Rando's Mummy's Mask (Completed) (Inactive)

Game Master rando1000


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Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Ah okay cool, cause if I go with my primary concept, she has her own light freighter ideally... kinda like Han Solo and she's kind of a Robin Hood space pirate.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

...I never noticed that I posted that in the main chat rather then discussion
I blame Rando for not using OOC.

--

The Gnome wrote:

Don't worry, I getcha.

I finished my first character btw, more or less. Didn't bother with gear besides weapons and armor. I found myself disappointed with the selections I had available combat wise. Was thinking of buying a sniper rifle and trying to use that, but I felt suddenly swayed to use the dueling sword and become a sophisticated sort of operative. But then I learned that the only operative weapons were batons and small blades and it completely killed the image for me.

Ended up caving and just buying a knife and a kinetic pistol, despite really not liking it.

Link; Built using 4d6 drop low.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
Ah okay cool, cause if I go with my primary concept, she has her own light freighter ideally... kinda like Han Solo and she's kind of a Robin Hood space pirate.

Very do-able. In fact, that would be a prime reason for the resistance (or whatever I'm calling them) to recruit you. Of course, even if it's austensibly "your" ship by fluff, the other players should get input on its construction as well, since the BP are owned by the group.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:
Of course, even if it's austensibly "your" ship by fluff, the other players should get input on its construction as well, since the BP are owned by the group.

Oh definitely yeah.


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

Anyone else pick up the starfarers companion?

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

So what I was thinking for her Musetouched racial traits as they'd be modified for Starfinder (unless you don't want her to be Aasimar, then I'll go human instead.)

+2 Dexterity, +2 Charisma: The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Musetouched have a +2 racial bonus on Diplomacy and a single Cha-based Profession skill.*
Spell-Like Ability: Musetouched gain Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars (Scion of Humanity) begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
HP Bonus: 4*

*Original Musetouched skills are Diplomacy and Perform, therefore I figured making it to be a Cha-based skill check would be the best method, and then since it seems all medium races have a 4 HP Bonus, it makes sense they would be a 4 also.


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

I ask, because the book I mentioned has aasaimar listed within. ;P

Quote:

RACIAL TRAITS

+2 to any one ability score
4 Hit Points
Aasimars are outsiders with the native subtype and are
Medium. They have a base speed of 30 feet.
Celestial Resistances: Aasimars gain acid resistance
5, cold resistance 5, and electricity 5. In addition,
aasimars gain spell resistance 6 + their character level
against spells with the evil descriptor.
Exalted Presence: Aasimars gain a +2 racial bonus on
Diplomacy and Intimidate checks.
Exalted Lineage: Aasimars have darkvision,
allowing them to see with no light source at all to a
range of 60 feet in black and white only. Additionally,
they gain a +2 racial bonus on Perception checks. See
the darkvision section in Chapter 8 of the Starfinder
Core Rulebook
.
Light of the Heavens (Sp): Aasimars can manifest
a halo of light as a standard action, which functions
like a portable light with an item level equal to or
less than the aasimar’s level. An aasimar chooses
what model of portal light that the halo functions
as each time the halo is manifested. Additionally,
aasimars gain the following spell-like ability: 1/
day—daylight. The caster level for these effects is
equal to the aasimar’s level.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
Uret Jet wrote:

I ask, because the book I mentioned has aasaimar listed within. ;P

Quote:

RACIAL TRAITS

+2 to any one ability score
4 Hit Points
Aasimars are outsiders with the native subtype and are
Medium. They have a base speed of 30 feet.
Celestial Resistances: Aasimars gain acid resistance
5, cold resistance 5, and electricity 5. In addition,
aasimars gain spell resistance 6 + their character level
against spells with the evil descriptor.
Exalted Presence: Aasimars gain a +2 racial bonus on
Diplomacy and Intimidate checks.
Exalted Lineage: Aasimars have darkvision,
allowing them to see with no light source at all to a
range of 60 feet in black and white only. Additionally,
they gain a +2 racial bonus on Perception checks. See
the darkvision section in Chapter 8 of the Starfinder
Core Rulebook
.
Light of the Heavens (Sp): Aasimars can manifest
a halo of light as a standard action, which functions
like a portable light with an item level equal to or
less than the aasimar’s level. An aasimar chooses
what model of portal light that the halo functions
as each time the halo is manifested. Additionally,
aasimars gain the following spell-like ability: 1/
day—daylight. The caster level for these effects is
equal to the aasimar’s level.

Oh nice... so they get the spell AND the darkvision AND the Halo... wow. That's kinda... wow. PLUS spell Resistance?? WTFBBQSAUCE


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Not 100% sure how balanced that is against the other races, but neither do I see it as game breaking. I'd be fine with those rules as is, if no other players have a complaint.

I would like to limit what comes out of that book to stuff that people specifically need to make their concepts work, though, rather than just throwing the flood gates wide open and saying whatevs.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:

Not 100% sure how balanced that is against the other races, but neither do I see it as game breaking. I'd be fine with those rules as is, if no other players have a complaint.

I would like to limit what comes out of that book to stuff that people specifically need to make their concepts work, though, rather than just throwing the flood gates wide open and saying whatevs.

Yea, not sure what they were thinking with that conversion... but I'm okay with it too if you don't want to just use the PF version and add the HP.


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

Really, I think their only super strong outlier is their energy resistance, and that's only for the first few levels when damage die are still low. The spell resistance is only for spells of the evil descriptor.

Also, I know what I really want to play when Rando rolls out his starfinder game. An elven technomage.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:


Yea, not sure what they were thinking with that conversion... but I'm okay with it too if you don't want to just use the PF version and add the HP.

I'll spend some time to look both over just to be sure, but whichever you prefer would probably be fine.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Those of you who have the Starfinder rules, how are you liking them so far? I've pointed out a couple stumbling points for myself, but nothing insurmountable. On the other hand, there's not much making me think I couldn't run a very similar game with some houserules to Pathfinder (stealing the Starfinder starship combat). Opinions?


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Male Human Starving Artist 6, Cartographer 6, Babysitter 4

I'm admittedly still reading through things, so far I mostly have issues regarding a few feats and how downright crap small arms and basic weapons are compared to their counterparts. Disappointed by an extreme lack of variety in the melee weapon and operative could wield, for example.

I like the computers at a glance, they're an interesting system which could prove fun in game. The elven technomage I might try to run for your game spent most of his creds on a fancy implanted computer fr instance.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yeah, I feel like the operative could use some options like the ranger eventually got to do things a little different. Not sure how that would look though. I imagine there will be plenty of home-brew and house rules soon, I've got a few I plan to implement, minor stuff. I've seen people suggest bumping up weapon damage a little for the level 1/level 2 equipment. I might look into that further.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Just ran my first person to person combat test. I used Altronus, the Solarian iconic, against two space goblins. I started them at 25'.

1st Round: Solarian, attuned to graviton, moves up and pulls two goblins toward him, one into melee range (other one saved).

Goblin one (close one) does guarded step to move back, and shoots with his junk laser, rolling...a natural 20! Roll easily high enough to beat Altronus' AC, so it's a critical. Other goblin rolls 19.

After one round, Altronus is down to 2 Stamina.

2nd Round: Altronus moves up to the first goblin and attacks with his solar weapon. A hit, a 6 on 1d6 + 2 more. First goblin drops.

Altronus takes the rest of his Stamina from burn damage from the critical. Down to HP now. Altronus fails to put out the burn on a Reflex Save.

remaining goblin fires and...a 1! Junklaser jams! An engineering check to keep it from exploding and...ANOTHER 1! Gun's gonna blow up in 2 rounds.

3rd Round: Altronus takes burn damage, then moves up and attacks. A miss! Also, failed save, so more fire damage next round. Down to 8 HP.

Goblin drops his gun (I didn't count this as anything), runs 30', and draws his knife. Altronus' attack of opportunity misses.

4th Round: Altronus runs up, but to avoid moving through a threatened square, he stops 5' short of being out of blast range for the gun (which he doesn't know is going to explode). Takes 3 burn damage and finally makes his save to put out the fire. The gun explodes, but Altronus makes his Reflex save, taking 2 more HP.

Goblin attacks with the knife but misses.

5th Round: Altronus drops the goblin with his solar weapon. 2 HP left at the end of the combat.

While the rolls were obviously atypical, that was one of the coolest test combats I ever ran.

Silver Crusade

Male Human Things/20

Sounds like it was certainly interesting :-) though a thing to note is that to use Black Hole you need 3 points of attunement, so he would not be able to use it on the first round. Other than that, looks like an interesting combat!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Okay, thanks for the note. I'm sure I'll be getting details like that wrong for a while. Oddly, it made absolutely no difference in the battle anyway.


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Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Starfnder SRD Lives.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Nice! I'll keep it in my sights once they release the other books.

New complaint: The sheer overload of insight bonuses that don't stack with eachother.

Also, what kind of check could I make to identify this being?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
The Gnome wrote:
Also, what kind of check could I make to identify this being?

Would be Knowledge/Planes


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Got nothin there sadly.

Dark Archive

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Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

I think Pathfinder could be used, but I still kinda like Starfinder's take on things. I think it will be a lot better once they get some splatbooks for new archetypes and such. I WILL say I do like how archetypes are more generic it seems, so you can get the new abilities they add regardless of your base class if you like them.

I think I'm almost done with Captain Quinn and then I'll post her. :)


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Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I might post my technomancer as well, just for the heck of it. I think I'd like to play him in the game Rando wants to make.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yeah, it's growing on me. I started working on an Envoy/ship's engineer who also has the Martial Artist archetype I made. I'll post that at some point as well.

Dark Archive

If anyone is interested, I'm kinda doing a fun little one-off.

Let's get this craziness started.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
The Gnome wrote:
I might post my technomancer as well, just for the heck of it. I think I'd like to play him in the game Rando wants to make.

Ah, well do we want two technomancers though? Hmm, I could instead of playing Captain Quinn, play her best friend/first mate, Vera Gemini. I was already kinda thinking of saying that they hadn't met yet (since even if Rando was okay with me having two characters, I wouldn't want to do that... too much headache) so which one I played wouldn't be such a big deal... and playing an Android Mechanic could be fun :P


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

Oh! I hadn't realized she was also a technomancer. I can shift gears if you want, I know you've been eager to play your space captain for some time now.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Technomancers look fun, so two will likely work. And I really need to start reading so I can make a character.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Well, that's the thing, I could go with playing either one (since I can't really play both) and depending on the setting I might actually prefer to play Vera Gemini in this case.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

I think I'll play a Vesk Soldier. I like big guns and power armour.

Wayfinders

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Male Sarcesian Operative/1
Stat Stuff:
SP 7/7 HP 5/10 RP 2/4 | EAC 14 KAC 15 | Fort +1 Ref +5 Will +2 | Init +3 | Perception +5

Well, here is my second SFS character. His statblock is on his page, all built with gear bought.

Silver Crusade

Male Human Things/20

AS for my character for this potential game... I'll have to think on that a bit more :-P


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Honestly with a soldier and potentially two technomages, an operative would work great here, too. But your call. Another core race character in addition to the Vest would be great, though because the homeworld of the group is a dwarven mining colony on the outs with the Pact Worlds, really anything will do. Misfits welcome.

Silver Crusade

Male Human Things/20

I was looking to make a character to is a professional colonist, going in on first wave or difficult colony attempts and leaving once things get easy again. Not sure on race or class yet, but the theme is gonna be Spacefarer

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Okay, so now I'm positive that I'm going to do Vera Gemini instead of Captain Quinn. Will be fun. So, Icon (Dancer) Android Mechanic. :)


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

Alright, neat! Sounds like an interesting character.

Dark Archive

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Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Ack I just read the Star Shaman and have now totally changed my mind again... Going back to Captain Quinn, but OMFG Star Shaman Mystic...


Male Human Starving Artist 6, Cartographer 6, Babysitter 4

Oh, what's the deal with that one then? I don't recall reading about it just yet.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Okay, so mystic aasimar captain, elven technomage, vesk soldier. One more interested player yet to decide on a role, I believe (Phylotus).

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Whoa. Whoa. Whoa.

Whoa.

Just because I've been giving the others a chance to bounce around ideas doesn't mean that I'm -not- OMGFANBOYZ over this.

I believe an Operative has been ordered?

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

2 questions:

1) Will it step on the Soldier's toes to dip into Soldier to get the gear specs?

2) Who's the pilot? (I could be the pilot, we should just hammer that down at the get go.)

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Mmmrmph. What would it take to also allow a pilot to shoot guns while stunting?
That's probably off the table, eh? Not for love or money or feats....

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Ooo! Actually, since we don't have an Engineer, I could say screw it to the Soldier dip and take the specialization of HaXX0rZ! If I took Uncanny Pilot at 2nd level, then I'd have Pilot, Engineering and Computers covered.

(Oh hell, then I'd get punched in the face by by Uret at -least- twice a day. Hmmmm, might be worth it. ;-)

Okay, I think I've got an awesome idea in mind...but I need someone to loan my enough money to buy a pistol. Any pistol. (Except the flare gun. OMG.)

Can a brother get a hand? =)


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Male Human Starving Artist 6, Cartographer 6, Babysitter 4
Anton P. Merovach wrote:

Ooo! Actually, since we don't have an Engineer, I could say screw it to the Soldier dip and take the specialization of HaXX0rZ! If I took Uncanny Pilot at 2nd level, then I'd have Pilot, Engineering and Computers covered.

(Oh hell, then I'd get punched in the face by by Uret at -least- twice a day. Hmmmm, might be worth it. ;-)

*rubs temples* Can you at least never use leetspeak ever again please, Atlas? It's so far outdated by this point, and I didn't like it even then.

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

*teehee*

So we're negotiating now?

"Always."

You know I mean it ironically, yeah? It's a great way to say "I'm so cool!" while proving that you are anything but. The ultimate self (neg)ative statement.

Ah well, can't win 'em all.

I'll have to switch the character over to someone self-assured instead of self-deflating.

In return...will you buy me a pistol? ;-)

Edit: Found the comic! This is the personification of how funny/lame I think l33t is. It's meant to be as self deflating as RockStar blaming the Hot Coffee controversy and some vast, hacking conspiracy.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Nope.

(Whoops) Edit: I can't even afford ammo besides what came in my arc pistol.

Silver Crusade

Male Human Things/20

Out of curiosity, why would you need all of them covered? Just to make it a safe bet so you could perform any role we need on the ship depending on what everyone else chooses?

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Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Why yes! That's exactly what I was thinking. =)

I just get the vibe that SF is going to be a bit more "Shadowrun" than PFS was. Like, it seems like the skills are somewhat winnowed and more defined, and in the StarShip section alone there are many, many references and uses for both Engineering and Computers.

Hence, I can easily see us needing to Use Computers (Hack) (you have no idea the Test of Will it took not to put an X and Z after that word) to get somewhere, or to make it easier. Same thing with Engineering. I figure that if I can make a character that can focus on those high-use skills, AND stock up on the appropriate tool kits, that'll make it easier for the rest of the party. In essence, traps are no longer for dungeons--they now can be right in front of you, in a white-paneled hallway. =)

And Starship combat not only has uses for Piloting, but also more stunts for higher rolls. They didn't put that in there just to waste ink. ^_^


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Might not be a bad time at this point to start hammering out PREFERRED starship roles for characters. Because they'll be part of a militia type environment as opposed to actual military, the roles won't be Star Trek level codified, but knowing what role you might want in ship combat will guide you toward what skills (and ability scores) you'll need.

Captain Quinn - Seems obvious, though I'm sure since it's "her" ship (just fluff, you'll all get input on design and upgrade) she probably knows pilot as well.

Vesk Soldier - Probably a natural for gunner, given the ability to use BAB to affect a gunnery check.

"Anton" character - Primary Engineer and backup gunner or pilot?

? - Primary Pilot

? - Additional Gunner

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