Pileus was created by the druid Vespa in the Crimson Tide Wood from mushrooms and the log they grew upon. His relationship with his creator was short-lived as only a month or after his creation, Pileus awoke one day to find Vespa nowhere to be found, and he searched the whole wood without a trace before realizing she must have left the woods. Thus Pileus came to leave the solitude of the woods and enter Breachill for the first time. None of the residents he spoke to remembered seeing the druid pass through town.
So Pileus returned to the woods and found a small cave near a brook and beaver-dammed pond to live in. He meditated on the reflections in the rippling water and imitated its movements and found that he could make his arms and legs strike with the same liquid grace as the rippling brook and pond. He could also create seedpods from his leshy body with which to strike foes from afar.
A leshy strong enough to fight off any possible predators (which were most often boars confused when their dinner started moving) with his bare hands does not have many material needs, but still, curiosity caused him to lurk about town and start hearing the stories in the tavern and the monthly Call for Heroes. He decided that he, too, should become a hero. Perhaps if he became famous enough, his creator would hear of him and return to him, or, barring that, perhaps he could find out what happened to her in one of his adventures.
So he began performing odd jobs for the townspeople to earn money to buy supplies for adventuring. When he had amassed some basic supplies, he decided that he would seek caverns to explore and train in. His keen eyes needed no light to see and being a fungus leshy, he could subsist on most any damp decaying matter he might find, so he reasoned that he might be able to achieve fame by exploring the Darklands. After a few weeks, he emerged with a better understanding of the Darklands and an even better understanding of his own shortcomings. Despite his advantages, traveling alone in the deeps proved too dangerous for a monk on his own. He decided to set his sights a little lower and return to Breachill to join the Call for Heroes...
Here is Pileus's Pathbuilder link. Not completely settled on gear and such but am pretty solid on the stat spread, skills, and Reflective Ripple Stance being the 1st level class feat. I'm definitely not sure how the build will progress from there and 2nd and beyond are just me playing around. I'm thinking of Cleric, Druid, or Wrestler archetype depending on the needs of the party and what feels right for his character as I play.
Pileus is a fungus leshy who's lived most of his life on the outskirts of Breachill after the druid who created him disappeared shortly after. As a self-taught monk and a fungus, he has few material needs but earned gold for what few things he does need by doing odd jobs in Breachill. After hearing the monthly Call for Heroes and the tales told in the taverns for years, he decided he wanted to be a heroic adventurer too and train himself up with a foray into the Darklands. With no need for light and the ability to subsist on just about anything organic he might find, he thought he could do better than the average surface-dweller. While he did improve his fighting skills and learned much about the underground in his short stint exploring there, the dangers of the deeps proved too much for a solo adventurer, so he decided he'd best just return to Breachill and join the Call for Heroes and begin his heroic journey a bit more modestly.
Just confirming it's okay to play a leshy--they were made a core ancestry in the remaster but AFAIK weren't before that. I've got an idea for a fungus leshy monk.
Jon, why are we splitting it 5 ways? We just met Garidan and Willorn left the group. Split it 4 ways. Since I am selling the weapons, you should head to the Market to sell the snares. We should keep the elixirs. Is someone claiming the poison or Wolf Fang?
Oops my bad. So that would be 11 gp 8 sp 5 cp each or 12 gp 2 sp 2 cp if the caltrop snare is worth full price instead of half.
Sorry guys, I've been having Internet trouble since yesterday. Although I'm sure you all are glad you avoided me attacking all of you while Confused lol. I'll try to post this afternoon
Jon Ydinna has been fascinated with the arcane since his grandmother read him a storybook about wizards as a boy. He was bright, but never got the knack of spells except for detecting magic. Instead, he studied alchemy which he did have an affinity for. His real talent, however, is in his marksmanship. Growing up in Alkenstar, he had the opportunity to learn both firearms and ammunition. He also developed a sword and pistol style of combat. He also uses a whip in combat to ward off enemies wanting to close into combat range. He's spent his life so far traveling with caravans and ships as a guard and making money between voyages as an itinerant alchemist. He's currently working in an apothecary and studying in the libraries in Absalom, but makes regular trips to Otari to see his favorite bookseller Morlibint at Odd Books, who has fantastic taste.
He's adventurous, easygoing, and inquisitive. He loves reading of all kinds. He takes pride in his alchemy and marksmanship, and loves meeting new people, discovering secrets, and seeing the sights.
Physical Description:
He’s a 31 year old pale-skinned auivarin with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster, shortsword in a sheath, and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.
Crunch:
JON YDINNA
Ancestry Aiuvaran
Background Bibliophile
Languages Common, Elven, Sakvroth
____________________
APPEARANCE
He’s a 31 year old pale-skinned half-elf with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.
Ancestry Feats 1st: Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Skill Feats Alchemical Crafting(gunslinger feat bonus skill feat)You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Arcane Sense(background bonus skill feat) Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
Gunslinger's Way: Way of the Drifter Reloading Strike ◆ Requirements: You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty. You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or unarmed attack, if your other hand is empty), and then Interact to reload. You don't need a free hand to reload in this way.
Initial Deed: Into the Fray ◇ Trigger: You roll initiative. You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and then can Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.
Singular ExpertiseYou have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.
This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
Gunslinger Feats Bonus: Sword & PistolYou're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is off-guard against your next melee attack with a one-handed melee weapon.
When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. Either of these benefits is lost if not used by the end of your next turn.
1st: Munitions Crafter Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items.
You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.
This is my first foray into Starfinder and Organized Play. I've been playing PF1E for years and was part of a PF2E PbP our GM just put on an indefinite hiatus. I looked through the SF1E PRD and playtest doc to get a feel for SF lore.
When I use the Chrome extension to use the token images for Syper, the captain, and the cox'n, the images revert to the Paizo image the next time I open the page. The one I use for Jade and Jaym'row remain. This is the first time it's happened that the images don't stick. Anyone have any ideas why?
No idea, but the same thing happens for me with images not "sticking." I'd have to check my computer but I think it's happened with the captain and cox'n and possibly Syper too.
Any ideas on connections our characters might have made with each other? My Kineticist is the daughter of a pirate captain, though she's been living in Eredorn
training with sha'irs for the last 5 years or so to get her kineticist abilities under control.
@Clebsch Your inventor link isn't set to give permission to access by default. The rogue and swashbuckler links work fine.
I like both characters so I'm willing to play either but I think my preference right now would be to play the kineticist.
Looking back, it looks like we've all built Dex-oriented characters with Thievery! My Kineticist (Con-based, but Dex is her second best stat) could switch Thievery out for something else. She had fewer skills than I wanted to work with anyway. And my gunslinger's background would better suit several alternate skills besides Thievery.
I submit Jade Morrow, kineticist of water and air, to the campaign. I really dig this character too, and she's quite a bit different than Jon, so whichever character would fit best with the party composition you're looking at is fine with me.
Player Questionnaire (only including bits relevant to this character only):
C
1) She’s already been an adventurer, growing up on a pirate ship, but now she wants to go north to discover her father’s ship’s fate.
2)
3) The Spellweaver boasts a crew of about 50 men, but it was mostly her father (the captain) and brothers who she spent a lot of time with. She got to know some of the ship’s officers as well because the captain would often dine with his officers in his quarters.
4) She always looked forward to her visits to Eredorn (the port she visited most often). It did not affect her choice of class (it chose her) but it definitely shaped the training of her class.
5) Her being endowed with elemental energy in the storm.
6) Her father growing up, but nowadays it is Maheem, the sha’ir whom her father paid to train her. (Even if the sha’irs using elemental magic isn’t quite the same as kineticism, there’s probably enough overlap to prove somewhat helpful.) He is a demanding teacher because he strives to bring out the best in his pupils. He does not tolerate sloppy thinking or laziness, and in that way he is like her father, who also runs a tight ship, at least as far as pirates go.
7) Her father, brothers, and Maheem.
8) She faced her share of negative treatment from the crew, most often just being utterly ignored as a child even when she wanted or was ordered to help out, but as she grew, she also had to learn to defend herself from the advances of drunk pirates.
9) Greed. Being the daughter of a pirate captain, that was bound to rub off on her a little, and she was always eager for every bit of pirate loot she could get her hands on. She often pilfered things aboard the ship when she thought she could get away with it.
10) The Free Isles, basically here and there all over anywhere with a port in the “inner” sea (but most often Yshoka, Rivermeet, Conrnyria, Omrinth).
11) Dry land. She was born a salty sailor but with the elemental energies of water and air coursing through her, she longs even more fiercely for the sea.
12) Surprisingly, storms. They are always a sailor’s constant worry, and even though she controls the power of the storm within her, she can’t help but be a bit afraid of that power even as she uses it.
13) As a tween, she baited a crewman who was well-respected among the crew but who she found annoying for some petty reason into taking some of the captain’s jewels (which she had pilfered herself) and then tattled on him. It ruined the man’s career, got him a fierce beating, and he was dishonorably thrown off-board at the nearest port.
14) What happened to the Stormweaver.
15) As I said before, I’d love to bring in a new character and rejoin the campaign.
16) She had a few secret trysts on board her father’s ship with men her age aboard the ship, but given how anyone who got caught would likely be keelhauled, there weren’t many takers. She’s had several boyfriends in Eredorn since she moved there, but is currently single. Not open to NPC relationships at this time.
17) She loves to make little trinkets out of bits and bobs she finds around ships to give as good luck charms. By the time she left her father’s ship, probably at least a third of the crew had at least one of her “luckies” as she called them.
D
1) She has been studying with the sha’ir Maheem to control her powers, but she’s learned about as much as she can and is eager to join the sea once more to track down her father.
2) She rents a room in the attic of a boarding house near the Majlis al-Sha’ir.
3) Her father gives her an allowance, but since his ship went missing she’s down to her last 15 gold coins.
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1) Battlefield control and some healing with Ocean’s Balm. I plan to stay out well out of melee range, give other party members (and/or me) free movement with Four Winds, and blast anything I can.
2) Talisman dabbler, I think. It goes well with a superstitious pirate background, just giving her luckies actual magic power.
3) Talisman dabbler, as I said. She doesn’t use weapons (so no martial archetypes) and doesn't qualify for spellcaster archetypes with her mental attribute modifiers. Depending on how extensively this campaign uses Drive mechanics, Trick Driver could make me an excellent pilot, giving me free progression for Driving Lore, which can substitute for Piloting or Sailing Lore, and use Dex (+3) instead of Int (+0) when making piloting checks.
4) Gate attenuators are a kineticist’s best friend. They give an item bonus to impulse attack rolls and allow you to attune it to one element when you invest them and then once a day you can cast a specific spell based on which element it is currently attuned to. If I decide to take Kinetic Activation, I could activate scrolls, wands, and staves which have one of my elements as a trait. Other than that, just standard armor runes
5) Just pretty much any battle, especially at sea, is going to be pretty cinematic and awesome with a mini storm swirling around as her aura and shooting off lightning blasts and water waves.
Backstory: Jade grew up on the decks of the Stormweaver, the brigantine her father captains, working alongside the pirate crew and her two brothers to ply the seas from the Free Isles. It wasn’t a safe life, but their mother died with the birth of Jade and, having no other family in the Free Isles, Captain Jep Morrow reluctantly brought his children aboard to learn the trade, though he would make them hide in the captain’s quarters during raids while they were young. As she grew up, she learned to fight alongside her brothers, although she didn’t progress beyond hand-to-hand fighting and simple weapons. Her father taught her navigation and how to pilot the ship.
Everything was going swimmingly (pun intended) until in her early teens, the ship encountered a heavy storm and a conflux of elemental energies poured into her in a flash of lightning and rain. Her strange new powers gave her control over both air and water, and while initially the crew thought that her abilities might be a boon from Kassasi (especially given her ability to heal with water), the swirling aura of raindrops and lightning sparks which came to life spontaneously around her frequently and preceded her use of her abilities began unnerving the crew. Her father reluctantly dropped her off in Eredorn until she could develop better control under the tutelage of a sha’ir in the Majlis al-Sha’ir. She’s lived in Eredorn for 5 years now, honing her abilities.
Her father’s ship is now a month overdue for its promised arrival in Eredorn. She heard of sightings of storms near its likely course up north of the Themis Reaches. She can’t give up hope that her father and brothers are still alive somehow, and she’s eager to find a ship north to discover their fate. Problem is, the allowance her father had given her to provide for her living is running out. Good news is she hears about an expedition north which requires sailing experience…
Image & Appearance She is a redhead with jade green eyes, wearing studded leather armor.
I've decided to work on a water & air kineticist as a second submission. What is your opinion on the Deckhand background from the Beginner Box? (Str/Dex + free boost, Acrobatics & Sailing Lore, Cat Fall feat). If that's not allowed I'll just take Sailor from PC1 (Str/Dex + free boost, Athletics & Sailing Lore, Underwater Marauder feat) as it's nearly identical both mechanically and thematically, but I like the Cat Fall feat a bit better than Underwater Marauder.
Hero points are reset by a long rest (minimum 8 hrs, no more than once per 24 hrs).
This is now noted in the Player Intro under House Rules.
Just to clarify, by reset do you mean if you have more hero points than 1 before the long rest, you lose some of them, or that if you have no hero points, you receive one, or you just receive a hero point at each long rest?
2) 2, but have read Core Rulebook and Archives of Nethys and watched enough 2e videos that I think I’m about as prepared for 2e as you can be without actually playing it. I have kept abreast of the remaster changes.
3): Posting availability will be from about 9 pm PST to 3 am every day. I’m a night owl. From about 3 pm onward, I'll likely check the thread throughout the day and may be able to write quick replies. I would prefer “post anytime” because I don’t really have time for much synchronous play.
4) I haven’t found anything objectionable in past games I’ve played.
5) 2
6) 1
B
1) 4
2) 4
3) 2
4) 3
5) 4
6) 4
7) 3
8) 3
9) 3
10) 3
11) 2
C
1) While on an expedition as a student researcher in the Ruins of Aikor (a site in the Desert of Zond), a sudden cave-in left the group stranded underground in an ancient catacomb, and the rumbling rock disturbed a nest of giant spiders which bore down on the academics. The closest thing to a weapon Jon had was a coil of rope he attempted to flick at the spiders like a whip. He seemed to have true aim, but rope ultimately was only enough to hold them back for a few seconds. Thankfully, a few of the number were ratfolk with firearms who made short work of the spiders. Later, when his father found out he was dead set on studying arcana at the university and refused to change his study track, his father cut off his tuition funding and Jon remembered the ratfolk and their firearms. He withdrew from the university and used the last of his father’s money to go to Yshoka, buy a dueling pistol, and learn firearm combat and black powder alchemy.
2) n/a
3) It was just Jon and his mother growing up.
4) Growing up in Omrinth, and especially at his boarding school Lengthnak Academy, cemented his love of learning and discovery. His class came out of necessity when his father cut off his university money and Jon used the last of the money he had to become a gunslinger.
5) Entering the academy in H’Tesk, where he finally made friends of his own age and interests.
6) Master Halgo at the academy, worked tirelessly to get him ready for the entrance exams into Delthis University. He was relentless in his encouragement and private tutoring after regular classes to get him ready.
7) His mother, his best friend at the academy, Master Halgo, and the ratfolk who taught him the ways of firearmory.
8) His occultism professor at the university, Drachlam, who was exacting and eagerly hunted for every flaw and error he could find in Jon. His smug grin of satisfaction at Jon having to withdraw from the university still burns Jon to this day.
11) Scholars who stay in books their whole lives and don’t go out into the field and see the world.
12) Spiders.
13) His father feels like he has seriously wronged him by pursuing a taboo subject in university. Jon hasn’t had contact with him since his father cut off his tuition money.
14) He desperately wants to learn what went wrong with Marathris’s magic and what became of his high elf ancestors.
15) I would love to create a new character and rejoin the campaign! I obviously don’t want my characters to die (it’s happened before), but that’s not the kind of thing that would put me off a campaign.
16) He had a few short-lived relationships with girls at his boarding school, but he was too dedicated to his studies in university to pursue any, and even in his current state of wandering, he doesn’t seem to stay in any one place long enough to have anything more than brief flings. Not open to establishing a relationship with NPCs.
17) I don’t know
D
1) There is a symposium at Scrivener’s Collegium that several of his old university friends were attending. Jon was in the area anyway, so came to Eredorn to catch up with them.
2) He’s currently staying at an inn near the collegium.
3) He’s been manufacturing black powder for an armorer in town.
E
1) Striker, weaving around the battlefield with a whip in one hand and a pistol in the other. I plan using the whip to keep 10’ away from enemies rather than being right up in their face, but also plan to get a shortsword for when that’s unavoidable.
2) I am thinking Thaumaturge since it marries combat practicality (with Glimpse Vulnerability) with his background in magical study, or perhaps Rogue or Archaeologist depending on the needs of the party.
3) See answer to 2. Thaumaturge, Rogue, or Archaeologist.
4) Blazons of Shared Power once I’ve enchanted my pistol with at least 1 rune to give my off-hand weapon fundamental runes without having to actually pay to enchant a second weapon. I haven’t played 2E so I have no idea what level that will become feasible lol
5) I don’t know.
6) I don’t really have a preference.
F
1) I enjoy fighting most enemies.
2) Swarms (at least in 1E) are (depending on the party) either boringly easy or impossible. And they aren’t fun at all for martial types because there’s almost nothing they can do against them.
3) I like riddles and puzzles. I love a properly foreshadowed plot twist.
4) Betrayals by allies which either were not foreshadowed at all or statted up such that it would be mechanically impossible to detect. I had a GM pull this on me last week and it felt cheap. In his defense, we’re running through an AP, so it’s not like he chose the stats or how the NPC would act, but we did everything we reasonably could have to vet him, including a good Sense Motive roll to make sure he was on the level. It turns out his Bluff was so high it didn’t matter what we rolled.
Backstory: Jon Ydinna was born to Etta Ydinna (a human), a successful upscale baker in Marnas. His father is Lord Naidaniel, an elf lord in the Delendel Forest. Lord Naidaniel loved Etta but ultimately because of political pressures, he had to break off the relationship even though Etta was pregnant. He paid for Jon’s tuition to a boarding school in H’Tesk, where Jon studied and did well enough (through hard study) to gain admittance to Delthis University. It was here Jon’s interest into the arcane bloomed as a result of him wishing to connect more with his elf heritage and studying the Marathis debacle. He became insanely curious about what went wrong with the spell and what became of his high elf ancestors, so he decided he would focus on arcana. His father found out and threatened to cut off his tuition money if he did not give it up for a less controversial subject. Jon wouldn’t, so his father cut off his money. Then, as described above, Jon remembered the ratfolk gunslingers and took the last of his father’s money to buy a ticket to Dendar, a dueling pistol, and passage to Yshoka to learn from them.
For the past few years, he’s lived a life on the road, traveling with caravans and ships and providing security for them with his gunslinging skills. This life of travel has enabled him to conduct independent research in the field and visit farflung libraries. Although his university tuition was cut off, he has not been publicly denounced (Lord Naidaniel probably feels the denunciation would inform nearly everyone of his son’s behavior when few people know about it now) so he can use the family name to get into private libraries which otherwise wouldn’t be available to him. When he’s not traveling with a caravan or ship, he finds jobs with alchemical supply shops to craft black powder for them. He tries to visit his mother at least once a year and writes to her every month or so.
Appearance: He’s a 31 year old pale-skinned half-elf with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.
Munitions Crafter gives you infused reagents every day during preparations, per the alchemist class feature, which let you create ammunition or bombs without a Craft check during daily preparations. If you use it to make simple level 0 ammunition, you get 10 for each reagent you spend. Everything you create with the reagents is infused, meaning you can't stockpile them since they are destroyed as soon as you begin your next daily preparations.
I'm asking if this class feature requires alchemist's tools. It states the reagents come "from your alchemical essence," which isn't well defined (hence why I'm asking for a GM ruling) but it's something supernatural or magical. It seems weird that it would not require any tools but then again it also seems weird an alchemist would require a 3 gp item they don't get for free to use their main class feature. No other class puts your features behind a paywall except for mundane weapons and armor.
I'm looking at Munitions Crafter for my gunslinger. Would you rule infused reagents do or don't require alchemist's tools? Neither infused reagents nor advanced alchemy mention them (quick alchemy, which lets you create alchemical items in one action does explicitly require them, but munitions crafter doesn't grant that) and 3 gp is a huge financial commitment for a 1st level character especially since they aren't even sufficient to do mundane downtime item crafting (you need a 5 gp/6 Bulk lab to do that). If you rule infused reagents/advanced alchemy do require tools I'll probably wait to take Munitions Crafter at a later level and just buy a ton of ammo at 1 cp a pop with my starting money. I would just prefer to be self-sufficient with firearm ammunition since guns are relatively rare.
Sorry for the double post, but I had a couple questions about the setting:
You mentioned there isn't much sea travel except between Dendar and Taraka. Unless there's another map covering a larger area I'm missing, those two landmasses cover everything except the Free Isles and the archipelago including Marathris' Folly, which would mean most of the sea could be considered "between" Dendar and Taraka. Do you mean to say that the sea crossings are basically just limited to short stretches like the Strait of Tarni?
Also, does the map wrap around west to east such that Omrinth and Yshoka are just a short voyage on a boat away, or is this map just a small chunk of the world such that they're quite far away from each other? From what you've said, it obviously doesn't wrap north to south but Omrinth and Yshoka seem to have such similar vibes (both interested in technology) I wondered if they were much closer than a cursory glance at the map would suggest.
Dotting. I've never played 2e before (been playing/GMing 1e for years though) but I've been chomping at the bit to play it. I've made a dozen or so characters on Pathbuilder, including an aiuvaren gunslinger who's an academic type studying magical phenomena. He's the one I'm most interested in playing. Just from perusing your files, it looks like Omrinth is the most likely candidate for his origins. I'll work on the backstory and such and put a proper submission in later.
So after I built my character using a character sheet, my CRB pdf, and AoN, my ability scores just seemed really off to me. So I just fired up Pathbuilder to see what I was missing and low and behold, I only gave myself the boosts for ABC and not the four free additional ones you get in step 6. So I will be rejiggering all my modifiers for Avian and updating his page.
Also, I will be switching out Gunsmith background, probably for Bounty Hunter, since the Gunsmith perks aren't firearm-specific and I get trained in Crafting from Munitions Crafter anyway. Bounty Hunter is the closest background to my character concept other than gunsmith but I'll take another look around the background pages.
Working on dusting off my 1E tengu gunslinger from a RotRL PbP I played in 10 years ago. We only got to 3rd level and I don't remember much about the campaign at all but had fun with the character. Basically instead of setting up a gun shop as he originally planned after his apprenticeship to a gunsmith, he becomes an itinerant monster slayer hoping to eventually settle a score against the giants who destroyed his village, and finds himself in Sandpoint because he finally found a lead suggesting they had aims to make a run on Sandpoint. IIRC that was inspired by the Giant Slayer campaign trait in 1E.
So I'm looking at a Tengu with Skyborn heritage (Uncanny Agility ancestry feat), Gunsmith background (though I haven't settled 100% on that, since it might be a little redundant with the Munitions Crafter gunslinger feat I'm also looking at taking), and Way of the Drifter gunslinger using a flintlock pistol and a rapier.
I'm pretty experienced in 1E but have not played 2E before, but I do have the rulebook I snagged from a Humble Bundle awhile ago. My gaming group has no interest in trying out 2E right now so this sounds like a good opportunity to try it out.
Sorry guys. The internet at my house is down, and my phone is not a good platform for posting. I'll resume posting within a day or so when I can get it fixed.
Sorry guys. The internet at my house is down, and my phone is not a good platform for posting. I'll resume posting within a day or so when I can get it fixed.
We assign those to rolls to any stat right and drop the lowest one right? Leaving me with an array of 14,14,11,18,11,15. I'll probably drop the 13 down to an 11 to bump that 16 up to an 18, but otherwise a very acceptable array :)
I'll modify a cleric I used in another campaign that quickly died. :) Should have a character up around tomorrow.
Skull, did you want back into Alpha Run? Go back to the Discussion thread and speak up there. Arknight never posted his crunch, so I'm assuming he's withdrawing his character.
Thanks for the well wishes! I'm not 100% better, but much better than I was, and the show must go on :) I have decided to welcome "False Flag" Frank and Faed Kaykes to Beta Run. Head on over to the Discussion thread and officially say hi to your teammates :)
Please roll for starting pocket nuyen there, although I noticed that Kaykes needs to gear up first as well. (You did save BP for buying gear, right?)
Starting Money Rules, since they are often misunderstood:
SR4E starting money rules are quite different from almost every other roll in SR because 1) the result of the roll, rather than hits, matters and 2) your leftover BP nuyen contribute a modifier to your RESULT rather than to your dice pool.
SR4e Core Rulebook wrote:
Consult the Starting Money Table and roll randomly. Add up the total results of all dice. If you have any nuyen left over from Resources, you may add +1 to the dice roll for every 100¥ left over, up to a maximum of 3 times the number of dice rolled (in other words, you may add up to half the maximum possible dice result). Multiply the result by the appropriate factor listed, and the result is your character’s starting nuyen.
We will discuss how to integrate you guys into the team in game over in the Discussion thread too. :)
Alright, let's have everyone get their submissions in by Tuesday, March 5 at 3 pm PST. I will be adding two more players to Beta Run, and those not picked will be considered alternates for future absences in either of my two teams. :)