Mutasafen

Redac's page

Organized Play Member. 128 posts (897 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 12 aliases.


RSS

1 to 50 of 128 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

Dotting in with great interest.


Awesome. I'll check out the forum, might also reach out on discord.


I have lots of ideas for different Cam kindred. Count me in as interested. I'd love to play VtM.


Wish I'd seen this thread sooner! Might try to complete something by tonight, but this looks like it'll be fun regardless.


Still interested, just got caught up in some stuff. I'll try to post a build tonight or tomorrow.


Rolling up a halfling unchained rogue. Will get the stat block up soon-ish.


Let's roll up some stats!

Stats: 4d6 ⇒ (4, 5, 2, 1) = 12 -1 = 11
Stats: 4d6 ⇒ (3, 6, 6, 3) = 18 -3 = 15
Stats: 4d6 ⇒ (5, 5, 3, 2) = 15 -2 = 13
Stats: 4d6 ⇒ (4, 2, 2, 6) = 14 -2 = 12
Stats: 4d6 ⇒ (1, 4, 6, 4) = 15 -1 = 14
Stats: 4d6 ⇒ (3, 6, 6, 6) = 21 -3 = 18

Well then. That gives me a lot of options.


Sounds good to me. I'll think up and post something after work.


Cutting it a little close, and I might have rushed a bit and missed a couple little things, but I think I just made it. I ended up going with a Gravewalker witch rather than a wizard (partially because mellowgoth had already submitted such a good necromancer!).

Couldn't think of a name so I'm reusing the name from another alias; if selected I'll just recycle that one.

Florian Paran:

Florian Paran
Male Human Witch (Gravewalker) 3
LE Medium Humanoid (Human)
Init +5; Senses Perception +2
------------------------------
DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 19 (3d6+5)
Fort +2, Ref +2, Will +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 12, Con 13, Int 20, Wis 10, Cha 16
Base Atk +1; CMB +0 CMD 11
Feats Extra Hex (Cackle), Improved Initiative, Spell Focus (Necromancy)
Skills Bluff +10 , Craft (Alchemy) +9 , Intimidate +8 , Knowledge (Arcana) +11 , Knowledge (Engineering) +6 , Knowledge (History) +10 , Knowledge (Nature) +10 , Knowledge (Planes) +11 , Knowledge (Religion) +8 , Linguistics +7 , Perception +2 , Spellcraft +11 , Stealth +2 , Use Magic Device +8
Traits Fast-Talker, Grave Robbery
Drawbacks
Languages Abyssal, Celestial, Common, Dwarven, Elven, Halfling, Infernal, Necril
SQ aura of desecration, hexes (cackle, evil eye), witch's patron (plague), spell poppet
Gear light crossbow, crossbow bolts (20), dagger, witch’s kit, traveler's clothes, spell poppet, 140 gp

------------------------------
SPELLS
------------------------------
0th: all spells (DC 14)
1st: Charm Person, Command, Cure Light Wounds, Detect Undead, Ear-Piercing Scream, Ill Omen, Inflict Light Wounds, Mage Armor, Sleep, Summon Monster I, Unseen Servant
2nd: Glitterdust, Web

------------------------------
SPECIAL ABILITIES
------------------------------

Spells: A gravewalker replaces some of her patron spells with the following: 4th—command undead, 6th—animate dead, 12th—create undead, 14th—control undead, 16th—create greater undead. These replace the patron spells.

Spell Poppet: Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. The following familiar ability works differently for a gravewalker:

Deliver Touch Spells (Su): At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below).

Aura of Desecration (Su): At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch’s 1st-level hex.

Bonethrall (Su): At first level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s. This replaces the witch’s hex gained at 4th level.

Possess Undead (Sp): A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability. This replaces the witch’s hex gained at 8th level.

Brief Background:

Florian Paran wasn't supposed to be the sort of man who would do something worth being sent to Branderscar. Born to a large mercantile family, one of seven brothers and sisters, he was supposed to help run the family business, or perhaps attend a university somewhere. Of course, life doesn't always work out that way.

Growing up in Ghastenhall, Florian had an uneventful childhood for the most part. He was tutored. He got along well enough with his siblings. Some mischief here and there, maybe a fight or two, but nothing out of the ordinary for a young boy. That changed when a devastating illness swept through his neighborhood, and his family in particular was hit hard. In a short period of time his mother and all but his eldest brother had succumbed, leaving the Paran house severely damaged. Though they eventually recovered and prevented a financial disaster, dynamics in the family were never the same after that.

Florian grew to be a bored, indulgent young man, constantly seeking out new and increasingly hedonistic experiences. There was so much to experience in life, after all, and to "master" life meant to live it in a way that went against Mitran notions of propriety. At the same time, he began delving into obscure texts and spending time in and around graveyards, studying death and the dead. Mastery of life and mastery of death went hand in hand. It was in this way he first came across a young halfling woman, scrounging around in an open grave, who introduced him to a small, clandestine Urgathoan cell. While he never quite took to the totally unrestrained gluttony of some of his peers, he found himself strongly drawn to their embrace of undeath.

He regularly visited graveyards, attended debaucherous parties, joined in feasts, and participated in rituals. His father and brother were far too busy trying to maintain the family businesses to pay much attention to Florian, and Florian for his part did well to disguise his activities. He also forged a strong friendship of sorts with Celia, the halfling woman who had first brought him into the cult. It hovered somewhere between "just friends" and "something more" for quite some time, but never really got off the ground.

Late one night during one of these graveyard trips while picking through a relatively fresh grave, Florian heard something whispering to him, just at the edge of hearing. Though unable to make out what it was saying, he felt a strong urge, almost a compulsion, to act. Following this urge, he used skin, bone, and other material from the grave to craft a poppet, a crude facsimile of a human form. After completing it, he held it out, looking at it intently. The whispering became clearer to him, promising him the power he sought; then without warning it went silent. Florian hadn't even had to consider whether or not to accept. He knew immediately.

The priestess told him this was a gift from the Pallid Princess herself; Florian for his part accepted her explanation, but was more excited about the power itself than exactly where it came from.

Some time later, the cell decided to break into a crypt to perform a special ceremony, followed by a return to the temple for a grand feast. No one in the cell knew exactly where the idea for using that particular crypt had come from, but didn't see much of a problem with it. As it turns out the whole thing was a setup; the names of the members of the cell had been discovered, and the location of this "perfect" location had been intentionally leaked. Upon completing the ceremony and exiting the crypt, Florian and the others in his group found themselves surrounded by a force of Knights of the Alerion. The Knights fell upon them, hacking and slashing with their swords at any who resisted -- and they all resisted. Only Florian escaped in the midst of the chaos, fleeing into the night. Without the timely intervention of Asmodean agents, he too would have been caught; instead, he was spirited away before the Knights could find him.

I'll note that while he is associated with a NE goddess, and is probably not too far off from the LE/NE boundary, he is Lawful Evil rather than Neutral Evil. He's far more about control and mastery of life and death than about pure gluttony and reckless self-indulgence. He's got a bit of a hedonistic streak, but not overly so.


Let's give it a shot.

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (6) + 7 = 13

Which I think would be about a 22 point buy, including the 18 and 8. I can work with that.

I was also considering a necromancer of some sort, probably a wizard. I'll give it some thought.


Lol, guess I should chime in before I get left behind!


Ah, I missed that too. From what I can tell of the starship roles, Soryn would probably make a good engineer or science officer, but could fill in as a pilot or gunner in a pinch, so fairly versatile. At least, I think.


All right, that took longer than expected. Life's funny that way sometimes. Presenting Soryn Dalohea, conflicted Lashunta technomancer and bounty hunter. I have an alias with the same name I made once that I'll recycle for this character should he be chosen (or I can just do so later if you'd like), but for now, here's his background questions and stat block. I don't have much experience with Starfinder, so if I missed something or could better present it, let me know.

Also as a general question, I wanted to kit Soryn out with a comm unit that was upgraded with a computer and all that, but I'm a little unclear about exactly how that's done. The rulebook says to go 110% of the price of the extra device's price, but if I made it include a tier 1 computer with some extra features, do I just calculate that computer's price by itself and do 110% of that? Do I do 110% of each upgrade (hardened, miniaturized, etc.)? Does it all include the original 7 credit cost of the original comm unit? It's a little murky.

Thanks!

Questions:

-Write at least five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. Soryn was born and grew up on Castrovel in one of the Lashunta city-states. His upbringing instilled him with a strong, if at times misplaced, sense of justice.
2. He studied technomancy at university, but found the life of an academic too stuffy and stagnant for his liking. He joined up with a corporate-employed mercenary group almost immediately after graduation.
3. Soryn quickly found that while he enjoyed the excitement and pay of mercenary life, his sense of honor didn't quite gel with the company he found himself in. He left in under a year to take up bounty hunting.
4. Soryn has a sense of honor and of what is "right", though it's not always well-defined. Part of his code is to follow through on a contract once it's taken, no matter what it is. This contradiction between honoring a contract and doing the "right thing" leads to dilemmas that he sometimes can't find any satisfying solution to.
5. One of the things about his profession he found most compelling was the chance to hunt down criminals and others exploiting people and taking advantage of the difficult post-Swarm War conditions. Events in recent years have shaken his confidence in his role enforcing the law in the Collective as well as his other jobs for private entities.

-List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Soryn wants to be successful enough to be kind of famous in the Collective, be it as a bounty hunter or something else. It might also be cool for him to have a cool nickname he's known by.
2. His choice of career never went over too well at home, and he's been estranged from his family for some time. He'd like to reconcile with them if possible, or barring that, find a new "family" where he can belong.
3. One extra, but hey. A big intense running gun battle of some kind, maybe with vehicles and explosions? Might be pretty fun. :D

-Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. The thrill and danger of his first hunt. Soryn vividly remembers tracking his first fugitive, finding the man, and bringing him to justice.
2. The first time he came to Absalom Station, he remembers being almost overwhelmed as he stepped off the ship and out into the station proper. The sights, sounds, and smells of Absalom Station were vastly different from the city he'd grown up on Castrovel. All the different languages, the alien species he'd never seen before, it left him with an impression of just how vast the galaxy actually was and how much it had to offer.
3. A recent job on Akiton that went wrong. His mark was apparently a rebel collaborator and terrorist of some sort, though Soryn's own information gathering suggested otherwise. Still, a job was a job, and Soryn tracked him to a home on Akiton. He hadn't expected the man to be there with his wife and son, though. His mark came along peacefully, but the wife had other ideas. A brief firefight ensued, and both ended up dead, their son suddenly left orphaned. Hey, a job's a job, right?

-Describe how you met Duravor Keel. For some context, Duravor is a dwarf whose mining expertise benefited the Starfinder Society for many years. He has travelled to many different locationss in the Collective, and is very sociable and friendly. He also has an eye for talent
Soryn met Duravor during work on Verces. Duravor was consulting for a mining operation there; Soryn, being a bit down on his luck at the time, was working as part of a security detail for the operation. While he could never find muster the same sort of passion for miners' issues like Duravor could, Soryn found the dwarf to be very knowledgeable about many different topics, and a very pleasant drinking companion to boot.

-Why are you coming to Absalom Station? Yes, Duravor invited you and said there was opportunities to work, but what is really pushing you to come to the center of the Collective?
Besides the opportunities for work, on some level Soryn is looking for some kind of change, some way to reinvent himself. He isn't sure what that change would be or how it would happen, but to his mind Absalom Station, as the center of civilization in the system, is the natural place to do this.

-You have a connection to the Voidwalkers and a reason to dislike the Collective, though you have yet to fully commit to outright rebellion. But what is your connection to the Voidwalkers?
Soryn has taken a couple contracts on Voidwalker sympathizers in the past. Sometimes he knew this beforehand, other times he did not. Regardless, due to the nature of his job, his contact with the Voidwalkers (that he knows was contact with the Voidwalkers) has been mainly adversarial. As for the Collective itself, while he generally does not involve himself in politics, he's had enough interaction with the more unsavory side of the Collective to be quite disenchanted with it. For now he's putting aside those concerns for the sake of earning a living, but it wouldn't take a great deal to push him to side with them against the Collective.

Soryn Dalohea:

Male Lashunta (Damaya) Bounty Hunter Technomancer 1
LN Medium Humanoid (Lashunta)
Init +2; Senses Perception +1

-----------------
Defense
-----------------

EAC 13
KAC 14
CMD 22
Stamina 5
HP 9
Resolve 4
Fort +0, Ref +2, Will +2

-----------------
Offense
-----------------
Base Atk +0
Speed 30 ft.
Ranged Laser Rifle, Azimuth +2 (1d8, Fire) 120 ft., 1d6 Burn

-----------------
Statistics
-----------------

Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 13

Feats Longarm Proficiency

Languages Akitonian, Castrovelian, Common, Elven, Vercite, Ysoki

Skills
Computers +7
Engineering +7
Life Science +7
Mysticism +4
Perception +1
Piloting +6
Profession (Bounty Hunter) +4

Racial/Class/Theme Abilities
Bounty Hunter
Theme Knowledge Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Racial (Damaya lashunta)
Dimorphic
All lashuntas gain +2 Charisma at character creation. Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).

Lashunta Magic
Lashuntas gain the following Spell-Like abilities:

At will: daze, psychokinetic hand
1/day: detect thoughts

See Spell-Like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.

Limited Telepathy
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Student
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Computers and Mysticism)

Class Abilities
Spells
You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Spell Cache (Su) 1st Level

As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Spells Known
.0— Detect Magic, Ghost Sound, Token Spell, transfer charge
.1— Grease, Overheat

Gear
Backpack (Consumer)
Battery x2
Binders x2
Clothing (Everyday)
Clothing (Bounty Hunter)
Clothing (Travel)
Comm Unit (Personal)
Computer (customized)
-Firewall, Average secure data, Tier 1, Hardened, Miniturization, Self-charging
Laser rifle, azimuth
Second Skin
Tool kits (Engineering, Hacking, Trapsmith's tools)

49 credits leftover


Working on a Lashunta technomancer, probably a Bounty Hunter actually. Might be fun to play a character with a background ostensibly hunting down fugitives, whose slow-burning crisis of conscience comes to a head and causes him to join a rebellion. Plus it could give some interesting background connections to other PCs, if so desired. :D

Anywho, I'll see if I can't get some of the fluff done tomorrow.


Dotting in.


Awesome. Count me in.


Sure! I'd be willing to take on the role of Lord Admiral if needed. If the GM has someone else already, then I'm also okay with any other roles you might need filled.


My knowledge of 40k isn't super in depth, but I have some familiarity with it, and I do enjoy the setting quite a lot. If you need one more I'd be willing to give it a shot. Might have to do some reading, though. :)


Another thing I've seen popping up from looking around is that you can't have the caravan go against even CR encounters without getting wrecked.


Starting Wealth: 3d6 ⇒ (4, 6, 2) = 12 x 10 = 120gp

Works for me.


I've never gotten the impression you had to always use background skills on the same two skills each time you level up. I thought it was just getting two extra skill ranks that you have to put in "background skills" rather than the "adventuring skills". Maybe I've been reading it wrong?


All righty, going with a witch. While I put that together, I'm curious: are you going to be doing anything particular with the relationship and/or caravan rules?


Congrats on the job!

I'm actually now strongly considering a witch, now that I've had the chance to sit down and really look at stuff. Regardless I should have something up tomorrow sometime.


Lol, this is what I get for playing VtM Bloodlines again and reading through CoC stuff. Character ideas get all dark and horror themed.

@GM Something like that, yeah. I know JR isn't really 'dark' as such, so I wouldn't wanna overdo the edge, if you know what I mean. Assuming oracle, I'm thinking he might be drawn to Desna to an extent given the nature of his abilities (which opens up some interesting interaction opportunities with Koya). With Heavens, he's probably more bewildered than outright frightened, and he's trying to get a grip on whatever destiny he's meant for; with Dark Tapestry he slowly learns that there's something else going on there that he has to grapple with. Just some extra internal conflict and all that.

I'm fine adjusting or continuing to brainstorm if it's not really a thematic fit.

@Oren That does help, thanks. I'll take a look at Stargazer as well. Between the witch and sorcerer, which might fit better with the party as currently constituted? We might already have a good amount of direct damage, so perhaps someone debuffing enemies into the ground before the front liners take them out? Or is the sorcerer versatile enough to do something like that as well?


So I'll just go ahead and share my thought process. My basic idea so far is a (probably) half elf Oracle with the Dark Tapestry mystery and haunted curse. I'll probably give him the childhood crush trait with Ameiko, but I'm not decided yet on that. The broad concept is of a young man who is afraid and uncertain regarding powers he doesn't really understand, going along partially to follow the person who had been kindest to him, and partially to get a grasp on himself and his place in the world.

The heavens mystery could also work, though it'd have a slightly different dynamic as he grows stronger.

So yeah, the original concept was as an oracle, but it could also work similarly as a sorcerer or even a witch. I don't have much experience with any of them. Any thoughts?


I'm currently playing in one on here, actually.

Still floundering a little on ideas, but I'll just pull the trigger on something sooner or later.


Still throwing some ideas around, still playing with a couple builds. It seems like we're kind of short on skills and/or arcane casting. I'm never quite sure how big a deal party composition is with these things, though.


Hey hey. Looking forward to it. Initial thought is some sort of Oracle, but I'll have to brainstorm a little bit.


All right, I couldn't make up my mind on the species; I was truly 50/50 on it. So I flipped a coin and it came up Twi'lek, so I moved forward with that. Fortunately he only requires a little tweaking if a Mon Calamari is truly preferred.

So without further ado, I present Zelad'asivron (which separates as Zelada Sivron), smuggler, gambler, gunslinger, and all-round dashing rogue. Seriously, just ask him how dashing he is, he'll tell you. He usually just goes by Zel.

Brief Background:

Zel was unfortunate enough to be born to a poor family on Ryloth, though fortunate enough not be born a slave. An only child, Zel spent his earliest years on Ryloth with his parents just scraping by. When not doing various menial tasks at home, he often went out trying to solicit donations from strangers. When he was about eight years old, Zel's family managed to barter passage on a departing freighter, finally seeing an opportunity to escape the rut they found themselves in on their homeworld. They left Ryloth and ultimately found themselves in a fresh new hell: Nar Shaddaa.

Ironically, though they were still quite poor, Zel's family had a degree more opportunity and freedom on the Smuggler's Moon. Zel began running with a small-time gang on Nar Shaddaa, mostly young people like himself. He learned, among other things, how to hold a blaster, how to run all sorts of different scams, and how to talk his way out of trouble. And he did end up having to talk his way out of trouble quite often.

By the time he was sixteen, he'd gotten quite good at his craft, but he was itching to see more of Nar Shaddaa, more of the galaxy at large. He didn't want to spend the rest of his life committing petty crimes and never seeing where else his skill and his wit could take him. He talked his way onto a small ship crew that primarily did smuggling jobs for the local Hutt bosses. He already knew how to shoot decently and how to run his mouth, but there was a lot he still didn't know. Zel made the most of every opportunity he got to learn about the trade, and even better, how to fly a ship.

Zel ran with the same crew for about nine years, at which point he convinced one of their Hutt employers to help front him the money to buy his own ship. Finally, he knew how to survive, how to make money, and he finally had a taste of the freedom he had chased for years.

Of course, about two years after getting his own ship, Zel finds himself imprisoned on an Imperial Star Destroyer, awaiting his fate. So much for freedom.

Questions:

1) Tell me a memory, something unrelated to their main backstory.
Once Zel found himself accidentally cornered in a cantina by a bounty hunter who had come after him. Zel had been tipped off as to who the hunter was, but hadn't expected to be found as quickly as he was. The hunter, a woman who appeared to Zel as beautiful as she was potentially deadly, hadn't met him before and only had a general physical description to go on. When approached by the bounty hunter, Zel denied being who he was, and in the process feigned a great deal of indignity about being confused for another Twi'lek ("Why do so many people think all Twi'leks look alike? Typical.").

Of course, because the hunter was quite attractive, and because sometimes Zel can't help himself, he didn't stop there. He gave her a false name and claimed to actually know who she was looking for, and to know he'd probably be coming into the cantina the following day. Even better, he'd help point out the target and lure him into position to be captured, all for a small finder's fee. Somehow he convinced her of this story, and the two proceeded to spend the evening talking, flirting, and getting quite drunk. Zel paced himself a bit better and was still on his feet by the time she passed out. He proceeded to steal a few credit chips, boost her speeder, and flee the planet. And of course, he left a message for the woman, thanking her for a lovely evening and hoping they might have another drink some time.

In his general history she has a fun kind of adversarial role, but she hasn't shown up during any major, formative points during his life. Whether she shows up later on during the story is entirely up to you. If so, details about her can be fleshed out; if not, it's mostly just a fun story he can tell and another long-term issue he has to keep in mind.

2) What's a talent, unrelated to their class abilities?
He actually has a pretty decent singing voice.

3) A personality quirk?
Zel is quite charming and fancies himself as something of a ladies' man. He engages in humor in many situations, sometimes even ones that involve some element of risk or danger. He does this partially because he finds enjoyment from it, and partially because it helps him initially seem less threatening.

He also likes to sometimes share "interesting facts" with others. He has facts on almost any subject, and more often than not they are completely wrong. Whether he is aware that these facts are wrong is never entirely clear.

4) Distinguishing physical feature?
Besides being dashingly handsome? He's a Rutian (blue-skinned) Twi'lek with slightly darker striped patterning on his lekku.

5) A goal, short or long term.
Short to medium term, he'd like to be able to make enough money to pay off the debt he owes on his ship and get totally free of control by Hutt employers. That was a big reason he took this job in the first place. Longer term, one of his goals is to get enough money to pay for his parents to move off Nar Shaddaa, or at least to a nicer home there.

6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
Zel was hired to smuggle cargo past the blockade. Normally he'd find something like this just a little too risky, but the money was very good. Unfortunately for him, he was caught. Zel wasn't sure exactly what he was being asked to transport ("I swear, I thought it was just spice or something for weird fish parties!"), or what connections his contact on the planet had, but it turns out he was carrying weapons bound for less-than-loyal individuals. This was more than enough for the authorities to connect him to the Rebellion and imprison him as a traitor.

His backstory includes a ship. Its model and name, and even whether or not it plays a part, can be hashed out should Zel be chosen.

Mechanically, as I said before, he starts as a Scoundrel and I'm hoping to get him to Gunslinger at some point, perhaps focusing less on pure damage output and more on special trick shots and status effects? The idea of him dual-wielding blaster pistols is pretty appealing though. How exactly his feats/talents/etc. will play out is still TBD, and I'm not that familiar with character building in Saga Edition.


Character is starting to take form. Gotta say I'm pretty torn on what species. On the one hand, the vision I have of him is as a Twi'lek or something like that, but making Lando Calamarissian could also work.

Decisions decisions. Guess I'll start working on the build and background stuff in the meantime.


My initial idea is a roguish sort of character -- gambler, smuggler, etc. The vague idea is that he was arrested trying to break the blockade and smuggle something (supplies, weapons, people, not sure yet), and condemned as a rebel. If he had a ship that was detained, it could give the group another way of the Imperial ship. I haven't decided on a species yet, but making him Mon Calamari is an option I'm mulling over. Obviously it'll need more fleshing out and possibly approval on certain things, but I'm pretty flexible.

Mechanically I'm thinking a scoundrel, and going into gunslinger later on seems appealing. I'm not sure how mechanically viable that is off hand, but that's where I'm at right now.


Same here, dotting in from the other thread. Time to start brainstorming!


Very interested. I have only a passing familiarity with the Saga system but I really enjoy Star Wars and have been going to find something to scratch that itch since my last SW game died.


I'm interested. I've never played Numenera before so hopefully that's all right.


Dotting.


I'd be interested.

Out of curiosity, is there somewhere to learn more about the setting? I don't have any familiarity with it.


All right, thanks for your patience. Hopefully the build is mostly okay. I used the Archaeologist occupation, but that can be changed if need be.

Lawrence Pritchard:

Name: Lawrence Pritchard
Occupation: Archaeologist [Lovecraftian]
Age: 27
Sex: Male
Residence: Arkham, MA
Birthplace: New York, NY

HP: 11
Luck:
Sanity: 45
Magic: 9
Move Rate: 7

STR 45
CON 50
SIZ 60
DEX 50
APP 60
EDU 80
INT 70
POW 45

Investigator Skills
Appraise 20%
Archaeology 75%
History 40%
Other Language () 45%
Library Use 50%
Spot Hidden 50%
Mechanical Repair 30%
Navigate 40%
Credit Rating 40%

Personal Skills
Anthropology 20%
Charm 45%
Dodge 40%
Drive Auto 40%
Handgun 45%
Survival 40%

Born to an upper-middle class family in New York, Lawrence has always been an adventurous sort. Growing up he had access to all sorts of books, fiction and non-fiction, depicting exotic locations, lost cities, historical empires, and so on. Lawrence wanted from very early on to be able to explore and study like the men in the books he read, and his upbringing and keen intellect

Upon completing his secondary education, he enrolled in the archaeology program Miskatonic University. There he earned his B.A. and entered the school's graduate archaeology program. During his five years as a graduate student, he has had the opportunity to accompany faculty and other professionals on a number of excavations, gaining valuable experience while also giving Lawrence a taste of the sort of adventure he'd always wanted.

I'm a little up in the air about exactly what his specialization in archaeology might be, so I've left it vague enough to be altered as needed. I'm thinking Egyptology, Classical archaeology, or maybe the Near East somewhere. If you'd like to decide that with his Weird History, that works for me. It would also influence which language I give him with Other Language -- Latin, Egyptian, or something else.


cirle wrote:

Why don't you post what you've got, and maybe another pair of eyes on it will see what's wrong.

And just to reiterate, if there's a base percentage on a skill, you will add any points you spend to that percentage.

If you send you spend 20 points on Handgun, with a base starting skill of 20, you have a skill percentage of 40%.

Okay, that helps, thank you. Turns out I was just spending too many points (e.g. I'd be spending 40 points to have a skill of 40%). Will post my build shortly.


I think I'm not being entirely clear what my confusion here is. In the skills area, both occupational and personal, every time I try to allocate those points, the character ends up with far fewer points total than any of the other submissions already posted here. For example, when I add up my Occupational skill points total, it comes to 320, but in the others it reaches well above 400. It's similar with the Personal skill points. I'm not sure what I'm doing wrong here. Am I using too many points to get to a certain skill level? Am I only supposed to remove points from my EDUx4 total point pool above the base percentage listed next to the skill?

I'm willing to keep trying to figure this out, but honestly if it'd be easier for everyone else I can just back out. I don't want everyone being held up because I'm struggling to figure this out.


cirle wrote:

Sorry to hear that you're having problems with the character build Redac.

Now not all the occupations are, of course, going to have the same number of build points. And the build points are going to be dependent upon your EDU score. As Professor (graduate student) you will get EDUx4 in Occupational Skill points.

Academic Characters should have a high EDU characteristic, that's the very definition of the scholar/academic, someone with a lengthy formal education. So you will probably want to put at least 70 points into your EDU characteristic.

Then there'll be the Personal Skills: Intx2.

Right, I was probably going to put around 80 points in EDU, so that'd give me 320 Occupational skill points. That's fine and all, but when I look at the stat block I come up with, it seems like the other submissions have way more points than I end up with. Maybe the way that the points are distributed is different and I'm adding up the numbers wrong?


Okay, I'm still confused about something. I'm putting together the build, but when I compare it to the other characters submitted it seems like I have over 100 fewer occupational points to put into skills. What am I missing here?

Sorry for all the delay, but I don't think I've ever been so genuinely confused by character creation before.


Apologies, things have been a little hectic. Still here, still interested. Going with that archaeology student (either a grad student or very recently graduated), or an explorer of some sort -- probably the former.

I'll have a short work day tomorrow so I can probably finish up and post the first pass at a character build.


For what it's worth, I've been working on basically the same character concept and I just used the Archaeologist occupation. I think there is a Student occupation, though.

Of course, if someone else is submitting basically the same build, I might need to work on another one.


Putting something together right now. Will post it for review shortly. I do have a question, though. What are the numbers in parentheses next to the skills, etc.?


I'm having an unusually difficult time wrapping my head around how character creation for this works. I'll try to get something up tomorrow some time, even if it has to be fixed.


Sounds good, I'll take a shot at some concepts and start trying to put something together.


I'd be interested, though I've admittedly never played CoC and would have to learn the system.


Question:

He might not be thrilled, but Declan is clever and patient enough to know when he needs to play the long game. He's already been condemned by the current regime because of their lack of vision, and he knows that even if he could escape and operate totally on his own -- and he's pretty sure he couldn't at this point -- he's not likely to find his prospects for the future very bright. Escaping Talingarde is unlikely at this point, and even then he believes he'll find the same sort of shortsightedness in many other places as well.

So if he's joining an organization that intends to tear down the kingdom in Talingarde and replace it with a new order (that's what I imagine it to be), then he would decide that throwing his efforts behind that organization would probably be the best thing to do, even if his experiments have to be postponed for a time.


All right, here's my alchemist. Perfectly willing to expand on or change things as needed.

Stats:

Declan Whitmore
Male Human Alchemist (Vivisectionist/Beastmorph) 1
NE Medium Humanoid (Human)
Init +6; Senses Perception +4
------------------------------
DEFENSE
------------------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11
Fort +4, Ref +4, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged
Special Attacks sneak attack 1d6
------------------------------
STATISTICS
------------------------------
Str 20, Dex 15, Con 14, Int 17, Wis 11, Cha 8
Base Atk +0; CMB +5 CMD 17
Feats Brew Potion, Improved Initiative, Iron Will, Throw Anything
Skills Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Disable Device +6 , Heal +4 , Knowledge (Arcana) +7 , Knowledge (Engineering) +4 , Knowledge (Nature) +7 , Perception +4 , Sleight of Hand +6 , Spellcraft +7 , Stealth +3
Traits anatomist, enduring mutagen, Murder
Drawbacks paranoid
Languages Common, Elven, Infernal, Kelish

------------------------------
FORMULA BOOK
------------------------------
1st: adhesive spittle (DC 14) , cure light wounds (DC 14) , enlarge person, long arm, shield

------------------------------
SPECIAL ABILITIES
------------------------------
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Enduring Mutagen Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Sneak Attack (Ex) At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Background:

Declan Whitmore was born the second of four sons in an upper-middle class family in Ghastenhall just under thirty years ago. His childhood was comfortable, and fairly uneventful with one glaring exception. For much of his early years, he had a favorite playmate: a boy named Kellam. He and Kellam were nearly inseparable at times, be it playing some game, exploring, or whatever else they got up to. When they were about 10 years old, though, they went exploring an abandoned building. Though it was clearly in poor condition and likely unstable, the two boys paid little attention as they entered. While inside, they disturbed the building, and though Declan was uninjured, Kellam ended up trapped under fallen debris. Kellam was badly injured, and try as he might, Declan could not move the debris and rubble from his friend. He scrambled away a short distance when it became obvious more of the building was about to fall, and ended up with a front-row seat to seeing Kellam crushed beneath more rubble. He fled the building to get help then, leaving his friend there.

What stuck with him that day, as much as the loss of his best friend, was the apparent frailty of the human form. Kellam, who had always been a strong and active boy, had his body broken in ways Declan had never imagined possible. Declan himself found that he too was far weaker and less capable than he thought. No matter what he did, the same thoughts kept returning. This inability to help, this physical weakness, there had to be a way around it. Surely we could be so much more than what we are. We don’t have to accept these limitations, do we?

As he grew into his teenage years, he showed himself to be a gifted young scholar. His fascination with the mortal anatomy continued, and he channeled this into an interest in the study of alchemy and medicine. He spent time in schools and with tutors in Talingarde, and ultimately left the country to study at the University of Lepidstadt in Ustalav. In Ustalav he truly began to flourish in his academic life; it’s also where his experiments began in earnest.

At first, he used himself as a test subject, experimenting with mutagens and other compounds as much as he reasonably could. This had obvious limits, so he began studying with animals, exploring their anatomies, testing potions and poisons, and so on. No one much cared if he used a few dogs for experiments, after all. He even had the opportunity to study cadavers as part of his medical training. Declan found that all this was unsatisfying, though. He needed live subjects to truly unlock the secrets of anatomy, to understand the limitations of mortal bodies, and ultimately overcome them. Fortunately for him, he found a handful of likeminded individuals in shadowy Ustalav. During his collaboration with them, he was also first introduced to the worship of Norgorber.

He spent several years in Lepidstadt, studying and learning all sorts of things, legitimately or otherwise. Declan spent a short time there after graduation as well, but chose to return home to Ghastenhall. Talingarde was a country with a great wealth of knowledge he could draw upon, and grand cities full of enough people that someone going missing every once in a while wouldn’t draw a great deal of attention. Upon his return to Ghastenhall he established a small clinic, practicing medicine and creating and selling alchemical items. This cover allowed the good physician to create a new laboratory where his work could continue.

Unfortunately for Declan, he made a mistake. One evening he followed a seemingly drunk man through a poorer part of Ghastenhall, intending to collect another subject for study. He underestimated the man’s resilience, however, and his intended target ended up escaping. An investigation into the disappearances was already in progress, and the victim’s description of his attacker led to Declan’s arrest a few days later. He was initially arrested for attempting to kidnap someone, but a search of his lab soon caused a bit of a scandal. There they found his laboratory and the remains of a number of test subjects, as well as rescuing one he was still keeping alive. This earned him a number of murder convictions, among others, and a trip straight to Branderscar. Now he sits in a dungeon, waiting to be silenced forever by those too afraid and too small-minded to appreciate his work.

Appearance and Personality:

Declan is a tall man, well-built and clearly very fit. He has a fairly pale complexion with dark hair and blue eyes.

He generally maintains a calm and collected demeanor. While he can be quite friendly and has good bedside manner, he is usually quite clinical and has an air of professionalism about him. This serves him well as a scholar and doctor, but this same behavior can be quite unsettling when he's engaged in more "reprehensible" acts. He sees cruelty as a tool, a means to an end. Nothing more. As such he does not enjoy it for its own sake, but he thinks little of engaging in it in the course of his experiments. He approaches his work with the same attitude and coolness, whether that work is mixing herbs to treat a cough or cutting open a screaming test subject.

Declan's calm and clinical exterior, while not an act as such, at times conceals the gears that are constantly turning in his head. He is incredibly determined, and passionate about what and who he dedicates himself to. This can come out at times, cracking through his clinical persona and revealing the raging intellect beneath. He is also convinced that most people cannot or will not appreciate what he's trying to do, and will do what they can to stop him. It's not all-consuming, but he truly trusts very few people, and he spends time gathering information and planning for betrayal.

I should note I'm going back and forth a little on his traits and drawbacks. Right now he has the anatomist trait, which fits his background very well IMO, but I've also considered giving him "student of philosophy", which could also fit his background and would give him a better way to bluff his way out of suspicion.

For the drawback, I put "paranoid", but I'm debating whether to change that out for "pride". It wouldn't change a great deal about him, and I could do either one.

Other than those, I think the crunch is basically complete.


All right, so using the rolls from above plus the ability to move them around, I'm thinking of a vivisectionist alchemist (possibly beastmorph as well). I'm imagining him with something of an amoral researcher/mad scientist vibe. If those archetypes aren't okay, I can slightly modify things while keeping the class and overall feel.

1 to 50 of 128 << first < prev | 1 | 2 | 3 | next > last >>