DM-Camris' Star Wars - The Covenant of Shadows (Inactive)

Game Master Camris

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


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HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Desh said wrote:
having a small fleet of star-fighter type ships instead of one big ship.

I Like this idea to.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

bored in my lunch break... Feel free to overrule this Darth Camris.

Noble starting credits 3d4 ⇒ (4, 1, 3) = 8 x 400 is 3200.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

@ Jeriko, I'm guessing we are on Tatooine. Would we be working together there? What reasons would Jeriko be there? For Baniss it could easily be explained as just another stop in his galactic soul searching trip. Any ideas?


retired

Yeah, it's looking like Tatooine is where we're at. I've been thinking about your question and with how Jeriko was recently adjusted to really accel at piloting, I think it'd be a suitable fit if he was a swoop racer of some note.

A good reason for him to get off world could be his connections with the Hutts. Since the Hutts and the Exchange are at each other's throats, Jeriko could find himself in a bad situation with some Exchange thugs.

I'm thinking maybe Jeriko beat one of the Exchange's racers recently and they are not happy about it. Perhaps they also found some mods of... er... questionable legality and... ah... dubious origin on his swoop. If Motta the Hutt is still running the show at the Tatooine circuit, representatives of the Exchange could probably assume that Motta and Jeriko had some sort of mutually beneficial agreement that resulted in Jeriko's success.

Perhaps the group could find me with you in your clinic (presuming you have one) after a terrible swoop "accident"? If not a clinic, then perhaps elsewhere?


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Nice

Baniss arrived on Tatooine around 6 months ago hitching a ride on the aptly named space transport "JunkTruck". Samson the captain of the JunkTruck had planned a short stop at Tatooine to make some small necessary repairs, deliver a cargo, and probably conduct a little illicit business. However when they dropped out of hyperspace there was a loud explosion accompanied by smoke pooring out of the sublight engines. It was only through the kindness/profiteering of another ships crew that the JunkTruck made it to Tatooine at all. Now the original small repairs had blown out into a full sublight engine rebuild the cost of which Samson couldn't cover but he had a plan! He took all his credits and put them on a high stakes swoop race! needless to say it didn't go well

Stuck on Tatooine Baniss trawled the cantinas trying to find passage off the hot barren planet but either people weren't interested or they wanted to charge to much. Eventually giving up on getting off world for awhile and worried about running out of credits Baniss started to look around for a place to practise his trade. It wasn't long before he found himself in the highly required position of patching up swoop riders after the races for Motta the Hutt. The job didn't pay super well (generally the riders that crashed werent made of money though there were exceptions) but it was something to do and that was the main thing. He even managed to make a few good acquaintances. Meanwhile he was sure that something would come along and he'd be able to get back to his beloved hyperspace lanes.


I've been struggling to find a way to shoehorn the new guys in on the planet before you leave; but I think the consensus is correct. It plays way better to meet up on Tattooine.
I'll have something more detailed tomorrow.


Male Human Teacher/11 | HP: 30/38 | AC: 9, T: 10, FF: 10 | CMB: 5, CMD: 4 | F: 5, R: 4, W: 9 | Init: +2 | Perc: +4

Hmmm, perhaps Baniss is patching Bolt up too, after a 'job' which incurred extra 'expenses' (he was shot whilst assassinating someone). And so, with his cover blown, it is probably time to leave Tatooine.
If Baniss doesn't mind

More details to come...


Hey, welcome aboard, OberonViking. Can't wait to get things rolling with you all.

This is quite a motley crew we're throwing together.


Game Closed

HP roll: 59 + 1d10 + 1 ⇒ 59 + (7) + 1 = 67

BAB up by +1

Level 6 Feat: Sniper

Fighter x5 Talent: Improved Armored Defense


Hit points: 2d8 + 3d6 ⇒ (1, 5) + (5, 1, 1) = 13


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Bolt wrote:
Hit points: 2d8+3d6

Ouch! Three 1's.


Dang. that sucks. I invoke the oldest tradition and beseech the ever-awesome DM for a HP re-roll for our new friend Bolt!

Who's with me?!


I concur! That is suicidally low HP.


retired

Agreed! But don't forget that in Saga you start with something like triple your max first hit die. So if your first level is scout, that should start you with something like 24 hp right there.

In a galaxy where Natural 20s = auto x2 crit and blasters do a base 3d8 damage, it's not safe to get out of bed w/ 13 hp =\


retired

And for dangerous, deadly kicks...
Jeriko's HP rolls: 24 + 2d8 + 3d6 ⇒ 24 + (6, 4) + (5, 3, 3) = 45


Yes, it is 24 as Jeriko said, plus that lousy 13 = 37.


Yes of course. Feel free to reroll any ones rolled for hit points.


Thanks, I'll take that opportunity. It can't be any worse, right?

2d8 + 3d6 + 24 ⇒ (2, 4) + (3, 3, 4) + 24 = 40

Well, another 3 points is another 3 points.

Where's my personal shield?


Game Closed

I've found it's both more economical, and more effective just to stand behind Desh - just don't let him fall on you.


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Also that particular strategy becomes less desirable after Mexican food night...


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

With only 32 HP this is the tactic I intend to employ.


Camris, how should we do Credits to equip our characters?

Also, I've finalised the mechanics of Bolt, now a Scout 1, Scoundrel 5.

Hit points: 24 + 5d6 ⇒ 24 + (1, 6, 4, 4, 1) = 40
reroll 1's: 40 - 1 - 1 + 2d6 ⇒ 40 - 1 - 1 + (3, 6) = 47
That's final. (and much better despite lower hit dice)


I've a rules query with Battle Strike.

Battle Strike: Swift Action. Make a Use the Force check [+16]
DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 15, except you deal an additional 3d6 points of damage.
Special: You can spend a Force Point to deal an additional 2d6 on your next attack. [Core, p.96]

Regarding the Special. If I use Battle Strike with a UtF check of 26, AND I spend a FP, does this do a further 2d6 damage, ie, 5d6 additional damage in total?
OR does it mean on my next turn I automatically have an additional 2d6 damage from the FP spent on the previous turn?


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Battle strike is made as a swift action before your attack in the round and not as part of an attack. So I read it as 5d6...


Baniss wrote:
Battle strike is made as a swift action before your attack in the round and not as part of an attack. So I read it as 5d6...

It just sounds too good to be true.


I'm pretty sure 5d6 is true. The character i was using in the game before this specialized in that exact combo. It can get pretty sick/fun pretty quick. :)

I decided to try out a non-force-user just to see if the system could be fun that way. So far Desh is pretty fun, but we haven't gone up against any hard-core force-users, yet, either.


retired

Yeah - Desh and Baniss are right, it'd be 5d6 if you spent a force point and nailed at least a 25 on your UtF check.

It's going to hurt when we run into the first group of bad guys who use that tactic vs us though! Saga did a good job bringing the other classes up in effective power level, but force users are still uber.


Yes indeed; if you make the roll and add a force point, it all gets lumped together with your next damage this round.
Something to look forward to when you meet a real sith...;)


Yah, i'm both looking forward to and dreading that moment...


retired

Also note regarding Battle Strike that it is not limited to an attack on the round you activate it.

For instance, let's say in Round 2 of an encounter you spend your standard and move actions. You could, at the end of your turn, spend your remaining swift action and activate Battle Strike.

If successful, Battle Strike would then apply to an attack of opportunity if you took one, or to your attack in Round 3 if you didn't.

Also, it's not limited to melee attacks. We had a force sensitive character who focused on blaster rifles who made nasty use of aim+battle strike followed by a devastating blaster shot at the top of the next round.


Or - to go the melee route - have a strength-beast take power attack, powerful charge, mighty swing and a force-powered Battle strike on a Vibro-axe.

battle strike the round before and line up your charge lane. Then Might-swing and charge in, making full use of power attack.

it'd be something like 3d12 + 8 (str) + 8 (power attack) + 6 (powerful charge)... average of 41.5 damage.. .topping out at 58 damage.

really the Mighty Swing is kind of wasted... it's non-straight damage and is weapon dependent. The rest of those additions are flat bonuses. Eep!


retired
Desh wrote:
it'd be something like 3d12 + 8 (str) + 8 (power attack) + 6 (powerful charge)... average of 41.5 damage.. .topping out at 58 damage.

I think you forgot the +5d6 from battle strike here too... not sure what that works out to mathematically, but yes - I think that Desh should do this. It'd be like in old school Baldur's Gate when enemies literally exploded into chunks of meat.

And techinically, I think Battle Strike works with grenades too, since they require an attack roll.


Oh.. ahem... right. So add in another 16 or 17 points of damage.


I'll be taking the ranged path, hoping to pick up the area attack often to hit at least two for 3d10+5d6+3 (average 36, 18 on a miss). I can't see that the numbers are never going to be as high as melee (or maybe just never as high as Desh =) ), but when I can pick up three opponents it might dish out as much damage as Desh described above. I'll take Deadeye with the next level (probably, I might feel I need Improved Damage Threshold instead) for another 1d10 when I have a chance to Aim. That takes the average to 41.5, better than I thought, max 63, though minimum 12. There's always a trade-off...

So I can take a move and a standard in the first round AND activate Batlle Strike. In the next round (assuming no AoOs) I can Aim or Brace (2 swift) then attack?
Awesome. That leaves me with the Force Point free in the second round, might use it to add 1d6 to the attack roll to make sure I hit (I have Lucky Shot as well - I prefer to not miss, curse you, fickle d20!). Besides, calling myself a Hired Gun suggests that I hit more than I miss, I'm not an Ornamental Hired Gun.

Yes, looking at Grenades as well, though I hadn't really thought about how that hits around 12 or 14 squares. :)


Bolt wrote:


Camris, how should we do Credits to equip our characters?

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

============================

Hmm. Battle Strike is an awful lot of extra damage; but it does seem to be carefully worded to allow ranged as well.

I do draw the line at grenades though. No Battle Strike for them.

============================

Now that you've arrived on Tatooine, what kind of ship are you looking to trade for? Size, equipment, bunk space, what?

============================

For the new guys, are you a team already, are you aquainted, or are you all loners? (I have a few ideas for meetings...)


Male

Hey guys, glad to be back!

I remember reading somewhere about some gauntlets that let you block lightsabers. I can't find them again, or the talent that lets you block in melee exept with lightsabers. Can anyone point me in the right direction?


retired
Sigz wrote:
I remember reading somewhere about some gauntlets that let you block lightsabers. I can't find them again, or the talent that lets you block in melee exept with lightsabers. Can anyone point me in the right direction?

I don't have the KoTOR Campaign Guide, but the gloves sound like cortosis or beskar. Not sure if either of those materials are available in this era or what alternatives might be short of personal shield units.

As for blocking in melee, that might be in the echani talent tree? Again, I'm shooting from the hip w/out the book.

Darth Camris wrote:
I say use the wealth at first level to outfit yourselves, take twice that amount and put it in a bank account you can access later. ... For the new guys, are you a team already, are you aquainted, or are you all loners?

Roger that! I'll get Jeriko's equipment taken care of when I get home from work today.

Jeriko's more of a loner, but if the previous idea that he's a swoop racer of some note who has upset the Exchange is cool, then he'll at the least be acquainted with Baniss.


Male

I'll be playing you friendly neighborhood mandolorian gearhead, he could be tied to the pod races, the exchange or the hutts. Or he could be working for the highest bidder at the time.

One though is that maybe he sabotaged Jeriko's pod, sending him to meet Baniss.

Scoundrel 3 /Soldier 3

HP; 18 + 12 + 2d6 + 3d10 ⇒ 18 + 12 + (6, 6) + (4, 6, 3) = 55
Creds; 3d4 ⇒ (3, 4, 2) = 9 x 250 = 2250 + 3000 in bank.

Camris:
Beeing Mandolorian I have to ask; Can my extra 3000 creds be invested in my armor? It doesn't sound very mandolorian to keep money in the bank.


Here's what I've got (click avatar ;).

Camris; All the sample mandolorians I looked at in the KotOR book have the mandolorian training feat but none of them have the prerequisites for it, the charging fire feat, is there something that lets you wave the prerequisite if your a mandolorian?


retired

Here's a question regarding starting equipment - is it ok to just go with the blasters and whatnot from the corebook? If not, I'll need someone with the KoTOR Campaign Guide to hook me up with costs and stats for some period armaments.


retired

Starting Credits: 3d4 ⇒ (4, 3, 4) = 11 x 250 = 2,750(gear) // 5,500(bank)


Starting Credits: 3d4 ⇒ (4, 2, 3) = 9
9 x 250 = 2,250
2,250 x 2 = 4,500 in the bank.


Darth Camris wrote:

Hmm. Battle Strike is an awful lot of extra damage; but it does seem to be carefully worded to allow ranged as well.

I do draw the line at grenades though. No Battle Strike for them.

Fair enough - I'll be throwing four of them mesh-taped together instead. (Kidding!)

Darth Camris wrote:


For the new guys, are you a team already, are you aquainted, or are you all loners? (I have a few ideas for meetings...)

Kip (Bannis) and I are friends in RL, so we've talked about this a little already. Here's my version: Bolt has been working as Baniss' bodyguard to cover his medical bills after crashlanding on Tatooine. He is a good boss.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Bolt wrote:
Fair enough - I'll be throwing four of them mesh-taped together instead. (Kidding!)

Once had a GM throw a frag grenade at the team and roll thermal detonator damage! Blew up my R2 unit :( it was still funny though.

Bolt wrote:
Bolt has been working as Baniss' bodyguard to cover his medical bills after crashlanding on Tatooine. He is a good boss.

I figure it's been about a month and a half since Bolt crawled into Baniss's Clinic next to the swoop track.


Jeriko wrote:
Here's a question regarding starting equipment - is it ok to just go with the blasters and whatnot from the corebook? If not, I'll need someone with the KoTOR Campaign Guide to hook me up with costs and stats for some period armaments.

The equipment section in KotOR begins by stating it's a suppliment to that found in the core book, heroes through the ages still wield blasters and lightsabers and their stats change little through the ages.

So, unless Camris is placing a cap on it, the equipment in the core book should be available.


retired

Geared up and good to go. I wouldn't mind having lots more guns though - you know, in case we find any.


Actually, when it comes to weapons, Camris has limited our ability to get many of the items from Core. Six has been unable to get his hands on a standard carbine (the reason being that that technology is new enough that us being on the Rim of the galaxy means we've been limited to Pulse wave technology - though we're going to make it a point to look into acquiring better tech).

Just things to know as you gear up.

Camris, if this is not the case any more, just let us know, I'm sure Six will be interested to hear that.

Also, so sorry for my lack of presence this week. To say work has been hectic is a little more than an understatement. I've actually lost 5 lbs from stress and lack of sleep... my wife tells me that's not healthy.


retired

Well, if my heavy blaster pistol, knife, and/or stun baton aren't kosher, it's easy enough to swap out for something else - no biggie.

Desh wrote:
I've actually lost 5 lbs from stress and lack of sleep... my wife tells me that's not healthy.

Your wife sounds wise, you should listen to her =) I hope work eases up soon, man!


After doing my homework a little (e.g. reading the KotOR book) I see that I need to re-work my character a bit to fit him into the period.

He'll be a tech/comp specialist but I'm gearing him toward taking levels in the infiltrator prestige class and later the elite trooper.

His reasons for being on Tatooine would be to gather schematics and knowledge of various technology, waiting for the emergence of a leader to unite the clans again, he could be working as a mechanic on any swoop track but better yet would be to be working as a freelance slicer. That could give the group incentive to seek him out...

I'll write out a full background later today and hash out his crunch as soon as I'm able.


Question; If the perquisite for a prestige class is character level 7, does that mean you can enter it on your 7th level or 8th?

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