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Author Topic: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)  (Read 28547 times)

Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #255 on: April 16, 2012, 01:46:06 pm »

Also, for my belated level-up. :P


Alasi Cas rises to Level 2!

LEVEL-UP ADJUSTMENTS
Level up in Scout [2]
Gained +1 Reflex, Fort and Will save
Gained +1 Bab (now at 1)
1d8+1 HP (unrolled)
8 Skill points (1 into Hide, 1 Move silently, 3 into Treat injury [retroactively realizing this is a CC skill])
Gained Trail Blazing

And, my updated sheet.

http://www.myth-weavers.com/sheetview.php?sheetid=378174
« Last Edit: April 16, 2012, 01:51:57 pm by Dwarmin »
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #256 on: April 16, 2012, 01:52:17 pm »

Server's still up if you want to join us and mess about with macros. ^^^
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LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #257 on: April 18, 2012, 04:26:04 am »

Reese Cardigan advances to level 2
http://www.myth-weavers.com/sheetview.php?sheetid=379622



Level 1 things that I missed during character creation
 * +1 base reflex save (class bonus)
 * +1 base will save (class bonus)
 * +2 base defense bonus

Level 2
 * +4 vitality (1d6)
 * +7 skill points (4 + int bonus + human racial)

Class bonuses
 * +1 base attack bonus
 * +1 defense bonus
 * Research: add level to all knowledge checks when research material is available (Strange. You'd think if research material is available it would just be a matter of looking up want you want to know. I thought the whole point of it being knowledge on a subject was that you, you know...knew about it.)

Skill points
 * +1 Repair
 * +1 Craft (electronics)
 * +1 Computer Use
 * +1 Piloting
 * 3 Unspent skill points

Will probably invest those unspent points in a new craft skill. Just haven't decided which. Somehow spreading out my points to increase everything I already have seems fairly pointless. After 5 gaming sessions I've rolled piloting/astrogate checks exactly once, and it had no meaningful effect on the game. Do I really need +9 instead of +8? Probably not. And some of my other skills have yet to be used at all. So I'm going to sit on those points for a while while I think about it.

Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #258 on: April 18, 2012, 05:26:27 am »

@Bucket: Dude, you are *the* Pilot. There's no reason not to max your piloting skill. Even one point could in theory make a difference. Especially if we get chased by tie fighters or whatever. :P
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LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #259 on: April 18, 2012, 06:50:53 am »

@Bucket: Dude, you are *the* Pilot. There's no reason not to max your piloting skill.
Even one point could in theory make a difference. Especially if we get chased by tie fighters or whatever. :P

Maybe, and I probably will put a point in piloting, but what about astrogate? I maxed it when I made my character. So when we flew to Tatooine I got to roll to reduce our flight time. Checking the log from that session, when I made the roll I scored a fantastic success. Target was 9, I rolled a 19+8 for a net of 27. As a result it took us 29 hours instead of 48 to reach Tatooine.

What if I'd failed the roll? Would anyone have noticed the difference? No, because the flight time was instantanous as far as we were concerned. It could have taken a week, and we'd just have said, "ok, after a week you arrive at Tatooine."

What purpose does a skill like that serve?

Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #260 on: April 18, 2012, 07:15:51 am »

Well, that's a bit more tricky. From what I gather, Astrogate is another skill that you really don't want to fail when it comes down to it, but you only need such and such amount of it, depending on how far we intend to travel. Do the math, find a good number to stop on, I say.

See, Travel time isn't really a great concern-at least, for now. Failing the check can result in...getting lost and busting up our ship or breaking our hyper-drive, among other things. Might be bad when we're actually in a hurry to get somewhere.

As I said before, you're the pilot.

Keeping us a smooth and fast flight is just one of your party roles. Putting skill points into these things is sort of your job. Just like I gotta keep pumping up Treat Injury skill, being the medic.
« Last Edit: April 18, 2012, 07:23:22 am by Dwarmin »
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Gatleos

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #261 on: April 18, 2012, 12:28:29 pm »

Here's my new sheet.
Spoiler: Level Stuff (click to show/hide)
Nothing too interesting happens for my character until the next level. This is what I have planned out for advancement:
Code: [Select]
1. Alter, Improved Initiative
2. Control
3. Mind Trick, Burst of Speed
4. Sense, +1 Strength
5. Force Weapon +1d8
6. Skill Emphasis (Move Object), Dissipate Energy
7. Comprehend Speech
8. Force Talisman +2, +1 Wisdom
9. Link, Force Mastery
10. |
11. Force Secret (Heal Self)
12. Skill Emphasis (Heal Self), Force Flight, +1 Wisdom
13. Force Weapon +2d8
14. Endurance
15. Force Talisman +4, Force Whirlwind
16. Force Secret (Move Object), +1 Wisdom
17. |
18. Skill Emphasis (Move Object), High Force Mastery
19. |
20. Alertness, +1 Wisdom

Also, I just noticed craft is a class skill for me. I was just going to buy a vibro-ax, but I guess making them would be more profitable and give me something to do while traveling. But they seem to be fairly cheap anyway, so... I dunno.
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Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #262 on: April 18, 2012, 12:53:03 pm »

It's good to write things down!

Here's my general plan.

Code: [Select]
1. Bonus Feat/Rugged, Feat 1/ Skill Focus (Treat Injury)
2. Trailblazing
3. Heart +1, Feat 2/Heroic Surge
4. Uncanny Dodge
5. Skill Mastery (Treat Injury), Extreme Effort
6. Evasion, Feat 3/Surgery
7. Uncanny Dodge
8. Bonus Feat/Starship Operation (Fighter) or Track
9. Feat 4/Stealthy
10. Skill Mastery (Hide)
11. Heart +2
12. Feat 5/Point Blank Shot, Bonus Feat/Great Fortitude

#Then, taking Prestige Class: Infiltrator if approved#

13. Covert Movement (Full Speed)
14. Skill Mastery (Move Silently)
15. Feat 5/Iron Will, Sneak Attack 1d6
16. Ambush
17. Cover Movement (Charge)
18. Feat 6/Lightning Reflexes, Sneak Attack 2d6
19. Skill Mastery (Tumble)
20. Covert Movement (Run)
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Gatleos

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #263 on: April 18, 2012, 01:16:38 pm »

Infiltrator? Is there another list of prestige classes I don't know about?
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Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #264 on: April 18, 2012, 01:33:46 pm »

I sort of [bought] the Star wars D20 Hero's guide. It had a good amount of prestige classes.

Ex.

Chief Engineer
Infiltrator
Loyal Protector
Martial Arts Master
Master duelist
Outlaw Slicer
Priest
Sharpshooter
Treasure Hunter

If you can't get it yourself, I'll be glad to PM you the class if it looks interesting to you.

There's also a few faction specific classes-Imperial IBS, Rebel organizer, Crime Broker etc, that seem more interesting, but have limited scope in our game as it is now. Might be useful to a GM, though.
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Taricus

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #265 on: April 18, 2012, 01:49:20 pm »

Ooohh, mind PMing sharpshooter to me D?
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #266 on: April 18, 2012, 02:30:16 pm »

They all look interesting. :X
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scriver

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #267 on: April 18, 2012, 02:46:05 pm »

...Treasure Hunter? Can you PM me, please?
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LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #268 on: April 18, 2012, 09:32:49 pm »

Also, I just noticed craft is a class skill for me. I was just going to buy a
vibro-ax, but I guess making them would be more profitable and give me something
to do while traveling. But they seem to be fairly cheap anyway, so... I dunno.

We all probably have a few thousand credits laying around. I suggest we take some time to go shopping before leaving for Correlia.

A ship leaving within a few minutes of a casino break-in would be suspicious anyway. Let's plan to stay overnight, do shopping in the morning, then leave sometime after noon or early evening.

Urist_McArathos

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #269 on: April 22, 2012, 11:37:46 pm »

The game will have to be postponed until next week due to IRL issues.  I apologize for the delay.
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