Stargate: a unique adventure (Inactive)

Game Master DEWN MOU'TAIN


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Wilhim wrote:
Can I use the lore skill from background skills system? It fits better than profession linguist for my character concept.

What's wrong with Linguistics itself? It functions as both "more languages" and "theory of languages" already anyway.


Flavor partly. And narrows down into something a bit more specific than just theory of language. Specialty of sorts if I can find my old post about it.


Storm Dragon wrote:

I may put forward a Barbarian, a Savage Technologist in particular.

They're focused around dual wielding a melee weapon and firearms.

Is that cool? Not sure how "woah, technology is weird" you want us to be.

good question, want to know that, too

Garidan Hemlock wrote:


Hi, this Ellioti's alias and submission. Feel free to look at the profile and note if anything is unclear. I linked some stuff, but I don't actually have anything rare or weird.
Just your normal sword and boards bard archaeologist.

nice take on a bard


This is Rocan's submission. A Dwarven Ranger (Wilderness Medic), no Animal Companion and using crossbows instead of the usual longbow.

In a nutshell:
Amhern isn't bad-looking, but a gruff and no-nonsense kind of dwarf. He makes his living as a guide for parties not used to the wilderness. It's his job and duty to keep people safe in the wild forests, the harsh deserts, the inhospitable mountains and the difficult to traverse swamps and marshes.
You follow his orders, you survive. It's as simple as that. No need to sugarcoat anything.

Background:

Amhern is a simple dwarf, sticking to what he knows best. What he knows best is surviving and those lessons were hard-learned. As a young dwarven teenager he apprenticed with a group of dwarven engineers for hire, working primarily on siege engines for the ones that hired them. During the long road across the hills, the group of engineers got overtaken by an incredibly heavy storm.
Rain poured down flooding the road, hurricane winds whipped up and blew the carts off the road. Several engineers got killed in the storm as well. Amhern himself got blown off the hillside as well, breaking his right leg.

Fortunately he was in better shape than the other engineers that ended on the bottom of the hills. Crawling through the open plains to the underbrush of a nearby wood, he was delivered onto himself with no one else around. It was difficult surviving alone in the woods, trying to set his own leg, getting poisoned by eating the wrong berries and plants, hiding in puddles of mud to escape predators. It's an understatement that it was difficult for him.

Eventually he made his way back home after months in the wilderness, still walking with a slight limp due to his inexperience setting a leg.
Amhern's gruff and harsh exterior towards others is mainly due to the scars from this ordeal, a trait that gets frustratingly worse when others take survival lightly.
He therefore hires himself out as a guide and survivalist to help guide groups of inexperienced travellers. There is only one rule!
"You pay for my experience in the wilds, you will take my advice seriously. You follow my lead."

Amhern's latest assignment came from a research group that found something extraordinary. A possible portal to a distant land? At least that was the assumption Amhern got. He got hired to act as the survival expert, guide and tracker for a scouting party into the new world behind the portal. Of course he was present when the portal was first activated.
He witnessed the blueish liquid form around the inner circle, opening the portal. "Right let's get to it!" Amhern said as he picked up his gear for travel. "A'ight lads and lasses. Make sure you don't forget all of your supplies! We don't know where we're going to be at. Let's...."

And then the armoured man with the hound-like face stepped out of the portal. After intial contact proved hostile and the professor lay dying on the floor, speaking his last words to his research team, a last look on the professor's face was aimed to him. Unable to really speak, he murmured inaudible: "Aid them...Pleas..."
Amhern nodded slightly at his words. Then the man passed seconds later.
Although Amhern couldn't save this man's life, he knows he can as sure as hell help the ones trying to fulfill his last wishes.

Edit: Before I forget, do we use Traits in this campaign? I haven't picked them yet as I might have missed it. Will probably pick something survival related for that.


R1: 4d6 ⇒ (4, 4, 5, 5) = 18 => 14
R2: 4d6 ⇒ (3, 3, 6, 5) = 17 => 14
R3: 4d6 ⇒ (1, 4, 1, 5) = 11 => 14
R4: 4d6 ⇒ (6, 1, 4, 3) = 14 => 13
R5: 4d6 ⇒ (2, 6, 6, 4) = 18 => 16
R6: 4d6 ⇒ (6, 1, 6, 3) = 16 => 18

reroll R3: 2d6 ⇒ (5, 3) = 8
reroll R4: 1d6 ⇒ 3
reroll R6: 1d6 ⇒ 6

Looks great. Will present a melee Transmuter/Fighter on the route to Eldritch Knight.


Storm Dragon wrote:

I may put forward a Barbarian, a Savage Technologist in particular.

They're focused around dual wielding a melee weapon and firearms.

Is that cool? Not sure how "woah, technology is weird" you want us to be.

I'll be honest, i havent run a game with firearms before. Ive looked at the rules concerning firearms, and have a basic grasp of them, but aside from that...

I think itd be fine if one player in the group used firearms.

Now, as to the other question. I think there should be displayed a level of shock and awe at the new technology that a stargate, the staff weapons, gliders, goa'uld tech brings up. Im expecting a certain amount of hesitation in utilizing the tech, along with interacting with those that utilize said tech. Sure a certain delight in seeing new tech, how unique it is, is expected, but also a level of trepidation from not understanding it and its capabilities as well.


Wilhim wrote:
Can I use the lore skill from background skills system? It fits better than profession linguist for my character concept.

What would be your focus? Just a better way to understand language variants and what not?


RIZZENMAGNUS wrote:
Wilhim wrote:
Can I use the lore skill from background skills system? It fits better than profession linguist for my character concept.
What would be your focus? Just a better way to understand language variants and what not?

Underlying Fundamentals of language, things that you can find in common with various languages, It should help explain the Danielness of me talking to everybody on random planets. Also, is this a golarion thing or random setting with nothing to do with golarion, because if it's golarion, we have actually good chance of running into an SG unit. Since golarion does exist in the same universe as Earth.


Yeah, that's why I figured we'd eventually be running into guns anyway, even if our characters aren't from Alkenstar or Numeria we'd be semi-likely to see some guns or energy weapons later (well, we've already seen energy weapons anyway).

Technically Golarion and Earth are in different galaxies entirely, but I think we can handwave that since Stargates don't work over those distances (unless we're hopping into one of those Supergates right off) and otherwise the Goa'uld wouldn't be around either.

RIZZENMAGNUS wrote:
Storm Dragon wrote:

I may put forward a Barbarian, a Savage Technologist in particular.

They're focused around dual wielding a melee weapon and firearms.

Is that cool? Not sure how "woah, technology is weird" you want us to be.

I'll be honest, i havent run a game with firearms before. Ive looked at the rules concerning firearms, and have a basic grasp of them, but aside from that...

I think itd be fine if one player in the group used firearms.

Now, as to the other question. I think there should be displayed a level of shock and awe at the new technology that a stargate, the staff weapons, gliders, goa'uld tech brings up. Im expecting a certain amount of hesitation in utilizing the tech, along with interacting with those that utilize said tech. Sure a certain delight in seeing new tech, how unique it is, is expected, but also a level of trepidation from not understanding it and its capabilities as well.

The rules for guns are fairly simple; they're exact the same as crossbows except if you roll a 1 or sometimes a 2 on an attack roll they jam. Once they jam, it takes a specialized Feat and an hour of work to fix them.

They're incredibly bad weapons...UNLESS you're playing a character like a Gunslinger who gets abilities to mitigate the effects of jamming, and get to add their Dex mod to damage with them at level 5.

The Savage Technologist gets the latter, but not the former, so I'm going to be spending a lot of time whacking things with a sword anyway. =)


Storm Dragon wrote:
Technically Golarion and Earth are in different galaxies entirely, but I think we can handwave that since Stargates don't work over those distances (unless we're hopping into one of those Supergates right off) and otherwise the Goa'uld wouldn't be around either.

Good Point, good point. But we've also seen technology capable of bridging that gap. I mean, the Asgard aren't milky way inhabitants either. They live in the Ida Galaxy. And Jack manages to get there.


@GM RIZZENMAGNUS
I have an idea and want to have it checked over with you,
Sent the Idea as PM.


R1: 4d6 ⇒ (5, 3, 2, 2) = 12 = 10

R2: 4d6 ⇒ (6, 1, 2, 5) = 14 reroll: 1d6 ⇒ 6 = 17

R3: 4d6 ⇒ (6, 2, 5, 4) = 17 = 15

R4: 4d6 ⇒ (1, 6, 2, 5) = 14 reroll: 1d6 ⇒ 4 = 15

R5: 4d6 ⇒ (3, 6, 5, 6) = 20 = 17

R6: 4d6 ⇒ (1, 6, 4, 6) = 17 reroll: 1d6 ⇒ 5 = 17

Well, that's pretty satisfactory.


RIZZENMAGNUS wrote:

Now, as to the other question. I think there should be displayed a level of shock and awe at the new technology that a stargate, the staff weapons, gliders, goa'uld tech brings up. Im expecting a certain amount of hesitation in utilizing the tech, along with interacting with those that utilize said tech. Sure a certain delight in seeing new tech, how unique it is, is expected, but also a level of trepidation from not understanding it and its capabilities as well.

Would the Technologist feat be helpful with this?


R1: 4d6 ⇒ (4, 2, 6, 4) = 16 14
R2: 4d6 ⇒ (6, 6, 3, 6) = 21 18
R3: 4d6 ⇒ (6, 5, 4, 5) = 20 16
R4: 4d6 ⇒ (5, 2, 5, 4) = 16 14
R5: 4d6 ⇒ (6, 5, 2, 2) = 15 13
R6: 4d6 ⇒ (2, 2, 4, 6) = 14 12

I like it. Let's see if I can come up with something over the weekend.


So here is Zero's submission. Everything is on the profile page.
tell me, if you need anything linked.


Pathfinder Adventure Path, Rulebook Subscriber

R1: 4d6 ⇒ (1, 5, 4, 4) = 14
R2: 4d6 ⇒ (6, 6, 4, 1) = 17
R3: 4d6 ⇒ (6, 3, 5, 1) = 15
R4: 4d6 ⇒ (5, 4, 5, 1) = 15
R5: 4d6 ⇒ (1, 2, 4, 3) = 10
R6: 4d6 ⇒ (5, 3, 1, 5) = 14

re-roll 1s: 1d6 ⇒ 3
re-roll 1s: 1d6 ⇒ 2
re-roll 1s: 1d6 ⇒ 3
re-roll 1s: 1d6 ⇒ 5
re-roll 1s: 1d6 ⇒ 4
re-roll 1s: 1d6 ⇒ 6

R1: 13
R2: 16
R3: 14
R4: 15
R5: 13
R6: 17


Ha. kind of talked myself out of fiddling with guns in my last post actually.

I'm almost certain I'm going to play a Nature Fang Druid now.

Basically I'll be a gish; instead of Wild Shape I get increased ability to fight in melee (which also comes with a minor increase in spell effectiveness).


Pathfinder Adventure Path, Rulebook Subscriber

Corrected my totals, the math was off.

R1: 13
R2: 16
R3: 14
R4: 15
R5: 11
R6: 16

Working on my submission now. I'll have it up this weekend sometime.


Pathfinder Adventure Path, Rulebook Subscriber

Question, would you allow the variant draconic bloodlines for sorcerer? Specifically the outer dragons since they fit so well thematically.

draconic bloodlines


I've seen people do this in other recruitments and since nobody stepped up so far, I'll do it this time. Here's a quick summary for the GM and everyone else of who has already submitted. It gives people not yet certain ideas of unfilled roles, too.

Full submissions:
- Rhys Olowynn - Elf Conjurer
- Garidan - Bard Archaeologist
- Amhern - Dwarven Ranger (Wilderness Medic)
- Zero - Human Fighter/Transmuter

Clear declaration of interest (not counting people who only rolled dice):
- Tharasiph - Dwarven druid Saurian Shaman Archetype, with a Velociraptor Animal companion
- Storm Dragon - Nature Fang Druid
- Drogeney - draconic sorcerer

please slap me, if I missed someone.


So, this is the base guy with accompanying character sheet. Still need to know if we're in Golarion or a homebrew setting since he was built for golarion, and I need to make adjustments since I'm pretty sure I've rebuilt him from his original incarnation since he was made.

I am currently rebuilding his crunch


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Tai Kaijitsu wrote:

[dice=R1]4d6 14

[dice=R2]4d6 18
[dice=R3]4d6 16
[dice=R4]4d6 14
[dice=R5]4d6 13
[dice=R6]4d6 12

I like it. Let's see if I can come up with something over the weekend.

Ok. I built a Cleric of an old egyptian god, Horus. This should fit well into the setting with the Goa'ulds' connection to ancient egypt.

His background is still very open, but he should have sufficient knowledge of the Goa'uld tradition to be a valuable team member.

Here is Efni Raan and his animal companion Horry:

Stat Block:

Efni Raan
Male Human cleric 5
LN Medium humanoid (human)
Init +2, Senses Perception +9
=================================================
DEFENSE
=================================================
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 50 ((5d8)+10)
Fort +7, Ref +4, Will +7
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longspear +1 +7 (1d8+5/x3)
Ranged Lightning Arc +5 vs touch AC (1d6 +2 electricity)

Prepared Spells
Cleric (CL 5th; concentration +7)
3rd-fly*, prayer
2nd-grace, lay of the land, resist energy, wind wall*
1st-burning disarm(DC 13), comprehend languages, obscuring mist*, shield of faith, shield of faith
0th-Create Water, Detect Magic, Enhanced Diplomacy, Light
*:Domain spell.
Deity Horus; Domains Air, Animal (Feather Subdomain)
=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 20,
Base Atk +3; CMB +6; CMD 18
Feats Boon Companion, Combat Reflexes, Paired Opportunists, Selective Channeling
Skills Diplomacy +13, Fly +7, Handle Animal +10, Heal +6, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +9, Sense Motive +6, Spellcraft +9,
Traits Friend to Animals, Sacred Conduit
Languages Ancient Osiriani, Common
Consumables Scroll Case (Remove Blindness/Deafness, Remove Disease, Remove Paralysis, lesser Restoration), Potion of Enlarge Person, Wand of Cure Light Wounds (50 charges)
Gear amulet of natural armor +1, longspear +1, traveler's outfit, breastplate +1, cloak of resistance +1, 3x spell component pouch, holy symbol (gold), holy symbol (silver), holy symbol (wooden), barding +1 (lamellar/leather/large/darkleaf cloth), saddle (exotic/riding), saddlebags, 449 gp
SQ Channel Negative Energy (1d6 damage, DC 17 WILL or dazed, 8/day), Lightning Arc 5/day
=================================================
SPECIAL ABILITIES
=================================================
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 1d6 points of negative energy damage to living creatures or to heal undead creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. You can use this ability 8 times per day.
Variant Channeling - Rulership Harm - Creatures are dazed for 1 round.
Domains Air, Animal (Feather Subdomain)
Eyes of the Hawk (Ex) You gain a racial bonus of 2 on Perception checks. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6+2 points of electricity damage. You can use this ability 5 times per day.
Animal Companion (Ex) You gain the service of an animal companion.

Traits
Friend to Animals (Handle Animal) You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Animal Companion:

Horry
Male Companion (Axe Beak) animal 5
LN Large animal
Init +3, Senses low-light vision; Perception +5
=================================================
DEFENSE
=================================================
AC 21, touch 12, flat-footed 18 (+5 Armor, +3 Dex, +4 natural, -1 size )
hp 51 ((5d8)+20)
Fort +7, Ref +7, Will +1
=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +6 (1d8+8)
Space 10 ft. by 10 ft. Reach 10 ft.
=================================================
STATISTICS
=================================================
Str 19, Dex 16, Con 16, Int 3, Wis 11, Cha 10,
Base Atk +3; CMB +8; CMD 21
Feats Combat Reflexes, Paired Opportunists, Toughness
Skills Acrobatics +7, Acrobatics (Jump) +15, Linguistics(Ancient Osiriani) -3, Perception +5, Stealth +3,
Languages Ancient Osiriani
Animal Tricks Combat Training, Attack, Come, Defend, Deliver, Down, Guard, Heel, Hunt, Stay, Watch
=================================================
SPECIAL ABILITIES
=================================================
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.
=================================================
ANIMAL TRICKS
=================================================
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Deliver The animal takes an object to a place or person you indicate.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.


Hey everyone, just wantedto give a heads up about my absence for yesterday and today.

The brake line on my truck blew out, which lead to a cascading failure of other brake lines, leading to a whole rebuild of my truck brake lines, brakes, and a couple other things i took care of since the wheels were off.

Ill be posting responses tomorrow


RIZZENMAGNUS wrote:

Hey everyone, just wantedto give a heads up about my absence for yesterday and today.

The brake line on my truck blew out, which lead to a cascading failure of other brake lines, leading to a whole rebuild of my truck brake lines, brakes, and a couple other things i took care of since the wheels were off.

Ill be posting responses tomorrow

Damn, that sucks. Glad you're alright, even if it sounds like your wallet isn't.


RIZZENMAGNUS wrote:

Hey everyone, just wantedto give a heads up about my absence for yesterday and today.

The brake line on my truck blew out, which lead to a cascading failure of other brake lines, leading to a whole rebuild of my truck brake lines, brakes, and a couple other things i took care of since the wheels were off.

Ill be posting responses tomorrow

Wow, Glad that didn't happen while you were driving the truck.

As Murphy's Gremlin minions tend to make one's day as bad as possible....


Oof. Glad everything's okay though. Brake trouble is scary.


Good luck fixing the truck!

Garidan Hemlock wrote:
I've seen people do this in other recruitments and since nobody stepped up so far, I'll do it this time. Here's a quick summary for the GM and everyone else of who has already submitted. It gives people not yet certain ideas of unfilled roles, too.

UPDATE

Full submissions:
- Rhys Olowynn - Elf Conjurer
- Garidan - Bard Archaeologist
- Amhern - Dwarven Ranger (Wilderness Medic)
- Zero - Human Fighter/Transmuter
- Efni Raan - Cleric of Horus with animal companion
- Harman Ragdul - Wizard, some kind of linguist

Clear declaration of interest (not counting people who only rolled dice):
- Tharasiph - Dwarven druid Saurian Shaman Archetype, with a Velociraptor Animal companion
- Storm Dragon - Nature Fang Druid
- Drogeney - draconic sorcerer


Alright, here is Drogeney's submission. I went under the assumption for now that the outer dragon variant bloodline was acceptable. If I need to change it the crunch is easy to adjust bu the backstory will need a lot of re-work. All of the information is in the alias but it will be below as well.

So still need confirmation of the bloodline being OK, it seems we are also waiting on the answer to how many traits we get to take since that was asked and not answered yet.

Build:

Yukarii
female half-elf sorceress 5
LN medium humanoid (human, elf)
Init +5; Senses Low-light Vision; Perception +8
--------------------
Defense
--------------------

AC 20, touch 14, flat-footed 17 ([+4 mage armor], +2 shield, +3 Dex, +1 deflection)
hp 40 (5d6+10)
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------

Speed 30 ft.
Melee claws +5 (1d4+1/n-n)
Ranged varies +5 (varies)
Special Attacks claws (8/8),
Spells (CL 5; concentration +10):
2nd (5/day)—scorching ray, mirror image, resist energy (bs)
1st (8/day)—feather fall, identify, magic missile, vanish, mage armor (bs)
0 (at will)—detect magic, acid splash, prestidigitate, dancing lights, mending, mage hand
--------------------
Statistics
--------------------

Str 13, Dex 16, Con 15, Int 14, Wis 11, Cha 21
Base Atk +2; CMB +3;CMD 17
Feats WP: Simple; AP: none; improved init (1st), skill focus (appraise) (rbf), eschew materials (sbf), weapon finesse (3rd), greater element focus (fire) (5th)
Traits trait 1
Skills
appraise +7=+2+2+0+3
diplomacy +10=+5+5+0
knowledge (arcana) +10=+2+5+3
knowledge (local) +5=+2+3+0
perception +8=+0+5+3
spellcraft +10=+2+5+3
Languages common, elven, draconic, aklo
SQ fav class Sor & bard +5sp
Combat Gear +1 mithral buckler; Other Gear headband of charisma +2, handy haversack, ring of prot +1
Misc Gear bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, trail rations (5 days), waterskin, explorer’s outfit, Pouch, spell components, courtesan’s outfit, 200 gp in various pieces of jewlery, 240 gp in misc gems, 75 gp
--------------------
Special Abilities
--------------------

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
[urel=http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline/]Draconic Bloodline (outer: vortex )[/url]
Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, if a creature is damaged by the spell, that creature cannot take a 5-foot step for 1 round. This effect occurs only when you’re using spells that require an attack roll (such as chill touch or scorching ray) or spells that allow a save (such as fireball or lightning bolt). A successful save against the damage or effects of the spell also negates this additional effect.
Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex) At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Description:
Yukarii is a gorgeous woman of half-elven and draconic decent. She has long feathery brown hair, slightly pointed ears, and her amber eyes are slanted slightly like she had an ancestor from Tian-Xia at some point in her past. Atop her head is a mass of bone and horns caused by her every growing draconic heritage which seem to only add to her inherent good looks. She generally wears clothing more like those of a courtesan than an explorer which complement her pearly skin tone. She doesn’t generally carry weapons instead relying on her magic and others for self defense or her claws when it becomes absolutely necessary.

Description:
Yukarii is a very studious and orderly woman who can’t stand a mess. She is almost obsessive compulsive in her need to organize and categorize things and it causes problems with people at times. She is quite brilliant, even if not as intelligent as the others in the Stargate Program, and is a kind of savant when it comes to vortex manipulation contributing to the success in opening the gate to begin with. She is often hit on by the others in the program but hasn’t found anyone who could attract her attention enough to make her reciprocate and has earned a reputation as a coldblooded reptile. That is both far from the truth and very accurate all at the same time which amuses her to no end. Overall Yukarii prefers to avoid combat seeing it as an unnecessary complication to her studies but she is capable of fighting when she needs to and knows that sometimes it is unavoidable.
Yukarii Protrait

Background:
Yukarii has always had an eye for the starts, felt a pull to them, and never knew why. Oh her father often told her it was because of her great-grandmother Valina who still roams them and came to this world for only a brief time in her long existence but Yukarii didn’t understand at the time. Her father was an elven man, Sorrin, who had long lived away from his people and fell for her mother, Kimiko, a human woman from Minkai. The pair had a happy life until Yukarii was born and it was unfortunate that the bloodlines converged as they did. When she was born Yukarii’s draconic blood had already slightly manifested and a human isn’t meant to give birth to something with horn nubs already growing. The delivery was incredibly rough and cost her mother her life.

Driven from her homeland by her mother’s angry family Sorrin took their little girl Yukarii and left Minkai never to return. He eventually made his way to a portal in Tian-Xia, an aiudara and, given his heritage from Valina, opened it to travel back to Kyonin. Yukarii was raised for a good portion of her early life by the elves of Kyonin learning much from them and proving a natural at divination and fire magic as she grew older and her powers manifested. Her horns continued to grow and she began to understand strange concepts of teleportation magics from her draconic blood.

Yukarii’s innate understanding of teleportation and vortexes brought her tot he attention of those researching the “Stargate”. The elves were concerned that it was ununknown aiudara they were discovering and decided to send one of their own to investigate. With Yukarii’s father off traveling somewhere they decided they had best send Yukarii instead. With her understanding of the aiudara they knew she could determine what the strange gate was.

It turned out to be something similar to the aiudara, yet very different, and when Yularii sent her report back she was instructed to stay and learn about the new gate, to help make it functional, and in so doing try to learn how to make the aiudara network functional again as well. When they did activate the gate it was a shock, the sheer power of it was astounding, and it’s shimmering depths intriguing. Yukarii could see the truth behind the seemingly flat surface, that there was in truth a vortex that stretched across space, and functioned on vastly different principles than the aiudara.

Yukarii was so entranced by the sight of the functional gate that when the man in armor stepped out she was nearly killed during the fighting. It wasn’t until she was knocked over by one of the soldiers in the room who took the blast for her that she came to her senses. She looked into the vortex again and saw in horror what she thought were more of those men about to come through and she reached and did...something causing the gate to slam shut as they were about to enter. She told no one there of what she saw or did but proceed to hit the warrior with a spell of searing heat that prevented it from being able to step back from an attack in time that finally helped bring the terror down.

Yukarii of course communicated everything back home and received a letter in response from her father. He explained exactly what kind of dragon her great-grandmother was, a vortex dragon. Valinastraszaschnexthumia was an elder vortex dragon, master explorer and manipulator of the very fabric of reality itself. The great dragon could tear holes in the planes themselves by creating a vortex that allowed near instantaneous travel. It was all of this that allowed her to do what she did and she was ordered to keep at her task, with this new threat seemingly aware her work there was all the more important tot he survival of Golarian.


Zero. wrote:
RIZZENMAGNUS wrote:

Now, as to the other question. I think there should be displayed a level of shock and awe at the new technology that a stargate, the staff weapons, gliders, goa'uld tech brings up. Im expecting a certain amount of hesitation in utilizing the tech, along with interacting with those that utilize said tech. Sure a certain delight in seeing new tech, how unique it is, is expected, but also a level of trepidation from not understanding it and its capabilities as well.

Would the Technologist feat be helpful with this?

Yes and no.

Technology has a logical progression to it. I could see it being useful for making checks on intuiting technology thats within a couple generations, but i dont see it with tech that is so advanced that its beyond comprehension.

Although, thinking about it, i could see making variant feats on this, allowing someone an ability to "reason" how a tech works while attempting to limit the amount of potential catastrophic failures one could incur when experimenting with advanced tech.


Drogeney wrote:

Question, would you allow the variant draconic bloodlines for sorcerer? Specifically the outer dragons since they fit so well thematically.

draconic bloodlines

They may fit well, but for now, lets keep it simple with the chromatic and metallic dragon lines


Tai Kaijitsu wrote:
Tai Kaijitsu wrote:

[dice=R1]4d6 14

[dice=R2]4d6 18
[dice=R3]4d6 16
[dice=R4]4d6 14
[dice=R5]4d6 13
[dice=R6]4d6 12

I like it. Let's see if I can come up with something over the weekend.

Ok. I built a Cleric of an old egyptian god, Horus. This should fit well into the setting with the Goa'ulds' connection to ancient egypt.

His background is still very open, but he should have sufficient knowledge of the Goa'uld tradition to be a valuable team member.

Here is Efni Raan and his animal companion Horry:
** spoiler omitted **...

I appreciate the enthusiasm, but change out the god. Make it a golarian based diety.

Until this discovery of the stargate, the idea of a goa'uld, or the egyptian gods, is nonexistent.


A couple of pwople have asked about traits.

Traits are allowed. 1 trait only.


Pathfinder Adventure Path, Rulebook Subscriber

Hmmm, time to re-write that backstory and make the tweaks.


As for my truck, i got lucky. The line blew out while i was slowing down approaching my driveway. I ended up rolling past my house with the brake pedal on the floor. I was able to get home using brake pumping and the emergency brake.


RIZZENMAGNUS wrote:
As for my truck, i got lucky. The line blew out while i was slowing down approaching my driveway. I ended up rolling past my house with the brake pedal on the floor. I was able to get home using brake pumping and the emergency brake.

Thank god for small favors.

RIZZENMAGNUS wrote:

Yes and no.

Technology has a logical progression to it. I could see it being useful for making checks on intuiting technology thats within a couple generations, but i dont see it with tech that is so advanced that its beyond comprehension.

Although, thinking about it, i could see making variant feats on this, allowing someone an ability to "reason" how a tech works while attempting to limit the amount of potential catastrophic failures one could incur when experimenting with advanced tech.

Well, that's from the technology guide, and the spaceship in numeria was incredibly advanced. I'd disagree with this not working.
RIZZENMAGNUS wrote:

I appreciate the enthusiasm, but change out the god. Make it a golarian based diety.

Until this discovery of the stargate, the idea of a goa'uld, or the egyptian gods, is nonexistent.

Uh... The egyptian gods ARE Golarion deities. They mostly abandoned the Osirians providing guidance from a distance while going to earth and becoming the egyptian pantheon.


Wilhim wrote:
RIZZENMAGNUS wrote:

I appreciate the enthusiasm, but change out the god. Make it a golarian based diety.

Until this discovery of the stargate, the idea of a goa'uld, or the egyptian gods, is nonexistent.

Uh... The egyptian gods ARE Golarion deities. They mostly abandoned the Osirians providing guidance from a distance while going to earth and becoming the egyptian pantheon.

That's what I thought, too. Horus is a canon deity


@Wilhim
I can guess WHY he put things as they are

He's focusing MORE on the CORE books, which Do Not cover Numeria, and Do Not have the Egyptian pantheon which was brought back in from an AP,


I'm pretty sure I got all the changed made. The updated Yukarii:

Build:

Yukarii
female half-elf sorceress 5
LN medium humanoid (human, elf)
Init +5; Senses Low-light Vision; Perception +8
--------------------
Defense
--------------------

AC 20, touch 14, flat-footed 17 ([+4 mage armor], +2 shield, +3 Dex, +1 deflection)
hp 40 (5d6+10)
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------

Speed 30 ft.
Melee claws +5 (1d4+1/n-n)
Ranged varies +5 (varies)
Special Attacks claws (8/8),
Spells (CL 5; concentration +10):
2nd (5/day)—aggressive thundercloud (dc 19), mirror image, resist energy (bs)
1st (8/day)—shocking grasp, identify, magic missile, vanish, mage armor (bs)
0 (at will)—detect magic, jolt, prestidigitate, dancing lights, mending, mage hand
--------------------
Statistics
--------------------

Str 13, Dex 16, Con 15, Int 14, Wis 11, Cha 21
Base Atk +2; CMB +3;CMD 17
Feats WP: Simple; AP: none; element focus (electricity), skill focus: Knowledge (geography) (rbf), eschew materials (sbf), weapon finesse (3rd), greater element focus (electricity) (5th)
Traits magical knack
Skills
diplomacy +10=+5+5+0
knowledge (arcana) +10=+2+5+3
knowledge (geography) +10=+2+5+0+3
perception +8=+0+5+3
spellcraft +10=+2+5+3
Languages common, elven, draconic, aklo
SQ fav class Sor & bard +5sp
Combat Gear +1 mithral buckler; Other Gear headband of charisma +2, handy haversack, ring of prot +1
Misc Gear bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, trail rations (5 days), waterskin, explorer’s outfit, Pouch, spell components, courtesan’s outfit, 200 gp in various pieces of jewlery, 240 gp in misc gems, 75 gp
--------------------
Special Abilities
--------------------

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Magical Knack Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
[urel=http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline/]Draconic Bloodline (bronze)[/url]
Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex) At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Description:
Yukarii is a gorgeous woman of half-elven and draconic decent. She has long feathery brown hair, slightly pointed ears, and her amber eyes are slanted slightly like she had an ancestor from Tian-Xia at some point in her past. Atop her head is a mass of bone and horns caused by her every growing draconic heritage which seem to only add to her inherent good looks. She generally wears clothing more like those of a courtesan than an explorer which complement her pearly skin tone. She doesn’t generally carry weapons instead relying on her magic and others for self defense or her claws when it becomes absolutely necessary.

Description:
Yukarii is a very studious and orderly woman who can’t stand a mess. She is almost obsessive compulsive in her need to organize and categorize things and it causes problems with people at times. She is quite brilliant, even if not as intelligent as the others in the Stargate Program, and is a kind of savant when it comes to vortex manipulation contributing to the success in opening the gate to begin with. She is often hit on by the others in the program but hasn’t found anyone who could attract her attention enough to make her reciprocate and has earned a reputation as a coldblooded reptile. That is both far from the truth and very accurate all at the same time which amuses her to no end. Overall Yukarii prefers to avoid combat seeing it as an unnecessary complication to her studies but she is capable of fighting when she needs to and knows that sometimes it is unavoidable.
Yukarii Protrait

Background:
Yukarii has always had a desire to learn and never knew why. Oh her father often told her it was because of her great-grandmother Valina who still roams this world, loved to learn but Yukarii didn’t understand at the time. Her father was an elven man, Sorrin, who had long lived away from his people and fell for her mother, Kimiko, a human woman from Minkai. The pair had a happy life until Yukarii was born and it was unfortunate that the bloodlines converged as they did. When she was born Yukarii’s draconic blood had already slightly manifested and a human isn’t meant to give birth to something with horn nubs already growing. The delivery was incredibly rough and cost her mother her life.

Driven from her homeland by her mother’s angry family Sorrin took their little girl Yukarii and left Minkai never to return. He eventually made his way to a portal in Tian-Xia, an aiudara and, given his studies of the ancient elf-gates, opened it to travel back to Kyonin. Yukarii was raised for a good portion of her early life by the elves of Kyonin learning much from them and proving a natural at divination and electrical magic as she grew older and her powers manifested. Her horns continued to grow and she found herself drawn to study teleportation magic like her father.

Yukarii’s study of teleportation and vortexes brought her to the attention of those researching the “Stargate”. The elves were concerned that it was unknown aiudara they were discovering and decided to send one of their own to investigate. With Yukarii’s father off traveling somewhere they decided they had best send Yukarii instead. With her understanding of the aiudara they knew she could determine what the strange gate was.

It turned out to be something similar to the aiudara, yet very different, and when Yularii sent her report back she was instructed to stay and learn about the new gate, to help make it functional, and in so doing try to learn how to make the aiudara network functional again as well. When they did activate the gate it was a shock, the sheer power of it was astounding, and it’s shimmering depths intriguing. Yukarii understood then the truth behind the seemingly flat surface, that there was a vortex that stretched across space, and functioned on vastly different principles than the aiudara.

Yukarii was so entranced by the sight of the functional gate that when the man in armor stepped out she was nearly killed during the fighting. It wasn’t until she was knocked over by one of the soldiers in the room who took the blast for her that she came to her senses. She looked into the vortex again and realized there could be more of those men about to come through. She reacted and called a cloud of thunder and lightning that she sent partway into the vortex causing the gate to slam shut as the surface was disrupted with the intense electrical discharge. She turned her focus on the strange soldier then and blasted him with electricity which seemed to cause him problems fighting back and let the others bring him down.

Yukarii of course communicated everything back home and received a letter in response from her father. He explained exactly what kind of dragon her great-grandmother was, a bronze dragon. Valinastraszaschnexthumia was an elder bronze dragom who studied teleportation magics heavily, and created many of the current theories that allowed the program to succeed. It was rumored the great dragon could tear holes in the planes themselves by creating a vortex that allowed near instantaneous travel similar to what the Stargate did. It was all of this that allowed Yukarii to do what she did and she was ordered to keep at her task, with this new threat seemingly aware her work there was all the more important tot he survival of Golarian.


Ahh, but the core books literally have nothing to do with golarion, that's all stuff like the APs, and I can certainly understand not doing the thing with the gods, it would take some work to fit it in until you remember the goauld merely assumed their identities.


But the CORE RULE BOOK does have Golarion Deities in it, hence they are CORE.


RIZZENMAGNUS wrote:


I appreciate the enthusiasm, but change out the god. Make it a golarian based diety.

Until this discovery of the stargate, the idea of a goa'uld, or the egyptian gods, is nonexistent.

To expand on what others are saying, Earth and Golarion have an interesting connection to the Egyptian gods. Basically when worship on Earth started to wane, the actual Egyptian gods MIGRATED to Golarion and set up shop in a new place (Osirion).

Mind you I feel like that bit of lore kind of contradicts Stargate's lore, since the whole idea is the Egyptian gods were never real in the first place, so you maybe should still ban it, but then again, there's no reason with the massive timescale involved that the Egyptian gods migrated to Golarion and THEN the Goa'uld co-opted the already existing worship for their own gain.

The latter could lead to some legitimately interesting interactions with other people in the universe, if somebody worships for example the REAL Horus and has a culture clash with someone who really hate the Goa'uld and attacks anybody with his holy symbol presented on sight.


RHMG Animator wrote:

@Wilhim

I can guess WHY he put things as they are

He's focusing MORE on the CORE books, which Do Not cover Numeria, and Do Not have the Egyptian pantheon which was brought back in from an AP,

I dont own, nor have i played with any of the extended material beyond the core rule book, the beastiary, and a few sessions with the rise of the runelords. So my knowledge of everything else in regards to golarian, and all the extra fluff is what ive found online.

So i didnt know that horus was considered canon for the world. Nor am i aware of a spaceship in numeria,and so on.

Golarian is just a prebuilt worl that im using as a place setting. Its an easy reference for me to use, and it provides everyone else an easy starting point with geography and landmarks and so on. The world is easy to look up, learn the local nations and utilize in the campaign world.

For the start of this adventure, its starting off inside a cave, or a dungeon,i havent decided yet. The adventure is a simple exploration adventure. Go through the stargate, explore the area, go through a set of ruins, and then come back with some sweet gold. Beyond that, its an open world.


stats: 4d6 ⇒ (1, 5, 2, 6) = 14 15
stats: 4d6 ⇒ (1, 4, 2, 5) = 12 15
stats: 4d6 ⇒ (5, 2, 4, 3) = 14 12
stats: 4d6 ⇒ (4, 2, 6, 6) = 18 16
stats: 4d6 ⇒ (6, 5, 5, 4) = 20 16
stats: 4d6 ⇒ (2, 3, 5, 3) = 13 11

rerolls: 4d6 ⇒ (1, 1, 4, 6) = 12


Would you allow Prestige Classes from outside core? Specifically I'm looking at Champion of Irori


@RIZZENMAGNUS: Ok, no problem there. I can rebuild this character with another deity/no deity.

Another question:
thanks for some insight in the first adventure. Will the dungeons be 5-ft-dungeons, thus making it inappropriate for a large animal companion? If this is the case, I'd withdraw my application in general, because this concept wouldn't work. I'll await an answer, before redoing the crunch.


trawets71 wrote:
Would you allow Prestige Classes from outside core? Specifically I'm looking at Champion of Irori

My goal, since i havent properly DM'd anything in over a year, is to work the kinks out using the core basics first, any by the time everyone hits 6th level, to allow more material from other sourcebooks.

So, right now, no. At 6th level, probably.


Tai Kaijitsu wrote:

@RIZZENMAGNUS: Ok, no problem there. I can rebuild this character with another deity/no deity.

Another question:
thanks for some insight in the first adventure. Will the dungeons be 5-ft-dungeons, thus making it inappropriate for a large animal companion? If this is the case, I'd withdraw my application in general, because this concept wouldn't work. I'll await an answer, before redoing the crunch.

Alright, i think i know what youre talking about, but i need some help here. I know theres some rules about large creatures and dealing with movement and what not. But im drawing a blank and having a hard time finding the rules for it.


Below is my submission for Gikkod, a Numerian technological adept monk. If you have any questions please let me know.

Stats:

Gikkod Strongspine
LN Dwarf Male Monk 5 (Perfect Scholar) https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-ar chetypes/perfect-scholar-monk-archetype
Worships Irori
Init+1; Senses: Dark Vision 60 ft, Low-light Vision: Perception +6
+2 Perception to notice unusual stonework (auto check within 10’)
----------
Defense
----------
AC 20, touch 20, Flat-footed 15
HP 60
Fort+9 Ref+9 Will+9
Evasion, Immune to Diseases
----------
Offense
----------
Speed 30 ft
Melee: Unarmed Strike +7 (1d6+4, x2)
Flurry of Blows +7/+7
----------
Statistics
----------
Str 12 Dex 18 Con 18 Int 11 Wis 19 Cha 8
Base Atk+3; CMB 4; CMD 20 (+4 vs Grapple, +2 vs Bull Rush)
Feats: Improved Unarmed Strike, Stunning Fist (DC 16), Weapon Finesse, Piranha Strike, Technologist, Dodge, Combat Reflexes
Traits: Mechanical Aptitude (Knowledge Engineering) http://www.d20pfsrd.com/traits/magic-traits/mechanical-aptitude-magic-trait /
Racial Traits: Craftsmen, Defensive Training, Hardy, Stability, Stonecunning, Hatred
Skills: Craft Technology +10, Knowledge Engineering +10, Linguistics +10, Perception +12, Sense Motive +12, Stealth +12
Monk Abilities: Learn from Failure, High Jump, Ki Pool (6), Maneuver Training
Languages: Common, Dwarven, Azlanti, Ancient Osiriani, Thassilonian, Cyclops, Hailit
Combat gear: Agile Amulet of Mighty Fists (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-ab ilities/agile/), Ring of Protection +1, Cloak of Protection +1, Cure Moderate potions x2
Other Gear: Bedroll, 50’ silk rope x2, Backpack, Bandolier x2, Water Skin, Belt Pouch, Grappling Hook, Irori Holy Symbol Tattoo, Engineer’s Work Gloves (https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/workgloves-enginee r-s/)
Wealth: 250 gp, 9 sp

Background:

Gikkod grew up in a Dwarven crafters guild in Numeria. At a young age, the guild master’s identified that he had an exceptional talent for constructing and fixing machines, to the point where he gained the attention of the Technic League. They trained him in their ways quickly rose within their ranks, but he was never interested in the politics of controlling Numeria. His aptitude was specifically in learning ancient languages and mechanical engineering.
Recently the Technic League caught wind of a strange archaeological find that sounds more like high technology. They sent a team to assess the situation, gain access to the site, and steal anything the league could use. Upon seeing the gate for the first time he knew that the technology was both older and very different from anything in the Silvermount.


RIZZENMAGNUS wrote:
Tai Kaijitsu wrote:

@RIZZENMAGNUS: Ok, no problem there. I can rebuild this character with another deity/no deity.

Another question:
thanks for some insight in the first adventure. Will the dungeons be 5-ft-dungeons, thus making it inappropriate for a large animal companion? If this is the case, I'd withdraw my application in general, because this concept wouldn't work. I'll await an answer, before redoing the crunch.

Alright, i think i know what youre talking about, but i need some help here. I know theres some rules about large creatures and dealing with movement and what not. But im drawing a blank and having a hard time finding the rules for it.

no need to get into actual rules. I was just asking, if you plan to have a lot of dungeons/corridors that are only one square wide, which is a common dnd/PF standard. Yes, in these dungeons, creater larger than 1 square can move under certain rules, but it's neither practical nor fun.

I think this is a valid question, because some adventures (e.g. the Rise of the runelords or Kingmaker adventure paths) provide more room for tactical positioning than others.
I'm perfectly fine with any answer.


Your talking about the Squeezing rule under Terrain and Obstacles in the Combat chapter of the CRB.

Since I've watch a lot of SG-1, I'd say the width of the corridors in most scenes are about 10-15 ft wide.

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