DM Barcas - Star Wars - Agents of the Empire (Inactive)

Game Master Isaac Duplechain

The loyal Kensae, founded by Emperor Anakin Skywalker, attempt to fight a Rebel Alliance intent on shattering the hard-won peace.


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DM Barcas wrote:

Sho: Weapon Finesse looks like it's really going to help your lightsaber offense. Your math looks right to me. Your level bonus to damage cancels out your strength penalty.

Raal: Your defenses ought to be 15 Reflex (10 base, 2 level, 2 Dex, 1 class), 15 Will (10 base, 2 level, 1 Wis, 2 class), 14 Fort (10 base, 2 level, 1 Con, 1 class) unless my math is off.

Thanks for the check.

The math on Raal looks right as well.

Looking forward to more! How will you top that last mission though!!!


Oh, I have a plan. I really did enjoy that first mission. As much as I enjoyed playing it in real life the first time, I enjoyed it far more this time. Play-by-post is a great format if you have the right players. Y'all are definitely the right players.

Urirawa waking up in 3.5 minutes is fine by me. It's good to be a Wookiee sometimes.


Male Wookiee Soldier 4/ Scout 1

Trying to decide on what Feat Urirawa should take;

Aim is to improve his melee skill

Options

1> Power Attack: Would allow to take a -2 to hit to gain +4 damage (current level maximum using Axe 2H).

2> Mighty Swing: Give up two swift actions for +1 die of damage

3> Powerful Charge: When charging get an additional +2 Hit (total +4 Hit on charge) and +1 damage.

4> Weapon Focus: +1 hit but also qualifies for Weapon Specialist Feats on talent tree (then again Penetrating Attack talent ignoring 5 points is practically made up with taking Power Attack and Weapon Specialization is fully overshadowed).

5> Skill Training: Endurance to open up access to Second Wind Feat

Thoughts?


Urirawa wrote:

Trying to decide on what Feat Urirawa should take;

Aim is to improve his melee skill

Options

1> Power Attack: Would allow to take a -2 to hit to gain +4 damage (current level maximum using Axe 2H).

2> Mighty Swing: Give up two swift actions for +1 die of damage

3> Powerful Charge: When charging get an additional +2 Hit (total +4 Hit on charge) and +1 damage.

4> Weapon Focus: +1 hit but also qualifies for Weapon Specialist Feats on talent tree (then again Penetrating Attack talent ignoring 5 points is practically made up with taking Power Attack and Weapon Specialization is fully overshadowed).

5> Skill Training: Endurance to open up access to Second Wind Feat

Thoughts?

Power Attack is always a great choice for a STR-based melee fighter.

Mighty Swing is elusive IMHO. 2 swift actions may seem easy to do but consider every move action takes away a swift action for the round. There are no free 5' steps in SWSE.

I would go for Rapid Strike. It is just like Mighty Swing but you take a flat -2 to hit for the extra die of damage. A die of damage at this level is better than Power Attack, IMHO.

Next Talent take Devastating Strike. -5 to Damage Threshold while doing tons of damage is uber nasty.


Urirawa already has Devastating Attack.

For Power Attack, I plan on having it work the same as Pathfinder's version of Power Attack. I've always preferred PF's version over 3.5's since I first saw it.


DM Barcas wrote:

Urirawa already has Devastating Attack.

For Power Attack, I plan on having it work the same as Pathfinder's version of Power Attack. I've always preferred PF's version over 3.5's since I first saw it.

Gotcha. Very nice talent.

If Barcas allows the PF version of Power Attack, you would trade +1 for +3 damage when using a 2-handed weapon. +2 for +6 outweighs either Mighty Swing or Rapid Strike.

Too good to pass up!


Yep, just like the PF version. 1:1 with off-hand, 2:1 with one hand, 3:1 with two hands.


Male Wookiee Soldier 4/ Scout 1

Urirawa won't be able to qualify for Rapid Strike till level 4 when I can raise his Dex to 13.

Power Attack is -1 to hit for +3 damage. -2 for +6 damage won't be till level 4 under PF rules (only one shift in damage for every +4 of BAB).

Having a Str of 20 and normally fighting 2H, I don't really need to worry too much on damage (more is always nicer).

Regular is +7 Hit and +11 damage
Charging is +9 Hit and +11 damage
Raging Charging is +11 Hit and +13 damage
Raging Powerful Charging is +13 Hit and +14 damage

At Level 3, I'll take Dreadful Rage to further push this up.

I'll likely take Power Attack at level 4 and at level 6 take something like Rapid Strike and maybe Melee Defense.

Level 2 Soldier
BAB +1
Defense +1
Skills +1
Damage +1
Feat: Powerful Charge
Destiny: Unknown (still under 24 destiny bonus)
Force Points 6
Hit Points +7


Two thumbs up, Urirawa. You do have a Destiny, though, so you ought to have Destiny Points.


FYI, it's up to y'all to develop a plan for how to track the droids. Being a native, Krassus may be able to determine where you are, especially relative to settlements (perhaps occupied by friends and relatives). The Force could be useful for a "gut feeling" of where to go. Maybe you could jury-rig the escape pod to try to pick up where the other one went.


Raal - You can recover +1 condition track for spending 3 swift actions. In under a minute, you should be back to normal.

Hit points, however, are another story. You can 2nd wind and get your CON in HP back. We can try to first aid you but I don't know if anyone is training in Treat Injury.


Thanks to having relatively few hit points, Second Wind gives him most of his hit points back. Krassus is trained in Treat Injury if you want to try for the last few.


Male Human Jedi 1

Sorry I've been quiet guys, had to go home for a few things, didn't have much time to get to the net.


No problem. Keep the posts coming!


You ready for some combat? I've got a feeling that we'll be rolling initiative soon.


*Grins eagerly*


Male Wookiee Soldier 4/ Scout 1

What are the stats for a Gaffi stick and is it covered for usage by Advanced Melee group?


The Tuskens are notoriously tech-averse, so it would be a simple weapon of some sort. I'd say that it is a double weapon 2d4/2d4. It's hardly more than a club on one side and a sharp stick on the other.


Sho Larn's new image is really off-putting. I prefer the old image, but that's just me.


DM Barcas wrote:
Sho Larn's new image is really off-putting. I prefer the old image, but that's just me.

Yeah, just trying it on for size...


Good job with the Force Shield. 1 point of damage! BAM!


Male Wookiee Soldier 4/ Scout 1

I guess it is Dak next and then Tuskans 3 and 4.


Male

Heads up!
I'll be AFK this weekend due to traveling, will be back on sunday.


Okay. Do you want me to play you if we get back around to you, or just delay?


Male

Play me please, don't let me hold up the game.


K. If Dak doesn't post by tonight, I'll have him delay down as well.


Don't worry; I don't plan on making a habit of Dark Side worthy actions. On the other hand, I won't shy away from them when I feel that they're the most appropriate action for my character to take. I suspect my character will have a fair few nightmares from that last one, but he didn't see much choice in the matter. He won't execute prisoners, but he doesn't count an unconscious foe as a prisoner unless the foe is incapable of harming them once he wakes up. I don't plan on letting my character fall to the dark side, but then again, maybe that's his destiny ;).


I agree that it was the right tactical move. This is the Empire. While executing prisoners is generally frowned upon, the tactical considerations outweigh that.


Male

*dot*


Y'all ready for the droid to stop yammering and to get to blasting the Tuskens? If so, devise a plan and leap into the speeders!


Male Wookiee Soldier 4/ Scout 1

Just to help others. The speeders are out by CC on the grid map. That is far to the right.

Urirawa for example is Row 9 Column CD.

I think that I have spotted 3 banthas, 3 tuskan riders, and 12 Tuskans.


It's a tad spread out.


Male Wookiee Soldier 4/ Scout 1

The map is fine for our plan and the scale of the sandcrawler and banthas.

Distance is what we want if we don't want to get swarmed.

I take it the darker brown areas are the rock outcroppings we can use for cover if we wish.


One of these days, Raal will have a day where he doesn't fall unconscious from nearly fatal wounds.


lol.
He'll live ;)
I've planed him too far ahead to just let him die.


Male Human Jedi 1

Damn right he'll live, nobody else is going to bloody die on Loreck's watch if he can help it... ;)


Waiting on Krassus and Dak in the main thread. If they're not posted by tonight, we'll delay to the bottom of the round and just have the Sand People go.


Male Human Jedi 1

Hey guys... I hate to leave such a fantastic RP, especially with how every time we think this is awesome we just get thrown another incredible curve ball. I think this alternate universe setting is just amazing, but I can't offer it enough time to do it justice. RL work is piling up, and I don't want to slow you guys down. Have fun with it, it's been really good!


That's a real pity. I'll continue playing you until we can find a suitable exit for your character. Maybe we can find a way to re-integrate you later if you find your life a little more under control.


Male Wookiee Soldier 4/ Scout 1

Is Sho awake or Unconscious?

I just want to know if we still have a driver on this speeder before taking my action.


Sho, you got any hit points left?

Full hp is 36. He took 1 damage from a Tusken in the first skirmish (11 minus 10), 8 damage from a slugthrower at the beginning of the second battle, another 8 (13 minus 5), now 21 damage from being whacked in the face with a critical hit. Total damage is 38 (and he needs to spend a Force Point to stay alive).

Fortunately, y'all have medpacs in the speeders and the usage of a doctor back in Homestead.


Male Half Orc Cleric 2 Fighter 2

I'm hoping he has some force trick or shield up his sleeve to block some of the damage.

Come on Sho, walk it off.


I was as confused as everyone. Forgot about the 1 from earlier but even the last 3 attacks had me at negatives.

I spent a Force point per the DM's suggestion and am now sitting at -1 on the condition track and at 3 HP.

Ouch. Crits are bad when they keep happening to us!


Yeah, the Tuskens have the benefit of many attacks, so they crit more often.


That last fight was a meat grinder. You fought 15 Tuskens (400 EXP each). You utilized the tools at hand (superiority at distance, faster speeders) to defeat them. With 6 characters (including the now-departed Loreck), everyone will get 1000 EXP next time you rest, so be prepared to go to level 2 if you haven't already. Level 3 is 3000 EXP, so we might make that before getting off Tattooine.

Sometime there's a benefit to difficult fights in faster leveling!


Dak wrote:
These are the droids we were looking for...

lol


Male Human Scout/Soldier 1/1 (2)
Raal wrote:
Dak wrote:
These are the droids we were looking for...
lol

Couldn't resist ;)


Experience!

Everyone gets 1200 EXP for the two fights with the Tuskens. (18 x 400 / 6 = 1200)

Roleplay/Posting Experience - There's a section of short dialogue that pushed everyone's total up, but averages down.
Urirawa: 250 EXP (35 posts, 9.43 average)
Krassus: 205 EXP (27 posts, 8.15 average)
Raal: 195 EXP (35 posts, 7.57 average)
Dak: 135 EXP (17 posts, 7.94 average)
Sho Larn: 200 EXP (37 posts, 7.76 average)

By my records, that puts everyone deep into 2nd level but no one to 3rd.
Urirawa: 2519
KrassusL 2384
Raal: 2439
Dak: 2264
Sho Larn: 2404

Also, re-reading the thread, I noticed how many times Sho Larn tries to get Urirawa to make the connection about Tyvokka.


Male Human Scout/Soldier 1/1 (2)

Awesome. Adding a level of Soldier; mostly so I can keep wearing armour (I'll probably have a total of three Soldier levels all told)...

HP: 1d10 + 2 ⇒ (9) + 2 = 11
Talent: Armoured Defence
Feat: Armour Proficiency - Medium


Male Wookiee Soldier 4/ Scout 1
DM Barcas wrote:

Also, re-reading the thread, I noticed how many times Sho Larn tries to get Urirawa to make the connection about Tyvokka.

I just went and looked up Tyvokka. I don't think that I was aware of that Star Wars character until now. Good to know.

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