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Hijiggy's page
96 posts. No reviews. No lists. No wishlists.
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If those bone weapons are operative why not go Thief Operative? Could be closer to Laura.
Backstory in an orphanage, kicked out because of weird spike claws coming out (Accidentally killing someone?). She is averse to using the spikes because of her past trauma with them, turns reclusive, asocial street urchin and steals to get by (Thief specialty).
Also works well with the spikes: "You can use Sleight of Hand to make a trick attack by concealing your weapons and motions."
The operatives trick attack could help keep the bone weapons relevant throughout character progression, but as she grows up she could diversify her weapon options.
She tries to steal from the party or something and one of the PCs catchers her and for some reason takes her in without knowing of her weird claw mutations.
That's how I'd play it!
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J4RH34D wrote: Cathulhu wrote: Seems that reptoids with their 1.5 specialization with claws that are not archaic seen sounds for a switch hitter build.
I thought so too, until I saw that their base 1d3 damage or whatever for an unarmed strike with their claws never scales.
Unless you take improved unarmed strike, I think. Based on them being reptoids I think it SCALES pretty well ;)
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ohokwy. wrote: Given they're telepathic I'm not sure they have a language.
EDIT: Wait, no. You still need a language for telepathy.
I think limited telepathy is a Shirren thing that they kept when splitting from the swarm.
The swarm probably has a closer connected telepathic ability, which projects thoughts, feelings, and ideas: a core concept of everything the other party knows and feels as opposed to having a need to convert it into words.
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I enjoy that the larva spend their first couple years being carried around in jars.
Also imagine a Shirren entering a store with a larva in a jar and everyone starts hearing telepathic crying.
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Diversity of action. Different effects in each hand. Possibly ranged side arm and melee in the other. Haven't looked too much but maybe cost savings?
Some maneuvers like grapple need a free hand.
Been talking with a friend about doing a small arm in one hand, taclash in the other with opening volley and improved disarm. Gives a pretty good opener in certain scenarios.
But yes, in general if you're going melee, two-handed is going to be the better option in a lot of cases.
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My first thought is tentacles. Enemy monster doing a Grapple maneuver against the ships AC. The ship can still fly around but it takes major deductions to attack rolls, and the monster remains on the same side of the ship (For purposes of fixed gun targeting).
Upon a successful grapple, and lets say 4 rounds without escape, or fully deplete the shields for one side, the monster releases zerglings (you know what I'm going for) into the ship.
That could begin a normal combat mini-game during the battle. Some characters could fight the lings while the pilot keeps trying to escape the grapple.
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Opening volley (Correct me if that doesn't apply but the verbiage of the combat maneuvers makes me think it works) +2, Improved combat maneuver-disarm +4, Taclash +2, Possible flatfooted as well +2.
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A forgotten deep space mining vessel with a very rudimentary AI missed its intended asteroid and continued flying into deep space. It ended up landing on an mineral rich planet, mined it dry, and with nothing else to do used the resources to build better and better mining capabilities eventually creating a semi-working conscious. Now curious about free will and what life is like beyond mining, its been kidnapping Pact-Worlders, hauling them back to a distant Solar System and releasing them. This is in order to study what true free will looks like so it can refine its own.
None of this is known to the characters who have been kidnapped and released. They will be trying to find a ship with a Drift core to escape the solar system. They will discover more about what this AI wants and come into contact with other characters who have been kidnapped as well.
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53. Lower levels of society are not allowed to have bank accounts that exceed a certain amount of credits. Since its all digital the government immediately filters out money excess of this as "Sales tax". Thus the only viable thing to do if you want to sell your ship is trade it for a new ship.
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Alfray Stryke wrote: I haven't done a build yet, but am tempted to have a go at a sniper rifle technomancer, taking advantage of Spellshot. Power Word: Headshot
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David knott 242 wrote: Hijiggy -- I like your idea of specialized equipment to boost skill checks. Of course, it is interesting to picture the really cool looking captain's chair that boosts his skills. ;)
I was going to say improved comms in the ship or something but I like your idea MUCH better.
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I'm surprised you can't spend BP to give increased bonuses to certain checks. Like spending 80 BP for extra thrusters on the side to give +10 to barrel role maneuvers for example. I'm absolutely not a number cruncher so I won't try to math out any figures but that's an idea I've been thinking about.
It would make each ship more unique and specialized towards a specific strategy, making certain checks impossible if your ship isn't specialized, but other checks much easier because you planned ahead. Maybe spending more BP towards a role on a ship that doesn't have a strong PC to man it so all the checks aren't impossible.
Its similar to spending BP on a high tier computer to assist in function, but much more focused. This is more theorizing on solutions than helping with the math that's been going on but I've had some fun playing around with the idea.

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Rysky the Dark Solarion wrote: Hijiggy wrote: Good and Evil/Death and life are things that are objective, but objectively decided by the positions of the gods. We know that the gods exist and have the capability of impacting each other and society. In the amount of time, the shift might not have been in morality, but rather the relations of the gods. Not even the Gods decide how Alignment works, it goes beyond them.Hijiggy wrote: Perhaps the shift wasn't with the people but with the gods. The invention of a new form of necromancy, separate from Urgathoa and Orcus that isn't inherently evil. The spells weren't Evil for being used by Evil Gods. Those are Gods of Undeath but Undeath is not Evil because of them.Hijiggy wrote: I think its important to understand why Necromancy was deemed inherently evil, and if there would be ways around that. Perhaps a scientist who wants to reanimate ancient fossils to study them, and Calistria: closely related to Urgathoa, dedicated to knowledge, but not inherently evil, granted the ability. What? I'm pretty new and not super caught up on lore, but we know it was inherently bad and now its not so its up to the story tellers amongst us to create an instance that makes it true.
What power decides the alignments?
The Calistria/Urgathoa connection I got from Pathfiner wiki: "Calistria in particular is more of a friendly rival [with Urgathoa] than an enemy, as she represents lust while Urgathoa champions carnal excess, and the two often fight over potential followers."
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Good and Evil/Death and life are things that are objective, but objectively decided by the positions of the gods. We know that the gods exist and have the capability of impacting each other and society. In the amount of time, the shift might not have been in morality, but rather the relations of the gods.
Perhaps the shift wasn't with the people but with the gods. The invention of a new form of necromancy, separate from Urgathoa and Orcus that isn't inherently evil.
I think its important to understand why Necromancy was deemed inherently evil, and if there would be ways around that. Perhaps a scientist who wants to reanimate ancient fossils to study them, and Calistria: closely related to Urgathoa, dedicated to knowledge, but not inherently evil, granted the ability.

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Characters start on Absolom Station on a far outskirt bar. A massive ship appears out of deep space. The station defends itself with a everything it can, but the ship simply ignores the attacks and flies closer. The massive ship slices off a chunk of the station,(Including the bar the party is at) pulls it into its hull and disappears back into space.
A beginning battle ensues where the chunk of space station is boarded. Characters defend themselves as best they can until finally gas is released and everyone knocked unconscious.
Characters wake up in the ships prison. Eventually they escape, sneak or fight their way to an escape pod, and jettison themselves out towards a nearby planet. But the ship is deep past known space.
The Characters land on an unknown planet with nothing but supplies they could grab before their escape. They have to evade and scavenge from the search parties of their mysterious kidnappers. They must find a ship, learn what mysterious society could so easily remove part of Absolom station, and more importantly, discover why.
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