GM Computerpro82 wrote:
I can hop in.
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
Male Huamn Data Manager 5
Kvit the Ruin Delver wrote:
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.
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.
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.
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.)
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.)
As for background 4 (Market Runner) sounds like fun.
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.)
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.
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:
Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology. CYBER-KNIGHT STARTING GEAR
Hero Journey:
Cyber-Knights gain three rolls on any of the following tables: Education, Experience & Wisdom, Psionics, and Training.
Cyber-Knights gain two rolls on any table except Cybernetics and Magic & Mysticism.
Psionics 1: 1d20 ⇒ 5
Armor 1: 1d20 ⇒ 15
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.
Still to Do: Attributes: (5 Points)
Skills: (12 Points)
Toughness: 2 + 1 + 2 + 1+2 = 8(5)
Novice Edge: (From being human)
Not entirely sure what I am doing, but how does this look so far?
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
Training: 1d20 ⇒ 4
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
Wow, for the most part those are really nice rolls for a Cyber-Knight.
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
Worldwound GM wrote:
My original through was from Sarkoris, but a Mendevian also makes a lot of sense.
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
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.
Worldwound GM wrote:
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.
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.
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