!).

I did not see a list of what areas people were focusing on. Has a group dynamic been selected? I'm willing to build a character that will fill a missing dynamic. (Although I prefer IQ based positions to meat shields)

I see that we have a doctor!
And a hacker.
Not sure what the AI is going to be, pilot?

With psionics, I've liked (nor used in the games I run) that you have to be at least latent in every are you eventually want to develop.

Would you be up for allowing development in other psionic talents provided the character has at least some psionics?

Are psions required to be registered, wear an armband, otherwise be readily recognizable?


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Damn, missed it by hours.

Please send me a note if anyone drops out and you'd like another.

GURPS is by far my favorite system and I so rarely find games using it.


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Is recruiting still open? I'd love to get in on a GURPS game!


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I'm still here as well.


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I'd rather suggest that CT allow existing players from other tables to consolidate first. My table has been plagued with players that are inconsistent in posting, or drop out. Of the original table, I'm the only original PC left, as it is, there are only two others that appear to still be present from the current group (one of whom is on their second character, almost from day 1).

I'd happily move to a table that is more active.


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Have you considered consolidating the tables and running fewer groups?


What was the original population of the base?


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Thanks for the invite!

5d6 ⇒ (1, 6, 6, 6, 1) = 20 18
5d6 ⇒ (4, 2, 5, 1, 3) = 15 12
5d6 ⇒ (2, 6, 5, 5, 3) = 21 16
5d6 ⇒ (2, 1, 2, 3, 3) = 11 8
5d6 ⇒ (2, 4, 4, 3, 1) = 14 11
5d6 ⇒ (6, 2, 6, 3, 5) = 22 17
5d6 ⇒ (6, 4, 5, 4, 5) = 24 16

That gives me an array of 18, 18, 16, 16, 12, 10.

I'll bring a wizard in that will likely gestalt to rogue/wizard.


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You can put my role down as mechanic/engineer.


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@Tarondor

GM said in rules:

"6. Players may choose their skills rather than roll, and no roll is required for survival (every one survives) or advancement (there are NO ranks). Players will still qualify for any Rank/Level skill if they served the number of Terms required to gain such skill (just as if they received the required rank – all are considered enlisted ranks for this bonus). "

Simplifying that I get:

Players may choose their skills rather than roll. No roll is required for advancement. Players still qualify for rank/level skill.

I believe that most of us took this to be that advancement was effectively automatic for the mechanical benefits as there was no actual 'social status' change by ranking. It isn't too hard to rank up anyway, so the guaranteed skill for advancement is balanced by the lack of events.


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You could house rule that skills stack instead of being locked...

:)


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Definitely archaic and unintuitive.

I did some reading on why it was like that.

A skill at 0 represents basic familiarization.
A skill at 1 represents some advanced training.

So I have my driver license and I've been driving to/from school. I had to pass a very basic test to get that license. This is rank 0.

I get a job that involves driving. My company has me do some defensive driving/distracted driving classes, etc. This is rank 1.

I have a CDL and routinely drive large rigs. I get a promotion to supervisor, my company, as a matter of routine, sends me to defensive driving/distracted driving. This doesn't mean I can now drive with hazardous materials, nor am I now a stock car racer. Since my CDL already effectively covered that, the training didn't really do much for me.

For each term, you get one skill for the term, then another for (the free) advancement. Note that not every rank level is going to give a rank skill. Players will only get one or two rank skills. Typically at term 2 and 4. If you chose two different careers, then you may not get any as the ranks don't combine across careers. (I.e. Army for term 1, physician for terms 2-4)

So, I chose Worker for all four terms.

Term 1 I selected "Jack of all Trades " and "Science " for my advancement skill.
Term 2 I selected "Jack of all Trades" and "Electronics ". I also received "Trade 1" for my rank.
Term 3 was "Jack of all Trades " and "Engineer "
Term 4 was "Engineer " and "Science ", plus "Mechanic 1"

So, notice that only two of those have numbers with them. They are locked at that level.

Therefore my skill line up is:
Jack of all Trades 3
Science 2 (either two different specializations at 1 or one specialization at 2)
Electronics 1
Trade 1
Engineer 2 (same as the science skill)
Mechanic 1

Now, if I had taken "Mechanic " in Term 1, I would not have received a benefit from getting "Mechanic 1" at rank 4.

However, I could have taken "Trade " in term 3 and it would have added to the "Trade 1" I received from reaching rank 2 the previous term.

I hope that helps explain the process.


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A couple of points to keep in mind. Your background and basic training skills are at 0. If you pick a background skill that is also a basic training skill, it's still 0.

In addition, any skills you get from rank ar at 1, if you already have itat 1, it gives no increase.

For instance, My first rank skill is mechanic 1. If I already had mechanic 1 from my first term, I would get no benefit.

However, if I select Mechanic in term 3, it adds to my mechanic 1.

---
So, you want your background skills to be those you won't be improving later on, but will help round out your character.

Don't get too tied up on the service skills from basic training, you'll likely increase some of them anyway.

And take care of when you select a skill that you will get from rank advancement.


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I have a pdf of the 2008 version. How many changes are there between the two?

1d6 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12
1d6 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9
1d6 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12
1d6 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11
1d6 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6
1d6 + 1d4 + 2 ⇒ (4) + (3) + 2 = 9
1d6 + 1d4 + 2 ⇒ (3) + (3) + 2 = 8

Well, that looks like a nice set.

12,12,11,9,9,8


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Nice,

I've always liked the traveller system, never been able to get into a game that actually started!


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Is recruitment still open?


How was the trip?


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Quote:

"the GM will be building your heroic power suite - though not without being guided by the character build and the player's preferences."

Significant difference between what I imagine/want and what you hand me.


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I was interested until I learned that I would be playing your superheroes.

Setting rules on power levels/limits and letting players select/design their own woudl likely increase interest.

Not many people like to be handed a character sheet to play, especially with pbp with its inherent time frames that can allow for much better review and control of acceptable characteristics.


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3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (2, 1, 6) = 9
3d6 ⇒ (5, 4, 5) = 14
3d6 ⇒ (6, 3, 4) = 13
3d6 ⇒ (2, 4, 3) = 9

reroll 1: 1d6 ⇒ 5
reroll 1: 1d6 ⇒ 5

That gives me:

15, 17, 17, 16, 16, 13

That's a pretty decent array.


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Do you have a means of travelling? If not, you should consider hiring a wizard to enchant a custom travel item. Unless you took crafting feats, you'd be paying full price for the custom item, but with lots of cash laying around, a 1/day or 2/day greater teleport enchantment on your boots shouldn't be out of the question.

A riding crop that summons a phantom mount at 14th CL would probably do you good too.


1d100 ⇒ 4
1d100 ⇒ 95
1d100 ⇒ 53
1d100 ⇒ 96
1d100 ⇒ 68
1d100 ⇒ 85


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4th


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Battlefield mobility is often a strong component of my preferred play style (get behind the enemy, flank the enemy, etc).

Would you explain the reasoning behind the restriction on flying and teleportation?

I assume this also applies to abilities like the monk's abundant step, shadowdancer's shadow jump, the spell shadow step/walk?

What about summoning creatures that have teleportation or flight abilities? Familiars and animal companions?

How would you treat the spell phantom steed?

Are we out the ability that grants this, or can we work out an alternative ability to replace it? For instance at 8th level a conjuration wizard gets dimensional steps, would I be able to replace this with another 8th level ability? If I simply can't take conjuration because of that 8th level ability, but I want to focus on summoning, then I'm loosing out on the 1st level ability.


I'm more concerned about 5 players, 3 of whom have posted in the last week. And this last week is pretty typical of only a few of the players posting.

It isn't to hard to say "hi, still here, nothing to add"


Roll call!

I'm kinda getting disgruntled at the low frequency of posting.

Our group is diverse enough to be able to, at the very LEAST, chat in character with each other if we are waiting on CT. Most often I think he is waiting for more than one or two people to make a post.


The non-slot rule isn't actually in pathfinder. (strength goes in bracers or belts, not headbands, etc).

If you are making a slotless item, there is a 100% increase in cost for the first magical effect. Similar magical effects get a reduction of 75% for the second effect, 50% for other effects.

So, something that would normally cost 10,000 gold to enchant that is being used in a slotless capacity, would cost 20,000. Add a similar ability (also based at 10,000) for 7500, and a third would be added for 5000. The rule isn't clear if that 7500 should be doubled for slotless as well.

For an item that takes up a body slot, pay full price for the most expensive aspect, then each additional component is charged an additional 50%.

So using three effects that have base prices of 20,000, 10,000 and 5000 gold we would have a combined item that cost 20k + 15k + 7.5k = 42,500 gold.

The easiest way to handle magic crafting is just pick two items you want, (a ring of protection +2 (8000) plus a ring of sustenance (2500) would cost 11375 for one "sustenance ring of protection 2".

Keep in mind that most attractive (I'll enchant this spell into a magic item" will fail the true strike test.

Ie, any item that gives a bonus that already exists, especially to-hit, as, saves, etc, needs to be priced based on the effect, not the spell level.


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Might I suggest someone go digging through the 40 pages of thread, consolidate the rules, FAQ's, etc. and put them in a google doc that CT can link to the main page or can be frequently referenced by anyone visiting the boards?


With the glow of the fire dancing across her face, she smiles, Just a traveler of the Oad. Maeve Dawnbringer, of Fax. And you are?


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I'll create an alias. What about gear?


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So just an unmentioned member of the party, or running to catch up?


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Here's a link to my sheet so far:

Sparky


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15d6 ⇒ (5, 5, 2, 2, 1, 5, 5, 2, 2, 1, 6, 3, 4, 5, 1) = 49 Hit points

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