Giant Frog

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Organized Play Member. 35 posts. 1 review. No lists. 1 wishlist. 4 Organized Play characters.


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I finally managed to put a Fetchling NPC into a game last weekend, and the players loved it. I decided the dealer of black onyx to a particular necromancer was a fetchling smuggler, and while his 'material' body was careful not to reveal any information, one of the player characters managed to strike up a conversation in signs with his shadow, who was happy to give them a lead. Lots of potential in that concept!


HammerJack wrote:
Tiny creatures with zero reach have to enter the target creature's square to be in reach. The Sprite ancestry entry specifically references that.

Ah! Thanks. That's what I was missing.


That wouldn't have occurred to me, but now I'm curious if I'm missing a written rule. Can a tiny creature end its turn within melee range of another creature, even if its reach is less than 5 feet? Does each creature have to be located in the *center* of its own square?
The quoted text says to use the center of your square to determine whether you're on opposite sides of a creature, but doesn't say you have to use the center of the square to determine if you're in melee range.


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RiverMesa wrote:

1e-wise, Planar Adventures has a Shadow Plane section and Distant Realms has a section on Shadow Absalom. (There might be something else hiding in some AP backmatter or other book but those are the two main ones I know of.)

Fetchlings have me excited as well! I just made a fetchling bard character whose performances are shadow puppetry, which I'm extremely looking forward to seeing in play.

Thanks! And I love that idea about the shadow puppets.


This book is rad! Now I need to start playing Lizardfolk. Also, the Fetchling section makes me want more source materials about the Shadow Plane. Is there anything published?


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I like to start by asking players what they remember from the last session. I have some players who keep good notes, which are helpful for recaps, but it helps me to hear what stuck in their memory and what didn't.


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Opsylum wrote:

I generally alternate between using D&D's dungeon tiles, PF flip-tiles, and hand-drawn map as the session demands. If I've got a scripted scene I can reasonably well replicate with tiles, I prefer to go that route, but hand-drawn is always trusty and reliable. That said, I've found tiles really helpful for getting random encounters moving quickly. I don't have to spend extra time drawing in details like trees or inclines or other obstacles, and they generally just look nice. With dungeon tiles, they also come with a lot of pawn-like accessories you'd get with Dungeon Decor. I might pick them up though, as I'm looking to sell dungeon tiles off before long.

Shows you how often I check these responses, right? :) That's helpful to hear, and I've found the same thing--the tiles are excellent for quick, smallish encounter spaces. Can't wait till we can all do more in-person games so I can experiment with them more. I keep wanting to make larger layouts with them, but I haven't quite found my stride.


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This is great! FWIW, I appreciate that this post is a list of Black creatives who are actually getting *paid* to bring their vision to the Paizo universe. Thanks for all the gorgeous artwork and writing!


This spell made me wonder about the order of Counteracting and spell effects triggered by it.
If my cleric casts a high-level divine Dispel or Remove Curse on someone permanently affected by Spiritual Epidemic, and it succeeds, does the cleric still have to make a save against the effects of the spell? I can't find a clear rule about the order of resolution for those effects, so should I assume the spell description, being the more specific rule, takes precedence?
Thanks!

CRB p.372 wrote:

You curse the target, sapping its spirit and leaving a contagious

trap in its essence. The target must attempt a Will save. Any
creature that casts a divine or occult spell on the target while
it’s affected is targeted by spiritual epidemic and must also
attempt a Will save. The curse continues to spread in this way.


Opsylum wrote:
Going to throw my hat in there for a mansion/dungeon/castle interior pack.

I'd like that too, but I'm skeptical that they could pull it off. In 42 double-sided tiles, it seems like there's room to provide a couple of kinds of enclosed spaces, a couple of kinds of open spaces, and two or three 'interesting thing in the middle of a space' tiles. I'm not sure that'd be enough.

Then again, have you tried the dungeon tiles and the Dungeon Decor pawns? I can see something castle-ey emerging with those.

There are things I really like about flip tiles, but I haven't had much success really using them. The end result doesn't feel much more immersive than a map drawn in marker on a mat, which gives me way more flexibility. If they're working well for you, I'd love to hear more about it.


Narratively, I can get behind the explanation that a snare isn't just the device, it's also the terrain it's set into. Plus a bunch of judgments about placing and concealing it. IRL, if I "disassemble" a snare trap, I'm just holding a rope.
Bummer that the idea was left half-baked in the rules as written, though.


Themetricsystem wrote:

It definitely isn't a ready-made snare but what you'd find is the "unassembled" materials a PC would need to use to make said snare...

Taja the Barbarian wrote:


Presumably, snares were originally planned to distinct items you could find and when they changed their minds on that, they neglected to update the Treasure tables / adventures that were already written...

That would explain it. Sounds like an incomplete feature, and since none of my PCs have Snare Crafting at this point, I'll just avoid it. Thanks!


I was putting together a list of treasure for an upcoming session, and noticed that the Treasure tables in the CRB include several types of snares. If a character opens a chest and finds a snare, then what, exactly, do they have? What can they do with it? If there's a way to take a snare from your inventory and place it on the battlefield, what is that action?
The rules for crafting snares don't seem to leave much room for a portable, ready-made snare.


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Definitely a bummer. My druid went to the lodge and pre-ordered the scrolls, but it sounds like they won't even be shipping until Neth or Kuthona.


Oh, thanks! The page you linked to has some great background.


I have a player whose character's backstory ties into the Mendevian Crusades, and I'd love to build some hooks around that in our campaign. But I haven't found much lore about the crusades, beyond the sidebars in the _Lost Omens World Guide_. Any pointers?


I haven't seen this spelled out anywhere, but it's worth noting that these tiles match up perfectly with the grass texture from the Flip Mat: Basic Terrain pack. Good tools for customizing forest encounters.


Cool! Will these overlap at all with what's in the Beginner Box?


Count me in! The earlier pack of class-specific character sheets has been really useful to me. Great product to have in electronic form.


Temperans wrote:
...So Quintessence == aligned planar matter, outsiders, and the fuel for soul creation.

Well, that clears that up. ;)


For those of us who just woke up and haven't had our coffee: Does this mean the second strike in Twin Feint does NOT get the additional precision damage die from Sneak Attack?


Cool! Thanks for the responses. I like lore, I just get nervous when I see a big box with lists and I'm not sure how it's supposed to work. :)


Haladir wrote:
Put together a baby-sitting circle with the families of other gamers with children...

Yeah, we've done that for other events, back before the plague. Good idea.

Haladir wrote:


Also: Plan for shorter sessions. 2-3 hours instead of 3-4.

^Wisdom.

CrystalSeas wrote:
The most obvious answer is time-trading.

Good advice. We certainly apply that idea for occasional activities, but I'm not sure either of us have set up a regular 'night out' since we've had kids, so it'll be a new undertaking.

Thanks for the advice and encouragement. One of these days, I'll have a group again!


On p 300 in the CRB, there's box that says "Scholars of magic widely agree that all of existence is composed of some combination of four essences," namely Matter, Spirit, Mind, and Life. Does this actually come up anywhere in rules? Seems silly to add one more layer of categories on top of tradition and school, but I can't find any other reference to this concept in any spell or rule. What are these for?


CrystalSeas wrote:

Two-parent household or one-parent?

Both parents gamers? Both parents in the same gaming group?
Any other adults in the household?

Two parents. My partner isn't as much of a gamer. Nobody else in the household.


Howdy, neighbor! Drop me a line if you have an empty seat, sometime. I'd love to play some Pathfinder with local people.


I'm trying to get back into tabletop games after a few years, and one of the big changes since I last played is parenting. I have 2 kids under 6, they are wonderful, and they make it very hard to schedule things in multi-hour blocks. I know I'm not the only one in this situation, so I just wanted to open the question up to the board. If you are a gamer with small kids, what has worked well for you? Particularly if you're in an online group. Is your game night strictly a "hire a sitter" activity, or have you found other things that worked? Do you warn your GM/group there's a nonzero risk of screaming children? Have you found other players sympathetic?


Mathmuse wrote:
The rule about the level requirement for feats is one easily overlooked sentence on page 18 of the PF2 Core Rulebook.

That's the one! I knew I'd read it somewhere. Thanks, folks.


This seems common-sense, but I can't find it spelled out in the core rulebook: A feat's level is a minimum required level to acquire that feat, right? So in addition to all other requirements for a feat, I can't pick a level-3 feat until I'm level 3 or higher?
Again, seems obvious, but I can't seem to find the rule. Thanks!


Old_Man_Robot wrote:
Only if you take the Wizard thesis that grants the familiar. Otherwise they are independent.

Got it! Thanks.


Helpful analysis! Familiars seem cool to me. And from a pure roleplaying perspective, I think they open up a lot of cool possibilities.
Speaking of familiars: are they mutually exclusive with Arcane Bond, for wizards? I read a comment somewhere that implied that, but I can't find a rule. (1st-edition thing, maybe?)


The rules for Surprise Attack on P. 181 in the CRB say that creatures who have not yet "acted" get the flat-footed penalty. If I choose to Delay, have I acted? Is there a reason it's worded this way instead of being tied to initiative? What are the edge cases I should be thinking about?


glass wrote:
Nocte ex Mortis wrote:
Yeah, the original idea during the play test was... not good, to put it nicely.

The idea wasn't bad; the implemetation on the other hand could best be described as "train wreck".

_
glass.

I'm just assuming there was a bitter, scorched-earth argument over someone wanting to strap on their eleventh magical item in the middle of a battle, and this set of rules is the solution everyone could live with. Good enough for me!


I'm new to Pathfinder, working my way through the rulebook, and I'm trying to wrap my head around item investiture. My CRB says on page 531 that "Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity." Can all characters do that? Is an "activity" a term I should be aware of?
Thanks!


caps wrote:
The wizard could learn spells that are on both the arcane and primal spell list from the druid, though.

That's helpful to hear. Is it safe to assume that spells with the same name are always the same spell, when they appear in multiple lists?

Race

Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal |

Classes/Levels

Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Size

Sebbik is a lean and rangy duros (6'1", 73kg) with the usual greenish/grey skin devoid of hair and large, staring red eyes. Sebbik is quite young (20 years) and is normally clad in simple clothing.

Age

He carries a heavy blaster on his right hip and a smaller, sporting blaster concealed under his jacket as well as a utility belt. A rucksack holds his heavier gear.

About Sebbik

Sebbik Rannob
Male Duros Scoundrel 4

Strength 11 [+0] Constitution 11 [+0] Wisdom 13 [+1]
Dexterity 18 [+4] Intelligence 18 [+4] Charisma 10 [+0]

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Defense:

Perception +8

Fortitude 15 (10 [Base] +0 [Class] +4 [Level] + 0 [CON] +1 [Equipment])
Reflex 20 (10 [Base] +2 [Class] +4 [Level] + 4 [DEX])
Fortitude 16 (10 [Base] +1 [Class] +4 [Level] + 1 [WIS])

Damage Threshold 15 (Fortitude)
Hit Points 33

Notes None

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Offense:

Initiative +11

Normal Speed 30 ft. (6 squares)
Modified Speed 30 ft. (6 squares)

Base Attack Bonus +3, Melee Attack +3, Ranged Attack +7

Ranged Attacks:
Heavy Blaster Pistol (Ascension Gun) +7 (3d8 +2 damage [Energy], 20 [-0] / 40 [-2] range (cannot fire Long Range), 50 shots [power pack])

Sporting Blaster Pistol +7 (3d4 +2 damage [Energy], 20 [-0] / 40 [-2] / 60 [-5] range, 100 shots [power pack]) – kept in a concealed holster

Notes +1 to attack and damage rolls against targets at point blank range (Point Blank Shot feat); no penalty for firing into a melee (Precise Shot feat); +1 bonus to attack roll when taking two swift actions to aim (Careful Shot feat); can move both before and after making a melee or ranged attack up to total speed (Running Attack feat); swift action to turn blaster to 'ascension mode', range of 30 squares and can be raised or pulled along at 12 squares/round (Ascension Gun)

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Talents/Abilities:

Expert Pilot You may reroll any Pilot skill check, but the second result must be accepted, even if it is worse than the original roll. [Racial – Duros]

Background (Orphaned) As a result of your life as an orphan, you know how to take care of yourself. When you spend a Force Point to add to a skill check in an untrained skill, add an extra 1d6 to the skill check. [Gain Gather Information as a class skill]

Gimmick You can issue a routine command to a computer as a swift action. [Class – Talent (1st Level)]

Master Slicer You may choose to reroll any Use Computer check made to improve access on a computer, keeping the better of the two results. [Class – Talent (3rd Level)]

Force Points [+1d6; x7] May be spent as a free action once per round to roll a six-sided die and add the result to any attack roll, skill check or ability check. The bonus die may be rolled after the check or attack roll is made, but before the result is known. Force points may also be spent to avoid death when reduced to 0 hit points, falling unconscious instead. Force points are gained at each level in an amount equal to five plus one-half character level and are lost when used.

Proficiencies Pistols and simple weapons. [Scoundrel Class]

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Feats:

Point Blank Shot You gain a +1 bonus to attack and damage rolls at point blank range. [Scoundrel Class Bonus]

Skill Focus (Use Computer) You gain a +3 competence bonus to Use Computer skill checks. [1st Level]

Precise Shot You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty. [Scoundrel Bonus Feat (2nd Level)]

Careful Shot If you aim (2 swift actions) before making a ranged attack, you gain a +1 bonus on your attack roll. [3rd Level]

Running Attack When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. [Scoundrel Bonus Feat (4th Level)]

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Skills:
7 Class Skills + 1 Background Skill

Acrobatics +6 [+4 DEX, + 2 Level]
Balance - move at half speed while walking on a narrow surface [DC = Variable] and move through difficult terrain at normal speed [DC = 15]; Escape bonds - to escape a grapple, break free of restraints or wriggle through a tight space [Time Required = Variable, DC = Variable] - Cannot take 10 or 20

Climb +2 [+0 STR, + 2 Level]
Climb Surface - to climb a sloped surface at one-half normal speed [DC = Variable]; Accelerate Climbing - to climb at full speed, but at a -5 penalty; Catch Self In Fall - to catch yourself on a wall while falling [DC = Variable]; Make Hand/Foot Holds - to make hand and foot holds with pitons, at the rate of 1/minute for every meter of surface to be climbed [DC = 15] - Can take 10; can't take 20

Deception +7 [+0 CHA, + 2 Level, +5 Trained]
Deceive - to make another believe something that is untrue [Time Required = Variable, DC = Variable]; Create Diversion To Hide - to create a momentary diversion so that one can make a Stealth check to hide [DC = Target's Will Defense]; Feint - to set up a target, opposed by an initiative check, so that the target may be treated as flat-footed in the round following the feint attempt [Standard Action, DC = Opponent's Initiative check] - Can take 10 on all but ‘feint’, can’t take 20 (a deception takes at least a standard action, more elaborate ruses taken even more time)

Endurance +2 [+0 CON, +2 Level]
Force March - to avoid damage after walking more than 8 hours [DC = 10]; Hold Breath - to hold one's breath beyond 10 [CON] rounds [DC = 10]; Ignore Hunger/Thirst - to avoid damage after going without food for 1 [CON modifier] day [DC = 10]; Run - to continue running beyond 10 [CON] rounds [DC = 10]; Sleep in armor - to avoid damage while sleeping in armor [DC = Variable, depending on armor]; Swim/Tread water - to swim or tread water beyond an hour [DC = 15]; Cannot take 10 or 20

Gather Information +7 [+0 CHA, +2 Level, +5 Trained]
Learn News & Rumors - to learn of local news and rumors, including detailed, unclassified facts depending on roll result and possibly using small bribes [DC = Variable]; Learn Secret Info - to learn of classified information using moderate to very large bribes [DC = Variable]; Locate Individual - to find a specific person or someone with a specific skill, possibly using small to moderate bribes [DC = Variable]; Can take 10, can’t take 20 – a successful persuasion check can reduce the monetary cost, each check involves 1d6 hours

Initiative +11 [+4 DEX, +2 Level, +5 Trained]
Start Battle - to set order of combat at beginning of fight; Avoid Feint - to oppose a feint attempt and avoid being caught flat-footed [DC = Opponent's Deception check]; Can take 10, can’t take 20

Jump +2 [+0 STR, +2 Level]
Long Jump - to jump across a gap, a running start allows a longer jump [DC = Variable]; High Jump - to clear a vertical obstacle, using a pole and/or a running start makes the task easier [DC = Variable]; Jump Down - to intentionally jump down from a height, treating the fall as 3 meters (2 squares) less than actual [DC = 15]; Can take 10, can only take 20 if there is no danger from a fall

Knowledge +6 [+4 INT, +2 Level]
Common Knowledge - answer a basic question about a subject related to a particular field of study [DC = 10]; Can take 10; can't take 20

Mechanics +11 [+4 INT, +2 Level, +5 Trained]
Disable Device - to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used (requires a security kit) [Full-Round Action, DC = Variable]; Handle Explosives - to connect and set a detonator to an explosive device, to place an explosive for maximum effect against a structure, and to disarm an explosive device (this last requires a security kit) [Full-Round Action, DC = Variable]; Jury Rig - to make temporary repairs to any disabled mechanical or electronic device (a tool kit increases chance of success) [Full-Round Action, DC = 25]; Modify Droid - to modify a droid (requires tool kit); Recharge Shields - to partially restore the shield rating on a vehicle or other device [Three Swift Actions, DC = 20]; Regulate Power - to partially restore power on a vehicle or other device [Three Swift Actions, DC = 20]; Repair - to repair a damaged or disabled droid or object (requires tool kit) [Time Required = 1 hour or more, DC = 20]; Can take 10, can take 20 on all but ‘jury rig’

Perception +8 [+1 WIS, + 2 Level, +5 Trained]
Avoid Surprise - to avoid being surprised at the start of a battle; Eavesdrop - to listen in on a conversation, even in adverse conditions [DC = Variable depending on background noise]; Hear Distant or Ambient Noises - to detect distant sounds [Standard Action, DC = 10]; Notice Targets - to spot targets, someone sneaking up, and concealed weapons or objects on a person [Standard Action, DC = Opposed Stealth check]; Search - to search an area to find clues, hidden compartments, traps, irregularities or other minute details [Full-Round Action, DC = 15]; Sense Deception - to see through deceptive appearances [DC = Opposed Deception check]; Sense Influence - to determine whether someone is under the influence of a mind-affecting Force power or other type of coercion [Full-Round Action, DC = 20]; Can take 10, can take 20 but it takes 2 minutes

Persuasion +2 [+0 CHA, +2 Level]
Change Attitude - to alter the attitude of an intelligent creature using words, body language, or a combination of the two [Full Round Action, DC = Target's Will Defense]; Haggle - to reduce the amount of bribes by half [Swift Action] or reduce the price of a desired item by 50% [Full-Round Action, DC = Variable by target's attitude]; Intimidate - to force an intelligent creature to back down from a confrontation, surrender a possession, reveal secret information or to flee for a short time [Full-Round Action, DC = Target's Will Defense]; Can take 10, can’t take 20 – cannot retry on a target for 24 hours

Pilot +11 [+4 DEX, + 2 Level, +5 Trained]
Avoid Collision - can make a check as a reaction to reduce or negate the damage from a collision; Dogfight - to engage in a dogfight [Standard Action, DC = variable]; Engage the Enemy -when piloting a vehicle in combat, can choose to make a Pilot check instead of an Initiative check to determine your place in the initiative order; Increase Vehicle Speed - can make a Pilot check to make your vehicle perform beyond its normal limits, if the check fails the vehicle's speed does not increase and the vehicle moves -1 down the condition track, if the check succeeds the vehicle's speed increases by 1 square until the start of your next turn - for every 5 points by which the check exceeds the DC, the vehicle's speed increases by an additional 1 square [Swift Action, DC = 20]; Ram - to collide intentionally with a target [Full-Round Action]; Can take 10 on all but ‘increase speed’, can’t take 20

Ride +6 [+4 DEX, + 2 Level]
Control Mount In Battle - to keep control of a mount during combat [Move Action, DC = 20]; Fast Mount/Dismount - to take these actions as a swift action instead of a move action [DC = 20][/i]; Guide With Knees - to keep both hands free while riding [Free Action, DC = 10]; Leap - to stay in the saddle after getting your mount to leap an obstacle (using your Ride skill or mount's Jump skill modifier, whichever is lower) as a part of the mount's movement [DC = 15]; Soft Fall - to avoid taking damage [1d6] when you fall from a mount that falls in battle, for instance [DC = 15]; Stay In Saddle - to avoid falling when mount bolts or rears or when you take damage [DC = 10]; Use Mount As Cover - to react to an attack against you and hang alongside your mount, using the animal as cover against attacks [DC = 15]; Can take 10, can’t take 20 – always a move action unless stated otherwise

Stealth +11 [+4 DEX, +2 Level, +5 Trained]
Sneak - to avoid notice by moving silently at your speed in any given round, twice normal speed imposes a -5 penalty and more than that imposes a -10 penalty [DC = Opposed Perception check]; Conceal Item - to conceal a small item on your person, drawing a concealed item is a standard action [Standard Action, DC = Opposed Perception check]; Create Diversion To Hide - to create a momentary diversion long enough to reach a hiding space of some kind as a move action [DC = None, but requires a successful Deception check]; Pick Pocket - to pilfer a small, hand-sized object from a nearby target [Standard Action, DC = Opposed Perception check with a +5 bonus] ; Sleight Of Hand - to perform a subtle act without being noticed [Standard Action, DC = Opposed Perception check]; Snipe - to make a ranged attack from hiding and then remain hidden after the attack at a -10 penalty to the roll [Move Action, DC = Opposed Perception check]; Can take 10, can’t take 20

Survival +3 [+1 WIS, +2 Level]
Basic Survival - to avoid natural hazards and keep yourself safe and fed in the wild for 24 hours, food and water can be provided to one additional person for every 2 points by which the check result exceeds 10 [DC = 15]; Endure Extreme Temperatures - to ignore the effects of extreme cold or heat for 24 hours (requires field kit) [DC = 20]; Know Direction - to ascertain which direction is north [Full-Round Action, DC = 10]; Can take 10, can take 20 if no penalty or danger for failure

Swim +2 [+0 STR, +2 Level]
Swim - to swim at one-half normal speed in one round [DC = Variable]; Can take 10, can’t take 20

Treat Injury +3 [+1 WIS, +2 Level]
First aid - to administer first aid to an unconscious or wounded creature, including yourself (at a -5 penalty) and granting healing of 1 HP/Character Level of the target +1 for each point the roll beats the DC (requires a medpac) [Full-Round Action, DC = 15]; Long-term care - to grant healing (1 HP/Character Level of the target) in addition to natural healing after tending to a wounded creature for 8 consecutive hours, though not to yourself and only to one creature [DC = N/A]; Can take 10, can’t take 20

Use Computer +14 [+4 INT, +2 Level, +5 Trained, +3 Skill Focus]
Access Information - to find information via a network (requires computer attitude of indifferent or better) [Time Required = 1 minute - 8 hours, DC = variable]; Astrogate - to pilot a safe course through hyperspace [Time Required = 1 minute, DC = Variable]; Disable or Erase Program - to disable or erase a program on a computer (requires computer attitude of helpful or better) [Time Required = 10 minutes, DC = 15]; Improve Access - to adjust the attitude of a computer [Full-Round Action, DC = Computer's Will Defense modified by current attitude]; Issue Routine Command - to issue various commands to a computer, especially when another user is issuing contradictory commands (requires computer attitude of friendly or better) [Full-Round Action, DC = none if you receive a better computer attitude than opponent, a tie results in an opposed Use Computer check]; Reprogram Droid - to reprogram a droid to obey a new master, copy data stored in memory banks, change trained skills and erase memories selectively or entirely (requires tool kit) [Time Required = 10 minutes, DC = Droid's Will Defense]; Can take 10, can take 20 on all but ‘improve access’

Languages: Basic, Durese, Bocce, Binary, Huttese

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Gear:

Simple clothing (tan flight pants, light blue shirt, dark boots, dark leather flight jacket)

Heavy Blaster Pistol 'Ascension Gun' (with power pack (50 shots); wears in obvious fashion on a hip holster) [2.0 kg]

Sporting Blaster Pistol (with power pack (100 shots); kept in a concealed holster under his jacket for emergencies) [1.0 kg]

Utility Belt [0.2 kg] holds:
3 days of food pellets
Medpac
Tool kit
Spare power pack
Spare energy cell
Glow rod
Comlink
Liquid cable (15m) with small grappling hook
[4.0 kg]

Durable rucksack (with shoulder straps) [0.5 kg] holds:
Datapad [0.5 kg]
Security Kit [1.0 kg]
Blank Datacards (x10) [0.1 kg]
Audio Recorder [0.1 kg]
Video Recorder [0.1 kg]
All-temperature Cloak [1.5 kg]
Mesh Tape [0.5 kg]

Credits Remaining: 21

Total Encumbrance: 11.0 kg (Maximum Normal Load = 29 kg)
Encumbered Threshold: Heavy Load = 30kg or more -10 to skill checks and 3/4 movement; Maximum Lift Amount = 121 kg as Heavy Load, but movement drops to 1 square (5’) movement as a full round action, DEX loss to Reflex Defense;

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Background:

Sebbik Rannob grew up in the floating metropolis of Radion, one of the many domed cities that orbit about the planet Duro, the polluted home planet of all his race, and though his childhood was typical for a duros of his age, that all changed when he learned of his ‘true’ parents at the age of seven, when he met them for the first time. Since birth, the only parents that Sebbik knew were those that had cared for him all his life. His father was a well-paid and respected government engineer, responsible for modifying starship cruisers to make them faster and more maneuverable while maintaining their structural integrity. His mother stayed home with himself and his two sisters, teaching Sebbik and his female siblings of the knowledge that would allow them all to lead productive, educated lives when they grew old enough to either enroll at a university or enter the government at eighteen. Sebbik’s age landed him squarely in the middle of the children, with younger Koora getting on his last nerve just as often as she charmed him into doing whatever she asked of him. Older Selena possessed a rare sort of humor that could be counted on to make things alright when squabbles arose, and Sebbik loved them both each in their own unique manner.

But Makai and Kiris Rannob were not Sebbik’s true parents, as he learned at very young age. They were his foster parents, and though his blood parents loved him as much as they would any normal child, their own lives were hardly ‘normal’ in any sense of the word. At the age of six months, young Sebbik had been delivered to Makai and Kiris by a robed Cerean who had a tiny babe in his arms. The Cerean was a Jedi Knight named Se-Bijk, after whom Sebbik had been named by his parents to honor their good friend. Though Sebbik had been born to his parents out of love, his birth was quite unexpected. Sebbik’s blood parents were named Kadlo and Lai Veeg, his father having been good friends with Makai during their early years, when Kadlo had been a government test pilot for many of the modified cruisers that Makai had designed. The two had parted ways some thirty years earlier, after Kadlo decided his job was not ‘exciting’ enough for him and he boarded a transport for one of the outer rim planets. Frequent communication between the two friends had kept them up-to-date on major life events, and in fact they had each served as the other’s ‘honored brother’ at their respective wedding ceremonies. Lai was a Jedi Knight, who had met Kadlo after he’d been hired to fly a sleek cruiser ship on a critical mission important to their order. The two had forged a strong friendship during the year-long mission, and soon after bonded their lives together, becoming a team that proved its worth many times over in the years thereafter, serving the Jedi Order in a variety of ways that Kadlo could not divulge with any detail to his long-time friend.

It was five years after Kadlo and Lai had been married, when Se-Bijk appeared on Makai’s doorstep with the babe in his arms and paperwork for a sizeable trust fund that would help care for the child. Kadlo had spoken with his old friend when Lai became pregnant with Sebbik. They had not meant for a child to come from their union for many years, after they had left the Jedi Order, in fact. Their marriage had been met with reservations ranging from mild to stern by their colleagues, for the Jedi Order quite nearly forbade their members to have family due to the strong emotional attachments that are formed, fearing such ties as ways in which a Jedi could be manipulated to act against the Order – or worse, to be pushed to the Dark Side. With Sebbik’s impending birth, they faced a most difficult choice, and in the end, Kadlo and Lai felt that their lives would be far too dangerous for their child, and so they sent Sebbik away to be raised by Makai and Kiris. He would not see them, nor even know that his parents were any other than those who raised him, for seven years. The truth was difficult for him to understand, but his parents truly loved him (as did his foster parents), which helped Sebbik come to terms with the idea in time.

Still, his parents visited when they could, and Sebbik loved them almost in the manner of a favorite aunt and uncle, though he knew the bond between them was much stronger than that. But how could he see them as his ‘true’ parents, when it was Makai and Kiris who had raised him nearly since birth? Then came the rise of Emperor Palpatine and the New Order, who branded the Jedi as traitors to the old Republic. The Jedi were hunted down across the galaxy and destroyed systematically. The fate of Kadlo and Lai was unknown entirely to Makai and his family. Sebbik was devastated, refusing to believe the hateful propaganda espoused by the Empire and knowing that the Jedi Order represented the true ‘good’ in the universe. And so it must be the Empire itself that was evil, given this belief on Sebbik’s part. A conviction he held strongly enough in his heart that he knew he must do something. Makai and Kiris understood this, and too they knew of the desire of so many Duros to leave their home planet to seek other places, as his sister Selena had already done more than four years prior in traveling away from home to attend one of the most prestigious universities in far-off Coruscant, taking on a job as a well-respected educator there soon after her graduation during the past year. But they knew as well that Sebbik would be headed for danger if he insisted on searching for his parents, one of whom was a known Jedi – a wanted fugitive of the Empire if she yet lived.

And so it was that Sebbik left home at the relatively young age of nineteen, giving his oft-time childhood nemesis Koora a tearful hug good-bye - which was returned with as much emotion as was given- as well as several more for his foster parents. He departed Radion with a decent amount of capital, what remained of his trust fund -now his after gaining legal age - and set out into the vast universe to find what happened to his parents. Hopping from world to world soon appealed to Sebbik’s innate sense of adventure, and he soon learned new skills to complement those he had developed during his formative years, becoming a fair pilot himself, as his father before him. But life in the cold universe was more difficult than his young mind could imagine, and Sebbik’s trust fund soon dried up as he bounced across the many worlds in search of his parents or any Jedi at all who might know of their whereabouts for nearly a year. He honed his computer skills over that time span, hacking into Imperial computers in the hope of finding information related to other Jedi or his parents. This often brought him the unwanted attention of the local authorities and the young duros always managed to stay one step ahead of them, usually by offering his services as a very fine and instinctive pilot to merchants and other less savory sorts in need of such to move their cargo and avoid blockades by flying through dangerous areas of space. Though Sebbik was happy to supplement his savings with such income, he never particularly enjoyed working with the dangerous gangsters (including the occasional Hutt) who traded in drugs and weapons (he strictly avoided transporting slaves), but did find an inner join in working with simple merchants who sought ways to avoid the overburdening tariffs and taxes imposed upon shipping goods in between worlds. Though he wouldn’t make much of a profit in these types of deals, Sebbik soon came to see himself as a crusader for the oppressed population that seemed to find themselves overlooked within the great cogs that ran the new Galactic Empire. A cruel and evil Empire that Sebbik has come to hate with every fiber of his being.

Sebbik is a lean and rangy duros (6'1", 73kg) with the usual greenish/grey skin devoid of hair and large, staring red eyes. Sebbik is quite young (20 years) and is normally clad in simple clothing. He carries a heavy blaster on his right hip and a smaller, sporting blaster concealed under his jacket as well as a utility belt. A rucksack holds his heavier gear.

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Campaign Notes:

The briefing room aboard the Resurgence is clean and white, with
several benches wrapping smoothly around a holographic projector
seated on a raised dais in the center of the room. The projector
springs to life, and the blue-tinted hologram of a Hutt appears to
hover a few inches away from the projector’s three curved prongs.
With a brusque clearing of his throat, former Imperial officer Gilder
Varth begins to speak, wasting little time on pleasantries.
“Before the Empire decided my conscience was a liability,” he
says, “I was involved peripherally in a top-secret plan known as the
Sarlacc Project. While the details of the project are unknown to me,
I was involved in the transfer of large sums of credits and resources
to the project. Whatever the project entails, it is taking up a lot of
the Empire’s time and effort. Moreover, I believe that this Sarlacc
Project is destroying the lives of thousands of sentient beings;
casualty reports crossed my desk on a regular basis.
“Unfortunately, I don’t know much more than that. However,
during my brief brushes with the project, I discovered that the
Imperial Navy was hiding the program’s existence from the Senate
by transferring resources through secondary sources. Resources were
routed through the Corporate Sector, through fake contractors, and
through the criminal underworld to keep a trail from leading back to
the project.
“One such secondary source was a Hutt crime lord named
Darga. Like all Hutts, Darga is a slimy gangster whose love of credits
is exceeded only by his love of power. Part of my job involved
transferring resources to Darga, and in turn arranging for Imperial
agents to take control of other resources from the Hutt’s
organization. These were not simply transfers of credits. The items
being traded were not specified, but physical resources were
definitely being exchanged. Though it’s not much, this is the only
lead we have.
“Captain Verana has charged me with helping to uncover more
about the Sarlacc Project, and he has authorized me to use you as
my agents. We need you to travel to the planet of Cato Neimoidia
and find Darga the Hutt. See if you can learn what he is trading in
and how it relates to the Sarlacc Project.”