Rolan

Kevin O'Rourke 440's page

Organized Play Member. 1,969 posts (13,681 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 33 aliases.


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I'm glad that Paizo has recognized the union. I'm hopeful things will improve and this is a much more concrete step towards that than words alone but I think it's safe to say people are still going to be watching,


Things got busy so I likely wont get a submission in but am curious to see what people come up with.


I've been watching the thread and considering ideas idly for a while... of which I have man. Narrowing my options has been the main challenge. I think I'll likely just go with a Capadocian since it's the only time when you can reasonably play one.

Would you be willing to consider a path of enlightenment from one of the older books, they're easy enough to port in. Nothing too exotic but I found Path of the Vizier worked really well for a Capadocian character I got to play for a brief period before.

https://whitewolf.fandom.com/wiki/Path_of_the_Vizier


Male Human Level 3 Investigator
Atlas2112 wrote:

...Dickie wanted a Spider, Decimus got his Valkyrie... Nedora? What kind of mech would you like?

Also, did we lose Kevin? Anyone got a 20 on him?

Sorry you didn't but since the lockdown is easing here I've had to get back to moving the last of my stuff from the old place.

I'll sort out an alias now.


Male Human Level 3 Investigator

Lets go with Valkyrie, its pretty popular in the Federated Suns. I suspected the Firebee might be troublesome. The firebee is kind of a curveball as it's introduced in the 3075 book when they found it's schematics in a memory core... There's a few other nice mechs like the Gladiator, Toro (very cool but super rare at this point unless we want to steal one that is a national treasure from the taurian concordant) and Hammerhands... and the Crossbow Battlemech because heaven forbid the Clans made new things that weren't just tweaks of the existing tech while outside the Inner Sphere! ...except battle armour, thats a lot more than a tweak.


Male Human Level 3 Investigator

Sure, I've never played any savage worlds so its a little awkward to get my head around the whole thing.

On the mech choices... my favourite light mech that existed in the period (but hadn't been in production for some time) is the Firebee 2E- the factory was blown up in the first succession war. But the Stinger 3R is a nice mech too and far more available. The Valkyrie QA is a bit more Davion and more likely for me not to have to punch out as often than the Stinger however.


Male Human Level 3 Investigator

I watched some videos... have I messed this up? I think I'll come back to sort out the edges and hindrances over the weekend.

Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d4

Piloting d8
Shooting d8
K. Electronic Warfare d6
K. Battle 1d6
Investigation d4
Persuasion d6
Fighting d6
Repair d4

Derived
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Feat Mechjock


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Male Human Level 3 Investigator

@Decimus we're going to New Avalon Institute of Science (NAIS) where we are cadets. It's a big deal in world. I can go over some of the different areas of the Federated Suns in PMs, Filtvelt and some of the worlds near it are in what's called the Outback. Under developed, poor worlds near the Periphery for the most part. The planet of Sherlock is better off than most of it's neighbours... for now.


Male Human Level 3 Investigator

I've never played Savage Worlds so I'll need some hand holding. I do know Battletech pretty well.

Seeing as it's a Federated Suns and my Inner Sphere faction from later on is the Filtvelt Coalition I think I'll make a someone from that neck of the woods. I'm not sure if they ever gave an exact date for when the Filtvelt Academy was built bar "towards the end of the end of the third succession war" but it might be possible he's a noble who's been sent to the NAIS in hopes that after a tour of duty he might be a good instructor for the new academy when it's finished. Sherwood has some pretty strong cultural ties with New Avalon if I recall so I might look it up again.


Male Human Level 3 Investigator

Don't force it, these things take time...

I'll have to make a cowl for these robes! I am not looking forward to shots to the head.

Details:
Name: Xipil
Physical Description: Almond coloured skin, Artistic Tattoo representations of machine spirits including facial tattoos, some circling the points where implants are present. Green eyes. Black hair short short.
Clothing Style: Torquise Robes (Signifying his orders affiliation as affiliated with the minor Forge World of Aztlan). Metallic components and gear painted with a black lacquer and a gold trim.
Questions:
1. What does the acolyte desire?
Acquisition of Knowledge and Understanding it.
Understanding is the True Path to Comprehension.
2. What does the acolyte hate?
The uninitiated not respecting the expertise in dealing with the machine spirits that is the role of the Priesthood of Mars.
3. What is the acolyte willing to sacrifice?
Non essential personnel if it is efficient to do so. Status as essential is open to review.
4. How did the acolyte meet the Inquisitor?
One of the Inquisitors previous investigations led them to Kul. Xipil caught the Inquisitors notice he believes since he was able to decipher the communiques of the Faceless Traders, had enough knowledge of them to contextualise the message and during the raid on their facility was able to display his proficiency with his firearm.
5. What does the Inquisitor mean to the acolyte?
The Inquisitor is (currently categorised as) essential personnel and an agent of the Omnissiah positioned to root out rogue and seditious elements which could interrupt the flow of resources to the Forgeworlds and Fanes of the Cult Mechanicus. Assistance to this individual is service to the Omnissiah in a non standard but prestigious manner and should expedite access to higher mysteries and valuable resources.
6. How does the acolyte see themselves in regards to this cell and their colleagues?
Those currently aligned as vassals to the Inquisitor have been selected for their skills and capabilities. They are useful and categorised as high value non essential personnel. As with interactions with Imperial Navy highlighting this opinion will induce a negative response. They are valuable, reasonable effort should be made to encourage their loyalty and safe return.


Male Human Level 3 Investigator

Divination: 1d100 ⇒ 29
Truth is subjective. Increase this character's Perception characteristic by 3.
The first time he would gain 1 or more Corruption points each session, he gains that amount plus 1 instead.
Wounds: 8 + 1d5 ⇒ 8 + (2) = 10
Emperors Threshold 9+: 1d10 ⇒ 10

Four fate points but he's going to get a lot of bonus corruption points...


Male Human Level 3 Investigator

@GM Decimus

I'm still working on the character but going with a canon quarantine world from the Askellon Sector called Kul.

Kul:

Kul - The world of Kul lies beyond Port Aquila and is counted amongst those worlds having fallen afoul to heresy and madness brought on by the proximity of the Pandaemonium. For much of its history, Kul was a Frontier World, undeveloped and of little interest to the great houses of Askellon. Its people were regarded as tainted and regressed, and few outsiders had any reason to visit the world. When Kul was engulfed by the Warp in the mid-38th Millennium, most thought it lost for all time, and none shed a tear for its populace. A standard century later, however, the Warp apparently spat the system out once more, and an Imperial Navy squadron was despatched from Port Lokhart to ascertain what, if anything, remained of its people. What the mission discovered was a cause for concern amongst savants of the Pandaemonium. The surface of the world was blasted beyond all recognition and its settlements reduced to ruins. Blanched bones littered the land, but were not of the natives -- they were from an Imperial Guard regiment thought lost in transit many centuries ago, judging from their tattered uniforms. Their vehicles also dotted the now-hellish rock. Subsequent investigations failed to turn up any clues as to the population's fate, but most did meet with unexpected calamity and disaster. Currently the world is under quarantine, though this has not stopped agents of the black market Faceless Trade from plucking especially interesting items from its surface to sell across the sector.

My idea is he's from one of the ships the patrols the area around Kul and has to go down to the surface to deal the the "Faceless Trade". I am going to have pilot aeronautica and FL Smugglers and Cartels to help show this and possibly Warp.

Current Draft:

WS 30, BS 40, S 25, T 30, Agi 30, Int 40, WP 30, Per 30, Fel 30, Influence 30

Fate Threshold 3 (Emperor’s Blessing 9+)
Home World Bonus Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets. Whenever the warband’s Subtlety would decrease, it decreases by 2 less (to a minimum reduction of 1).
Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.

Aptitude: Fieldcraft, Ballistic Skill, Intelligence, Knowledge, Perception, Tech, Willpower
Skills: Operate (Aeronautica), Common Lore (Adeptus Mechanicus), Logic, Security, Tech Use
Mechandrite Use (Utility), Weapon Training (Solid Projectile), Ambidextrous
Traits: Mechanicus Implants
Wounds: 8+1d5 wounds

Hand cannon, Optical mechadendrite, Imperial robes, 2 vials of sacred unguents
Starting Acquisitions: Subskin Armour, Utility Mechandrite, Medicae Mechandrite

XP:
Infused Knowledge 400
Awareness 100
Medicae 100
Commerce 100
FL Smugglers and Cartels 100
FL Warp 100
+5 Int 100


Male Human Level 3 Investigator

I think I'm going to go with a Quanrantine World Adeptus Mechanicus Sage.

I should be able to cover the tech use and medicae side of things pretty well but aim to have them be a pretty good shot with a hand cannon to help in combat.


Male Human Level 3 Investigator

Thank you for the invitation, I'll get an alias set up tomorrow.


Private Naltos Sholl was a proud member of the 13th Brontian Longknives, hailing from the Hive World of Bront. The regiment was assigned to Tranch, yet more forces to put down the mutants on Tranch.

The troop transport Vervilix though a series of unfortunate accidents had a critical navigational error. Fifty thousand guardsmen were deployed. At the drop site loyal soldiers of the Emperor turned upon each other, overcome by something Naltos killed his comrades. When he lies to himself it was self defence, but when clarity comes he knows it was something else. Dying once is not always enough on frozen world of Mara.

Half the soldiers who set foot on Mara died during the drop site massacre, there was no enemy but themselves to fight. As the ships withdrew Nalto was cowering near death. When the interrogator came to question him Nalto's body had already begun to mutate. He would react to his name but his memories had become twisted along with his physical form, an outward expression of the corruption of his soul.

Most of the survivors were executed but a few were permitted to continue existing in service to the Holy Ordos. Nalto gladly agreed begging the Interrogator to "Make the buzzing stop!" Since then Nalto's been sent against, mutants, heretics and xenos... such comparably mundane horrors compared to those he has endured on Mara hold little fear for him.

Appearance: When fully clothed Naltos now appears as a very large human, perhaps from stock partway into transitioning into an ogryn strain of abhuman. His eyes no longer have pupils, the black of the iris extends out to fill the void. His skin however is the most irrefutable sign of mutation, it is thick in seemingly random parts contorted and twisted. It frequently molts off in chunks and sometimes the new skin underneath has unnatural pigmentation before settling down into more natural hues.

Hive World Mutant Guardsman (Background: Mara Landing Massacre-Alternate 1st Rank-Penal Legionaire):

WS 43*, BS 38*, S 52*, T 47, Agi 21, Int 29, Per 26, WP 40, Fel 22
Talents: Weapon Training (Low Tech, Las, SP), Jaded, Resistance (Fear, Psychic Powers), True Grit, Swift Attack
Starting Skills: Linguistics (Low Gothic) (Int), Athletics, Intimidate, Deceive, Common Lore Imperial Guard.
Fate Points: 4
Insanity Points: 3
Corruption: 2
Divination: "Die if you must but not with your spirit broken." +3 WP
Mutations: Brute, Tough Hide
Traits: Natural Armour 1
Starting Skills: Linguistics (Low Gothic) (Int), Athletics.
Conscript Rank XP: Jaded 100xp, True Grit 200xp, Intimidate 100xp, Deceive 100xp
Guardsman Rank XP: Common Lore (Imperial Guard), +5 WS 100XP, +5 BS 100XP, +5 S 100xp, Resistance Fear 100xp
Arsman Rank XP: Swift Attack 200xp

I have no idea why I put down three mutations rather than two. Ditched Nightsider... I'm keeping the aesthetic of the eyes if thats alright


Still working on my character... I was working all weekend. I likely wont get anything concrete done for a bit yet. Worst case I can have something primed in case someone drops out or disappears...

Divinivation: 1d100 ⇒ 57

"Die if you must but not with your spirit broken." +3 WP


WS: 2d10 + 20 ⇒ (8, 10) + 20 = 38
BS: 2d10 + 20 ⇒ (10, 3) + 20 = 33
S: 2d10 + 20 ⇒ (10, 7) + 20 = 37
T: 2d10 + 20 ⇒ (6, 1) + 20 = 27
Agi: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Int: 2d10 + 20 ⇒ (2, 7) + 20 = 29
Per: 2d10 + 20 ⇒ (1, 5) + 20 = 26
WP: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Fel: 2d10 + 20 ⇒ (5, 7) + 20 = 32

Rerolling Perception: 2d10 + 20 ⇒ (2, 2) + 20 = 24 wow, worse than a 26.

WS 38, BS 33, S 37, T 27, Agi 31, Int 29, Per 24, WP 32, Fel 32

The stats could work for an assasin or cleric at a glance.


I have a sneaking suspicioun since it's on another site I suspect I'll end up forgetting about the game every other day. Considering that and you have a few people interested I'll pass.


I have a few notions.

Would you be using any of the rules outside the core rulebook from V20 like rites of blood (admittedly mainly significant for Tremere characters... with actual rules for learning rituals), lore of the clans or the v20 companion? To varying degrees I have character ideas for ventrue, tremere, caitiff and nosferatu.


Really pinched for time today but I'm off work tomorrow so will put my nose to the grindstone. The gear has thrown me, I had read it as in addition to starting gear.


A rough draft on a Scout in case I don't get around to exploring other ideas. I had some notions towards a 'Guardsman' from the Necromundan 8th. Ascension Keyword would likely be scum... still at least one actual space marine in the party seems wise.

Rough Notes:

Race: Space Marine, Archetype: Scout

Build Point Cost: 50+20
Speed: 7
Attribute Modifications: +1 Strength, +1 Agility, +1 Toughness, +1 Resolve
Angel of Death: Space Marines add +1/2 Rank icons to any successful attack against a Mob.
Honour the Chapter: You are subject to the orders of your chapter master, and must honour both the beliefs and traditions of your chapter.
Space Marine Implants: Space Marines do not bleed. Space Marines gain +1 bonus dice as a situational modifier to any test if the Game Master deems it appropriate for one of the 19 implants.

Attribute: Strength 3, Agility 3, Toughness 3
Strength 4, Agility 4, Toughness 4, Intellect 3, Willpower 4, Fellowship 3, Initiative 5
107=177
Skill: Ballistic Skill (2), Weapon Skill (2)
Athletics 1, Awareness 2, Ballistic Skill 3, Insight 1, Intimidation 1, Investigation 1, Leadership 1, Medicae 1, Persuasion 1, Pilot 1, Scholar 1, Stealth 2, Survival 2, Tech 2, Weapon Skill 3
33=210
Benefits Keywords: Imperium, Adeptus Astartes, Imperial Fist
Influence Bonus: +1
Use the Terrain: Space Marine Scouts receive +Rank to all Stealth tests if they are in cover (see page 213).
Wargear: Scout armour, boltgun OR bolt pistol, Astartes combat knife, 3 frag grenades.

Imperial Fists-Legion: VII
Primarch: Rogal Dorn
Siege Masters: Imperial Fists immediately recognise the weaknesses in any fortification. An
Imperial Fists Space Marine may add his Rank bonus to damage when attacking any building or fortification. An Imperial Fists Space Marine may spend a Glory point to ignore any bonuses to an enemy’s Defence from cover on any attack.
No Retreat (Tradition): Imperial Fists are stubborn, tenacious and stoic. If an Imperial Fists Space Marine fails a Willpower test, the GM gains 1 Ruin


I only just spotted this, I'll start plotting and forward it on to a few friends.


Stats: 4d6 ⇒ (1, 5, 4, 4) = 14
Stats: 4d6 ⇒ (5, 6, 1, 2) = 14
Stats: 4d6 ⇒ (2, 6, 1, 2) = 11
Stats: 4d6 ⇒ (4, 4, 2, 3) = 13
Stats: 4d6 ⇒ (1, 1, 3, 6) = 11
Stats: 4d6 ⇒ (6, 3, 4, 5) = 18

13, 13, 10, 9, 10,15 ...four odd numbers. Human is tempting!

Steve Gedes-Human Cleric (Life Domain)
Scranford-Wild Magic Sorceror
Human Warforged-Human Barbarian
Sapiens-Gnome Illussionist
Murph-Half Elf Rogue(? Possibly a fighter)
Critzible-Dwarf Fighter (Champion)


Hob Teabadger-Stout Halfling Sage Diviner

Hob was a wizard's apprentice who is unusually lucky though that doesn't always apply to those around him. While out fetching some spell components for his master he returned to find the wizard's tower a flaming inferno... he's since bumbled through a few ways of making the money to survive. He's mastered a few cantrips and even spells in the time since.

He has worked as a librarian, special affects artist for some plays but has recently fallen in with a group of adventurers...

Hob Teabadger -The Failed Apprentice?:

Stout Halfling Sage Wizard
Str 10, Dex 16, Con 16, Int 17, Wis 13, Cha 14
HP: 9
Proficient Saving Throws: Intelligence, Wisdom
Skill Proficiency: Arcana, History, Insight, Investigation
Athletics +0, Acrobatics +3, Sleight of Hand +3, Stealth +3, Arcana +5, History +5, Investigation +5, Nature +3, Religion +3, Animal Handling +1, Insight +3, Medicine +1, Perception +1, Surival +1, Deception +2, Intimidation +2, Performance +2, Persuasion +2
Weapon Proficiencies: Dagger, Dart, Slings, Quarterstaffs, Light Crossbow

Spell DCs 13. Spell Attack Modifier +5
Cantrips x3
Firebolt, Light, Minor Illussion
Spells Known x6
Detect Magic, Sleep, Mage Armour, Identify, Grease, Fog Cloud
Spell Slots x2

Equipment: A bottle of black ink, quill, small knife, letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, pouch containing 4gp, 8ep, 7sp, 8cp. Dagger, Component Pouch, Explorer’s Pack ( Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Spellbook, Dice Set, Playing Card Set, Chalk x10 Pieces, Ink Pen, Signet Ring (Badger Rampant), Sealing Wax, Immovable Rod

Lucky, Brave, Arcane Recovery, Halfling Nimbleness, Researcher
Languages: Common, Halfling, Draconic, Undercommon

This is indeed what I am making... ...it seems suitable for a heist!


Stat Roll: 4d6 ⇒ (6, 1, 5, 5) = 17
Stat Roll: 4d6 ⇒ (6, 4, 6, 5) = 21
Stat Roll: 4d6 ⇒ (4, 6, 2, 3) = 15
Stat Roll: 4d6 ⇒ (1, 4, 5, 6) = 16
Stat Roll: 4d6 ⇒ (3, 4, 3, 2) = 12
Stat Roll: 4d6 ⇒ (3, 6, 5, 3) = 17

16, 17, 13, 15, 10, 14... well then... thats a lot of viable optiona open to me.


On favoured basic and heavy weapons. For basic I am thinking a longlas would be useful as the're default load out is very close ranged but they need to be flexible as scavengers and it's easy to recharge the packs compared to getting ammo. Doubling down on close up would make meltaguns or flamers and option. But Rorek likes the look of a longlas so I'd push for that.

For heavy weapons missile launchers always allow a bit of flexibility. Autocannon are a good midway point for anti armour and anti infantry (though they struggle with heavy armour).


Dice Rolls and Rough Work:

WS: 20 + 2d10 ⇒ 20 + (3, 3) = 26
BS: 17 + 2d10 ⇒ 17 + (4, 6) = 27
Str: 20 + 2d10 ⇒ 20 + (1, 10) = 31
T: 20 + 2d10 ⇒ 20 + (5, 6) = 31
Agi: 23 + 2d10 ⇒ 23 + (5, 1) = 29
Int: 20 + 2d10 ⇒ 20 + (1, 10) = 31
Per: 20 + 2d10 ⇒ 20 + (10, 7) = 37
WP: 20 + 2d10 ⇒ 20 + (4, 6) = 30
Fel: 20 + 2d10 ⇒ 20 + (5, 6) = 31

I'm going to use my one reroll to play the odds and go with WS

WS: 20 + 2d10 ⇒ 20 + (2, 9) = 31

Nice!

WS 31, BS 27, Str 31, T31, Agi 29, Int 31, Per 37, WP30, Fel 30

Fate Points: 1d10 ⇒ 3 Unsurprisingly 1 Fate Point.
Insanity Points: 1d5 ⇒ 5

With +5 Int from Medic
WS 31, BS 27, Str 31, T31, Agi 29, Int 36, Per 37, WP30, Fel 30
FP: 1, IP: 5 Wounds: 8 + 1d5 ⇒ 8 + (1) = 9

Skills: Awareness, Command, Survival, Linguistics (low gothic), Medicae, Scholastic Lore (Chymistry)
Talents: Skilled rider or Ambush, Resistance(fear), Jaded, Weapon
Training (Las or Solid Projectile, Low-Tech).
Traits: Resourceful: +10 to survival skills to get food or water and to tech use to repair low tech equipment
Increased distance for Strike and fade action
Scavengers: +10 to acquistions test, represussion on doubles
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Gear: 1 hunting lance, 1 laspistol, 1 flak jacket and helmet and 1 riding beast (including associated equipment), Diagnostor, injector, medikit

XP
Agility +5. 100xp
Intelligence +5. 100xp
Perception +5. 100xp
Dodge 200xp
Scholastic Lore (Beasts) 100xp

Edit Update to stats from the homeworld fromt he GM. +3 Per, +3 WS

Rough Rider Medic
WS 34, BS 27, Str 31, T31, Agi 34*, Int 41*, Per 45*, WP30, Fel 30
FP: 1, IP: 5 Wounds: 9
Skills: Awareness, Command, Survival, Linguistics (low gothic), Medicae, Scholastic Lore (Beasts, Chymistry), Dodge
Talents: Skilled rider or Ambush, Resistance(fear), Jaded, Weapon
Training (Las, Low-Tech).
Traits: Resourceful: +10 to survival skills to get food or water and to tech use to repair low tech equipment
Increased distance for Strike and fade action
Scavengers: +10 to acquistions test, represussion on doubles
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Gear: 1 hunting lance, 1 laspistol, 1 flak jacket and helmet and 1 riding beast (including associated equipment), Diagnostor, injector, medikit


Checking in...

Commissar=Sadist with a nice cap...

Do you have the mechanics of the regiment worked out or are they still being done? It can impact a lot on your choice of class.

I'm more inclined towards the basic guardsman classes. Medics, Operator, Weapon Specialist and Sergeant more so than Heavy Gunner...


Male Human Level 3 Investigator

The is below the horizon with the orange and purple hews to the west linger for now.

Perception DC 13:

You notice a figure loping from the treeline towards the city's edge. It's hard to make out any details from this distance in the dark.


Male Human Level 3 Investigator

Arthur here, I'm guessing you might have enough at this stage but the first part of the week was quite busy for me.


Male Human Level 3 Investigator

Thanks for the invite I am looking forward to this.

As we are exploring and building the Kingdom I'll try making a hex map using my hex kit app. I'm using it in a Kingmaker game I am running and another I am playing in. Here's a link to the one I am running. The purple border is the PC Kingdom. Spoilers for the regular Kingmaker Adventure Path obviously.

The Greenbelt

That's just an image but I've got notes what terrain upgrades are in each hex. As they set up farms on plains hexes I am putting down new base tiles with square fields, as well as roads where they are building them.


Alignment: NG
Deity: Pharasma
Submission Requirements:
- No alias required
- Posting Rate: Usually once a day, but sometimes multiple times. Occassionally I miss a day due to life getting very hectic and I have to prioritise the games I am gming.
- Azorious Var, Human, Cleric
- Alignment: Neutral Good. Help the dead move on, sometimes this is done peacefully but often by force in the case of many undead. Noblesse Oblige, Azorius believes his ancestry leaves him obligated to help in the reclaimation of Ustalav and protecting any settlers. This also extends to putting the people of Ustalav who have been raised. Personal accountability and rectitude are of importance, not necessarily always to a flawed government but one should have no illussions of their failings as well as successes.
- Noble’s Blood-Campaign
Priest Blessed 3/Day-Faith
Undead Slayer-Religion
Hunters Blood (Survival)-Social*
Wary (Perception)-Regional (Daggermark)*
*Additional Traits Feat
- Background Summary -
House Var existed for a long time under the heel of the Whispering Tyrant. Some members allied themselves with the times while others worked against the rule of the dread liche very very carefully and discretely. As the tide turned against him the family moved more openly against the Whispering Tyrant but not all of them. Marcus Var a wizard of no little skill threw his lot in with the Tyrant in hopes to terrible arcane secrets upon their victory. He was not the only member of the family to do this there were a few but he alone was unaccounted for…

Azorius is the latest undead hunter in the line of House Var which with it’s lands lost to the undead some time ago. Members of the family have spread throughout Avistan following up on leads against nests of undead abominations. In his latest adventure Azorius teamed up with a group in the River Kingdoms who were hunting down a group of Draugr raiders in league with a necromancer. On his way back through Daggermark checking his correspondences Azorious barely survived an attempted poisoning, it seems someone or more likely something was looking to prune the family tree of House Var… his correspondeces included a few members having being assassinated by various means.

- One experience you would like your character to have: Accounting for Marcus Var no doubt a powerful Lich or Vampire or some more obscured undead creature.

Early Draft of the Character Sheet:

Cleric of Pharasma NG
Healing and Death (Pharasmin Variant) Domains
Str 14, Dex 12, Con 12, Int 13, Wis 14+2, Cha 13
HP: 24 AC: 22=10+1/Dex+9/Full Plate+2 Heavy Shield. FF21, Touch 11
Feats: Heavy Armour Proficiency, Fast Learner, Additional Traits
Skill Points: 2+1+1+1, +2 Background

Traits
Noble’s Blood-Campaign
Priest Blessed 3/Day-Faith
Undead Slayer-Religion
Hunters Blood (Survival)-Social
Wary (Perception)-Regional (Daggermark)

Diplomacy 6=2+1+3, Heal 8=2+3+3, Knowledge (Arcana) 5=1+1+3, Knowledge Planes 6=2+1+3, Knowledge Religion 8=4+1+3, Perception 8=1+3+3+1 Sense Motive 8=1+3+3+1, Spellcraft 5=1+1+3, Survival 7=1+3+3

Appraise 5=1+1+3, Craft, Knowledge History 5=1+1+3, Knowledge Nobility 5=1+1+3, Linguistics 5=1+1+3, Profession: Priest 7=1+3+3, Profession Cartographer 7=1+3+3

Languages: Common, Racial, Necril, Celestial

Bleeding Touch 6/6 Day
Rebuke Death 6/6 Day
Channel Positive Energy 4/4 Day DC12

Cantrips x4
Light, Guidance, Detect Magic, Detect Poison

1st 2+1+[Domain]
Bless, Detect Undead, Magic Weapon, [Cure Light Wounds]

2nd Level Spells 1+1+[Domain]
Weapon of Awe, Delay Disease, [Cure Moderate Wounds]

Gear:
Darkwood Heavy Shield 257gp
Mwk Full Plate 1650gp
Alchemical Silver Morningstar 98gp
Masterwork Cold Iron Morningstar 316
Cold Iron Dagger 4gp
Alchemical Silver Dagger 22gp
Stake -
Sling -
Light Crossbow 35gp
Crossbow Bolts (20) 2gp
Bullets (20) 2sp 2sp
Tattoo Holy Symbol 100gp
Silver Holy Symbol 25gp
Masterwork Backpack 50gp
Shield Sconce 1gp
Everburning Torch 110gp
Adventurer’s Chronicle (Religion) 50gp
Masterwork Cartographers Tools 55gp
Pseudodragon 200gp
Masterkwork Studded Leather Barding 175gp 3450gp
Combat Trained Heavy Horse 300gp 3750gp
Masterwork Barding Studded Leather Barding 250gp 3,700gp 2sp


I get the gestalt bit but E6? You've lost me.


I like rolling but it can be dicey. Points buy has grown on me.

Background skills are something I just put into all my games now.

The feat tax house rules are a bit much in some ways for me but I can live with them pretty happily.

Some of the alternate crafting rules in unchained make mundane crafting actually useful which in a game with a lot of downtime like a kingdom building one that is very useful.


I like the idea I'd be interested.


Any house optional rules? Background skills for example are quite popular.


Sorry Vrog I've been very busy the last week, little chance to work on the character and getting those numbers into a place where I am happy with them is proving challenging. I am away for most of the weekend so I'm well aware odds are slim for me getting to play right now!


Stat Roll 1: 4d6 ⇒ (6, 5, 5, 4) = 20
Stat Roll 2: 4d6 ⇒ (4, 5, 1, 6) = 16
Stat Roll 3: 4d6 ⇒ (3, 6, 6, 4) = 19
Stat Roll 4: 4d6 ⇒ (2, 5, 1, 4) = 12
Stat Roll 5: 4d6 ⇒ (2, 2, 3, 2) = 9
Stat Roll 6: 4d6 ⇒ (4, 4, 1, 1) = 10

16, 15, 16, 11, 7, 9... overall good but where to put the seven will depend on the class.


Hi Vrog is someone having prior knowledge a problem?


Male Human Level 3 Investigator

@Rurik it has to be +1 before adding holy to it sadly.


Male Human Level 3 Investigator

"Just some of the others that work for him, but once word gets out I think they'll not be sticking around."


Male Human Level 3 Investigator

Congratulations on Level 7

There's more to explore in this building and to loot but there might be some reactions from your characters.


Male Human Level 3 Investigator

Ok the spellcaster is still up but Ferocia has three claws with his name on it so I think I'd be wasting your time to keep going.

It takes the combined might of the two dwarves to take down the cult leader but between the groups martial and magical abilities the cult is laid low.

Welcome to level 7

As you remove the macabre mask from the cult leader you see it is an elf.

Knowledge Local DC 15, Miron automatically knows who this is...:

This elf is Justice Ironbriar! He is a member of Magnimar's justice council[/ooc]

[spoiler=The Unholy Symbols DC20]
The cultists including their leader all have unholy symbols of Norgorber. Norgorber is the god of Murder, he is one of the Ascended, his mortal life long discarded. His worship is outlawed in almost all countries except Absallom.

Loot from the General Cult
Leather armor x9 5gp each to sell
Hand crossbow x9
90 bolts
Masterwork war razor x9
Skinsaw mask -Made up of a patchwork of leather from victims x9 750gp each to sell
Unholy Symbol made of bone
180 gp

Loot on the Cult Leader
Wand of cure moderate wounds (12 charges);
Mithral chain shirt 500gp to sell
+1 buckler 577gp 5sp to sell
+1 short sword 1155gp to sell
masterwork hand crossbow with 10 poisoned bolts (a poison ye have not seen before… drow poison)
reaper’s mask… a far more prestigious version of the Skinsaw Mask with bonuses 6,000gp to sell
key to area d7
Gold Unholy Symbol worth 100gp


Male Human Level 3 Investigator

The men on guard duty look a little confused. "You arrived in a big metal flying box. The Tileans said you should have arrived before them or some such. But we're not seeking you, you came here." He quietly consults with one of the others "So uhm as guards I guess what we want of you is to know why you're here. I mean the Tileans said a lot but they clearly messed up the report in other ways."

"I mean m'lords are ye after trade, or wine for example?"


Male Human Level 3 Investigator

Amongst the goods taken by the bandits Svetlana's ring is nowhere to be found. One of the bandits remembers a ring like that but claims it went missing, every now and again a small item like that would disappear but he doubted any of the men so brazenly took it, they were all afraid of the Staglord.


Male Human Level 3 Investigator

Now he has a high enough charisma to use selective channel.

It reminds me a little of the stairway fight scene in season two of daredevil.

The haste and protection from evil are really really helping you guys just miss out on some hits.


Male Human Level 3 Investigator

Ferocia glares at the spell casting cultist. She steps up onto the stairwell railing, leaps over to the landing railing and hoists herself up onto the landing beside the spellcaster slashing her claws at him. Seems reasonable with the distance to claw him.

A slight breeze begins to circle up the stairwell as Anneka focuses on a spell.

Standing behind Ferocia in the stairwell, Marten's eyebrows lift in surprise when the spell casting cultist appears. Not because of his appearance, per se, but more because Marten was not expecting to see three cultists perfectly in range of a spell that manifests as a 15 foot cone. With a quick gesture, he shouts, and a sonic scream envelops the three cultists. Two of them avoid the wave of sonic energy but one is badly injured by it.
Orange: 1d20 + 11 ⇒ (14) + 11 = 25 Evasion
Green: 1d20 + 6 ⇒ (13) + 6 = 19 Evasion
Wine: 1d20 + 6 ⇒ (7) + 6 = 13

Azalia is tempted to fire at the new guy, but decides to try to finish off the wine-colored one first. That seems to have hurt him badly, and she's faster now, so she decides to shoot at the new guy after all.

”That hurt! Fookin’...” Drazh went to work, reducing everything in arm’s reach to a bloody paste. As he shattered bones and broke bodies he yelled out ”Bloody finger-waggler is tryin’ to get in me mind. Kill him!” Drazh kills the man to his right and then steps over the gurgling pile of a man Azalia shot and strikes down another cultist.

Miron takes a step back, launching arrow after arrow at the cultists in front of him killing him but even as he does so another cultist comes into view and the one closer to him steps up to slash at him.
Orange Cultist Piranha Vs Miron: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20

Surrounded by surprisingly swift dwarves the cult leader unleashes waves of rippling dark energy.
@Everyone
Channel Negative Energy DC14 Will Save to Half: 3d6 ⇒ (2, 1, 4) = 7

Ferocia
Anneka
Marten
Azalia
Drazh
Miron

Cultist Spellcaster -18


Male Human Level 3 Investigator

Go with whatever you find more interesting. You don't need any class.

If there's any skills you want to get as class skills consider the feat skill synergy. You pick two skills, if the skill is not a class skill it becomes one. If it is a class skill you get a +2 bonus to it. I find it great for customizing a character. I have a Mystic character that got engineering and computers with it.

A word of warning on the medicine skill, it's not great at getting back hit points at lower levels. The DC is based off your gear, so the advanced medkit (a level 7 item) is DC20 as opposed to the one ye can get now that is DC25...

Mainly you healing by spending resolving and a ten minute rest to get back stamina. Stamina is lost first. Mystics can't actually heal stamina, they can only heal hit points which are quite difficult to get back.

A word of warning to all, get in cover when you're in a firefight!


Male Human Level 3 Investigator

Good point and he is definitely evil. They don't know you have that spell cast so they'll probably keep trying to mess ye up using such spells... dwarves are tough to get with such things after all!


Male Human Level 3 Investigator

Our fourth player Erkan has accepted, I think he's asleep since I gave him the link but I expect he'll post here tonight. He hasn't got to try Starfinder before so if I haven't responded to a question you know the answer to then please do your best to give him a hand.

I'll start with one or two of the Starfinder Society Scenarios. Since it's releasing late in August I think if progress goes well we might launch into a second mission.

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