Technomancer

The Cyber Mage's page

Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.



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So I'll be kicking of a military themed campaign soon and I'm really looking to have the players be fighter pilots instead of a shared ship.

With that in mind I have some home rules I'm looking at implementing to try and make it work.

First off to address build points to spend, I'm using the section in the CRB to give each player a single ship of a specific tier. Player tiers are calculated per this formula APL - (Number of PCs - 1). For values less than one, the progression goes 1, ½, ⅓, ¼. This results in more BP spent than a single ship, but a lot of that is on redundant pieces so that's probably fine.

Second since action economy is the real killer for single man ships, each of their ships has a single generic AI that can fill the pilot, gunner, science, or engineering role as needed. This gives them two actions per round and the possibility of performing a minor action (likely usually snapshot). The AI has a flat skill bonus progression in all piloting, computers, and engineering of roughly equal to a player with it as a class skill, full ranks, and a starting ability score of a 10, but increasing it at each level based increase.

One player will be deemed the squadron commander and can perform captain actions for other player within the squadron (but not to boost the AIs).

That is the core of the system that I will be testing prior to the campaign. I'll report on my findings as testing commences.

I also have some advanced options unique to my campaign. I'll share those once I have sanitized them and solidified them.

I also created two custom frames that break some of the rules. Meet the Bomber and the Gunship. Each are tiny ships with the ability to mount a single heavy weapon (of the appropriate type), though at the cost of having no ability to gain additional weapons in their front arc.

Gunship
Size Tiny
Maneuverability average (+0 Piloting, turn 2)
HP 35 (Increment 5); DT —; CT 7
Mounts forward arc (heavy [direct fire only, no additional weapon mounts allowed]), turret (light)
Expansion Bays —
Minimum Crew 1; Maximum Crew 2
Cost 10

Bomber
Size Tiny
Maneuverability good (+1 Piloting, turn 1)
HP 30 (Increment 5); DT —; CT 6
Mounts forward arc (heavy [tracking weapon only, no additional weapon mounts allowed])), rear arc (light)
Expansion Bays —
Minimum Crew 1; Maximum Crew 2
Cost 8

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I'm working on building my first Pathfinder Society character, an Unchained Summoner. Now I'm not looking for how to make "THE MOST AWESOME" character, just help on optimizing the current concept.

Short version is, his eidolon has been encouraging him to become a "hero" most of his life. With that in mind he wants to at least skirmish on the front lines with his Eidolon. If you are curious about the specific's of his story you can read his backstory here: https://docs.google.com/document/d/17cWFo1BW3yOTNh3Ll1UQX7J_5ZhqEZpiMP5PRXI FlDI/edit?usp=sharing

Current Build:
Human Unchained Summoner

STR 17
DEX 14
CON 12
INT 14 (needed to represent his scholarly background)
WIS 7
CHA 14

Skill Ranks: Knowledges (Arcana, History, Local, Planes), Linguistics, Spellcraft
Traits: Arcane Temper, ???

Feats: Martial Prof (Longsword), ???

Eidolon: Protean with Reach on his bite attack currently (and picking weapon finesse as it's feat, because... snakey)

Equipment: Longsword, Studded Leather, ???

Spells:
0 - Acid Splash, Detect Magic, Light, Guidance
1 - Shield, Lesser Rejuvenate Eidolon (will be retrained later)

So that's what I have so far. At level 3 I plan on both the character and Eidolon picking up Precise Strike teamwork feat.

For level 1, I'm still looking for options for his second trait and his second feat. Also advice on his choices would be nice. For spells I plan on mostly learning buff spells so I'm not super concerned with save DCs.

Currently at feats, I'm looking at Arcane Strike (for flavor) and Extra Evolution as possible options, but I'm open for more options. If I do go with Extra Evolution, what would be good options (considering Improved natural armor or increasing bite damage die).