thzero's page

Goblin Squad Member. * Pathfinder Society GM. 67 posts (1,607 including aliases). 1 review. No lists. No wishlists. 43 Organized Play characters. 6 aliases.


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Grand Lodge

Same core rules. Building a character isn't much different at all. 2e+ changed a lot of the combat rules, added range as opposed to range bands, etc.

Grand Lodge

ok.

i'd probably shoot for something like a bog standard scoundrel to start with

Grand Lodge

I'd be interested. I've played since 1987. Think my brother in law was interested.

Hopefully it's 1e edition? :)

Grand Lodge

How do I join the game?
I'm thzero on RollGate too.

Grand Lodge

Well if it doesn't run a"fowl" of the rules or spirit... I'd go with Korakai. Never played an oracle, so might as well try it...

Grand Lodge

That sounds fine GM... if there is a 5th player let me know, otherwise thats fine.

Grand Lodge

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GM CyberMephit wrote:
Mrs. Bloodrive is in the game, now we just need someone to play Lavanna the halfling (undine) cleric! Last chance to qualify for the extra AcP reward today!

Sure... Why not. Female halfling cleric is not a type I'd ever play normally.

Grand Lodge

Runt PbP wrote:
Evoker? There is a third party class called an Evoker, and a wizard may be called an evoker if she takes specialization in the evocation school. I assume you mean the latter from the character sheet?

Yes, straight up vanilla core Wizard... Herolab does that when you pick a school specialization.

Grand Lodge

Ok, so finally getting something together...

haven't quite done anything with equipment (since its 3rd level, not sure how much to spend, etc, etc)

tiefling, from varisia, bastard child of one of the 'decadent noble' families from korvosa. has recently studied at the Acadamae in Korvosa - was intrigued by the history of ancient Thassilon, which was a side study while he was at the Acadamae... grew bored, restless, and an outsider (...)...

Not sure where you are in the storyline to determine how to tie in more.

Zherxikas
Male tiefling evoker 3 (Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 20 (3d6+6)
Fort +3, Ref +4, Will +4
Resist cold 5, electricity 5, fire 5; SR 11
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +2 (1d3+1 nonlethal)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 3rd; concentration +8)
2nd—burning arc (DC 16), create pit[APG] (DC 17), glitterdust (DC 17)
1st—enlarge person (DC 15), grease, snowball[UW], summon monster I
0 (at will)—detect magic, light, mending, read magic
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Improved Familiar, Scribe Scroll, Spell Focus (conjuration)
Traits arcane temper, scholar of the ancients
Skills Acrobatics +4, Appraise +8, Bluff +1, Fly +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +2, Spellcraft +10, Stealth +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Thassilonian, Varisian
SQ arcane bond (Kree, fiendish raven)
Other Gear wizard starting spellbook, 150 gp
--------------------
Tracked Resources
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Force Missile (1d4+1, 7/day) (Sp) - 0/7
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (11) You have Spell Resistance.

Grand Lodge

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When is the PDF going to be updated?

Grand Lodge

Unless you are playing PFS. Or enjoyed Paizo's APs.

And if people took the same approach with 3.5, then maybe pf1e wouldn't be as big as it got.

Grand Lodge

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Edymnion wrote:
GameDesignerDM wrote:
I welcome all the nerfing. It's more in line with 5E
Thing is, if I wanted to play something like 5e... I would be playing 5e.

No kidding. I asked the question at table at GenCon .. why would you play this over 5e?

Grand Lodge

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Zaister wrote:


This is the natural evolution of a RPG business. Games are released, and then expanded and improved upon for several years. They eventually reach the natural end of their lifespan, and are then reborn in a new edition. That is the business model of RPG publishing companies, as is has always been, and as it will remain in the future.

Yes it is a standard business mode of a game company; doesn't matter if its video games, etc.

Doesn't mean it isn't a cash grab - because it is, as you pointed out. So they need to admit to that, and not try and cover it up in their FAQ about the company is doing great.

I don't know that game rules have a lifespan. If they did, then people would just stop playing them. But people still play old rules. And often pick up those rules and do new things with them (i.e. OSR rebirth to some degree).

Does the end come with the current publisher no longer wishes to put time and effort into it? Yeah. But its not like a hardware change (or security concerns, etc) is making the current game rules no longer viable.

Grand Lodge

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Olorin_Plane_Walker wrote:

To all those who say "you can still play 1e if 2e doesn't appeal to you" that's obvious, but that's not the point.

Look at it this way, do you think it would be more fun to play in & be a part of the currently supported system, or would you rather be left behind in the dust?

No one voluntarily wants to play an "outdated" system & you can hardly blame them for voicing any displeasure they have towards that. Long time Pathfinder fans should know this better then anyone, considering PF's origins...

Not necessarily true; depends on the group. I'm in one group that is playing Basic. Another group that is playing PFS a lot so that means that if we want to continue we have to use 2e (which may or may not happen since there is a huge money investment in 1e - of course if they provide conversion guides that make 1e stuff legal...). Yet another group that is using PF but is running a bunch of converted 1e and 2e modules - this group isn't going to move any time fast. And a completely separate group running WEG SW - this is definitely not new.

Just because a group isn't playing the most current system doesn't mean they can't have fun.

And you can easily, and have a lot of fun doing it, voluntarily play "outdated" systems. Here's a tip... they are just as much fun as any "updated" system, and sometimes more so if you have a connection to them.

Grand Lodge

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Oceanshieldwolf wrote:

Cont'd:

* Backgrounds -I've only seen these be prescriptive. I disliked how they were implemented in DnD5e. They were bland and sometimes counter-intuitive. Married to the fact your rules will be Golarion-infused, that ins't the most inspiring announcement.

Concur.

Grand Lodge

Justin Franklin wrote:
Milo v3 wrote:


Listen to the Glass Cannon podcast, Buhlman is converting Crypt of the Everflame on the fly so that tells me all the APs and adventures and Bestiaries are going to still be usable.

Yeah right...

Grand Lodge

1 person marked this as a favorite.

Or go copy Traveller... heck, the character can die in creation!
Many of good times were had with that and the little black books.

AOKost wrote:


If you want a truly intriguing system for making truly custom characters with backgrounds unique to themselves and paths that may cross, but will always be different no matter how you play (unless you specifically set out to build a specific character over and over again, but that's virtually any game made thus far) you should check out Custom Characters: http://easydamus.com/CustomCharacters.html

Grand Lodge

Bingo.

Olorin_Plane_Walker wrote:

Its really ironic that the main reason PF exists was for old fans to keep playing what they loved (playing 3.5 instead of migrating to 4e) and now PF sits with the EXACT same issue... It was bound to happen at some point I guess, a revision would probably even be very good, as long as it stays true to its roots. But still, that's really ironic.

*Laughs*

How long till another company brings out a "new" game that plays awfully similar to Pathfinder?

Olorin_Plane_Walker wrote:


How long till another company brings out a "new" game that plays awfully similar to Pathfinder?

Why not? PF is OGL'd... there is bound to be someone(s) as passionate about it as Jason was about 3.X!

Olorin_Plane_Walker wrote:


All joking aside, I completely agree with everyone's complaints about having to "re-buy" content they already bought. I guess there's no way around it & Paizo naturally has to turn a profit, they can't just give stuff away for free, but damn...

Yup... as good excuse as any to have a new version.

Grand Lodge

Its certainly better than the 3 years between 3 and 3.5 granted. or 5 years of 3.5. Or 6 (egads) years of 4.

And well, its a different era that we live in than the timeframe around 2e (plus TSRs troubles) so its really not going to be apples to apples comparison.

But the 3.0 was also tied up in the whole Wizard buying rights to the brand, etc. New company, new product - you see that a lot; look at the StarWars license, or heck Traveller too. Every time a license changes hands, the new guys in town think they have all the answers and can do a better edition. Sometimes thats true, sometimes its a hit and miss, and sometimes its just not true at all.

This isn't a new company, but the economics of gaming has been discussed to death on every BB, forum, news feed, etc. for 30 some odd years... so eh.

PossibleCabbage wrote:

I do want to point out (since I looked it up) that 2nd Edition AD&D was first released in 1989, and third edition followed it in the year 2000- eleven years later. If 3rd edition was a reasonable thing to do after 11 years of AD&D 2nd edition, then I fail to see how Pathfinder 2nd edition being released 11 years after Pathfinder 1st edition is even remotely unreasonable; particularly since Pathfinder has been much better supported than AD&D 2e.

Like, 11 years of continual support is as long as any version has lasted in this family of games. Sure, it might have been nice to see Pathfinder challenge GURPS 3rd to last 16 years between versions, but a new version was always in the cards once Pathfinder became sufficiently successful.

I mean, people got really excited for the 5th edition of Shadowrun, even though it had only been about 8 years since the 4th.

Grand Lodge

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I believe the game that you are looking for is Dungeons and Dragons 5e.

Charlie Bell wrote:

But also, I hope PF2E does the following:

1. Jettison any complexity that gets in the way of play.
2. Fix character creation.
3. Fix high-level play: get rid of the buff-stacking and rocket-tag games.
4. Give us a robust conversion document so we can easily convert past content to PF2E.
4b. Make that conversion document robust enough that the community can convert and share past PFS content converted to 2E, and run it for credit. Don't abandon the old content! Crowdsource conversion so your PFS designers aren't trying to tackle it alone.
5. Don't try to make adversaries play by PC rules. There are some things boss monsters need that should never, ever be in PC hands. In particular, absolute immunities (e.g. freedom of movement) and things that affect action economy (haste, dazes, etc.) should be really, really hard for PCs to get.
6. Fix magic items. No magic item should ever be "required" for a PC's "build" to function. Make magic items feel special again. Put control over magic item acquisition back in the GM's hands, not the PCs'.

Grand Lodge

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So no Forgotten Realms style butchery.

Erik Mona wrote:
Subparhiggins wrote:

Is the lore for Golarion going to be kept relatively consistent for a seamless transition with PF2E? I admit I was disappointed with other games when they decided to axe half the pantheon, etc, and erase entire species from existence.

Edit: Also is the timeline going to be continuous? Or will there be any time skippage backward or forward involved?

I suspect someone else has answered this, but we have always assumed that Golarion's timeline moves forward on a 1:1 basis with time in the real world, and when we revise the campaign for Pathfinder Second Edition we'll update the current year to 4719, which is a 12-year shift from the first Pathfinder Chronicles Gazetteer and Pathfinder #1 back in 2007.

Usually this doesn't really impact books or adventures, so we don't make a big deal of it, but it's been a part of the setting from the very beginning.

In updating the base presentation of the setting to 4719, we'll also codify the resolution of certain Adventure Paths with massive international implications. War for the Crown will bring us a new monarch in Taldor. Return of the Runelords will shake things up in Varisia. The one after that will have its own implications. While we're at it, we'll update the world to a new situation in the Worldwound, for example.

But we're not killing off any gods or anything. All oracles in the campaign setting don't suddenly turn into clerics or evaporate into smoke or something.

We're not jumping forward to a time when EVERYTHING IS DIFFERENT(tm).

Grand Lodge

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Nice money grab Paizo.

Glad you are are doing well financially, because you won't be getting any more money from me - not even 1e product.

Been there, done this with 3.0/3.5/4.

Grand Lodge

1 person marked this as a favorite.
John Compton wrote:


This is a fun adventure from many perspectives...

Fun would not be an adjective I would use for this scenario.

Grand Lodge

Steps over to Ferrous, You ready to swing that axe of yours? You took a mighty wound from that lizard beast! he asks of the dwarf.

Grand Lodge

Yeah, might as well take the chainmail and deal with the 20'... my hp suck so I need as much AC as possible

Grand Lodge

2 people marked this as a favorite.

Hopefully it'll have some decent starship/spaceship combat rules.

Grand Lodge

I have high int/edu so keep that in mind when picking, otherwise frankly I don't much care which skill is left.

Yeah, drbuzzard could have needed something shipped, which I did, which left me in a bit of legal trouble that I seemed t ohave spent a large time dealing with.

Perhaps fnord and I were trying to get a ship, independently, but decided to combine shares since we have 16 between us... so that is our connection.

Grand Lodge

my events/history were:

12+ Years ago, childhood around the space ports on Efate.

12-16 Years ago: 2d6 ⇒ (5, 4) = 9 - You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level

8-12 Years ago: 2d6 ⇒ (2, 3) = 5 - You have a chance to risk your fortune on a possibility lucrative deal.

You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.

4-8 years ago: 2d6 ⇒ (5, 3) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.

Within the last 4 years: 2d6 ⇒ (3, 5) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.

Grand Lodge

Free Trader: You receive 5 ship shares towards the use of a Free Trader merchant ship, or 2 ship shares towards the use of any other.

So looks like I may have 6, or 26 shares.

Peet wrote:


So while we are on the subject, let's see where we stand on owning the ship:

Ship Shares
"Varkha Gzegdoug" - 4 shares
"Allrianne" - 3 shares
AGamer70 - 2 shares
Fnord72 - 10 shares
"Myro Palk" - 1 share
thzero - 4 shares possibly +1d6
"Lodic" - 0 - he doesn't believe in ship ownership.

So we have 24 shares, maybe more. That's not too bad.

Quote:


Ship shares represent contacts, credit rating, savings and favours owed that a character can put towards ownership of a space vessel.

Characters can pool their ship shares towards the use of a vessel, but cannot trade ship shares for cash. It’s very unlikely that the characters will be able to own anything other than the smallest starship outright at the start of the game, so most Traveller crews end up working to support the mortgage on their spacecraft.

Characters can also get extra ship shares by taking an older and more damaged ship, to a maximum of 10 bonus ship shares. See Old Ships on page 136.

Each ship share reduces the cost of the ship by 1%.

SHIP COSTS

Ship Type Value (MCr.) Ship Share value (1%)

Scout* 27,040,500 270,405
Seeker Mining Ship 22,765,500 227,655
Free Trader 36,567,000 365,670
Far Trader 51,385,500 513,855
Yacht 50,517,000 505,170
Fat Trader 97,182,000 971,820
Corsair 142,794,000 1,427,940
Laboratory Ship 125,874,000 1,258,740
Navarro 216,419,000 2,164,190
Close Escort 217,800,000 2,178,000
Mercenary Cruiser 433,440,000 4,334,400

*If you roll a Scout ship on the Scout Benefits table, then you have a ship on loan from the Scout Service and do not need to pay for it.

Many ships serve for decades or even centuries before being scrapped. Adventurers and free traders are often forced by necessity to purchase outdated or damaged vessels instead of new or pristine ships. Characters purchasing an outdated ship gain 1d6 ship shares per 10 years of wear. For each ten-year term of wear, choose what role that ship was engaged in, and roll on the table below.

Quote:


The Navarro class ships are similar in design to a hybrid of the Type R Subsidized Merchant (this is the Fat Merchant above) and Type EL Close Escort and yes she is designed to be able to go safely into some of the rougher areas of the fringes, while remaining upgradeable and customizable.

As the Navarro is a mass produced vessel, the beginning price is MCr 216.419 new. If you reduce this initial price with starting cash equivalent to 15% (10% drop for aged repo and 5% from crew shares) the price drops to MCr 183.956 used. This would result in a price of MCr 220.747 with financing included. At 40 years of payments, the monthly rate would be 459,890 credits per month. More crew shares would drop this further.

So if we have 26 shares, thats 56,268,940. If you include the 10% for the aged repo, thats 36 shares which would be 77,910,840. So that leaves 138,508,160Cr.

I can't find the stats for the 'Navarro' class.

Close Escort
This heavily armed close escort is designed to accompany convoys of trade vessels, protecting them from pirates and other dangers. Eight staterooms provide accommodation for the crew, and it also has a 20-ton launch for inspections and rescue missions. It mounts four double turrets for combat.

Hull 400 tons Hull 8
Streamlined Structure 8
Armour Crystaliron 8 points
Jump Drive H Jump 4
Manoeuvre Drive H Thrust 4
Power Plant H
Bridge
Computer Model 4 Rating
Electronics Military Sensors +0 DM
Weapons Hardpoint #1 Double Turret (sandcaster/beam laser) 1
Hardpoint #2 Double Turret (sandcaster/beam laser) 1
Hardpoint #3 Double Turret (missile rack/missile rack) 1
Hardpoint #4 Double Turret (missile rack/missile rack) 1

Fuel 176 tons One Jump–4 and two weeks of operation

Cargo 15 tons
8 Staterooms

Extras
Fuel Scoop
2 Fuel Processors
Ship’s Locker
Launch

Software
Jump Control/4
Manoeuvre/0 –
Library/0 –
Evade/2
Fire Control/3

Maintenance Cost (monthly) Maintenance Cost (monthly) 18,150
Life Support Cost (monthly) 16,000
Total Tonnage and Cost 217,800,000

Fat Merchant
Using a 400-ton hull, the subsidised merchant (nicknamed ‘fat trader’) is a trading vessel intended to meet the commercial needs of clusters of worlds. The fat trader requires a crew of fi ve: pilot, navigator, engineer, medic, and steward. The pilot also operates the launch; gunners may be added to the crew list as required.

SUBSIDISED MERCHANT, TYPE R (‘FAT TRADER’) Tons Price (Cr.)

Hull 400 tons Hull 8
Streamlined Structure 8
Armour None
Jump Drive C Jump 1 20
Manoeuvre Drive C Thrust 1 5
Power Plant C 10
Bridge 20

Computer Model 1 Rating 5
Electronics Civilian Sensors –2 DM 1

Weapons
Hardpoint #1 Empty
Hardpoint #2 Empty
Hardpoint #3 Empty

Fuel 52 tons One Jump–1 and four weeks of operation

Cargo 205 tons
13 Staterooms
9 Low Berths

Extras Fuel
Scoop
Fuel Processor 1
Escape Pods One for every stateroom 6.5
Ship’s Locker
Launch 20

Software
Jump Control/1
Manoeuvre/0
Library/0

Maintenance Cost (monthly) Maintenance Cost (monthly) 8,099
Life Support Cost (monthly) 26,900
Total Tonnage and Cost 97,182,000

Q-Ship (might be close?)
Hull 400 Hull 8
Structure 8 Streamlined

Armour Crystaliron 8 pts
Jump Drive D Jump 2, Fast-Cycle

Manoeuvre Drive F Thrust 3
Power Plant F Rating 3
Bridge Hardened
Computer Model/3 fi b Rating 20
Electronics Basic Military DM +0

Weapons Hardpoint #1 Pop-Up Triple Turret (Particle Beam x3)
Hardpoint #2 Triple Turret (Pulse Laser/Sandcaster/Missile)
Hardpoint #3 Triple Turret (Pulse Laser/Sandcaster/Missile)
Hardpoint #4 Triple Turret (Pulse Laser/Sandcaster/Missile)

Ammunition 20 sandcaster pebbles
60 sandcaster barrels
48 missiles

Fuel 104 tons Jump 2 – Four weeks of operation 104

Cargo 70 tons
10 Staterooms
10 Barracks
12 Low Berths

Extras Fuel
Scoops
Library
Ship’s Boat
Armoury
Fuel Processor 20 tons per day
Repair Drones

Software
Manoeuvre/0 -
Intellect Rating
Auto-Repair/1 Rating 10
Evade/2 Rating 10
Fire Control/2 Rating 10

Maintenance Cost (monthly) 0.0178
Life Support Cost (monthly) 0.0262
Total Tonnage & Cost 212.944

Grand Lodge

Where are you generating this from?

Allrianne wrote:

For reference my events/history were (might help forge links):

12+ Years ago, childhood around the docs on Roup.

12-16 Years ago: 2d6 ⇒ (5, 2) = 7 52 - Ruined Space station exploration - Pick - Computers 1, Engineer (Electronics) 1, Security 1 or Science (any) 1.

8-12 Years ago: 2d6 ⇒ (2, 2) = 4 22 - Find something Useful in scrap, gain a Weapon

4-8 years ago: 2d6 ⇒ (3, 3) = 6 33 - Life Event (Romantic Relationship)

Within the last 4 years: 2d6 ⇒ (1, 6) = 7 16 - Gambling Ring, gain a level of Gambler, can bet up to 4 benefit rolls and roll Gamble 8+ on fail, lose stake, on success gain 1/2 stake as additional benefits.

Grand Lodge

Allrianne wrote:
Don't have books to hand, do you still get additional skills for forging links with characters?
Quote:

The Connections Rule

If both players agree, then any event can involve another suitable player character. Only one character needs to have rolled the
specific event. If this is done, then you both get one extra skill.

This can be any skill you like, although it is good form to relate it to the connection you have just formed . You may gain a maximum of two free skills from this rule, and each connection must be with a different player character.

For example, Erik is serving as an Agent, and he rolls an undercover mission (Event number 8 on the Agent event table). Erik's player suggests that Erik could have met Kathya while on this mission, and Kathya's player agrees. When finalizing characters, both will gain an extra skill roll.

Note down ideas for connections as you generate your character but these connections are only finalized at the end of character generation.

Later during character creation, Erik rolls a mishap on his Agent career, and is nearly killed when an undercover operation goes wrong. Kathya's player suggests that he helped him escape and so he owes her his life.

So think the answer is yes...

Grand Lodge

Peet wrote:
thzero wrote:

Step 10: Benefits Rolls

rolls: 6 terms + 2 (for 4 rank) +1 (for cash only)
...
dice=6 Free Trader

thzero: I may be wrong but the free trader benefit probably gives you +1d6 ship shares instead.

Actually it doesn't say in the Book 7 - Merchants at all, so was hoping that GM could answer that.

Peet wrote:

OK where do we stand now party-wise?

I had originally thought there were a lot of applicants and that I would stake out the Small Craft Pilot position, but it looks like we don't have that many people. Instead of Pilot 3 (small craft) I could have had Pilot 1 (small craft) and Pilot 2 (spaceship).

Piloting is my only big ship skill but I also have Jack-o-T 3.

AGamer70 - Navy guy. Looks like you have Gunner-2. Having a decent gunner can be a big deal. Also Navigation 1, Pilot 1, Astrogation 1, and Medic - not sure what rating.

"Allrianne" - Scavenger/Salvage. Mechanic 2 and Sensors 2, but none of the main ship skills. Maybe she can get Engineer-1 or Navigation-1 out of the skill package?

thzero - Merchant. Broker 1 and Medic 1. Good personal combat skills. I don't see any ship skills there though.

drbuzzard - "Myro Palk" - Agent - Investigate 2 & Streetwise 2 but not much for ship skills, except Gunner 1 and Computer 1.

Fnord72 - medical researcher. Medic 3? Also Engineer 1.

MDT "Lodic" - Darrian telepath. Astrogation 1 and computers 2. Also some sciences.

If people can "double up" in crew positions, then Fnord72 could do both Medic and Engineer, and AGamer70 could do chief gunner and navigator. But if there are penalties for taking two roles then it would be better to spread things out. Allrianne and thzero could pick up the necessary skills from the skill package.

Well Agamer has astrogation/1 and so does Lodic. I'd say that Lodic should probably go into the Navigator slot; Agamer could back Lodic up.

I was going to either take the Trader Skill Package or the Starship Skill Package.

Trader doubles down on the merchant/face thing (not my normal s#%&ck, but with the lowest rolls I had to make lemonade I guess). Starship would give more coverage for ship skills to round out crew.

Grand Lodge

Stealth dagger 175
Monofilament Sword 50
Advanced Laser Pistol 3000 Laser Sight 200 +1 DM
Diplo Vest (TL 9) 250
Attaché Case (TL 5) 75

Grand Lodge

Step 9: Aging
Terms 6 * 4 = 24+18=42
Aging: 2d6 - 6 ⇒ (2, 4) - 6 = 0
-1 Dex

Step 10: Benefits Rolls
rolls: 6 terms + 2 (for 4 rank) +1 (for cash only)
1: 1d6 ⇒ 4 Ship Share
2 Cash: 1d6 ⇒ 4 20,000
3: 1d6 ⇒ 2 +1 Int
4: 1d6 ⇒ 4 Ship Share
5 Cash: 1d6 ⇒ 3 10,000
6: 1d6 ⇒ 6 Free Trader
7: 1d6 ⇒ 3 +1 Soc
8: 1d6 ⇒ 5 Two Ship Shares or Assistant

Cash: 1d6 ⇒ 5 20,000

Grand Lodge

Step 8: Skill and Training Rolls
Skill Rolls: 6+4
1: 1d6 ⇒ 6 Officer (Melee (Blade))
2: 1d6 ⇒ 4 Officer (Leadership)
3: 1d6 ⇒ 5 Service (Persuade)
4: 1d6 ⇒ 1 Officer (Advocate)
5: 1d6 ⇒ 2 Personal (+1 Dex)
6: 1d6 ⇒ 1 Personal (Jack of all Trades)
7: 1d6 ⇒ 5 Personal (Gun Combat (any))
8: 1d6 ⇒ 6 Personal (Melee (any))
9: 1d6 ⇒ 5 Officer (Persuade)
10: 1d6 ⇒ 3 Service (Broker)

Grand Lodge

Step 7: Advancement Rolls
1: 2d6 ⇒ (1, 6) = 7 Yes
2: 2d6 ⇒ (6, 1) = 7 Yes
3: 2d6 ⇒ (1, 1) = 2 No
4: 2d6 ⇒ (5, 2) = 7 Yes
5: 2d6 ⇒ (2, 3) = 5 No
6: 2d6 ⇒ (5, 6) = 11 Yes

4 skills and training rolls
4 ranks (Trade Officer) Persuade/1 Jack of all Trades/1 +1 Influence

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1.
stat: 2d6 ⇒ (5, 4) = 9 Int +1
stat: 2d6 ⇒ (1, 2) = 3
stat: 2d6 ⇒ (4, 3) = 7 Edu +0
stat: 2d6 ⇒ (2, 6) = 8 Soc +0
stat: 2d6 ⇒ (2, 3) = 5 End -1
stat: 2d6 ⇒ (2, 1) = 3 Str -1
stat: 2d6 ⇒ (2, 6) = 8 Dex +0

2a. Homeworld: Efate, a high-population, industrial world with Tech Level D
2b. 3+EDU=0
Advocate/0 Streetwise/0 Computer/0

3. Merchant/Free Trader/Officer (Int 5+)
career: 2d6 + 1 ⇒ (1, 5) + 1 = 7
basic training: Pilot (spacecraft)/0 Vacc Suit/0 Broker/0 Mechanic/0 Persuade/0 Zero-G/0

4a. no mishap rolled

5a.
Active Service: 2d6 ⇒ (1, 5) = 6 One of the crew on your ship is injured on the job. Roll Medic 8+ to help him with his wound. Succeed and gain him as an Ally; fail and you have to work extra hard to make up his shift, gaining +1 End.
Medic 8+: 2d6 + 0 ⇒ (5, 4) + 0 = 9
gain: Ally

Active Service: 2d6 ⇒ (6, 3) = 9 Your tramp trader is modified to do a little livestock duty. Gain Animals (any) 1 and Survival 1.
Active Service: 2d6 ⇒ (1, 3) = 4 You are given training in ship-based emergency situations. Gain any one of Medic 1, Mechanic 1, Vacc Suit 1 or Zero-G 1.
choice: Medic/1

Active Service: 2d6 ⇒ (4, 1) = 5 Your ship gets work with a known criminal. Gain any one of Carouse, Deception, Melee or Streetwise. Then, roll 1d6. On a 1, the criminal’s enemies get a hold of you; roll on the Injury table. On a 2–4, gain the criminal ring as an Ally. On a 5–6, the criminal pays you well for your services and you gain one extra Benefit roll for Cash only.
choice: melee
roll: 1d6 ⇒ 5
gain: one extra Benefit roll for Cash

Medic 8+: 2d6 + 0 ⇒ (2, 5) + 0 = 7
Active Service: 2d6 ⇒ (5, 6) = 11 A new member of your crew is giving you a hard time. Kill him with kindness with a Social Standing 8+ and gain him as a Contact. Knock him flat with Dexterity 8+ and gain Melee (unarmed) 1 but also gain him as a Rival.
dex: 2d6 + 0 ⇒ (3, 5) + 0 = 8
gain: Melee(unarmed) and Rival

Active Service: 2d6 ⇒ (3, 1) = 4 You are given security and weapons training to help defend the ship in a crisis. Gain either Gun Combat (any) 1, Gunnery (any) 1, Melee (any) 1 or Tactics (military) 1.
gain: Gun Combat (any) 1

Grand Lodge

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1.
stat: 2d6 ⇒ (5, 4) = 9 Dex +1
stat: 2d6 ⇒ (1, 2) = 3
stat: 2d6 ⇒ (4, 3) = 7 Int +0
stat: 2d6 ⇒ (2, 6) = 8 End +0
stat: 2d6 ⇒ (2, 3) = 5 Edu -1
stat: 2d6 ⇒ (2, 1) = 3 Soc -1
stat: 2d6 ⇒ (2, 6) = 8 Str +0

2a. Homeworld: Efate, a high-population, industrial world with Tech Level D
2b. 3+EDU=2
Computers/0 Drive/0

Grand Lodge

GM Darkblade wrote:
thzero wrote:
Well that sucks.

I don't know, my example Nathan still managed to have a good career while confined to a wheelchair, barely able to support his own body weight.

edit: Make that the 12th century

Thats nice if thats what you are interested in playing.

total ability values are...

40, 41, 44, 50, 51, 52

4.85 STDDEV
46.33 AVG
47 MEDIAN
40 MIN
52 MAX
10 MIN POSSIBLE
60 MAX POSSIBLE

12 point swing for abilities

1.95 STDDEV
1.83 AVG
2 MEDIAN
-1 MIN
4 MAX

3 point swing for modifiers

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Well that sucks.

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stat: 2d6 ⇒ (5, 4) = 9
stat: 2d6 ⇒ (1, 2) = 3
stat: 2d6 ⇒ (4, 3) = 7
stat: 2d6 ⇒ (2, 6) = 8
stat: 2d6 ⇒ (2, 3) = 5
stat: 2d6 ⇒ (2, 1) = 3
stat: 2d6 ⇒ (2, 6) = 8

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Unfortunately I'm out of town for the next couple of days, but am for sure interested. My brother-in-law may also be interested.

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1) a
2) b
3) a or b
4) a
5) a
6) b
7) a
8) I agree with drbuzzard

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1 through 3.

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I'd be interested.

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I'd be interested.

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Stands up and pats the dwarf on the shoulder. "There is much more to explore Ferrous." He grins at him while sheathing his blade, "I expect we will all find ourselves covered in fun in the days to come!"

He shrugs, "Well that took my mind off thirst for a bit, but does anyone see anything drinkable down here?"

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From AGamer's (Shae) recommendation...

Klevum Athknees
Male dwarf inquisitor of Gorum 1 (Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 15 (1d8+7)
Fort +5, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven waraxe -1 (1d10+3/×3) or
gauntlet (from armor) +3 (1d3+3) or
heavy shield bash -1 (1d4+3) or
unarmed strike +3 (1d3+3 nonlethal)
Ranged sling +1 (1d4+3)
Special Attacks hatred, judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—divine favor, magic weapon
0 (at will)—create water, detect magic, guidance, read magic
Domain Anger inquisition
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 17, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Toughness
Skills Acrobatics -5 (-9 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +1, Craft (armor) +3, Craft (weapons) +3, Intimidate -2, Knowledge (dungeoneering) +5, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sense Motive +4, Spellcraft +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ hateful retort, monster lore +3, stern gaze +1
Other Gear scale mail, heavy steel shield, dwarven waraxe, sling, sling bullets (10), sling bullets (10), sling bullets (10), sling bullets (10), adventurer's sash, backpack, bedroll, belt pouch, flint and steel, grappling hook, hammer, hemp rope (50 ft.), mess kit[UE], piton (5), soap, waterskin, whetstone, 21 gp, 9 sp, 8 cp
--------------------
Tracked Resources
--------------------
Hateful Retort (1/day) (Ex) - 0/1
Judgment (1/day) (Su) - 0/1
Sling bullets - 0/10
Sling bullets - 0/10
Sling bullets - 0/10
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Anger Inquisition) Deities: Gorum, Rovagug.

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage l
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Pulls his backpack off after setting down his shield and sword, then rummages through it. He pulls out two pitons, and a hammer and hands them to Montague. "Try using the pitons to brace the stone plug to keep it from coming out." He straps back on the backpack and picks his shield and sword back up.

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Nods his thanks to the magician while handing his torch, "Anything that helps reduce our consumable resources would be helpful, certainly. ". With another holding his torch, he readies his shield and pulls his sword from is scabbard and moves towards the door to stand not too close to Montague. "Find anything Montague? Or do you think its safe, or as safe as its gonna get, to proceed?

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