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![]() So I get 2 rolls since he ended up as O1. I'll follow along the lines of your example and roll one for each of cash and material benefits. Cash Benefits: 1d6 + 0 ⇒ (5) + 0 = 5
Nice. 10,000 Credits plus Middle Passage which can be cashed in for 7,200, for a total starting credits of 17,200. I'll have to work with you, Matt, on what is available and advisable. I see him as traveling around a lot now, so maybe he'd have a personal sidearm, but I'm not sure what else. ![]()
![]() So I found the earned benefits section. He completed 1 term and ended with a rank of O1. That would give him 2 benefits rolls which would entitle him to 5000 credits, +1 Int, or 3000 credits (2000 credits and a Low Passage worth 1000 credits), correct? If he takes the +1 Int, would he be able to use the +1 ability point gained at 4th level for Edu instead? ![]()
![]() Below is my list of feats and skills. We'll need to coordinate on equipment as I am not sure what a mustered out Army Ranger (particularly with his particular skill set) would be allowed to have. I know what I want him to have, but I'm pretty sure they don't let you take your mortars and C-4 with you when you leave. As always, I'm open to suggestions and tweaks. He's at 9,000 xp here. Just 1,000 until 5th level. His next level will probably be in Mercenary or Professional, depending upon what happens in game. Of course, given a chance to reenlist, he'd take Army again in a heartbeat. Starting Feats (* if available): WP (marksman)
Feats: 1st level: Nerves of Steel
Skills (# of ranks): Combat Engineering +9 (4)
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![]() I think I will keep him as he is. I like the idea that he had a short but distinguished career but is now thrown out for political reasons. He still loves the military but is disenchanted with the civilian leaders. He has some funds to keep him going but they won't last forever. He has no idea what to do with his life so he's taken to traveling and has found himself at the space port, basically as a tourist. Does that work? I'll start working on ideas for skills and feats and post them here. Speaking of which, since military have access to tech level 9, would this be considered a high tech game for the purpose of Army starting feats? ![]()
![]() And it looks like I didn't roll for reenlistment. Didn't see it could be required, and not just a choice. DC is 9 with no modifier. Reenlistment: 1d20 + 0 ⇒ (3) + 0 = 3 Thanks but no thanks. The action was successful and liked by the brass, but not politically popular. The civilian higher ups needed to distance themselves from those involved. Looks like I'll have some decisions to make. ![]()
![]() Alright. Let's start this bad boy up and see how many times I can make a mistake. Ranger Combat Engineer, maybe. Starting Stats: Str 12 Dex 14 Con 18 Int 13 (including +2 for human) Edu 11 Wis 12 Cha 11 Soc 9 Psi N/A First Term:
2nd Half of Term: Assignment: 1d20 + 0 ⇒ (18) + 0 = 18 Counter Insurgency, sounds like someone was making trouble and they're sending in the rookie. Survival DC for that is 4. EDU is +0. Survival: 1d20 + 0 ⇒ (14) + 0 = 14 Woohoo. Was a little worried there. Looks like those rebels/rampaging Hades beasts didn't stand a chance. +4000 xp. Next comes the roll for Commission. DC is 12 with a +4 mod for Con but a -2 since this is his first term. Commission: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 And he got commissioned. Looks like he performed pretty darn well there. If I'm reading this right, he is now a 2nd Lieutenant and gets +2,000 xp. I don't believe that I roll for promotion since he just got commissioned, but correct me if I'm wrong. Next is Decoration which has a DC of 17 with no modifier. Decoration: 1d20 + 0 ⇒ (18) + 0 = 18 Holy cow! He kicked ass. So looks like he got a Common Decoration of Meritorious Conduct Under Fire. This gives him an additional +2,000 xp. Since it's his first term he gets no XP bonus roll. This ends the first term. Total of +9000 xp. I think I'm supposed to do earned benefits as well, but I'm not sure how to do that. Please let me know if this looks okay and I'll see if I want to do more. ![]()
![]() Soooo, I guess I'll get this started. I'm assuming we're still waiting on Raff (not judging) but he may just have to catch up. I'm looking at a standard human with the Army class. Focus on heavy weapons and explosives. 18, 14, 12, 12, 11, 11, 11, 9 Str 12
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![]() Aikuchi wrote: I'm prone to think that the raiding party is likely to take things / cargos / food stocks in the deep sea which include extra rigging and ship material (since the idea of property is weird) and leave the ship. It allows them to keep their sensibilities and also leave the human ships to fend for themselves with little/bare minimum survival on the seas. Maybe one tradition is that they can take anything but water supplies, fresh water as hard to come by at sea sometimes as it is in a desert. ![]()
![]() Samnell wrote: Not that bishops and higher are the only ones who can cast spells, though. That would be lame and pretty much rule out PC Great Church clerics. I’m thinking that some subset of all priests can cast. Everybody uses the same prayers, but they “work” especially well for the casters. I know the discussion has moved on to other things, but I'm just trying to catch up. I hope to post more over the weekend I think Eberron handles this pretty well. The majority of priests of any of the organized religions are experts. Of those that can cast, most of those are adepts (and "clerical" adepts even get access to a single domain). Only a small percentage of the religious are actual full blown miracle working clerics. |