Keppira D'Bear

Prox Simmoss's page

247 posts. Alias of DeJoker.


RSS

1 to 50 of 247 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

OCC: Okay just waiting on the GM to let me know if I need to make any rolls to locate that other ship on planet and/or what I need to avoid us getting pegged by imperial capital ships. Luckily we have the ability to maneuver like a starfighter making us a very difficult target for capital ships to hit which is why they carry starfighters. Also I thought the ship had like gun turrets which someone would need to man -- kind of like on the Millenium Falcon.


Prox replies, "I am hoping to get close to that other ship that is on this planet and hopefully confuse who the target is by mimicking their transponder code and if nothing else maybe the empire will shoot that other guy down for us, if not well... at least it will be worth the try. Meanwhile, we try to put this planet between us and the Empire capital starships and deal with their starfighters they will most likely send. That should give us the time we need to finish plotting a safe course to bug out of here and hopefully before those capital ships can get a solid bead on us. From there we can decide where we want to go, using more jumps than necessary to help mask our final destination. That is unless someone else has a better plan how not to get shot down that does not include surrendering."


Prox and her droid were the pilots which is part of the reason why they stayed behind

As the others are returning to the ship, Prox works out a flight plan that will allow them to get to the far side of the planet from the Empire ships while Artee-3 calculates an emergency fast jump from which they can then make any jump that they need to make afterwards.

Aka a quick short jump to get out of combat, then a discussion of where to go while making that short jump, then heading to that other destination is what I am thinking might be the best plan however if you all have a better plan.


Okay folks finally got the time and a place I could post. First I moved and now my internet provider is only giving me partial access to internet and most of what I can get to is not something I want to get to and most of what I want or need to get to I cannot get to. They fixed it for about 1.5 weeks but then it went back to being an issue. They have now decided it is my hardware and will do nothing more until I can prove it is not my hardware. Highly annoying since nothing has changed with my machine but there router (and its replacement) are new elements.

This means I have limited access to the internet (gmail, youtube) and when I would usually post is when I cannot get onto Paizo (due to the limited access not allowing me to get to this site). I have taken part of a day to come to the library to put this information out.

As a player I would be sporadic at best but would still be willing to be a player just not sure how often I could post until I get my home machine fully operational.


They were basically kept informed and I had not given up entirely just had not achieved the necessary mental energy to do so and with you stepping back up I see no need to continue to try at this time.


re-start why not just pick back up where we left off -- I know I said I would try to keep things going but alas life has not panned out the way I would have liked and doing so was a bit too much for me.


I am not dead yet and yeah still trying to sort stuff out on my end RL can be such a pain at times.


Okay Quen Pah I will go with an Arcane Spell Caster probably a Sorcerer but still investigating it.

Also can we move this to a game forum/thread that is for this game you are presenting versus this Starfinder game?


So Quen Pah is there anything this PF2e game of yours (I assume its yours) is missing and/or could use?

And yes folks I am still alive, started a new job recently as well as dealing with family issues, so being able to push out another combat round is not being easy for me to do.


Okay well we recently had a death in the family -- our older daughter to cancer -- so it might be a while longer before I can get back to this.


No I have not left I have just been very busy with RL as of late so not much time to put to moving the combat forward as that takes time.


OCC: Sorry but yeah working on that update my bad -- life has been so abnormally eventful as of late. Vacation - Covid - Home events - Upcoming foot surgery


Oh half bassett hound Quen Pah which half the front or the back half ;-)


I would suggest putting out the flame as kittens will suffer burns ;-)


Okay sorry belated update -- I got COVID even though I am fully vacinated however it seems I caught the new strain while in Florida prior to the new vaccine becoming available -- I am at 2.5 weeks and still slowly recovering.


Sorry to hear that and I do not mean to sound callous but I would suggest getting a kitten fairly soon. Not as a replacement but an new addition.


As I have stated life changed for me and I have been struggling to post but have not given up -- however I am going to be away from internet from the 26th until after the 29th of this month so definitely nothing during this period.


Nice to hear Quen Pah

Also hopefully life will let me spend enough time to put up the next post -- RL can be so ridiculous at times


You can do rolls ahead of time if you like I can sort it out afterwards


OCC: Me I am juggling RL and making sure I have these creatures correct and I understand what Dream did before I post -- my apologize for the delay. I hope to have a post up soonish. Oh and thanx for the prod much appreciated


Now I can handle him it is just nicer if someone else directs them during combat but I can do that as well it just means that they might not make the best actions as I have to adjust for my knowledge versus the NPCs knowledge and that I have found has the most effect during combat.


Ah okay thanks I will look both of those up so that I am full aware of what those entail and if they can be turned into passive defenses.


Just a heads up yes I am working on the next post -- in pieces hoping to get something up soon depending on how my RL ends out working out.


Well I could do that Avatar suggestion if required to but if I can coordinate this with Quen Pah where I supply the information completely formatted and he simply posts it under the Campaign tab I think that might work better in the long run.


Okay I think that is called:

Force Thrust:
One uses The Force to push a target away from themselves.
{Telekinetic}
Time: Standard Action
Targets: One object or character within 12 squares and within line of sight.

Make a Use the Force check against the target's Strength Defense. If the attack succeeds, one pushes its target back 1 square plus an additional square for every 5 points by which one exceeded the target's Strength Defense. If one pushes the target into a larger object, the target takes 1d6 points of damage.

The target adds its Base Attack Bonus and its Size Modifier to its Strength Modifier: Fine -20; Diminutive -15; Tiny -10; Small -5; Medium +0; Large +5; Huge +10; Gargantuan +15; Colossal +20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.

Special: One can spend a Force Point to apply a +5 Bonus the Force Thrust Attack roll. Additionally, if one successfully pushes the target into a larger object, they deal an additional 2d6 points of damage from the extreme force of this thrust.

However, if one has the Grabbed Condition it does not explicitly break that Condition and would instead IMO simply tow the grabbed character along with the Force Thrusted target.

However, Quen Pah if you are seeing this in a different light please explain or simply say you feel it does the trick and I will abide by that.

Regardless that would also require Dreamchaser to have the Force Thrust power within his Force Power Suite which if he does not would still requiring Calling Upon the Dark Side to give him a Force Power that he currently does not have and the Dark Side version of that would be much more effective as well and if you are going to accumulate a Dark Side point for an action might as well go all in on it. Especially when aesthetically the character is dipping into their darker emotions to do so and that (hopefully) would get outlined within the post as well. Role play can be so cool at times.

Note I am not saying go for the Dark so please do not get me wrong, just salting things to help with the idea of why the Lure of the Dark Side is as strong as it is. They do say that early on the Dark Side does seem to be a lot stronger than the Light Side but eventually one becomes so deep in the Dark Side that some of the benefits start dropping off -- aka mechanically speaking once one passes the threshold of more Dark Side Points than half their Wisdom (rounded up) they can no longer use certain aspects what they used to use.


Well if I recall correctly if you have Natural Weapons those are considered Light Weapons further I do believe you readied his Lightsaber which I believe is also considered a Light Weapon so if Dreamchaser chooses not to extract himself form the Hssiss mouth he could lash out with a Full-Attack Action and land blows with his Lightsaber and/or his Natural Weaons without any penalty to his attack rolls. This however might require that he drop his blaster which he had also readied -- or -- use the blaster with his attack in the current close combat situation that he is in subject to the normal guideline restrictions on what one can use in a Full-Attack Action.

I will, however, state if he does not manage to kill that Hssiss with his attack(s) that he will then become subject to a Full-Attack Action from the Hssiss on its action this turn.

I am not sure but I do not see Dreamchaser in a currently good position but then we also do not know what Ardan will attempt to as his action this round.

Still there are possible other options not yet explored in case Dreamchaser wishes to Call Upon the Dark Side out of Fear of his own demise.


Okay here are the Guidelines for Grapple

Grapple:
A Grapple Attack is an improved version of the Grab. One can only make a Grapple Attack (a Standard Action) if one has a Grappling Feat (such as Pin or Trip). One can only Grapple a single opponent up to one size category larger than they are.

A Grappling Attack is treated as an Unarmed Attack (thus provoking Attacks of Opportunity without the Martial Arts I feat or some other ability that negates the AoO), except that it deals no Damage. If the Grappling Attack hits, the target immediately gains the Condition based on the type attack that was used. A Grapple check is as follows:

Grapple Modifer
Base Attack Bonus + Str or Dex mod (whichever is higher) + Size mod.

Size Modifier
Fine -20, Diminuative -15, Tiny -10, Small -5, Medium +0, Large +5,
Huge +10, Gargantuan +15, Colossal +20, Colossal-Frigate +25,
Colossal-Cruiser +30, and Colossal-Station +35.

Grapple Attack is 1d20 + Grapple Modifier

Grapple Defense is 10 + Grapple Modifier

If one's check result equals or exceeds the target's grapple defense, the target is considered Grappled and occurs the specific conditions of that Grapple.

The effects of a Grapple depend on the specific Feat or combination of Feats one is using (for example; Pin, Pin and Crush, Trip, Trip and Throw, or Tractor Beam).

Note: If one is armed with a Light Weapon in a melee combat situation, they may automatically deal damage with that weapon if they win the their Grapple check; no attack roll is necessary.

Note if I could I would post all these Game Mechanic outlines under the Campaign Tab for easy look up later but I do not have the ability to do that as of yet so I suggest everyone copy this information and make a local copy so they know how these particular (and any other particulars) are outlined as that is what I am doing.


Yep there are times during an adventure series where the Dark Side becomes even more prominent and to actually succeed often means giving into the Lure of the Dark Side for a Light Side user.

However, I found it extremely interesting that the original Jedaii (not Jedi) were about using the Force in Balance tapping into both the Dark Side and Light Side equally in some manner that kept them in balance between the two and if they strayed too far Light or too far Dark they were exiled to one of the moons the Dark Moon or the Light Moon where they would spend considerable time becoming balanced once more.

Why might you ask did they do this, because that planet, where those mysterious beings extremely knowledgeable in the Force deposited those original Force Sensitives they had collected across the galaxy to learn about the Force, would have a very nasty destructive Force Storm would occur if the balance between the Light and Dark Side became imbalanced.

To me this means that when the break up of that world occurred and the Dark Side and the Light Side became completely separate entities and left that world that these Force Storms evolved into Galatic Wars, which is also a form of destructive storm.

Further Luke Skywalker, in the movies, I believe is the one that denoted that when the Light Side and the Dark Side are out of balance that the Force will create a balancing agent -- either an extremely powerful Light Side user or an extremely powerful Dark Side user in order to bring balance back to the Force.

To further support my stance on this there are the canon Jensaarai who are what is referred to as Grey Jedi and like the time of ole they choose to use the Force in balance without succumbing to the Dark Side which means that if done properly one can use both the Dark Side and the Light Side in tandem without succumbing to the Lure of the Dark Side. However this is not currently supported in the mechanics and would greatly alter how those mechanics work if something were implemented to reflect this concept.

To this end I have looked at the mechanics and wondered how a Grey Jedi would use the Force in balance as the current mechanics do not allow for that. The current mechanics view the Force as Light and Dark being in opposition rather than in cooperation and even though canon greatly supports proper use of the Force is the Grey technic there are not guidlines that allow for this. Would be interested in hearing anyone elses thoughts on this and how the mechanics might be tweaked to allow for a Grey Jedi along with the Light and Dark Side Jedi.


Grapple Defense is simply your Grapple Bonus + 10 which is what all the other Defenses (Reflex, Fortitude, Will) basically are as well.

That being noted and as stated you make a Grapple check using your Grapple modifier plus 1d20 versus the opponents Grapple modifier plus 10 (aka their Grapple Defense) and as I stated these creatures Grapple Defense is 29.

So you would simply make a 1d20 roll + your Grapple Modifier to try to equal or exceed their Grapple Defense (29) or you if you want to automatically succeed you can Call Upon the Dark Side (out of anger or whatever other negative emotion seems appropriate to you) and automatically break the Grabbed Condition without needing to make a roll at all. However, either method requires that you take a Standard Action to do so. Now of course you can try the non-Dark Side method as many times as you want prior to giving into the lure of the Dark Side (or not) as I am not sure just how difficult getting a 29 on a Grapple check is going to be for your (or anyone's) character.

Keep in mind we are switching to using Force Points per day versus Force Points per level which means all the current Force Sensitives have Force Points equal to 1 + Level/2 (rounded down) available to them each day.

That being said everyone please make the adjustment to your character so you know how many Force Points you have available to you on a daily basis and how many you have available to you on a level basis until the GM actually states whether they are okay with using the daily usage of Force Points.

Now if how that all works is still unclear (for anyone) please do ask as I want everyone to fully understand The Lure of the Dark Side. Also that getting rid of accumulated Dark Side points is not a trivial affair anymore (aka you cannot just spend a Force Point to negate a Dark Side point). Oh and if anyone was not aware Luke Skywalker had actually acquired Dark Side points during the movies events which he may have eventually been able to expunge but it took a rather long time for him to do so. That being said I will look into outlining a method that does not require a heroic action to expunge a Dark Side point but that will most likely reduce one's daily allotment and incur some long drawn out ritual of some sort.


OCC: Recap and update of what occurred with Dreamchaser as he is the only one where something significant occurred during Round 1.

After Dreamchaser ignites his ligthsaber and screams back at the Hssiss a different Hssiss shoots out its long tongue {2 squares} and it wraps around Dreamchaser and violently yanks him towards that Hssiss and into its mouth where it takes a nasty bite {11 Dmg} into him. However the dark viscuous saliva does not seem to effect Dreamchaser as of yet.

Dreamchaser currently has the Grabbed Condition and if he wants to negate this Grabbed Condition he must use a Standard Action to make a Grapple check DC 29 in order to get free or do something else equally applicable that would negate the Condition.. Note: If Dreamchaser is not able to get free from the Hssiss that has him in its mouth and that Hssiss is then able to act, it will get to go to town {aka Full-Round Attack} on Dreamchaser which might not be all that pretty.

Grabbed Condition:
Until one breaks the Grab, a Grabbed creature takes a -2 penalty on Attack rolls unless it uses a Natural Weapon or a Light Weapon. Additionally, one cannot Move until it breaks the Grab. Breaking the Grab is a Standard Action, that requires a Grapple check versus the Grapple Defense of the one that is implementing the Grab.

Note another person next to the Grabbed character may also attempt to break the Grab and free the individual currently Grabbed or apply the Aid Another bonus to the grabbed character's attempt to break the Grab.

OCC: Okay it is Ardan and Dreamchaser Round 2 Actions, Ardan is restricted to only a Swift Action while Dreamchaser can act normally albeit for one who has the Grabbed Condition that is.


Oh you asked a question about using a Force Point to possibly break the Grabbed Condition.

Using a Force Point:
Per the Guidelines one can, on their turn, spend a Force Point as a Free Action to roll a 1d6 and add the result to a single Attack roll, Skill check, or Ability check. One can do this only once per round.

Later on at 8th-Level, when the Force Point is spent, one rolls 2d6 instead and takes the best die result as their bonus; at 15th-Level, one rolls 3d6 and takes the best die result as their bonus.


Therefore you could use a Force Point to add a 1d6 to your Grapple check to break the Grabbed Condition.

The Lure of the Dark Side:
The lure of The Dark Side is strong and it will tempt one in ways one never thought might possible and even those Jedi who walk the path of the light may often stray into darkness from time to time. While it is easy for a character to be willfully evil by selecting Force Talents or Force Powers that draw upon The Dark Side for power, a GM should feel free to introduce abilities that make The Dark Side more tempting for even those Jedi who have never specifically chosen to dabble in the teachings of The Dark Side.

If one's Dark Side Score is less than their Wisdom, they can always call on The Dark Side to gain a temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost. Calling on the Dark Side in this manner is a Major Transgression and only heroic characters can Call on the Dark Side in this way.

As a Free Action, any character who has the Force Sensitivity feat can spend a Force Point to add any one Force Power that has the [Dark Side] descriptor to their active Force Power Suite. That power can then be immediately used as normal. However, when the power is used (or at the end of the encounter), it goes away entirely and may not be recovered by any of the normal means (including resting for 1 minute, spending a Force Point, making use of the Force Recovery Talent, or rolling a Natural 20 on a Use the Force check).

Similarly, any character who has the Force Sensitivity feat can spend a Force Point as a Free Action to temporarily gain the use of any Force Talents from the Dark Side Talent Tree, the Dark Side Devotee Talent Tree, or the Sith Talent Tree. A character must meet all the other prerequisites for one of these Talents to be able to use it, and the character can spend more than 1 Force Point over the course of an encounter to gain multiple Talents from those Talent Trees. Talents gained in this manner temporarily count toward the prerequisites of other Talents, and the effects of these Talents last for the remainder of the encounter. At the conclusion of the encounter, the character increases their Dark Side Score by the number of points equal to the number of Force Points spent in this manner. For example, in the first round of an encounter, a Jedi could spend a Force Point to gain the benefit of the Power of the Dark Side Talent for the remainder of the encounter. In the following round they can spend another Force Point to gain access to the Swift Power Talent, since they temporarily have access to its prerequisite Talent. At the end of the encounter, the Jedi loses access to these Talents and increases their Dark Side Score by 2.

If a character's Dark Side Score is equal to more than half of their Wisdom score, they must attempt to resist calling upon the Dark Side by making a Wisdom check (DC = 5 + their current Dark Side Score), if successful they can avoid calling on Dark Side in a situation where they might normally do so.


That all being said, yes I would allow a heroic character to Call Upon the Dark Side perhaps out of anger or frustration to use a Force Point to automatically break the Grabbed Condition.


That is correct -- I will post the details to that with my next post a bit later today. However, I believe I outlined what the Grabbed Condition entails but at least you need to make a Grapple check to negate it DC 29 and if you do not negate it you have a -2 on all actions I believe.


Okay due to the initiative order this is how things went:

Round 1 (semi-surprise round)
1) Dreamchaser readies his lightsaber and his blaster and assumes
.... a defensive stance
2) The Hssiss reduces Dreamchaser's actions for Round 1 to a single
.... swift action where he ignited his lightsaber and screamed back
3) A different Hssiss licked and yanked Dreamchaser into its mouth
.... where it and bit and grabbed him

Round 2
1) Dreamchaser goes first and has no restriction on his actions
.... in Round 2 other than he currently has the Grabbed Condition

That being outlined, after Dreamchaser and Ardan get to act at the beginning of Round 2 the Hssiss will get to act, then the rest of the group.

Note: I am in the process of creating a post that will update the current situation and paint it in the full color that it is. So please Dreamchaser and Ardan consider your next action but let me post my update (which I hope to have up today) prior to doing your character's actions for Round 2


OCC: Okay that just leaves Dreamchaser and Jace who is an NPC that no one has volunteered to ghost for me in combat

Hey Phineas how would you like to maybe temporarily play a non-Force Sensitive (your character) and a Force Sensitive (Jace) when in combat. I would handle the rest of Jace's role playing chores.


OCC: Just as an update I will move things forward by Saturday evening, hopefully everyone will have been able to post by then.


Hey guys can I get your feedback on the Grabbed guidelines listed in my previous post. In other game systems there is a skill that is required to break (Str) or slip (Dex) from a Grab but there does not appear to be one in Star Wars Saga Edition or at least they did not state it that way unless its stated somewhere else that I did not see.

Now I have also noticed that most abilities attack a target's Defenses as their target number which is to say the attacker makes their 1d20 Attack roll and then compares the result against the targets 10+ Defense value (aka the Take-10 Value of per se a contested Defense roll).

I find that makes the process a lot quicker especially in play-by-post setting (aka none of that the GM/Player rolls then the Player/GM rolls then we figure out what happened).

So what I am thinking, is that to break a Grab one must make take a Standard Action and make a Grapple check against the Defenders Grapple Defense or basically their Grapple modifier + 10. Otherwise a weak little fish could simply break free from a crocodile's mouth by performing a simple Standard Action and that just does not make sense. However I do not want to make it impossible or too deadly either.

So thoughts?


OCC: Phineas I did a little editing of my previous post so you might want to check it again for the changes. Oh and most interesting using Fear against Fear -- kind of like fighting Fire with Fire


Question, why would we not have Normal Actions?:
Due to the following effect implemented by B2 "lets out an extremely loud bellowing scream that washes over and reverberates through everyone shaking them to their cores and causing fear to well up within them."

Fear: One summons the Dark Side to instill fear in their enemies. Make a Use the Force check if the result equals or exceeds the Will Defense of the target(s), the target(s) are affected as determined by the results of the User the Force check. If successful one can spend a Force Point to impose the result on all targets within 12 squares and within line of sight and impose a -2 penalty on all the Defenses of all the targets until the end of ones next turn.

And thus due to the level of success it obtained the following were the results: The target(s) take only one Swift Action on their next turn. Now while everyone has a -2 penalty most of you are not going have it affect you and therefore to make it simple I am just applying it if it actually comes into play.

So yes these ARE Dark Side creatures that use Dark Side Powers and such. Which is within the basic guidelines. Further they are quite cunning but still do not understand how to use technological items and the other kinds of things that an Intelligence 3 versus Wisdom over 10 would allow one to use. This is to say they are still very animal like in their thinking in many ways but are intelligent enough to tap into and use the Dark Side of the Force.

That is to say these are quite dangerous opponents and I have done a little pre-planning of their tactics based on what they can sense and what I think they would do under most situations. They might not have been the best tactics (or smartest tactics to use on this group) but I felt it was tactics that they would feel comfortable with using under most circumstances with a slight modification due to the nature of this group.


Okay it seems everyone or most are okay with Force Points by Day so I will be shifting to that (and hopefully the GM will agree to continue forward with it). So please make the adjustments on your sheet but until the GM weighs in keep a reference to the by level value that you should have (sorry for the extra bookkeeping hopefully the GM will weigh in on this soon).

Also the by day will be a fluid thing, which means if you get back to back day to day situations then I will figure out how much folks have recovered on an hourly basis which should be pretty easy if you have a maximum of 2 points per day you get 1 point back for each 12 hours or so based on your activity during that 12 hours. I do not imagine that there will be a lot of back to back situations but I have not fully and completely read ahead just in case the GM steps back in to run things.

Oh and Dreamchaser your single Swift Action comes before you get grabbed and you have the Grabbed Condition during your next round (aka it is holding onto you with its teeth and will most likely chew on you if you do not extract yourself).

Grabbed: Until a target breaks the grab, they have the Grabbed Condition and take a -2 penalty on Attack rolls unless they use a Natural Weapon or a Light Weapon. Additionally, they cannot Move until they break the grab. Breaking the Grab is a Standard Action, and automatically clears the Grabbed Condition.

That seems a bit simplistic to me but that is the guidelines as written.


B1 Force Use: 1d20 ⇒ 1
B2 Force Use: 1d20 ⇒ 7
B2 Force Use: 1d20 ⇒ 19
B3 Force Use: 1d20 ⇒ 4
B4 Force Use: 1d20 ⇒ 7

B1 Attack: 1d20 ⇒ 6
B3 Attack: 1d20 ⇒ 15
B4 Attack: 1d20 ⇒ 2

B3 Grapple: 1d20 ⇒ 4

B3 Poison: 1d20 ⇒ 6

B3 Damage: 1d6 ⇒ 2


Note part of the reason this came up is I am looking at what the Bad Guys are getting available to them to use in Force Points and feeling that is biased against the players as these bad guys are not getting reduced for any usage that might have occurred during their current level and they are starting with the maximum or even more for their current level.

Also as you stated -- which I think would be great mind you -- "which means characters will try to do more heroic things" -- to me that is the whole gist of what the PCs are all about and a win-win in the long run.

Yeah you get a couple of points you can use each day but hey if you used it for something trivial earlier that day you do not have it for that not so trivial thing you are facing now and you do not know when that will happen during each day.

For instance, this day will not be trivial by any stretch as such one needs to greatly weigh their use of that extremely limited resource.

Yeah and if it is not obvious I am advocating for the daily allotment as it seems to balance things out over all and lets the players be more heroic on a more regular basis but in a rather limited way -- again balanced and thus not over powered by any means.


Well also keep in mind that going with the Daily allotment means the Bad Guys are going to get reduced to a Daily Allotment which seems more balancing than -- the players getting a static amount per level and the bad guys coming in with theoretically (or per the module it seems) at full unused Force Points for their level

Also I do not think players are going to be pressed to use their Force Points any more than they would be to use them otherwise. You are all heroic folks and using your Force Points heroically is the name of the game so-to-speak.

I mean if you do not use them for that day you get them again tomorrow, no loss there and you truly do not want to spend them frivolously as you do not have that many when doing it on a daily basis.

I think as a whole each of you would have like 2 Force Points Jedi/Other 1 + 4th-Level / 4 = 2 that is not a lot of points to just throw away willy nilly you would want to definitely use them in a critical situation which might not be your only critical situation for that day.


Or perhaps it should be as follows for Daily Force Points

1st-7th
--or--
Jedi Force Points per Day 1 + Level/4v +0 to +1

8th-12th
--or daily--
Jedi Knight Force Points per Day 2 + Level/4v +2 to +3

13th-17th
--or daily--
Jedi Master Force Points 3 + Level/3v +3 to +4

18th-20th
--or daily--
Jedi Knight(Master) Force Points per Day 3 + Level/4v +4 to +5

That seems more inline with what might be available to a Jedi on a daily basis based on what Force Points can be used for. Which is to say it is not too much but not to little and it is nicely divisable into 20 where 3 is not then again maybe that is just my AR kicking in so will wait to see what you all say seems more balanced.


Hey I am curious there is an optional guideline that changes the number of Force Points that one has from per Level to per Day which I feel would be more reflective of how using the Force might be but that is just my opinion so here are the numbers and how they would work. Note the "v" means round down.
.
.

Jedi Force Points per Level 5 + Level/2v +1 to +3
--or--
Jedi Force Points per Day 1 + Level/3v +1 to +2

Jedi Knight Force Points per Level 6 + Level/2v +3 to +6
--or daily--
Jedi Knight Force Points per Day 2 + Level/3v +2 to +4

Jedi Master Force Points 7 + Level/2v +6 to +8
--or daily--
Jedi Master Force Points 3 + Level/3v +4 to +5

Jedi Knight Force Points per Level 6 + Level/2v +8 to +10(+1)
--or daily--
Jedi Knight Force Points per Day 2 + Level/3v +5 to +6(+1)

Note the above assumes one is a Jedi from level 1 to level 7 and then becomes a Jedi Knight from level 8 to level 12 and then becomes a Jedi Master from level 13 to 17 and fills in the last 3 three levels with Jedi Knight (aka 18 to 20). The final (+1) would be giving the level 20 Jedi Knight that extra boost allowing someone to finish with a Jedi Knight rather than having to juggle the last level between the Jedi Knight and the a Jedi Master and thus still get what a Jedi Master should get at level 20. Of course I could also see once someone has obtained Jedi Master and is using the Jedi Knight to fill in those last 3 levels I could see treating them as being a Jedi Master for Force Point purposes.

What do you all think -- note I am sure any other Force Users that are not specifically Jedi could be easily melded into the Daily allotment versus the by Level allotment.


Have we lost Waylon I have not noticed them responding to the current situation.


OCC: Well sorry I thought it was fairly obvious that they are not chained in anyway. Still they did just appear seemingly out of no where before doing anything. Not sure what you want to make of that. Granted they only just appeared just a few seconds ago and there is no telling what they are per se planning to do after having appeared. Ardan and Dreamchaser were just aware enough to notice them and quick enough to react before they are able to do more than just appear out of nothingness.

Although if Ardan were to Use the Force in a Swift Action sort of way he might learn more about the situation than he currently knows or if even he made a Free Action Knowledge check that might impart some information to him. There is a reason you folks have various skills and even if you do not have them there is a reason for them regardless ;-)

If it helps any it took me a bit to understand what you are facing as well and making sure they adhere to what they are supposed to be versus what they were portrayed to be via the module. So yeah brace yourselves for a possible challenge. Cannot say it will be a challenge but it will be interesting for me to see how this unfolds but yeah this is not going to be easy if I am gauging this encounter correctly.

I will await your response Ardan before posting my update.


Scream: 1d20 ⇒ 14
Fear: 1d20 ⇒ 18


Phineas Knowledge:
First and foremost Phineas is currently surprised and cannot share anything he knows until his initiative round where it is a Free Action to say something of about one sentence long.

That being said, Phineas recognizes these creatures as Hssiss extremely dangerous predators due to their poisonous bite and claw attacks that if inflicted most victims eventually die horrible long and excruiciating deaths, assuming they do not go completely insane and inflict massive carnage before they are finally put down.

Phineas has never heard that there is a cure for this affliction thus a single bite or a scratch from one of these creatures is a horrible agonizing death provided one survives the attacks and does not simply become a meal by one of these creatures.

He has also heard that the can use their tongues to snare their opponents and pull them into their mouthes where death is most certain.

OCC: I trust that folks if they are not supposed to see this will not meta game and have their character know this even if the player reads this. ;)


1 person marked this as a favorite.

Oh yes you do -- here are the following skills that can be used untrained which means everyone has half their level rounded down plus their attribute bonus. Trained skills simply gives one a +5 to the check and allows for a higher result.

Untrained Skills:

Acrobatics (Dex)
Climb (Str)
Deception (Cha)
Endurance (Con)
Gather Information (Cha)
Initiative (Dex)
Jump (Str)
Knowledge[ ] (Int)
Mechanics (Int)
Perception (Wis)
Persuasion (Cha)
Pilot (Dex)
Ride (Dex)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Treat Injury (Wis)
Use Computer (Int)
Use Force (Cha)
Trained Only Skills:

Mechanics (Int)
This thus means you can make a raw Knowledge check and I will apply it to the most appropriate category that will give the most information of course I also apply the rule if you are not trained the best result you can get is a 10 or common ability.


And sadly kitty there are no nearby trees ;-)

Also Ardan are you taking a readied action if so please outline what that readied action is, or I will just assume if they come forward you plan to shoot one of them.

Such a shame no one is thinking of taking a Free Action to make a Knowledge[Galatic Lore] or Knowledge[Life Sciences] check. *hint hint* ;-)

1 to 50 of 247 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>