LinkDead's page
Goblin Squad Member. Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.
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Design the HQ (Optional): Many squadrons consist of starships too small or claustrophobic for long-term use. Instead, these starships regularly dock within a larger flagship that serves as the team’s headquarters (HQ). The HQ is primarily a utility vessel built with the heavy freighter or carrier base frame. The HQ’s effective tier equals the squadron tier, and it gains only 25% the number of starship Build Points normally granted to a starship of its tier. However, the cost of its base frame and any hanger bay or shuttle bay expansion bays is only 10% the normal cost (minimum 1 each). The HQ must be outfitted with enough hanger bays or expansion bays to accommodate the entire squadron. The HQ can combine three shuttle bays to accommodate a single Medium starship. In addition, the HQ’s minimum crew is reduced to four, and it loses all weapon mounts except a single turret with a mount for a light weapon.
An HQ is a good fit for a squadron piloted by independent adventurers, giving them a place to retire between encounters and interact face-to-face. It increases the squadron’s number of Build Points available by accommodating some of the expansion bay facilities (like a medical bay or tech lab) that the smaller starships might otherwise have installed. However, it’s also an added complication. If an HQ isn’t a good fit for your group or campaign, it’s entirely possible to do without one. Alternatively, in a game where the PCs are part of a larger organization like a military or commercial expedition, there could be a much larger ship nearby that serves as their HQ but is run by NPCs.
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I've emphasised a few points above to make it easier to see, hopefully this helps to make my query easier to follow.
You build a HQ using the Heavy Freighter Base Frame which is *Large*, a Large ship can't be outfitted with a Shuttle Bay as that requires a Huge or larger ship, it also can't be outfitted with a Hangar Bay as that requires a Gargantuan or larger ship, therefore by the rules it can't be a HQ as it can't be outfitted with enough of either to accommodate the number of ships involved.
In this instance, is the Heavy Freighter supposed to be a Bulk Freighter OR is there supposed to be an exception that allows for the Heavy Freighter to be outfitted with a Shuttle Bay? I'm thinking the former is more likely than the latter.

Good morning everyone, I'm LinkDead and I'm here today to run a bit of an interest check with the intention of running a weekly game on Roll20, mainly as nobody I know is into tabletop RPGs and I'm missing my dose of Pathfinder!
The interest check part of this thread is that... Well, I don't know which game to run if I'm being honest. I have it narrowed down to Kingmaker, Crownfall or Dead Suns (please note, this will be my first attempt at running Starfinder if this is chosen) but what I'd like, from interested parties, is for a note stating which of the three you'd most like to play in as at this point I have no real preference in which I'd like to run out of the three.
Ideally, I'd like to run this as a weekly game on Roll20 (especially if Crownfall is picked, as I'll pick up the Crownfall game pack they're releasing this month), my preference at the moment is Tuesdays from 18:00 GMT onwards but am fairly flexible as to the day of the week.
If it is a Pathfinder game that gets run, we will make use of some of the optional rules (Background Skills is a must) which I will work out with my players, Starfinder I'd run by the core rulebook.
Disclaimer: As far as I can see, there is no rule against advertising for a game off of the Paizo board, if this is the case and I have missed it then I apologise!
I am looking to recruit four individuals for a Play By Post game on Roll20.net, specifically here. The intention is to run through the Dead Suns Adventure Path starting with the Incident At Absalom Station. There's more information in the game discussion here but the gist is I'm looking for four players and will be using the board for PBP, the maps for combat and dice rolling for skill checks as necessary.
As a sidenote, I do have an idea of where to take this after the Adventure Path ends though if I recall correctly, the published material will take a year to be fully delivered so this could take a while!

Paizo SRD wrote: Grit (Ex): Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger's grit class feature. Paizo SRD wrote: Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways First off, I have copied and pasted these lines from the Paizo SRD purely for them to be read as they were written and so that everyone is on the same page! If this question has been answered already then I apologise, my Google-Fu has failed me on this day and I will hang my head in shame as I go back to lurking on the boards instead!
I am asking this as I intended to play a Buccaneer and the GM of the game is using the 3d6 roll method (ironically, not a fan of rolling dice for character creation when this is a game that involves a whole lot of dice rolling...), I thought to myself that the Buccaneer might be an interesting choice, firstly because it is a Skulls & Shackles game and secondly as I like characters to have a decent Int & Cha score regardless of the class I'm playing.
Now, the Buccaneer's grit, as written, states that the Buccaneer gets to use his Charisma to determine "the number of grit points" that it gets at the beginning of each day. But it doesn't say anything about the Buccaneer getting to use Charisma instead of Wisdom to determine the maximum amount of Grit points. It says that the ability "works in all other ways like the gunslinger's grit class feature".
Is this a matter of intention, or a mistake? Not that I intend to dump the score anyway, unless I get awful dice results, but if I had a 10 Wisdom and a 16 Charisma (for example) I'd still only get 1 Grit to use at the beginning of the day.
It seems that this isn't the intended result but I wouldn't want to infer something that isn't true. It would otherwise make a Gunslinger go from Wisdom and Dexterity dependent (at the very basics, Wisdom for Grit and Dexterity for Ranged Attacks) to Wisdom, Dexterity, Charisma and, arguably, Constitution (Wisdom for Maximum Grit, Dexterity for Ranged Attacks, Charisma for Daily Grit and Constitution for Grog Points).
So, intended or not? A case of Read as Written, or Read as Intended? Again, if this had already been covered I apologise, I simply couldn't find it! I would love a link to an answer if it's out there!

Hi everyone, I'm in the beginning stages of writing out my first ever campaign entirely of my own design (normally run already made modules from Paizo) and one of the themes of the campaign is that not everyone is who or what they seem. Having searched high and low for a way of representing this mechanically I finally stumbled across the Doppelganger and instantly felt that this would be the best race as a starting point. With that in mind I began looking for ways to advance it to a suitable level (roughly 10/11) but have hit a wall. I'm not sure if I'm just incredibly stupid tonight, insanely tired from a heavy week at work or failing miserably but I can't seem to make heads or tails of how many class levels I can add.
With the 4 Racial HD he already has I'm thinking I need to add 5 levels of Rogue to get him up to scratch (skill and feat wise) to meet the requirements for Master Spy? Throw a couple of levels of that in and he's got 4HD/5Rogue/2Master Spy, he's intended to be a recurring 'threat' (in that he's a neutral opponent in the service of a greater opponent) putting him at CR10? And do I add the "+4, +4, +2, +2, +0, and –2 adjustments to their ability scores" for giving him class levels?

Okay so I've been running the game via Play by Post for about a month now and things have been slow, we've already had to replace one player and it looks as if we're going to have to replace another, but we've just gotten into the first encounter; the bandits 'robbing' Oleg's Outpost. My players get there the night before, make friendly with Oleg and Svetlana, talk tactics, get up nice and early to pray, prepare spells and prepare the battlefield a bit more to their liking.
Wizard color sprays two out of three of the bandits as well as Happ, not one of them manages to make the save DC. We now have three out of four of the bandits unconscious on the floor (for 3,4&4 rounds) and the fourth one standing there with a bow, crossbow & Wolf-like Eidolon pointed at him. In traditional bullying bandit style the bandit drops his sword and surrenders, not knowing that the other bandits are going to wake back up soon.
Have my players actually managed to defeat encounter one without swinging a sword or firing off a shot from a bow? It's beginning to look like it... o.o; Now I bet they wish they had some manacles on them to secure the bandits! ...actually, I have a funny feeling the Ranger might have a pair or two on him.
Anyone else have an encounter like this? I just don't know what to say, when I rolled the WILL saves I just stared at them laughing. Even when the two bandits and Happ wake up they're stunned for 4,4&2 more rounds!
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