Vampire Seducer

Queen of Brambles's page

8 posts. Alias of Tsutsayosdi.


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For my first (non-society) 2E game, I have decided that I would like to make an Anadi Liberator character to play as an allegory (and a little fantasy wish-fulfillment) on an aspect of my early-life experiences: surviving residential-school genocide (and hopefully thriving afterward).
My idea: An Anadi - who is just starting to be more aware of and knowledgeable about her ancestry and heritage (including spider form) - decides to take up the Cause as a Liberator.

If anyone would like to suggest Heritage, Archetypes, Feats (and trees), I am open to ideas, since I am trying to absorb a lot of information within the next 2 weeks.

For Heritage, I am currently considering between Snaring and Spindly, and the Hybrid Form racial feat is looking pretty tasty, even if only thematically. Ward as a Background is virtually a must.


Are class proficiencies actually even Feats? I was under the impression they weren't.


Archpaladin Zousha wrote:
Okay, okay! You've already deconstructed my preconceptions of the class right down to their base assumptions! They're already invalidated! D:

Hey, guys. I brought my entropy baton! I was told there was a dead horse over here?


The Oma Archive entry states that they have habitable stomachs and Barathu used to use them all the time to travel. It's also been written that Barathu diplomats may still choose to call out to and board living Oma for clout. While there's nothing I've found that explicitly states either way, as long as it's considered a living starship and not just a ship-scale creature, the books suggest PCs mechanically should be able to board, even as enemy combatants - if it can be justified that the ship creature won't or can't break free of the boarding mechanisms (For example, anchoring probably wouldn't work well on a conscious starship, but well-fired breaching pods or a lucky ram attack could). That is ultimately going to be up to the GM's discretion, as is the identification of the habitable zones and how to construct their own map accordingly.

For the Oma example, I would start the map by determining the size and shape of an Oma's digestive tract, consider any architectural modifications that the crew may have made to direct or live inside the Oma comfortably, and then place hazards like pools of digestive enzymes - and threats (the enemy crew, of course, but maybe also parasites?).


I wonder if a homebrewed Feat that functions like the Stellar Revelation, "Distant Burst" in the COM (pg. 85) could be worth making/taking.


I mean, there are ways to manage and flatten the exponential economy curve (and only most of them are house ruled), but the point to the campaign is kind of that they "earn" the benefits of not having to care about resource management over time through spending credits or quest rewards.


The way I see it, there are two ways to reconcile the resonators with the idea that characters don't get to know how long their trip takes until they get there. Both ways make the interpretation that the resonators' effect is a passive one and not something the pilot is actively attending to get the effect.

The players get to know, and the pilot player rerolls X dice for the passive effect the resonator gives to reduce time in the Drift.

The DM keeps it all under the table and rolls the resonator dice on the pilot's behalf.

Personally, I like the idea that characters do know but that there are good reasons that people don't false start their Drift drives to get a more favorable travel time. Otherwise, I'm pretty sure the Monty Hall presents a logical extension where loads of people aware of the probability paradox would just automatically false start their drift drives anyway just to increase the chances they get lucky with a low travel time. For example, I would say that anytime someone drops out of Drift before reaching the destination point, they become lost and take the penalty that incurs.


The way I'm running a current campaign, the characters do not possess anything like the armor upgrade that converts motion into battery charge, nor do I consider their Medium explorer ship a 'larger' one (RAW on recharging stations). I gave one free recharge on their completion of the "tutorial" mission... and until they can secure a means of free recharging, they have to use public stations and pay the fee.
With this campaign's focus on having to pay attention to their resources, my players have to purchase physical projectiles, loot them, or craft them with UPBs, and they have to manage their battery charges as well (be that recharging stations or features like mechanic tricks, technomancer spells, and armor upgrades).
I'm willing to house rule a recharging station for their ship as a size 0 module, if I don't find anything more specific in the SOM, but that will have to wait until they get more BP to spend.

Full Name

Nyalla

Race

| HP: 59/59 | AC: 20 (13 Tch, 17 FF) | CMB: 9, CMD: 22 | F: +10, R: +8, W: +5 (+2 charm/comp/fear; +2 ench; +1 evoc) | Init: +2 (+4 urban) | Perc: +15 (+17 vs. human),

Classes/Levels

SM: +1 (+3 vs. human) | Rage 8/8 |

Current Conditions:
none
Active Spells:
none

Gender

N Female Half-Elf (Ekujae) Barbarian 2/Ranger 3/Shadow Dancer 1

Alignment

Neutral

Location

Absalom

Languages

Taldane, Elven

Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Nyalla

Nyalla has a birthmark on her cheek that resembles some sort of winged insect. She wears simple traveler's clothing under a mithral breastplate and has three cold iron javelins close at hand, as well as a greatsword. One of her few adornments is a beautiful alexandrite which gem depends from a simple necklace. The gem glows with heatless flame.

Traits
Birthmark, Courageous

Feats
Dodge, Mobility, Precise Shot, Skill Focus (Perception)

Class Features
Combat style, fast movement, favored enemy (human +2), rage 8/day, rage power (scent), track +1, uncanny dodge, wild empathy

Skills:
Acrobatics +10, Bluff +3 (+1 vs. human), Climb +8, Heal +5, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +15 (+17 vs. humans), Perform (dance) +4, Sense Motive +1 (+3 vs. humans), Spellcraft +4, Stealth +10, Survival +5 (+7 vs. human), Swim +7; Favored Enemy Modifiers: +2 Bluff, Knowledge, Perception, Sense Motive, and Survival vs. humans; Armor Check Penalty: –1

Equipment:
alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
wayfinder
greatsword
cold iron javelin x3
alchemist's fire
cloak of resistance +1
mithral breastplate
wand of cure light wounds w/47 charges