Welcome all to the second quest of Into the Unknown. I want to apologize for the late start on this quest as it seems to have run up against GenCon.
I expect that I will be posting at least once a day each weekday and at least once during the weekend. I am asking for a similar commitment from those playing in the game. If you know that you will have a difficult time meeting this expectation due to scheduled events, please let make sure you have botting instructions available for your character and let me know ahead of time so that we can perhaps plan together. If botting instructions are not given, I will assume that the character does nothing for that round and will move on if a post is not made within 48 of the character's previous post.
As I am sure you are all aware, this quest does include Starship Combat. As this is not familiar to everyone as thoroughly as other parts of the Starfinder system, I have included a sort of cheat sheet on Starship Combat Roles. Feel free to refer to this, as I know I will be. Also, due to the asynchronous nature of PbP, there will be some slight rule alterations.
To keep the game flowing as efficiently as possible, I will not require posts in the order of your role. However, the actions taken will be resolved in the appropriate order, which I will post as a summary each round.
For the same reasons as above, I am asking for the Pilot to roll a Piloting check at the end of each of their posts to determine the order for the following round.
As facing is very important in starship combat, the forward arc of all starships is indicated on the map. I will assume that the facing is correct for any starship on the map. If you need help with pivoting the pawns, please let me know.
I hope to have a fun time here, but I want to do this right by you. If you have any suggestions that will make this go smoothly, feel free to let me know either here, in the discussion, or through a DM.
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Abilities
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TRAITS Defender of the Society: +1 AC when wearing armor
Friend in Every Town: +1 diplomacy, know (local). diplomacy is class skill
Surprise Weapon: +2 attack with improvised weapon
Overprotective(dr): if ally falls unconscious from hit point damage, –2 on attacks and skills if farther than 10 feet from fallen ally.
FEATS Catch off Guard: no penalty to wield improvised weapons
Throw Anything(b): no penalty to ranged improvised weapons; +1 attack with splash weapons
Sling Anything: no penalty to improvised ammo in slings
Brew Potion(b-a1): can make potions
Extra Discovery(b-a1): gain an additional discovery (substitute for Alchemist class bonus feat 'Throw Anything')
Power Attack(h): -1 att, +2 dmg
Improved Catch Off Guard(1): Foes are flat-footed against attacks you make with improvised weapons. At the end of each round as a free action, a foe may make a Sense Motive check opposed by your Bluff check. If the foe’s Sense Motive check is successful, it stops being flat-footed by any improvised weapon attack you make for 24 hours. Your improvised weapon attacks threaten on a natural attack roll of 19 or 20.
Weapon Focus(Improvised Weapons)(3): +1 to attack with improvised weapons
CLASS ABILITIES/QUALITIES Martial Maneuvers: move action gain a combat feat for 1 min; 1/day
Martial Training: counts as fighter & monk for qualifying for feats and using magic items
Unarmed Strike: counts as armed, 1d6 damage; any body part, not just hands; lethal or nonlethal; both natural & manufactured for bonus effects
Alchemy: +lvl to craft alchemy, identify potions
Bomb: 1d6+int direct, 1+int splash 5', 20' range touch, lvl+int mod/day, refl DC 10+1/2lvl+int mod; add +int to all splash weapons
Mutagen: move action, +2 AC, and +4 to physical stat, with -2 to corresponding mental stat; 1 @ 20 min
Barroom Brawler can apply your unarmed damage and abilities to any improvised weapons wielded. this replaces Poison Use, Brawler's Cunning and Close Weapon Mastery.
Discovery-Infusion: can share extracts with others
Discovery-Tanglefoot Bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Poison Resistance: +2 all saves against poison
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Profile
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Appearance
Stocky and well built, with a bit of a belly from imbibing too much of his brew, Gregor stands a bit shy of 6', with short brown hair and a full beard. His built belies a natural agility, and he is quick to react in times of trouble. Generally garbed in dark leather trousers, a simple shirt with sleeves rolled up and a leather vest, he does own a fine shirt of chain and a hefty morningstar, both given to him by an adventurer who had run up a massive tab but was short on coins. He is rarely without a bar rag in one hand and a heavy mug in the other, and is just as dangerous with those as he is with his weapons.
Personality
Friendly to all, with a strong memory and a quick wit, Gregor is the quintessential bartender. Whether its a pint of ale with friends, a strong spirit to celebrate, the perfect wine for romance, or a cup of strong coffee to clear your head, Gregor always has it for you. Loyal to a fault, he has always dreamed of standing beside the great heroes and fighting the enemy hordes. He always cares for those who have taken ill in the Corner Inn, and takes any slight against the establishment, its staff, and owners as an affront toward him. As such, this gets him into trouble now and then, but as the "keeper of the bar", it is his duty to ensure that the masses enjoy their time in the Inn.
Schtick
Every great adventure in Generica starts in a tavern, inn, or meadhall just like The Corner Inn, and at each one there is a barkeep who helps bring the band of merry adventures together. Yet in the heart of every barkeep that helps unite a great adventuring band lies the burning passion to adventure themselves -
for the old, it is a hope that echoes back to younger years, when they were bold and strong, and possessed all their limbs... having lost far too many to the sharp fangs of dragons, the crushing claws of giants, the burning fires of elementals, etc... causing them to retire to the simple life of a barkeep... eternally cursed to hear the epic stories of other adventurers
for the young, it is the hope of escaping their quiet little town where the only excitement is the occasional bar fight started by the very adventuring band they previously helped unite... to be the hero... to save the day!!!This is the life of Gregor!
For Gregor, everything beyond his bar is exciting. To go on an adventure is to finally live the experiences he has heard tales of for oh so long. He is fearless to a fault, caught up in the heroic idolatry truly befitting of a fanboy-worshipper of Cayden Cailaen. He will fight, he will protect the innocent, he will woo the beautiful. He will be a herooooooooo!