Silver Dragon

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Goblin Squad Member. ** Pathfinder Society GM. 196 posts (2,112 including aliases). No reviews. 1 list. 1 wishlist. 27 Organized Play characters. 10 aliases.


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Grand Lodge

Male Huamn Data Manager 5

I'd like yo jump in, but my characters available are kind of far spread on the level tree.

Summoner 4 (probably the most on theme)
Druid 4
Thaumaturge 2 (Also likely to be on theme)
Figther 2 (which is not a favorite)
Kinetisict 1

Does the table have a preference for which I load?

Grand Lodge

GM Computerpro82 wrote:

Greetings,

I am looking for one more player to join an existing group for the Star Gun Arc from Season 4 (4-12 Negotiations for the Star Gun and 4-13 Within the Prairies).

We have completed the first scenario and are ready to start the second, but one player dropped after the first scenario.

This table is explicitly a low tier table, so the character joining the party must be level 1 or 2.

Interested Pathfinders can sign up here

Recruiting Thread to join the party.

I can hop in.

Grand Lodge

Male Huamn Data Manager 5

I'm guessing I am wrong, but I heard somewhere that you could play a special more than once? Not at this event, but that you could accept credit once at each tier as long as they were different characters?

Grand Lodge 2/5 *

I'm guessing I am wrong, but I heard somewhere that you could play a special more than once? Not at this event, but that you could accept credit once at each tier as long as they were different characters?

Grand Lodge

Male Huamn Data Manager 5

Thank you for running. And thanks for accommodating me due to my issues.

Grand Lodge

Anyone planing on running #3-18: Dacilane Academy's Delightful Disaster or #3-19: Mean Streets of Shadow Absalom?

Grand Lodge

This is for level 1 characters right? I might break out one of my rebuilt characters and play.

Grand Lodge

I have rethought and realized I wasn't in a good headspace for a homebrew campaign. I am going to have to withdraw.

Grand Lodge

I'd hate you make your life harder.

Grand Lodge

Darn I seem to have missed it, I love Eberron.

Grand Lodge

It look like we need a Support, as we seem to have a tech person, two shooters, and a melee striker.

So this character is going to be aimed at becoming a Lancaster pilot, possibly a Emperor if the frame is allowed.

For our DM approval (particularly my use of Empathy from No Need For a Wallflower) I submit:

Melodee Makekau aka Wrench Witch. She is a Spar native, training to be a technoshaman. She did not expect to be selected to pilot one of the great Frames, but after one of the warriors of her tribe fell in personal battle, the clan leaders chose her to inherit 'Onward' the tribe's Everest Frame.

Spoiler:

» WRENCH WITCH «
Melodee Makekau
Share Code: 05b5a811-afb1-44db-9b8e-595dd195aa07//d7483d64-3ae2-4e09-a3de-88c4979cce17
WORKER, LL0
GRIT:0 // H:1 A:0 S:0 E:1
[ SKILL TRIGGERS ]
HACK OR FIX (+2), PATCH (+2)
SPOT (+2), STAY COOL (+2)
[ TALENTS ]
GREASE MONKEY 1, SPOTTER 1
EMPATH 1
[ GEAR ]
LIGHT HARDSUIT, ARCHAIC RANGED
LIGHT SIGNATURE, PATCH
MAG-CLAMPS, WILDERNESS SURVIVAL KIT
----------
« ONWARD »
[ GMS EVEREST ]
STRUCTURE:4 HP:14 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
Main Mount: ASSAULT RIFLE
Flex Mount: CHARGED BLADE
Heavy Mount: ANTI-MATERIEL RIFLE
[ SYSTEMS ]
TYPE-3 PROJECTED SHIELD, PERSONALIZATIONS
PATTERN-A SMOKE CHARGES, CUSTOM PAINT JOB

Grand Lodge

1 person marked this as a favorite.

I would be interested as well.

Grand Lodge

What are you thoughts of the Dark Archive, which comes out just a week after the auditions close.

Grand Lodge

I'm interested in joining in, but for disclosure's sake, I have run 3-08 and 3-12 is open on my other monitor right now because I am running it soon.

Grand Lodge

What does the party sort of need? More melee, more magic, more healing?

Grand Lodge

I would love to play. I too have been in a Lancer game that crashed, more to DM burnout than anything else, but the game is a lot of fun.

Grand Lodge

How long is this adventure? Is it good for one 4 hour session or does it need longer than that?

Grand Lodge

1 person marked this as a favorite.
Male Huamn Data Manager 5

Good news in my family too.

Grandma G., my last living grandparent, fell on Sunday.

She didn't suffer any serious injury and they are discharging her from the hospital today!

Grand Lodge

Thank you! I've signed up for another table, but I would not have found it without you.

Grand Lodge

Do you still have slots open for this? I note that there are slots, but I don't know how that lines up with NostalgiaCon.

Grand Lodge

Male Huamn Data Manager 5
Kvit the Ruin Delver wrote:

Crafting custom staves isn't PFS legal.

Other options I was considering are the familiar for 1 or 2 extra familiar abilities. Or spell substitution to gain more utility.

Any thoughts?

1st, ask our DM if you can craft a custom staff. We are playing this in campaign mode, many options are opened that PFS doesn't allow. You're mostly right about the staff being pretty week until you upgrade it, basically its an extra cantrip until you upgrade. If you go this route, you are going to want to be able to Craft.

You can never go wrong with better Familiars--if you already have a familiar.

Spell Substitution is almost a Wizard default. If you aren't going any other build, this is a good choice. You might not use it often, but it will be awesome when you do.

Grand Lodge

1 person marked this as a favorite.
Male Huamn Data Manager 5

I have a starter character profile:

Meet, Cherry Berry

I still need to do all the status bars, but I am never sure how DMs want those.

Grand Lodge

Male Huamn Data Manager 5

IF our DM is okay with the build, I'd probably end up with Familiar Master Archetype, or maybe the linguist, based on what we run into.

Grand Lodge

Male Huamn Data Manager 5

Hmm, how about a Fruit Leshy Cloistered Cleric of Erastil?

I can go to another race if I need to (likely Gnome).

Cherry the Leshy has lived in and around Otari all their life. Cherry (whose name changes every season) has long believed that their duty was to support the farmers and shop keepers in the region be more in tune with nature. For some reason they found themselves particularly drawn to the elven tiefling, Wrin Sivinxi, and the grumpy human merchant, Keeleno Lathenar.

Alternate Class:

Alternatively I could expand my flexibility by going Gnome Alchemist.

Grand Lodge

Male Huamn Data Manager 5
Tarthrin wrote:
I think VampByDay is right, seems like we have enough frontline characters.

That's why I originally had commented that I would love to play the Gunslinger.

Still, I could play a cleric, but I haven't seen a lot in play and I would wonder what I would do when I wasn't casting spells. (Most of the groups I play with use Champions for healing.)

Grand Lodge

Male Huamn Data Manager 5

Sorry for just finding that I had been selected. I wasn't really expecting that so I wasn't checking the thread quite regularly enough.

No real 'x-topics' from me. At lest in ways I think are going to come up in this adventure.

I like VampByDay's comment on Hero Points.

I too normally do PbP on a big monitor, so I am fine with whatever you want to do with maps. I have a Roll20 account, so I could handle that pretty well as well.

Free Archetype could be fun, I've never actually played with that rule. Depending on the class I could go for one of the usul additions, or do something sillier like Talisman Master.

As for classes, it looks like at this point we really have every basic thing covered.

Maybe taking a Cleric so rainzax doesn't have to. (Don't really want to play Champion right now, I have one in a home game.)
Maybe giving Alchemist a try and having party buffs for all occasions.
And maybe I can try the PF2 version of my favorite class and go Summoner.

As for background 4 (Market Runner) sounds like fun.

Grand Lodge

I'm interested as well.

My name is Thomas, and I've been playing D&D since second edition back in the late 90's. I've played 2e, 3.0, 3.5, 4, Essentials, 5e, both versions of Pathfinder and Starfinder. I also have some minor experience in several other systems.

I've played through a number of PbP games, mostly Pathfinder Society games, but I was and am involved in a few longer session games.

As to what I would like to play here, well I'd really like to play one of the Guns and Gears classes (if allowed) but I can be very flexible and good for almost anything. (I have a lot of experience with monks and barbarians, and would like to play something different.)

Grand Lodge

Male Huamn Data Manager 5

I'm going to be out of town next week. I'll do my best to post, I just wanted everyone to know I might not do so promptly.

Grand Lodge

Male Huamn Data Manager 5

I'm going to be out of town next week. I'll do my best to post, I just wanted everyone to know I might not do so promptly.

Grand Lodge

Male Huamn Data Manager 5

I'm going to be out of town next week. I'll do my best to post, I just wanted everyone to know I might not do so promptly.

Grand Lodge

DM ShadowBloodmoon wrote:
Yep, advance to Seasoned and I was looking and I think some of us forgot that Savage Rifts has the More Experience rule, so you actually start with 15 skill points over and above the five freebies.

Yeah, did not know that. Any other changes from base character creation?

Grand Lodge

Correction, Emoubu is level 3.

Grand Lodge

Quick question, what is our Rank for the sake of being able to take Edges? I'd like to be a Sword and Shield Cyber-Knight, but the Shield Edge requires Seasoned.

Grand Lodge

what I have:

Cyber-Knight
Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.

Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.

Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).

Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).

Minor Psionic: Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same.
(Chosen: Deflection, Boost Attribute, Speed)

Psi-Sword: As a free action, Cyber-Knights can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit ×2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. Alternately, the Cyber-Knight may split his Psi-Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested.

Revered Protectors: All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.

Complications:
Code of Honor: A Cyber-Knight must adhere to the codes and philosophies
of the Order, or he loses some or all of his powers, depending on the
degree of transgression. Whether this is a function of the special nanotech
treatment he undergoes or a loss of confidence damaging his psyche in
some way is a matter of some debate among scholars. Regardless, the Game
Master must determine the extent of a Cyber-Knight’s transgressions and
assess a penalty accordingly.
Minor Transgression: −1 to all Psionics rolls until he performs a
noble or heroic deed to atone.
Major Transgression: −2 to all Psionics rolls, and all abilities under
Cyberkinetic Combat and Inner Light cease to function until he undertakes
some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
Mortal Transgression: The Cyber-Knight commits an action completely opposed to the code. All Cyber-Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen
Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.

Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.

CYBER-KNIGHT STARTING GEAR
Cyber-Knight Medium Armor, Wilk’s 320 Laser Pistol, NG-L5 Laser Rifle, NG-S2 Survival Pack, One silver cross, 6 × wooden stakes, 2d6 × 100 credits.

Hero Journey:
20
Sometimes It Starts in a Bar. She just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion

Cyber-Knights gain three rolls on any of the following tables: Education, Experience & Wisdom, Psionics, and Training.
Twice on Psionics, once on Training.

Cyber-Knights gain two rolls on any table except Cybernetics and Magic & Mysticism.
Take two on Body Armor,

Psionics 1: 1d20 ⇒ 5
More ISP means more power to work with, and your character has it. He gains +10 ISP to his base
Psionics 2: 1d20 ⇒ 7
Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
Training: 1d20 ⇒ 4
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
The misc rolls:

Armor 1: 1d20 ⇒ 15
Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.
Armor 2: 1d20 ⇒ 14
Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
Wow, for the most part those are really nice rolls for a Cyber-Knight.

Edges:

Brawler: (From Hero Journey Roll) His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).

Martial Artist: (From Hero Journey Roll) The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type.

(Net Bonuses: +1 Toughness, +1 to striking with fists, Strength+d6 for fist damage.)

Champion: (From Cyber-Knight) Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.

Still to Do:

Attributes: (5 Points)
Agility d4 + 1 = d6
Smarts d4
Spirit d4 + 3 = d8
Strength d4 + 1 = d6
Vigor d4
Hindrances: (Up to 4 points, Major = 2, Minor = 1)
Mild Mannered? (minor)
Wanted?
Loyal?

Skills: (12 Points)
Athletic D4
Common Knowledge d4
Notice d4 +2
Persuasion d4 +2
Stealth d4
Running D10 (from First into Battle)
Fighting D8 (from Intense Combat Training) +1
Psionics d8 (Start d6 from Framework) +1
Shooting d4
Survival d6
Streetwise d6
Pace: 8”
Combat Edges (2 free from Intense Combat Training)
Trademark Weapon
Still need 1

Toughness: 2 + 1 + 2 + 1+2 = 8(5)
Base+Brawler+Cyber-Armor (once upped)+worn armor+ ½ Vigor

Novice Edge: (From being human)
Still need 1

Not entirely sure what I am doing, but how does this look so far?

Grand Lodge

More Hero Journey Rolls:

Psionics 1: 1d20 ⇒ 5
More ISP means more power to work with, and your character has it. He gains +10 ISP to his base

Psionics 2: 1d20 ⇒ 7
Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.

Training: 1d20 ⇒ 4
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.

The misc rolls:

Armor 1: 1d20 ⇒ 15
Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.

Armor 2: 1d20 ⇒ 14
Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

Wow, for the most part those are really nice rolls for a Cyber-Knight.

Grand Lodge

Let's see what I get on the Hero Journey Roll

Hero Journey:

1d20 ⇒ 20
Sometimes It Starts in a Bar. She just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion

Grand Lodge

I might be interested as well.

I don't have any actual play experience in Savage Worlds though....

I am most interested in the Cyberknight or Techno-Wizard, but I could easily be talked into something else.

Grand Lodge

I hope everyone has fun!

Grand Lodge

Mr. GM, I haven't created a profile yet, do you want me to (or do I need to)?

ALso, is there anything else you want me to do for my character application?

Grand Lodge

Wyniess Morgethai wrote:
I guess I don't know enough about mythic to make an educated decision. The trait could slot into her backstory pretty well, but the mythic path might not fit.

The traits are technically independent of the path. You just get a really nice bonus for linking the two together.

Grand Lodge

Worldwound GM wrote:

As promised, Backstory Feedback:

Is the Kellid tribe that Shela was born into from Sarkoris? Mendev? Numeria? The Realm of the Mammoth Lords? There’s plenty of places to choose from, in truth. A Sarkoran would probably be pretty invested in ending the Worldwound, while a Mendevian native would have potential drama with the crusaders who have basically crushed their culture despite their good intentions, a facet I’d like to explore in the game....

My original through was from Sarkoris, but a Mendevian also makes a lot of sense.

Grand Lodge

I have my character now, a half-elf summoner called Shela.

Background:

Shela of the Serpant's Scale is a rare Half-Elf Kellid, born of a Kellid woman after her time with a half-elf wanderer.

Not particularly strong for a Kellid, her tribe considered her swiftness and strong personality to be her only real strengths.

Her tribe considered her all but lost when Shela was attacked by a demon in her childhood. This left her surprisingly durable, but weak and prone to nightmares.

It was after one particular nightmare that Balen appeared at her side.

As Balen was also the name of her tribe's patron spirit, Shela found herself immediately assigned to her tribe's cheif shaman as an apprentice.

With Shela's apprenticeship almost complete, she has accompanied the clan's shaman on an errand to the town of Kenabres.

Shorthand Stats:

Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18

Skills: Spellcraft +4, Use Magic Device +11, Knowledge(History)+4, Linguistics +4

Feats: Spell Focus(Conjuration), Skill Focus (Use Magic Device), Armor Proficiency(Light), Simple Weapons

Traits: Exposed to Awfulness, Eleven Refelexes

Spells: (0) Detect Magic, Mage Hand, Message, Read Magic
(1) Expeditious Retreat, Grease

Eidlon:

Type: Biped
Subtype: Azata
Evolution: Slam
Primary weapon: Greatsword, Slam

Future Growth:

Shela will probably be grown into a support-caster, though there might be a few teamwork feats in her future.

Balen is going to be a melee Eidolon, mostly engaging with a long reach and a powerful Greatsword.

I will chose the Guardian Mythic path, as it gives the most to companions and summoners.

Grand Lodge

Worldwound GM wrote:
rorek55 wrote:
@Gm, would you be open to allowing the feats Deadly aim/power attack/combat expertise to be base options in combat? (Basically giving the feats for free I suppose) I would also, at the risk of sounding rude which hopefully I do not, suggest considering making power attack scale at -1/+2 flat, as while PbP has a lesser issue in regards to turn time, it still makes things easier to keep track of.
Oops, forgot to respond to this. Uh, I'd lean towards saying yes, because I've encountered how annoying it is to need to grab combat expertise. I'll make a firmer/more formal announcement come game start, but at the moment, you may assume that this is in effect.

So using the Elephant in the Room anti-feat tax system?

I'm really debating a God-Caller Summoner (unchained). It's super-thematic, but the costs are super-high for the benefits.

Spoiler:

You give up half your Eidolon's tether reach (meaning you have to be pretty close to it at all time) for it to have at-will guidance. And since I hate Guidance spam, that's not great.

You give up all the Knowledges eeh and Use Magic Device yikes for Diplomacy and Intimidate. Not great with the Face role

At level 8 you loss the ability to swap places with your Eidolon, which has to be close to you remember, for an admittedly useful ability to reroll Diplomacy and Intimidate.

You give up the ability to swipe evolution points from your Eidolon at level 10 and 18 for limited casts of clairaudience/clairvoyance meh and then later the ability to bypass Mystic DR. Bypassing that is good, but it comes so late that I really should have already fixed that issue by then.

And the capstone replacement is three-times casting of a group stun spell (resisted by will) instead of the ability to turn into a duplicate of your personalized murder machine.

So it's extremely thematic, having strong reasons to join the Crusade, but I'm not sure it's worth it.

I was also looking at Devil Imposter, which is also thematic, but then realized that being detected as Lawful Evil whenever your Eidolon is out is a great way to set a Paladin off.

Grand Lodge

Do you think there is room for a Summoner or Warpriest in the line-up?

Grand Lodge

Agreed with B1. It's a bear, with our party containing two

Ancestry:
Kobolds

Our primary front liner went down 5 times during that fight, secondary front line 3 times, and one of our casters 2. The DM, pulled all sorts of shenanigan's just to stop the fight from wiping the party one at a time.

Scaling isn't as bad for for later bounties. I ran #4 and #5 with tables of six and they handled it pretty well. #5 better than #4, but the group had better tactics there too.

Grand Lodge

1 person marked this as a favorite.

As stated, I actually have both systems. I could SWADE or Rifts Original.

Grand Lodge

1 person marked this as a favorite.

I wouldn't mind playing some too. I haven't had a lot of sessions in RIFTS, but I am not a 100% newbie, just 95%.

Grand Lodge

1 person marked this as a favorite.

I might be interested in joining this if it ends up forming.

Grand Lodge

Sorry I missed this recruitment. Darn.

I'm a pretty huge Lancer fan, and I'm almost always up for a game of it.

Grand Lodge 2/5 *

Time to get your lightning guns!

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