Male Chiss Scoundrel 3
attack: Wound points 8/11
Fort save DC 81d20 - 1 ⇒ (12) - 1 = 11[/ooc] attack 1d20 + 6 ⇒ (1) + 6 = 7
At this point, especially with a 1, Nichos is dead. What are the considerations/restrictioncs I need to be thinking about when making a new character?
Male Chiss Scoundrel 3
the end, one way or another: just to get it out of the way, I'll assume that the creature does less than 14 damage, and get the last roll out of the way.
attack 1d20 + 8 ⇒ (4) + 8 = 12
Figures; well, I suppose if he has to die, leaving a mystery behind as to how and where is within his style.
Male Chiss Scoundrel 3
stupid pests: "Stupid suicidal beasts." 5' back and multifire
attack on claw boy 1d20 + 3 ⇒ (6) + 3 = 9
Male Chiss Scoundrel 3
attack: Nichos will take a 5' step back and use multifire to try to strike both of them.
attack injured critter 1d20 + 4 ⇒ (13) + 4 = 17 (using precision attack to help hit)
Male Chiss Scoundrel 3
Shanosuke wrote: Good. Doing great at your hunt too Nichos. And you had your doubts. Not without reason; without lucky and force points, it would have been a very different story. Still, I'm pleasantly surprised at how well he's done, and it's giving a strong case for staying in the scoundrel class to get more access to lucky.
Male Chiss Scoundrel 3
jungle fever:
His recon done, Nichos swings into action.
Phase 1
Phase 2
Phase 3
Phase 4 (here's where things get interesting)
This is going to be a close one, but no one can say Nichos doesn't shoot for the moon.
Male Chiss Scoundrel 3
jungle fever continues: Knowledge (tactics) 1d20 + 4 ⇒ (3) + 4 = 7 + 1d6 ⇒ 3FP
Knowledge (alien lore) 1d20 + 5 ⇒ (10) + 5 = 15 Computer Use 1d20 + 14 ⇒ (9) + 14 = 23 Intelligence 1d20 + 4 ⇒ (20) + 4 = 24 Perception 1d20 + 9 ⇒ (2) + 9 = 11+1d6 ⇒ 2FP Stealth 1d20 + 9 ⇒ (8) + 9 = 17 Survival 1d20 + 3 ⇒ (15) + 3 = 18 Handle Animal 1d20 + 3 ⇒ (6) + 3 = 9 Nichos watches from the edge of the boneyard for a while planning his next step. After he takes some time to scope it out and figure out how to avoid the larger scavengers, he moves in to get a closer look and find some choice samples that Arana can use to make some possible new armor and/or weapon designs he's found with the help of his datapad. He'll fight smaller, individual scavengers if he needs to, and he has a couple of stun grenades to deal with larger groups of scavengers. Basically, he's not afraid of using skirmish tactics to fight the scavengers, but will avoid getting drawn into a drawn out melee fight if he can.
Male Chiss Scoundrel 3
jungle fever: Computer Use (general aid) 1d20 + 14 ⇒ (8) + 14 = 22
Perception 1d20 + 9 ⇒ (9) + 9 = 18 Survival 1d20 + 2 ⇒ (2) + 2 = 4+1 from Arana Intelligence 1d20 + 4 ⇒ (1) + 4 = 5 World Lore 1d20 + 4 ⇒ (2) + 4 = 6 Alien Lore 1d20 + 5 ⇒ (16) + 5 = 21 Local 1d20 + 5 ⇒ (10) + 5 = 15 Wilderness 1d20 ⇒ 5+4(if Int) or +2(if Wis); not sure which applies Appraise 1d20 + 5 ⇒ (19) + 5 = 24 Acrobatics 1d20 + 4 ⇒ (13) + 4 = 17 Stealth 1d20 + 10 ⇒ (2) + 10 = 12 luck reroll (stealth) 1d20 + 10 ⇒ (14) + 10 = 24 Nichos is basically looking for his standard stock in trade, knowledge. Ruins, remains of lost expeditions/hunters, tech, anything that enhances understanding and knowledge would do at this point. He may be on what views on a primitive quest, but that doesn't mean he plans on abandoning his strengths.
Male Chiss Scoundrel 3
Nichos manages to maintain a mostly stoic demeanor throughout the painting ceremony, though the others in the party can guess that he is less than impressed with the whole thing. Once it is done, he takes his gear, and leaves camp without comment. Nichos' hunt: Despite his extreme apathy for the nonsense he finds himself in the middle of, Nichos sets down to the business at hand. After some thought, he chooses the nearby jungle for his 'hunt.' The cover it provides, along with it's probable wealth of resources makes it the best bet for him to both survive and find something these primitives would find of value and still be unknown to them.
Male Chiss Scoundrel 3
I see no reason why helping the Malakai and helping the empress must be mutually exclusive. Even if she doesn't end up with resources you expected her to, she can still get important alies both on Malakai itself, and by being able to keep the Chiss divided long enough to firmly secure the space station as a permanent foothold. And regardless of what she gets directly, weakening the other would be empire heirs is still a very likely outcome, so she still gets a big boost. Nichos has already figured out that direct control of resources may not be the best way for the empress to ultimately win the greater war; having strategically placed allies and enemies is going to be as important as what she can directly command.
Male Chiss Scoundrel 3
Shanosuke wrote: The expectation of challenge is to fight a beast. If it dies without a fight, then the encounter was pointless. Which is why Nichos will not be doing the challenge unless a predator forces him to. To him, seeking out a fight with something that could kill you simply for the sake of fighting it seems rather moronic and a good way to ensure a short life span.
Male Chiss Scoundrel 3
The difficulty he is going to have is finding the resources in the first place. Unless we found out a lot about the local area from the temple, he's going to be more than half blind to begin with, and with no survival skill, it'll be even harder. He should be able to at least get the minimum without too much headache, but anything beyond that is going to be really hard.
Male Chiss Scoundrel 3
A couple of specific questions. How far is is to the temple from here walking? Did we recover any information on the geography, flora, or fauna of the planet? Did we pass any rivers, lakes, or other natural gathering spots for animals on the way here from the temple? I may have others, but those are the first ones I need to consider.
Male Chiss Scoundrel 3
Spoilers are fine. Nichos is probably not going to accomplish much on this, to be honest. He's not much of a hunter, he lacks the survival skill to readily find resources, and there probably aren't any ruins for him to delve into to scavenge technology from, and he has next to no information on the local geography, flora, or fauna, so at this point, he's probably going to be wandering around blindly until some resource or challenge manages to find him. The only things really going for him are his lucky class skill, stealth, perception, and for equipment, his datapad to look up the basics on wild flora and fauna in general and his electrobinoculars. He shouldn't have problems surviving, but finding anything worthwhile is a bit of a long shot no matter what he chooses to attempt.
Male Chiss Scoundrel 3
"When will we be expected to depart?" Nichos outer countenance undergoes no changes, but inwardly he can't help but groan at the instinct of turning something so simple as an information exchange into a complicated lifetime obligation. How much information about the planet itself were we able to salvage from the temple?
Male Chiss Scoundrel 3
"I was simply answering your question of who we were, and who we served, and why we were here. As for Lady Mirianna, she does not know much of what I just told you, as our mission is to find such information, and we have only found much of this out while on this planet, so we have not yet had a chance to report it back to her. When she finds out about the darker legacy her father left behind, I have no doubt she will take what steps she can to deal with it; while few would consider her a paragon of good, and the surviving jedi elsewhere view her with great suspicion, she is fair and just, and seeks not personal profit or vengeance. Of the options available to settle the universe down and bring it back from the brink of destruction, she is the only one that does not let her passions and old grudges rule her as she carries out her goals. What we seek is quite simple, really; we know the planet that our quarry is operating out of, Batseren, but not it's precise location. We only know it is somewhere in this vicinity. Once we have it's location, we can go there, get the information we seek, and probably weaken the sith threat on this planet in the process. In the meantime, any information you can give us regarding the Trandoshan and their activities will better allow us to deal with that them and the Hutt that stand behind them. In short, what we seek to do takes pressure off of not only our mistress, but yourselves as well, but we must have information so that we can make sure that our actions have maximum impact."
Male Chiss Scoundrel 3
"You ask very good questions, but they come, I am afraid, with no easy answers. The Emperor, it would seem, was rather two faced. His public face, inherited by his daughter, and our mistress, was a mostly benign, if somewhat heavy handed, entity. His private face was much darker, and is the side that you have seen. Led by servants such Darth Vader, and fueled by secret research that has recently led to the super soldiers that destroyed your temple; this dark side is the one responsible for the death of the jedi, and has been inherited by others, whom we are currently seeking accurate information on so that our lady may take the proper steps against them. Your cooperation would be helpful as we have discovered that a servant of one or more these darker heirs has infiltrated your tribal structure here on this planet; those he serves are also those responsible for the slaver's presence here as well, we believe." Nichos is quiet as he talks, clearly measuring every word to ensure maximum clarity and impact without telling so much that he is putting his own life, and the life of his friends, at risk.
Male Chiss Scoundrel 3
Nichos chuckles quietly, as he speaks quietly and tests the waters of the limits of their host, "I can only hope that you are more enlightened than some of your cohorts, for what we have discovered on our mission is that not all things are as they appear to be in the politics of the universe. The old emperor left behind many followers and successors, some widely known, some not so much, and each with their own agenda. We serve one such heir to the Empire, one whose simply interested in reestablishing some semblance of order to the shattered universe. We are here looking for information on some of the other would be heirs who would put their own profits and concerns before the needs of those whom they seek to be master of. This planet has the dubious honor of being a place where parts of their agendas have been tested out and expressed in action. I understand that you cannot trust us without some information, but the same is true of us. We are in hostile territory, beset by enemies on all sides, most of whom would prefer to tear us apart than to hear out our position; with not only our lives, but the cause of our mistress on the line, we cannot be expected to share everything without assurance that it will not come back to harm us or our employer."
Male Chiss Scoundrel 3
Nichos is wearing sturdy travel clothes over his armor, so nothing particularly notable about his appearance. Nichos speaks with his usual quiet firmness. "We seek to stop those would continue to fracture the politics of the universe, and keep it in upheaval, for their own profit. A thorough search of the ruins of the nearby temple led us here."
Male Chiss Scoundrel 3
I was able to get it down to the max for light without sacrificing anything critical, though it does mean that he won't be able to carry any rancor parts. Those rolls are still a problem though. I can reroll the lowest one, due to the lucky class skill, but 7, 6, 5, 4 (the other rolls after adjusting the modifier) still are problematic. I do have another grapple spike launcher, and a spare can of syntherope; depending on how far we have to go, perhaps we could use two ropes, and that might give Nichos enough of a boost to let him get up. Lucky reroll 1d20 ⇒ 17
Male Chiss Scoundrel 3
I don't much of a way for Nichos to get up. The only thing he could shed to get to a light load is weapons, armor, and critical stuff like his security kit. On the bright side, it will give Nichos a chance to figure out a plan of how to proceed should they need to contact non-imperial chiss.
Male Chiss Scoundrel 3
Nichos is already at a medium load, so he'll take 11 lb of hide and meat to stay within that threshold (of his many talents, strength is not high among them). He also has another grappling spike launcher should it prove to be necessary. All told, he's at a -2, with no realistic way of getting into light and still have enough gear to be useful, so he's not going to bother. Nichos groans a bit as he looks up at the wall in front of him, but takes what meat and hides that he can while arranging all of his stuff to the best of his ability, keeping his own grappling spike launcher close at hand, before attempting to head up, but getting nowhere fast. I'll take 10 if I can to get an 8, which with the rope will hopefully be enough, otherwise he's probably not joining you on this part of the adventure. At least he never got far enough to hurt himself. Climb 1 1d20 - 2 ⇒ (7) - 2 = 5
Male Chiss Scoundrel 3
NIchos pulls some of the meat he had gathered earlier out of his pack. "Perhaps some food might encourage it to calm down." Normally, Handle Animal can't be used untrained, but on the off chance that the food offering is enough of a circumstance boost to offset that, I'll go ahead and roll.
Male Chiss Scoundrel 3
"Then perhaps we should keep the offspring, let it get to know us while he's still adorable, and let him grow into a fearsome predator liking us. Or let the locals do so; would make for quite an introduction, I would say, to walk into their camp with the youngun alive, and the parent in pieces."
Male Chiss Scoundrel 3
attack 1d20 + 7 ⇒ (16) + 7 = 23
Nichos continues to focus on the task at hand, hoping that the melee folks can hold on long enough to take this thing down. In an attempt to lighten the moment up a bit, he comments drily over the intercom, "What precisely made you think we needed this particular excitement, Zaleos? Was our mission not complicated enough?"
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Oh no, I didn't, right? I wanted to make some comments about range, and I don't really care if it teaches people how to farm effectively again. First off, the rooted ranged is not a bad idea. I don't mind it. It may affect pvp (I will get to that) once pvp is balanced, but I'm not sure. In order to farm now, it is very easy to just have player A aggro while player B shoots. That is by far the most effective way. You can also run away and exploit, as I posted before. Bow exploit is op. Brings me to a fun scenario. I wanted to see what someone was hitting for, so I said... hey hit me with the gs. He hit me once, twice... then somehow three. Bottomed out his rep, which sucks. I didn't think he'd hit me 3x. So, he decided, after I regenned, to kill me. He started hitting me, he's a fighter 6 with melee skills. I am mostly a gatherer with some long bow for farming. I made fighter 3 though. He did about 250 of my 550 health then I thought, well, if I just run away and exploit like I do vs enemies, I might win... and I did. We both had the same armor, but the exploit damage I was doing to him was insane. It seemed as though the way it worked is I would catch him moving but he wouldn't catch me with opportunity. Basically: the next level of balance for GW is to look at opportunity. Especially while moving opportunity in relation to long bows. I'm pretty sure this close quarters situation is abnormal, but in general during a fight if you get opportunity as you are moving and take 150 points of dmg from a low spec long bow, that's deadly. Needs to be addressed.
Can we do this? Maybe even establish some sort of an economy. I haven't traded at all in this game (even though I want to) because nobody ever responds. If you need something, post in here, if you have something you don't need, post in here. Don't leave me hanging, please. haha. Right now, I am in need of salvage things: Dead prey, broken weapons, blood crystals. I have stuff to offer, but we will have to play go fish, I suppose. Also, if there is a place for this on alpha forum... I apologize. I would prefer it here because I can't even log into GW the way my browser is configged. I have to use IE, which I don't like to do excepting to distribute invites or get a new installer.
In this thread, I will explain why I believe PFO needs to implement some form of a cooking/eating system at some point. The reason why I believe cooking appeals to me in a sandbox is it ties in to two things: One would be hunger. If you look at your paperdoll and see you are getting hungry and that affects your character's abilities, you will have a new dynamic beyond just keep your health up and gear repaired. This gives a more immersion. Even in the middle of a war, you have to worry about eating. Two would be character overall nourishment. Seeing your character grow and change depending on what you feed them and how they exert themselves is a very cool mechanic. I don't even imagine it's that hard to put into play, even if you only put in certain visuals (like fat, normal, skinny), and of course that could affect their abilities. This, coupled with the idea of having to rest (which I feel ties into cooking because they both align with overall character well-being... beyond just health bars), will make PFO a much deeper game. I am sure of it. Since the game has drop recipes, I don't see why it would be too hard to have some simple cooking recipes to start, maybe some ales and such as well. Then add to it as more things are implemented.
So, I spent a bit of time training characters and I came to understand how you can train a character to get really high ability scores as well as levels. Do ability scores matter? I've got the highest scores on my multi-class character by far. In fact, I've found that by training up a lot of the low level skills not even in your class, you can get good gains. Obviously, we won't have 800-1mil exp to burn, but I wanted to propose an idea to make multi-classing harder (as it is in dnd.) My first quick idea was that each skill have a primary attribute and those skills would be easier to train depending on your attribute in that skill. So, it would benefit people who wanted to class as a single class or even as a pure build. Like str...con as high stats. Could just leave the exp as is except add in a modifier for discount based on your scores. I have had other ideas that it's harder to take classes once you take a class in something else, but I think the first idea, with some tweaking is best. Thoughts?
Do we have a list of the requirements for each class level? Has anyone worked on this? Is there an experience list for how much it'd cost per level? I'd like to know the bare minimum because I want to try classing as a hard spec opposed to the 800,000 just buy a bunch of stuff and hope it works. If this information is available in a doc, please let me know. If this is being worked on, please let me know. If any of the information can be posted in this thread, please post it. Also, let me know if you need help on such a thing.
I was thinking about how they said there may be a justice system, and really I think that the hardest part of that would be deciding what was wrong and how wrong, not so much the imprisonment of characters (assuming that could happen.) The idea popped into my mind to allow the building of places (with a cap that is somehow relative to the game population) where characters could be housed during wars or, even, as ransom for a set period of time. This would add an interesting dynamic to war. You win in a battle and can pick some of the people to take back by using a skill and clicking on their corpse (assuming you can make it to the structure.) It would make wars less of attrition, as you could strategically entrap a character for x amount of time, so they didn't just respawn and run back. I would also not be against the imprisonment of people by bandit groups. Again, it would be pretty lame to have happen to you, but more challenge. More ability for them to say "If you want him back, ya gots to pay." We will likely (and, more or less rightly,) never get permadeath, but I think this could work.
I am on my phone so bear with. I still haven't paid my hundred, but am planning it when I get home this weekend. But! I have questions. Question one: since you supposedly need to be tied to a settlement in order to progress, how much power does that give them over you? Can a settlement say, for instance, if you wanna be with us, you have to mine x amount per day or we're kicking you. I won't comment on whether I feel that's right or wrong, just wanna know if its possible. Question two: will there be other crafts such as... alchemy, dye, cooking, fluff clothes, jewelry, etc? Question three: there are fewer races and classes available now. Is there a chance to respec when such things do become available? I suppose that's all. Thanks.
Brothers! I understand this advertisement may be poorly placed. Feel free to shuttle it to its correct home. That being said, there is a via Fantasy Grounds (now that it is on steam, it is much easier to grab) DnD game that is being DM'd by a friend of mine that I am recruiting for. Details could be posted here, but I would prefer to communicate on a more individual basis and get all of the specifics out of the way. Please, feel free to contact me if you have this program and want to run a 3.5 or PF game. Much immersion will be had. As of now, there are 3 players beyond our DM. Most ideal would be to interlock with another small group. Long term plans are up in the air, just really want a reliable group of people, even if you have your own game and are looking for players, something could be worked out. Basic idea: If you have FG and use it, contact me, please and thank you.
This is my first thread and first post. I gave a moment of thought to where I should slot this, but, in the end, I decided it would fit here. If it scrolls downward into the Abyss, I suppose that is fate. I have not yet paid for my Early Enrollment, but I plan to. I would like to shake some things up a bit before I do, so... The Sandbox. This game is listed as a sandbox, no? A dnd sandbox to boot. I have heard the developers are going to take a strong stance on grief and other exploiting mechanics. So, I pose this: In my limited sandbox experience, I have seen much discussion about what can be done, by 'the devs/mods/whatever', without stepping on the toes of said sandbox. Of course, there are those who would say, "If you are a negative force in the world, not adhering to the rules of the world and generally ruining the experience of others, you don't get rights, but I would like to go further than that. Since this is a dnd game, for this metaphor I would like to refer to the world/devs/mods as the DM. How much DM activity will we see in this sandbox? As there is weather, I don't feel DM interference goes against the idea of the sandbox, after all, the player will still choose how to respond. How much 'in game' action will the devs take? I was discussing this with a friend (in regards to this game); I believe the next level of sandbox-ism is not merely banning and balance changes, but actual intervention by the "DM." That is, to keep one thing from getting too powerful. Imagine if there was one group that was oppressing the whole world. Not to say that the DM would have their fortress be destroyed by meteors, but what about offering some form of NPC assistance, a group of high level monsters, that decide to attack them. Then, the players who supported them could help defend them, and the players who wanted to see them lose the power could launch an attack of their own while they were busy. Not that it would equal one outcome, but just give the lessers a chance. Is this going to be a totally hands off sandbox (I've seen them go pretty sour pretty fast), or are there going to be things like I listed? Does the community frown upon things like that? Because I am sure the initial response is NO, but when you think about it, it actually seems interesting for both the player and the lifespan of the game. |