View Full Version : Character Thread
GBVenkman
Sunday 04-20-2008, 12:22 AM
Hey, thought I'd start a character thread.
Ogami Karte
Medium/Male/Human/ Jedi 1
Force 5; Darkside 0
Init 6; Senses Perception 7
Languages Basic, Rodese
Defenses Ref 13 (flat-footed 12 ), Fort 12 , Will 14
hp 30; Threshold 12
Speed 6 squares,
Melee unarmed +3
Light saber (blue) +3 [2d8+2 (+3 w/ two hands)]
W. Rapid Strike +1 [3d8+2 (+3 w/ two hands)]
Ranged + 2 simple, -3 pistols/blasters
Base Atk +1; Grp +3
Atk Options rapid shot
Special Actions deflect
Force powers : (UtF +6) Battle Strike, mind trick, force slam
Abilities Str 14, Dex 13, Con 10, Int 12, Wis14, Cha12
Talents deflect
Feats force sensitivity, W.P. (light sabers, simple weapons), Force training, Rapid strike
Skills acrobatics +6, initiative +6, perception +7, use the force +6
Possessions Light saber (blue). Apprentice robes. Utility belt. 500 credits
Roderz
Sunday 04-20-2008, 10:25 AM
dndmaster feels that he isn't quite up with the rules at this stage so he'll be giving it a miss for now.
So far we have three, I'll leave it at least another few days before closing entries though.
GBVenkman, your Dex is 12, Rapid Strike requires a Dex of 13. What did you want to change? It may come out in a later book that you can take the feat, but suffer -5 to hit rather than -2 if your Dex isn't 13+, so we can go that way if you want.
Also, could each of you PM me a brief description & history? As specific as you like.
Inquisitor Tremayne
Sunday 04-20-2008, 07:49 PM
Tolin Aldon CL 1
Medium Pau’an Male Noble 1
Force 5; Darkside 0
Init +6; Senses low-light vision, Perception +7
Languages Basic, High Galactic, Huttese, Mon Calamarian, Rodese, Shyriiwook, Utapese
Defenses Ref 14 (flat-footed 13), Fort 13, Will 16
hp 19; Threshold 13
Speed 6 squares
Melee unarmed -1 (1d4-1)
Ranged blaster pistol +1 (3d6)
Base Atk +0; Grp +1
Atk Options
Special Actions
Abilities Str 8, Dex 12, Con 12, Int 14, Wis 15, Cha 16
Special Qualities Authority (pau'an's add +1 to any insight or morale bonuses they grant themselves or other characters)
Talents Wealth
Feats Improved Defenses, Linguist, Skill Focus (Persuasion)*, Weapon Proficiency (blaster pistols, simple)
Skills Deception +8, Gather Information +8, Initiative +6, Knowledge (galactic lore) +7, Knowledge (tactics) +7, Perception +7, Persuasion +13, Use Computer +7
Possessions noble robes, blaster pistol, long-range comlink, datapad, datacards (10), holorecorder, utility belt (3 days food capsules, med pac, tool kit, power pack, energy cell, glow rod, liquid cable dispenser, small grappling hook), security kit, R2 series droid (C8 See-Eight), 290 credits.
R2-C8 (See-Eight) CL 0
Small droid (2nd-degree) nonheroic 2
Init +3; Senses darkvision, Perception +3
Languages Basic, Binary, Utapese, Huttese
Defenses Ref 13 (flat-footed 11), Fort 8, Will 10
hp 7; Threshold 8
Immune droid traits
Speed 6 squares (wheeled), 4 squares (walking), 9 squares (flying)
Melee electroshock probe +0 (1d8 ion)
Base Atk +1; Grp -4
Atk Options
Special Actions
Abilities Str 9, Dex 14, Con -, Int 15, Wis 10, Cha 7
Special Qualities
Feats Skill Focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills Mechanics +13, Perception +3, Pilot +8, Stealth +6, Use Computer +13
Systems wheeled locomotion, walking locomotion, flying locomotion (limited), magnetic feet, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), improved sensor package, darkvision
Possessions astrogation buffer (storage device, 10 memory units), circular saw, electroshock probe, fire extinguisher, electric arc welder, holorecorder, holoprojector
*conditional racial bonus feat.
GBVenkman
Sunday 04-20-2008, 11:54 PM
dndmaster feels that he isn't quite up with the rules at this stage so he'll be giving it a miss for now.
So far we have three, I'll leave it at least another few days before closing entries though.
GBVenkman, your Dex is 12, Rapid Strike requires a Dex of 13. What did you want to change? It may come out in a later book that you can take the feat, but suffer -5 to hit rather than -2 if your Dex isn't 13+, so we can go that way if you want.
Also, could each of you PM me a brief description & history? As specific as you like.
ahh, thanks. I switched from going dex to str while typing the character up, so I over looked that. I edited the above post by making my int 12 and dex 13. I'll get that history going asap.
russdm
Monday 04-21-2008, 12:59 PM
Here is my character:
Jayne Cobb
Medium/Male/Rodian Scoundrel 1 Age 17
Force 5 Darkside 0
Init 2 Senses Perception 0
Languages Basic, Rodese, Binary
Defenses Ref 15 (Flat-footed 13), Fort 12, Will 12
HP 19 Threshold 12
Speed 6 squares
Melee unarmed +0
Ranged Blaster Pistol +2 [3d6]
Base Atk +0 Grp 0
Abilities Str 10, Dex 15, Con 13, Int 13, Wis 11, Cha 11
Talents Trace
Feats Point Blank Shot, W.P. (Pistols, Simple Weapons), Skill Training
Skills Deception +5, Knowledge (Technology) +6, Mechanics +6, Persuasion +5, Stealth +7, Use Computer +6
Possessions Clothes, Blaster Pistol, Datapad, Power Pack, Comlink-Short Range, Datacards-blank(10), Holster-Hip, Glow Rod. 155 Credits, 3.3 kg Carried
Toren Utgard
Monday 04-21-2008, 05:21 PM
Can I join in the fun? If so I'll get a character up in a bit... *I'm thinking Force Adept as a note*
Roderz
Monday 04-21-2008, 07:43 PM
Applications are now closed.
Toren Utgard, you were the last to make it.
Toren Utgard
Monday 04-21-2008, 07:53 PM
*This post has been rendered obsolete, look for my character at a later post*
Inquisitor Tremayne
Monday 04-21-2008, 07:58 PM
*snip*
We are using Saga Edition rules, not the Revised Core Rulebook.
FYI
Toren Utgard
Monday 04-21-2008, 07:59 PM
Saga edition? I am afriad I did not know that...Any idea where to go to find out what that is?... Sorry for not noticing earlier
GBVenkman
Monday 04-21-2008, 08:08 PM
Saga edition? I am afriad I did not know that...Any idea where to go to find out what that is?... Sorry for not noticing earlier
It's the newest edition of the game, not much other than that. There's only two books out; the main rule book with everything you need to play, as well as a starship source book.
kujester
Monday 04-21-2008, 09:31 PM
Ipsam
Current XP 200
Medium Male Mon Calamari scoundrel 1, Age 25
Force 4; Dark Side 0
Init +7; Senses Low-light vision, Perception +12
Languages Basic, Gunganese, Mon Calamarian, Quarrenese, Rodese
Defenses Ref 15 (flat-footed 13), Fort 10, Will 14
hp 17; Threshold 10
Speed 6 squares
Ranged blaster pistol +2 (3d6)
Base Atk +0; Grp +2
Atk Options Point Blank Shot
Abilities Str 10, Dex 15, Con 8, Int 16, Wis 15, Cha 12
Special Qualities Breathe Underwater, Expert Swimmer, Low-Light Vision, Swim Speed (4)
Talents Personalized Modifications
Feats Point Blank Shot, Weapon Proficiency (pistols, simple), Tech Specialist
Skills Gather Information +6, Initiative +7, Mechanics +8, Perception +12, Persuasion +6, Pilot +7, Swim +0 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Use Computer +8
Possessions blaster pistol, tool kit (x1), basic datapad (x1), glow rod (x1), power pack (x4), hip holster (x1), mesh tape (x1), liquid cable dispenser (x1), comlink (x1), credit chip (x1) - 130 creds
Toren Utgard
Tuesday 04-22-2008, 03:36 PM
All right, thanks to the Inquistor I got the rulebook and am pretty sure I got it down enough to make my character and keep up as we go along the game...let me know about any mistakes and I'll get that description out in a day or less I hope. Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...
Anastalsya Morigan
Medium/female/Human/ Jedi 1
Force 5; Darkside 0
Init 6; Senses Perception 6
Languages Basic, Cerean
Defenses Ref 13 (flat-footed 12 ), Fort 12 , Will 14
hp 31; Threshold 12
Speed 6 squares,
Melee unarmed +3
Lightsaber (green) +3 [2d8+2]
Base Atk +3; Grp +3
Atk Options none
Special Actions none
Force powers : (UtF +5) Battle Strike, Surge, Force Stun
Abilities Str 14, Dex 13, Con 12, Int 12, Wis14, Cha10
Talents Battle Meditation
Feats force sensitivity, W.P. (lightsabers, simple weapons), Force training, Dual Weapons I
Skills acrobatics +6, initiative +6, use the force +5, Perception +6
Possessions Lightsaber (green), Apprentice robes, Long-range comlink 750 credits
Inquisitor Tremayne
Tuesday 04-22-2008, 04:24 PM
All right, thanks to the Inquistor I got the rulebook and am pretty sure I got it down enough to make my character and keep up as we go along the game...let me know about any mistakes and I'll get that description out in a day or less I hope. Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...
Anastalsya Morigan
Medium/female/Human/ Jedi 1
Force 6; Darkside 0
Init 5; Senses Perception 2
Languages Basic
Defenses Ref 13 (flat-footed 12 ), Fort 12 , Will 14
hp 31; Threshold 12
Speed 6 squares,
Melee unarmed +3
Double Lightsaber (green) +3 [2d8+2/2d8+2]
Base Atk +1; Grp +2
Atk Options none
Special Actions deflect
Force powers : (UtF +4) Battle Strike, Surge, Force Stun
Abilities Str 14, Dex 13, Con 12, Int 12, Wis14, Cha10
Talents Battle Meditation
Feats force sensitivity, W.P. (lightsabers, simple weapons), Force training, Dual Weapons I
Skills acrobatics +6, initiative +6, use the force +4
Possessions DoubleLightsaber (green), Apprentice robes, Long-range comlink 750 credits
-You should have 5 force points instead of 6. you get 5 + 1/2 your level (round down)
-Your initiative at the top should be the same as your skill mod = +6.
-You get to select one bonus language for having an Int of 12.
-Your grapple should be +3. you add your BaB + Str mod or Dex mod, whichever is higher.
-Don't forget that you are at -2/-2 if you attack with both ends of your double lightsaber in one round. Dual Weapons I only reduces the penalty down to -5 for each attack.
-You don't have the deflect talent so you shouldn't have the deflect Special Actions.
-Your Use the Force skill should be +5.
Everything else looks okay.
Roderz
Tuesday 04-22-2008, 05:54 PM
Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...
You start play with a Lightsaber provided by your master. At this level you would not be advanced enough to handle a double Lightsaber in my opinion, in addition to the problem of obtaining one. Make it a normal Lightsaber and you're fine.
That said, if you want to keep Dual Weapon I, then your character is obviously training toward it and I'm sure your master will take note of that.
Also, feel free to have your Jedi start at an age older than teens if it fits your character. I liked the way Luke had to track down apprentices who were already older, and I think it would take hundreds of years of peace before the order ever got back to the stage where they could span the galaxy taking force potentials away at infancy, although it would be more common after the New Jedi Order period.
Toren Utgard
Tuesday 04-22-2008, 06:49 PM
Thanks for the feedback all!
@Roderz: Yep, going for the awesome double-sided lightsaber eventually...And I think my character will be about nineteen years old, so slightly older than the average padawan of the old republic.
On a different note: What level will this campaign take us to? Any ideas, cause I like planning ahead of time...imputing little points in background that might effect the future of my characters path.
@Inquisitor: Fixed all of the above except the double saber parts seeing as I don't have one now *plots of future double sabering*
GBVenkman
Tuesday 04-22-2008, 11:04 PM
All right, thanks to the Inquistor I got the rulebook and am pretty sure I got it down enough to make my character and keep up as we go along the game...let me know about any mistakes and I'll get that description out in a day or less I hope. Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...
Anastalsya Morigan
Medium/female/Human/ Jedi 1
Force 5; Darkside 0
Init 6; Senses Perception 2
Languages Basic, Cerean
Defenses Ref 13 (flat-footed 12 ), Fort 12 , Will 14
hp 31; Threshold 12
Speed 6 squares,
Melee unarmed +3
Lightsaber (green) +3 [2d8+2]
Base Atk +3; Grp +3
Atk Options none
Special Actions none
Force powers : (UtF +5) Battle Strike, Surge, Force Stun
Abilities Str 14, Dex 13, Con 12, Int 12, Wis14, Cha10
Talents Battle Meditation
Feats force sensitivity, W.P. (lightsabers, simple weapons), Force training, Dual Weapons I
Skills acrobatics +6, initiative +6, use the force +5
Possessions Lightsaber (green), Apprentice robes, Long-range comlink 750 credits
Just noticed you had 3 skills; jedi get 2 + 1 from int, +1 bonus skill for being human, so you should have 4 trained skills :D
You can borrow my light saber if I'm not using it for some unforeseen reason (like character death) for dual wielding...
dndmaster
Tuesday 04-22-2008, 11:51 PM
Deacon Kaldor
Medium/Male/Human/Scout 1 Age 20
Abilities:
Str 10 +0
Dex 14 +2
Con 12 +1
Int 12 +1
Wis14 +2
Cha13 +1
Force 5; Darkside 0
Init 7; Senses Perception 7
Languages Basic, Duros
Defenses:
Ref 16 (flat-footed 14 )
Fort 14
HP 25; Threshold 14
Speed 6 squares
Melee +0/Ranged Attacks +2
Blaster Pistol 3d6 dam/2d6 stun dam
Stun Baton 1d6/2d6 stun dam
Bayonet 1d8
Base Atk +0
Talents:
Evasion
Feats:
Force Sensitivity, Weapon Prof. (pistols, rifles, simple weapons), Improved Defenses
Skills:
Survival +7, Initiative +7, Perception +7, Pilot +7, Stealth +7, Use the Force +6, Mechanics +7
Possessions: credits
All Temperature Cloak-100
Credit Chip-100
2 Energy Cell-20
Glow Rod-10
2 Power Packs-50
Power Recharger-100
Blaster Pistol-500
Stun Baton-15
Bayonet-50
Concealed Holster-50
Utility Belt-500
Roderz
Wednesday 04-23-2008, 12:14 AM
Consider Ride, damn, not a class skill... as your other trained skill if you're a Dathomiri Witch.
Check your Fort Defence as well. Don't have a book with me so not 100% sure that it's wrong.
If I understand correctly, you're playing a Dathomiri witch? Consider a second melee weapon, I know Kirana Ti carried her Dathomiri Spear throughout her time as a Jedi.
Roderz
Wednesday 04-23-2008, 12:31 AM
Deacon Kaldor
Medium/Male/Human/ Scout 1
Abilities:
Str 10 +0
Dex 14 +2
Con 12 +1
Int 12 +1
Wis14 +2
Cha13 +1
Force 5; Darkside 0
Init 6; Senses Perception 7
Languages Basic, Duros
Defenses:
Ref 15 (flat-footed 14 )
Fort 13
Will 13
HP 25; Threshold 13
Speed 6 squares
Melee/Ranged Attacks +2
Blaster Pistol 3d6 dam/2d6 stun dam
Base Atk +0
Force powers:
Move Object, Mind trick, Force slam
Talents:
Evasion
Feats:
Force Sensitivity, Weapon Prof. (pistols, rifles, simple weapons), Weapon Finesse
Skills:
Endurance +6, Initiative +7, Mechanics +6, Perception +6, Pilot +7, Stealth +7, Use the Force +7
Possessions: 90 credits
All Temperature Cloak-100
Credit Chip-100
Glow Rod-10
2 Power Packs-50
Power Recharger-100
Blaster Pistol-500
Concealed Holster-50
Utility Belt-500
- To have Force Powers you need to take Force Training as a Feat. You could swap Finesse for that.
- Use the Force should be +6
- Perception & Intitiative should both be +7 in both spots.
Could you pm me your history? I'm not sure about this character until I read that. I understand you wanted a Jedi but they're taken and I said you could multiclass later, but you've pretty much created a quasi-jedi without needing the Jedi class, which was not the intent of what I was saying.
kujester
Wednesday 04-23-2008, 08:13 AM
- To have Force Powers you need to take Force Training as a Feat. You could swap Finesse for that.
- Use the Force should be +6
- Perception & Intitiative should both be +7 in both spots.
Could you pm me your history? I'm not sure about this character until I read that. I understand you wanted a Jedi but they're taken and I said you could multiclass later, but you've pretty much created a quasi-jedi without needing the Jedi class, which was not the intent of what I was saying.
With the quasi-Jedi thing... I think that is more a question of timeline and system as far as this goes. The game is built so that you can make Force Adepts out of any class by using Force Sensitivity. I think the quasi-Jedi thing would have more to do with training received, style of play, and use of a lightsaber.
I think what would work to help make it not seem that way is to not take Force Training at level 1. Force Training shows some emphasis on learning particular powers and can always be picked up later in a roleplaying-reward-type situation.
All in all though, I am very excited to take part - looking forward to seeing what all of these characters can do. Looks like we have quite a bit of variety (even if the class distribution doesn't appear that way on the surface ;)) that should make things pretty interesting.
dndmaster
Wednesday 04-23-2008, 11:02 PM
Changed some things around for ya,not so Jedi-ish now.. Writing the background as we speak.
Roderz
Thursday 04-24-2008, 09:05 AM
Senses Perception 6
Skills acrobatics +6, initiative +6, use the force +5, Perception +6
Your Perception should be 7.
Could you get me that History as well? It's the last step I need.
Roderz
Tuesday 07-01-2008, 08:46 PM
Deacon Kaldor
Medium/Male/Human/Scout 1 Age 20
Abilities:
Int 12 +1
Init 6
Defenses:
Ref 16 (flat-footed 15 )
Fort 14
HP 25; Threshold 13
Speed 6 squares
Melee +2/Ranged Attacks +2
Blaster Pistol 3d6 dam/2d6 stun dam
Stun Baton 1d6/2d6 stun dam
Bayonet 1d8
Base Atk +0
Talents:
Evasion
Feats:
Force Sensitivity, Weapon Prof. (pistols, rifles, simple weapons), Improved Defenses
Skills:
Survival +7, Initiative +7, Perception +7, Pilot +7, Stealth +7 , Use the Force +6
Hey dndmaster,
Skills = 5 (Scout) +1 (Int Mod) +1 Human = 7. Pick another Scout Class skill Most Important
Bits in red aren't right, Init is +7
Flat-footed Ref Defence should be 14
Dmg Threshold should be 14, equal to Fort Defence
Melee weapons are +0 = 0 (Base Atk Bonus) + 0 (Str Mod), I think you were still counting Weapon Finesse
Roderz
Monday 08-11-2008, 08:07 PM
Post your level up choices here. I'm pretty open to multiclassing, in fact I encourage it, as long as it's feasible. If it's not, we'll discuss it.
kujester
Monday 08-11-2008, 09:17 PM
Ipsam
Current XP 1050
Medium Male Mon Calamari scoundrel 2, Age 25
Force 6; Destiny 1; Dark Side 0
Init +8; Senses Low-light vision, Perception +13
Languages Basic, Gunganese, Mon Calamarian, Quarrenese, Rodese
Defenses Ref 16 (flat-footed 14), Fort 11, Will 15
hp 18; Threshold 11
Speed 6 squares
Ranged blaster pistol +3 (3d6+1)
Base Atk +1; Grp +3
Atk Options Point Blank Shot
Abilities Str 10, Dex 15, Con 8, Int 16, Wis 15, Cha 12
Special Qualities Breathe Underwater, Expert Swimmer, Low-Light Vision, Swim Speed (4)
Talents Personalized Modifications
Feats Point Blank Shot, Weapon Proficiency (pistols, simple), Tech Specialist, Vehicular Combat
Skills Gather Information +7, Initiative +8, Mechanics +9, Perception +13, Persuasion +7, Pilot +8, Swim +1 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Use Computer +9
Possessions blaster pistol, tool kit (x1), basic datapad (x1), glow rod (x1), power pack (x4), hip holster (x1), mesh tape (x1), liquid cable dispenser (x1), comlink (x1), credit chip (x1) - 130 creds
-------
New Feat: Vehicular Combat - if we're not ever going to do vehicle stuff, I can replace that, so now is the time to warn me. :)
HP Increase: d6 (-1 for Constitution)
Items in BLUE showed a change
-------
I may multiclass a bit further down the road - I need to figure out what Ipsam's ... Purpose is first. :)
Inquisitor Tremayne
Monday 08-11-2008, 10:52 PM
Tolin level 2! Changes noted in blue.
Tolin Aldon CL 2
Medium Pau’an Male Noble 1/Soldier 1
Force 6; Darkside 0
Init +7; Senses low-light vision, Perception +8
Languages Basic, High Galactic, Huttese, Mon Calamarian, Rodese, Shyriiwook, Utapese
Defenses Ref 15 (flat-footed 14), Fort 16, Will 17
hp 27; Threshold 16
Speed 6 squares
Melee unarmed +0 (1d4)
Ranged blaster pistol +2 (3d6+1)
Base Atk +1; Grp +2
Atk Options
Special Actions Battle Analysis
Abilities Str 8, Dex 12, Con 12, Int 14, Wis 15, Cha 16
Special Qualities Authority (pau'an's add +1 to any insight or morale bonuses they grant themselves or other characters)
Talents Battle Analysis, Wealth
Feats Improved Defenses, Linguist, Skill Focus (Persuasion)*, Weapon Proficiency (blaster pistols, rifles, simple)
Skills Deception +9, Gather Information +9, Initiative +7, Knowledge (galactic lore) +8, Knowledge (tactics) +8, Perception +8, Persuasion +14, Use Computer +8
Possessions noble robes, blaster pistol, long-range comlink, datapad, datacards (10), holorecorder, utility belt (3 days food capsules, med pac, tool kit, power pack, energy cell, glow rod, liquid cable dispenser, small grappling hook), security kit, R2 series droid (C8 See-Eight), 5,290 credits
How do you want to handle C8? I would like him to level up as well, could we do half xp to level one? just keep him at half of whatever level I am? Let me know.
roll for hitpoints as a soldier
dndmaster
Tuesday 08-12-2008, 01:51 AM
:confused:Deacon Kaldor
Medium/Male/Human/Scout 2 Age 20
Abilities:
Str 10 +0
Dex 14 +2
Con 12 +1
Int 12 +1
Wis 14 +2
Cha 13 +1
Force 6; Darkside 0
Init 8; Senses Perception 8
Languages Basic, Duros
Defenses:
Ref 17 (flat-footed 15 )
Fort 15
Will 15
HP 29; Threshold 15
Speed 6 squares
Melee +3/Ranged Attacks +3
Blaster Pistol 3d6 dam/2d6 stun dam
Stun Baton 1d6/2d6 stun dam
Bayonet 1d8
Base Atk +1
Talents:
Evasion
Feats:
Force Sensitivity, Weapon Prof. (pistols, rifles, simple weapons), Improved Defenses, Weapon Finesse
Skills:
Survival +8, Initiative +8, Perception +8, Pilot +8, Stealth +8, Use the Force +7, Mechanics +7
Possessions: credits
All Temperature Cloak-100
Credit Chip-100
2 Energy Cell-20
Glow Rod-10
2 Power Packs-50
Power Recharger-100
Blaster Pistol-500
Stun Baton-15
Bayonet-50
Concealed Holster-50
Utility Belt-500
hp new level
Roderz
Tuesday 08-12-2008, 07:52 PM
Current XP is 1050 across the board everyone.
C8, I'm not really sure. He hasn't done anything yet, so I'm loathe to have him advance yet. Are you after a particular class for him or just non-heroic levels?
Ipsam and Vehicular Combat. There will be vehicle combat. Will there be enough to justify the feat? I'm not sure. There's not about to be a heap of it. I think your feat could be better spent elsewhere for now. Maybe in another couple of levels I'll have a better answer for you. I don't think you'll need it in the short term though.
Ipsam and Deacon should both have Will 15.
Deacon should have 7 skills only, you don't get a new one each level. To get a new skill you either need to increase your Intelligence modifier or take the Skill Training feat.
kujester
Tuesday 08-12-2008, 08:38 PM
I'll swap out the feat above.
Thanks for the notice on my Will Def.
kujester
Tuesday 08-12-2008, 08:47 PM
Or I will keep Vehicular Combat for the moment. Looking through the bonus feat options and not feeling any of them are too necessary for the moment. Besides, we'll need a pilot eventually to get from Point A to B... Whenever Tolin levels enough to buy us a ship (kidding).
dndmaster
Tuesday 08-12-2008, 11:12 PM
I have pilot for a skill :)
dndmaster
Tuesday 08-12-2008, 11:16 PM
got that fixed thanks :)
Inquisitor Tremayne
Wednesday 08-13-2008, 12:17 AM
C8, I'm not really sure. He hasn't done anything yet, so I'm loathe to have him advance yet. Are you after a particular class for him or just non-heroic levels?
Yeah, I want to give him class levels and become the parties R2-D2 basically. Right now someone could look at him wrong and he would be destroyed.
I'll have him do more stuff in the future, Mechanics and Use Computer checks look out!!
Roderz
Wednesday 08-13-2008, 08:48 AM
Inquisitor Tremayne, I'll be on the watch for opportunities for the Droid then. I don't want the Droid taking away opportunities for PCs though, but a very good opportunity would be getting him to aid another on things like that. I must admit I have 0 experience with droids though, so I'll be learning too. He certainly hasn't earned anything yet though. You may want to start giving him orders so that I remember him as well.
Deacon and Ipsam are both trained in Pilot. That's not a bad thing though. For one, you always need a copilot.
kujester, Vehicular Combat won't hurt.
kujester
Sunday 08-17-2008, 04:26 PM
Well, and depending on the way the game goes, I can always take Skill Focus(Pilot) and still feel pretty happy about things. There are only so many bonus feats that are worthwhile to a mediocre combat character.
With droids, my experience varies... I've always had better luck when a player is the droid. I would say that the droid could get experience, albeit at a slower rate, but you might consider having the droid become more... erratic and have more personality as it levels. That way, Tolin will have to decide whether to wipe it and reset it periodically, or deal with the fact that it has become a more independent thinking being.
russdm
Tuesday 08-26-2008, 02:54 PM
Here is my character:
Jayne Cobb
Medium/Male/Rodian Scoundrel 1 Age 17
Force 5 Darkside 0
Init 8 Senses Perception 6
Languages Basic, Rodese, Binary
Defenses Ref 15 (Flat-footed 13), Fort 12, Will 12
HP 19 Threshold 12
Speed 6 squares
Melee unarmed +0
Ranged Blaster Pistol +3 [3d6]
Base Atk +0 Grp 0
Abilities Str 10, Dex 15, Con 13, Int 13, Wis 11, Cha 11
Talents Trace
Feats Point Blank Shot, W.P. (Pistols, Simple Weapons), Skill Training
Skills Deception +6, Knowledge (Technology) +7, Mechanics +7, Persuasion +6, Stealth +8, Use Computer +7
Possessions Clothes, Blaster Pistol, Datapad, Power Pack, Comlink-Short Range, Datacards-blank(10), Holster-Hip, Glow Rod. 155 Credits, 3.3 kg Carried
Here is the class level-up I was going to take (I am going to take Scout for third level; I am shooting to take the crimelord prestige class):
Level Taken-Noble 1
Talents Wealth (What else would you take?)
Feats Linguist
Skills Gather Information +6, Initiative +8, Knowledge (Galactic Lore) +7, Knowledge (Bureaucracy) +7, Knowledge (Physical Sciences) +7, Perception +6, Pilot +8
Languages Gained: Huttese, Dosh (Jayne has an old Trandoshan friend)
Hit Points: Hit Points rolled for Noble Class
Zax
Wednesday 08-27-2008, 11:06 PM
Olaan “Zax” Hakensire/ Human/ Soldier 2
16 yrs, Male, 1.8m, 70kg
Brown hair, green eyes, pale skin.
Force 6, Darkside 0, Destiny 1
Init +9, Perception +5
Languages: Basic, Ryl, Bothese
Abilities:
Str 12 (+1)
Dex 16 (+3)
Con 13 (+1)
Int 14 (+2)
Wis 8 (-1)
Cha 10 (0)
Defences: Ref 16 (13 Flatfooted), Fort 15, Will 11
HP: 36, Threshold 14
Speed 6 squares
BAB +2, Melee +3, Ranged +5
Attacks:
Melee:
Vibrodagger, atk -2, dmg 2d4+2
Ranged:
Blaster Rifle, atk +6, dmg 3d8+3, stun 2d8+3, Single or Auto, Retractable stock.
Special Combat Options: I automatically reduce range incriment by one, and if I aim I reduces it by two. If I reduce the range to point blank I get +1 on atk and damage because of point blank shot.
Skills:
Climb +7, Init +9, Perception +5, Pilot +9, Treat Injury +5, Mechanics +8 (For de bombs!)
Feats:
Weapon Proficiency: Rifles, pistols, simple
Armour Proficiency: Light, Medium
Point Blank Shot
Weapon Focus (Blaster Rifle)
Far shot
Talents: Weapon Specialisation (Blaster Rifles)
Equiptment:
Blaster rifle 4.5
Blaster Rifle Liscense
Blast Helmet and Vest 3
8x Power pack 0.8
Vibrodagger 1
Targeting scope (attached to rifle) 0.2
Comlink 0.1
Credit Chip 0.1
Glow Rod 1
15 remaining credits
New hit points: Grar! The dice roller isn't working for me! But I rolled a real dice and got:
4 + 1= 5
Roderz
Thursday 08-28-2008, 12:57 AM
You should add a second level, as of this moment your xp is 1050.
Also, I could be wrong, but I think you should be trained in 6 skills. I can't remember how many soldiers get, but you've got +2 for Int, and +1 for Human.
Zax
Thursday 08-28-2008, 01:18 AM
Cheers. You were right about the extra trained skill, I forgot my human one, and I had already added my 2nd level, sorry I didn't put it seperate I just put the 2nd level stats up straight away. I did my dice roll exactly how i did on the other thread but it didn't work, do you know why? Cause I'd rather avoid it happening again...
Zax
Thursday 08-28-2008, 01:21 AM
Appearance
Zax is a young human man, barely into adult hood, only sixteen years of age, he is average height, but quite thin, making him look slightly fragile so to speak, he looks as if he was someone who shouldn't be travelling alone yet, but the armour and gun proudly displayed help to counteract this, because he hates it when people tell him that. He has a sharp youthful face, which doesn't help him get accepted for his true age, and fair skin. His hair is an unloved mess of brown, cut roughly to be manageable, but given no attention. His eyes are a bright green but unfortunately their beauty is marred by the constant suspicious frown that adorns the boy's face, though occasionally he laughs and one can see a glimpse of what he could have grown up like if he had been through what he has. His mouth is most often found in a semi-sneer and just below it a small dusting of facial hair adorns his chin. He has a few freckles and pimples dotting around the place, as teenagers do, but apart from here and there, has quite good skin. He wears a blast vest over a simple shirt and pants, with the bracers of the blast suit on his arms. He wear light shoes under his pants, and a pouch on his side for power packs and other small objects. On his other side, at the hip there are two objects, a vibro knife tucked into a sheath, and a glow rod hanginh from a ring. His favoured weapon, the blaster rifle is most often found slung across his back and he holds it with one hand on the strap so he can get to it quickly.
Roderz
Thursday 08-28-2008, 01:31 AM
I used to find that the dice roller didn't work sometimes.
I type it manually instead of hitting the button and it seems to work. If that fails, you can edit your post, and tick the 'Re-roll' dice button.
I also realised that you're not proficient with the vibro dagger, so you're actually -2 to hit with that.
Zax
Thursday 08-28-2008, 01:35 AM
Damn! Ok, well I guess I'll change that.
Zax
Thursday 08-28-2008, 10:46 PM
And just because I beleive a picture tells a thousand words,
Here is a picture of him!
http://i87.photobucket.com/albums/k140/Lokk_Tomo/Olaan.jpg
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