Upgrades!: each night Droid starts play with additional equipment from this list
02-Extra Armour (legs)
03-Space Marshall's Binders (a bundle of zip-ties)
04-Knobby Tires (adds one die to Athletics and scramble rolls in vehicle mode)
05-Tow Hook (10ft of tough cord with a blunt three-pronged fishing hook on a reel)
06-Flames!!!!! (does nothing but looks awesome!)
07-Extra Armour (Body)
08-Dozer Blades (swords taken from Truckimus Ultra, leader of the Vehiclebots, that count as melee weapons)
09-Stealth Camo (1 die bonus to stealth rolls)
10-Long Barrel Blaze Rifle (relaxes regular Blaze rifle and doubles range of Aim actions)
11-Extra Armour (Arms)
12-Missile Pods (1 time use. Droid may take an aim action to target an area. All enemies within six inches are affected by the attack)
(I was thinking pick one and roll randomly for a second one)
I like the idea of magical "good thing I packed this..." But I think it would be too easy to abuse.
Not too sure what to do for the last two quirks...
Maybe:
Fast Mover: 1 auto success on dodge
Upgrades: Droid never knows what he'll end up with each night and has a large supply of parts and accessories to choose from. Each night Droid starts with additional equipment or tools. (maybe one chosen by player and one chosen by DM?)
Here's a rough submission for Cycle-droid Kai Maximum (Droid for short)
Background:
The Cycle-Droid series was a Japanese cartoon in the late eighties riding on the coat tails of popular Scifi cartoons that came earlier. Unfortunately the series didn't take off and was cancelled after only six episodes. Consequently the toy line, in full production at the time, was scrapped and the remaining inventory was shipped off to discount vendors and never heard from again.
That's where droid found himself for the next twenty or so years. Collecting dust in his box on a dirty shelf at the back of a flea market until a little boy found him and took him home. At first he was just a cool motorcycle for his Small's other toys but as time went by Droid quickly became the star. If it was chasing down space bandits through the asteroid belts or racing on the saturn's rings he was always with the boy. He even joined him at bath time and in the families pool, racing across the water and splashing his boy's sister.
Personality and Description:
Droid is a motorcycle robot through and through. Hot headed, reckless, loud and competitive and will go to any length to protect his small even if he winds up with dents or scratched paint because he knows that his small is always happy to clean, fix, paint and sometime customize him.
Underneath layers of hot rod paint and armour pieces and weapons scavenged from Combat Carl vehicles and the more popular 'Transmorphers' line of vehicle robots Droid is an eighties anime transforming motorcycle. He could find himself wielding cannons or missile launchers or even glow in the dark swords depending on whatever his small decided was necessary for the day's adventure.
Head (4)
Body (8)
Arms (6)
Legs/Wheels (7)
Core (5)
Quirks, gear and accessory packs:
Quirks
Vehicle Mode: transforms into a motorcycle, drastically increasing speed and allowing a regular or small sized toy to ride on him but limits his available actions.
Amphibious: thanks to all of his time playing with his small in the bath and in the pool Droid can move about freely in the water and can even float when in vehicle mode driving about like a jet ski
???
???
his Small:
The family calls his small 'Eddy' and they live in what they call a "small apartment" in the city. Eddy likes action cartoons and soldiers but anything with robots is best. He is a rather small, small with glasses who likes to build models, usually planes or tanks and such but never seems to finish them and has little shoe boxes of parts and pieces on his desk where he works. Eddy's father is something called a mechanical engineer and loves to help Eddy with his models (The only finished models Eddy has are the ones made by him and his dad together). Eddy's room is a mess most days so he never really notices when stuff gets moved during the nightly battles against the Bug King who claims the apartment building as his own.
Okay. Have you put any thought to post frequency or group size? I personally see deathwatch and dark heresy as more geared to smaller groups for different reasons. In dark heresy the larger your cell the less dangerous the more minor threats become. While a small team in deathwatch fits theatrically as a small band of specialists fit more the specialist team that makes deathwatch so intesting, true both are small groups but one has more the feel of vulnerability while the other is more a close knit team spitting in the face of whatever overwhelming odds are against them that particular week.
Alternatively Rogue trader can work quite well as a larger group. A rogue trader and his trusted advisors taking what they want from the universe has more of a large or grander scale wherein more characters would give the ship and the game more depth. Plus those ships have literally thousands of crew members so a larger command staff isn't all that far fetched.
Again these are my own opinions and ideas for you to mull over or not.
Hey TerraNova, missed you starting this thread.
I'd be interested. I don't have only war or black crusade...yet but I have a rather exhaustive set of the rest of the books. The rogue trader or deathwatch games sound interesting to me if you haven't settled on a group of players.
still working out total build but here's some background to peruse
Who is 'Droid':
The runner now known as Droid started out in a family run subsidiary lab of ARES industries, growing up learning about technology and robotics from his father and uncle. He was sent to some of the best technology schools available and when he graduated he returned to his families labs to continue in his father's footsteps. Everything was going great, they had a new prototype VTOL drone that they were going to be presenting to the Executives at their next meeting, stocks and options were high and everyone was in good spirit. That was until one fateful night when a team of runners broke into their lab and sabotaged their prototype the night before its unveiling. Needless to say when the drone when rogue and injured one of the board members the Executives quickly 'liquidated' his family and their company. Forced to flee everything he knew he went to the only place he figured they couldn't find him, the underworld of the runners, where he could turn his skills developed in the lab into a new 'career'.
what's he like:
Droid has never been good with people, he just doesn't understand how they work. With electronics and drones he can just take them apart, study them and then rebuild them better than before. Humans and metas don't work that way though. Sporting a fairly average build and slightly below average height Droid doesn't really stand out in a crowd, which works for him since he doesn't want to stand out. His dark brown hair sits long and half kept, showing signs that he is long over due for a haircut rather than long for style. He wears drab baggy clothing in a variety of greys and dark blues and can usually be found sporting a hoodie with whatever logos or brands appear to have been popular months ago.
consider sword saint dropped. I've been looking at the aldori sword lord archetype and prestige class as well so I'm kinda torn between cavalier and fighter
I was thinking about a half elf based around the samurai and archetype sword saint, (link below)that uses the aldori dueling sword. Basically a D'artanion/musketeer kind of character minus the guns that's either part of an as yet undecided knightly order hoping to join or be recruited by a knightly order in the future. I may even go duelist prestige class or switch him to the aldori archetype fighter if you don't like the samurai/sword saint archetype
sword saint archetype
Strength 13
Dexterity 16+2 racial
Constitution 14
Intelligence 14
Wisdom 10
Charisma 12
DM Locke I've been rereading your posts and I see Landon (my inquisitor application) being part of the new side of Helm's church in Tethyr , especially the part about making the wilderness safer for everyone.
I do have one question for an alternate application though. Are there any knightly orders present in Tethyr, I couldn't find anything on the interwebs about a local order. I had an idea for a cavalier(a kensai samurai actually) and was hoping to build him around a local order though.
looks like theres a lot of rogues so ill drop my rogue idea but what do you think about...
Landon, Human Inquisitor of Helm:
Lawful Good, Human, Inquisitor 1
Defense:
AC 20, touch 12, flat-footed 18 (+5 armor, +3 Shield, +1 Dex, +1 Dodge)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +4
Offense:
Speed: 30 ft. (25ft in armour)
Melee: Bastard Sword +3 (1d10+3/+4, 19-20/x2) (S)
Melee:
Ranged:
Statistics:
Str 15(17), Dex 13, Con 14, Int 10, Wis 14, Cha 14
Base Atk +0; CMB +3; CMD 14
Traits: ?,?
Feats: Shield Specialty (Heavy steel), Dodge
Skills: Diplomacy, Heal, Intimidate, Knowledge(Dungeoneering), Knowledge(nature), Knowledge(religion), Sense Motive, Survival
Landon is a child of Tethyr, born to a minor noble family as the third son and raised by the church. He tries to embody the ideal of Helm by using the skills he learned to hunt down an elimate threats outside of the cities as well as in thier streets.
I see him resembling a paladin in many ways and if chosen he may end up become a true paladin later in his career.
Haven't played in FR in a long time so I'm a little rusty on the setting but I've got two ideas
Half-elf son of a minor noble of Tethyr and a reclusive elf taught both social gentry work and deception.
backstory ideas:
The characters mother was a renegade/traitor noble drow fleeing the Underdark after a failed coup vs her mother fled to the surface and beguiled his father, into marrying her while she posed as a regular elf through magic. I was looking to build him as a ninja to show his dark elf latent magic coming through. I was also gonna take the half elf changes in the ARG if possible.
One thing i tried for radiation was treating it as a poison vs constitution. Different severities had larger dice if fortitude saves failed and reducing con works well, meanin the more radiation you take the harder it is to resist but it doesnt make it overly complex and allows PCs to 'heal' their radiation over time instead of RL where it just adds up until the inevitable.
if your looking for something to bring guns and technology in i just found this Amethyst which has great tech based classes and is designed for pathfinder so less house ruling and figuring stuff out
I've been pondering about making an inquisitor /ranger of either Erastil or Iomedae, I haven't finalized everything yet. Still waiting on your decision about the black powder inquisition and this as a whole before I build too much around it.
I have a solid, consistent posting history. Most of the time I check in a few times a day to keep up with things and I am usually pretty good about keeping everyone up to date on when things come up in RL that mean a delay for me. I can post from my phone, and do so frequently.
Background:
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Although his family were descended from a long line of native Ioborians, Kenis's parents were devout worshippers of Erastil and helped to watch over the wilds. They came to be valuable allies of Mendev in the crusades. As Kenis grew into a man, he joined them. However, a betrayal by one of the Crusaders when Kenis was in his early 20s lead them into a trap. Due to the sacrifice of his parents Kenis survived, but the experience left him with a distrust of Crusaders he hasn't met before.
Although he still felt a wariness and mistrust of new people, he couldn't keep himself from the border. His natural leadership, tactical skills, and knowledge of the land was a valuable asset to the effort and he found himself leading small raids and aiding in various missions.
His continued efforts in the war lead to a close relationship with a younger Paladin named Eris. Her ferocious devotion to Erastil inspired him and they became a powerful and effective team in the crusades together.
On a return from a failed raid (the demons had abandoned the location by the time Kenis's strike force reached it), Kenis, Eris, and their team were ambushed by force lead by a demon that was much more powerful than either of them. Eris drew its attention while Kenis held back the rest of the demons, allowing the others time to escape. The greater demon smote Eris to the ground. Shouting a prayer to any gods that would come to his aid, Kenis struck the ground between Eris and the demon as it raised its axe to make a killing blow. Kenis's strike split the ground and a crack opened wide, throwing back the demon and knocking Kenis to the ground, unconscious. He awoke in a Crusader hospital with Eris. She was barely alive, but her body was broken--she would never fight again. Kenis was scarred in his own way--his body seems to be in a permanent state of decay in stasis.
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First I had a plan for Kenis to be a frontline combatant that also buffed people, and so had this Crunch put together; except I had planned to use the Flagbearer feat and the Freebooter archetype to give the party +2 to all attack and damage rolls (possibly with a level of Bard down the road, for +3). Without Flagbearer and the Freebooter archetype he still will offer always-on teamwork feats down the road (probably starting with Precise Strike to give everyone 1d6 precision damage while flanking) and his Marshal path abilities (among them, the ability to give everyone 1d6 sneak attack) will boost the party effectively as well. I like him; he's unconventional but should still be effective.
As Ranger/Oracle/Paladin:
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LG Human Ranger 1/Warsighted Oracle (Nature) 1/Holy Tactician 2
Worships Erastil, but keeps an "ear to the ground" for all of the Good Pantheon. He is familiar with Iomedae and often prays to her before a battle.
Dual Path Marshal/Champion
Feats
1: Skill Focus (Disable Device)
1: Power Attack
3: Extra Revelation (Nature's Whispers)
Mythic 1: Dual Path (Champion)
Traits
Vagabond Child (+1 Disable Device and it is a class skill)
Faith's Hunter (extend duration of 1 divine spell by 1 round after confirming a critical hit on a favored enemy)
Future choices:
5: (Ranger lvl 2) Cleave
5: Cleaving Finish
7: Leadership
M3: Mythic Leadership (if prerequisites are met at that point)
M5: Mythic Paragon (or swap with Mythic Leadership if necessary)
Marshal's Order: Rally
Champion's Strike: Sudden Attack
Path Ability: Crusader (level 2 Cohort is a Human (Flagbearer?) Bard -- I will roll him up if I am accepted)
30 years old
+4 STR 18
+0 DEX 10
+1 CON 12
-1 INT 8
+1 WIS 13
+4 CHA 18 (+1 at lvl 4, +2 Headband)
SQ
Oracle's Mystery - Nature
Oracle's Curse - Wasting (-4 to all Cha-based skills except Intimidate, +4 competence bonus vs. disease)
Revelation (from feat) - Nature's Whispers
Martial Flexibility 3/day - use a move action to gain 1 combat feat for 1 minute. (down the road I can use this and a swift action to switch out the teamwork feat that I offer the party)
Spells (4/day)
0: Create Water, Detect Magic, Mending, Read Magic
1: Divine Favor, Protection From Evil, Cure Light Wounds (might swap one of the first two out for Obscuring Mist if the party thinks it sounds more useful)
Favored Enemy (Evil Outsider) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Evil Outsiders, and may make identify checks against them untrained.
Track - +1 Survival to follow tracks
Wild Empathy - Roll 1d20+4 to use Diplomacy on wild animals.
Aura of Good
Detect Evil - as a move action
Divine Grace - add Cha to Saving Throws
Lay on Hands - 4/day - 1d6
Weal's Champion - 1/day - As a swift action, gain +4 bonus on attack rolls against evil targets. If he hits, he adds +1 to weapon damage rolls as well. These bonuses last for 1 round. In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to +2 against that creature as well as a +1 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious. (all of these numbers scale with level--I took the details out to make it more succinct)
Intended Path:
Most likely keep Ranger and Paladin levels on equal footing, but I might pick just the Paladin for the most part--or after Ranger level 5.
Non-Combat Gear
+1 Cloak of Resistance (1000gp)
Headband of Alluring Charisma (4000gp)
205gp (mostly saving up for magically enhanced mithral breastplate, etc.)
+ misc. adventuring gear--will pick once I see what the party has
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... but looking at the Mythic ranged feats I saw that an archer looked like a lot of fun in a Mythic game. Considering that you guys seemed really determined to have someone who could do Sneak Attack, I put this alternate crunch together. I would have to change some of the details of the background for it, but the overall outline would remain the same. The other one is, ironically, slightly better at Disable Device.
As Slayer:
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NG Human Slayer 4
Marshal
Feats
1: Deadly Aim
1: Power Attack
2: Rapid Shot
3: Point Blank Shot
Mythic 1: Rapid Shot (Mythic)
Traits
Courageous (+2 vs. fear effects)
Focused Disciple (+2 vs. charm and compulsion effects)
Future choices:
5: Precise Shot
6: Manyshot
?: Iron Will?
SQ
Studied Target - Move action to gain +1 attack, damage, bluff, knowledge, perception, sense motive, and survival, as well as +1 to DC of abilities, vs. studied target. May also study target as an immediate action upon dealing sneak attack damage to a target.
Track
Talent: Ranger Combat Style Feat
1d6 Sneak Attack
Talent: Trapfinding
Intended Path:
Slayer all the way, most likely, unless a dip becomes too tempting
Non-Combat Gear
Belt of Strength (4000gp)
305gp (mostly saving up for magically enhanced mithral breastplate, etc.)
+ misc. adventuring gear--will pick once I see what the party has
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