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Wizard of the Coat

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  1. Nina Veldii - a.k.a. Steel Nina Twi'lek Backwater Bounty Hunter Init +3 | Perception +7 (Low-light VisionTwi'leks ignore Concealment (but not Total Concealment) from darkness.) | Basic, Ryl, Huttese, Bocce | Persuasion +3 | Deception +8 | Gather Info +8 | Stealth +13 | DeceptiveNaturally gifted at manipulation, a Twi'lek may choose to reroll any Deception check, but the result of the reroll must be accepted, even if it is worse. | SeducerYou excel at seduction through deception. If you fail a Persuasion check to change a target's Attitude, you can immediately reroll the check using your Deception skill in lieu of your Persuasion skill. You must accept the result of the reroll, even if it is worse. Fort 18 | Ref 17 | Will 15 | HP 41/41 | DT 18 | CT 0 -1-1 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -2-2 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -5-5 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -10Move at half speed; -10 Penalty to all Defenses; -10 Penalty on Attacks, Ability Checks, and Skill Checks HHelpless (unconscious or disabled) | FP 6/6 |TFP 0/1 | Credits 235 | Sport HunterYou are skilled in the use of slugthrowers and sporting weapons and gain certain benefits depending on which weapon you use. Prerequisites: Weapon Proficiency (Pistols) or Weapon Proficiency (Rifles) Effect: When you make a ranged attack with a slugthrower or sporting weapon with which you are proficient, you gain one of the following benefits, depending on the kind of weapon you use. >Slugthrower Pistol: When you use a Slugthrower Pistol at Point-Blank Range, you deal +1 die of damage with the weapon. >Slugthrower Rifle: When you use a Slugthrower Rifle, the damage dice increase from d8 to d12. >Sporting Blaster Pistol: When you use a Sporting Blaster Pistol, reroll any result of 1 on the damage dice until you get a result other than 1. >Sporting Blaster Rifle: When using a Sporting Blaster Rifle, you gain a +1 bonus to attack rolls when you Aim before firing. | Point Blank ShotYou are skilled at making well-placed shots with ranged weapons at Point-Blank Range. Effect: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range. Special: This Feat works normally with Vehicle Weapons. However, if you are using a Missile or a Torpedo and you miss with your attack roll, the projectile does not gain the benefit of this Feat for the second attack roll. | Improved StealthYou may choose to reroll any Stealth check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth). | Precise ShotYou are skilled at timing your ranged attacks so that you don't hit your ally by mistake. Prerequisite: Point-Blank Shot Effect: You can shoot or Throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty. Special: If another Vehicle fires into a Dogfight, it takes a -5 penalty on its attack roll, unless the Gunner has the Precise Shot feat. Try to take the twi'lek alive. It was what she'd been hoping for--a calculated component of her deception. Her best chance of surviving the opening salvo when things went sideways. That small victory allowed the twi'lek to remain in-character: the confident, smooth-talking hutt's envoy. The raised her voice above the sound of Kessra's speederbike, wanting Kessra's men to hear her words. "My, my, Kessra, what will the illustrious Darga the Hutt say when he discovers that you attempted to extort and then attacked his envoy and her armed escort upon their return from Nal Hutta?" OOC: Comment Inside Main Hand - Off Hand - Actions Action: Deception check. I've got a reroll on Deception checks, but I'm not going to chance it. I figure a 16 is good enough to fool her thugs (and maybe have them question her orders), and it might be good enough to fool Kessra herself. Statblock Twi'lek Female Scout 2 Scoundrel 1 Destiny Points 0 Dark Side Score 0 Str 10 Dex 14 Con 14 Int 12 Wis 12 Cha 14 Skills Athletics1. Climb Surface 2. Accelerated Climbing 3. Catching Yourself When Falling 4. Making Handholds and Footholds 5. Additional Climb Applications 5.1. Climbing in Low or High Gravity 5.2. Extreme Conditions 1. Long Jump 2. High Jump 3. Jump Down 1. Swim +6, Deception1 Deceive 1.1 Deceptive Appearance 1.2 Deceptive Information 2 Create a Diversion to Hide 3 Feint 4 Additional Deception Applications 4.1 Alternative Story (Trained Only) 4.2 Cheat (Trained Only) 4.3 Create a Diversion to Hide an Item 4.4 Feign Haywire (Droids Only) 4.5 Innuendo (Trained Only) +8, Gather Information1 Learn News and Rumors 2 Learn Secret Information 3 Locate Individual 4 Additional Gather Information Applications 4.1 Analysis (Trained Only) 4.2 Find a Good Score (Trained Only) 4.3 Identify +8, Perception1 Avoid Surprise 2 Eavesdrop 3 Notice Targets 4 Search 5 Sense Deception 6 Sense Influence 7 Additional Perception Applications 7.1 Long-Range Spotter (Trained Only, Requires Electrobinoculars) +7, Stealth1 Sneak 2 Conceal Item 3 Create a Diversion to Hide 4 Pick Pocket 5 Sleight of Hand 6 Snipe 7 Additional Stealth Applications 7.1 Conceal Large Items 7.2 Drop +13/+18+5 Equipment Bonus for Camouflage Poncho when attempting either the Sneak or Snipe applications of the Stealth skill , Survival1 Basic Survival 2 Endure Extreme Temperatures (Requires Field Kit) 3 Know Direction 4 Track (Trained Only) 5 Additional Survival Applications 5.1 Create Defensive Position (Trained Only) 5.2 Extended Survival (Trained Only) +7 Speed 6 Melee +1 Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning (2d4+1 bludgeoning) Ranged +4 Chuq-chukSLUGTHROWER RIFLE Rate of Fire:[/B] Single-Shot, Autofire RANGE w/Range Finder: 0-30 PB -0; 31-60 S 0; 61-150 M -5; 151-300 L -10 w/Targeting Scope (Aim): 0-30 PB -0; 31-60 S 0; 61-150 M -2; 151-300 L -5 w/Range Finder & Flash Suppressor/Silencer: 0-30 PB -0; 31-60 S -0 w/Folded Stock & Range Finder: 0-20 PB -0; 21-40 S -0; 41-60 M -5; 61-80 L -10 w/Folded Stock & Targeting Scope (Aim): 0-20 PB -0; 21-40 S -0; 41-60 M -2; 61-80 L -5 w/Folded Stock, Range Finder, & Flash Suppressor/Silencer: 0-20 PB -0; 21-40 S -0 RETRACTABLE STOCK 1. Extending or folding a Retractable Stock is a Move Action. 2. When the Retractable Stock is folded, the following rules apply: >Treat the Weapon as a Pistol for purposes of proficiency and Range. >You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon. 3. When the Retractable Stock is extended, the following rules apply: >Treat the Weapon as a Rifle for purposes of proficiency and Range. >You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (Regardless of its size relative to you). BIPOD 1. A bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. 2. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again. 3. A Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. This benefit is lost if you attack or Aim at any other target. TARGETING SCOPE 1. A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target. RANGEFINDER 1. Any Ranged Weapon can have a Rangefinder built into it... takes no penalty when used to attack a target at Short Range. This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.) FLASH SUPPRESSOR/SILENCER 1. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower. 2. It reduces the maximum Range of the weapon by two range increments. (2d12+2 piercing), +4 Saturday Night Special (3d6+2 piercing) Equipment All-Temperature OutfitA refluffed All-Temperature Cloak. Weight: 1.5 Kilograms This wrap-around cloak protects its wearer from the elements, providing +5 Equipment bonus to its wearer's Fortitude Defense against extreme heat or cold. (worn): zippered all-temperature low-cut t-shirt, all-temperature stretch pants, all-temperature crop jacket with hood in large zippered collar, all-temperature stretch neck gaiter (in jacket pocket), all-temperature gloves, all-temperature hiking boots, polarized sunglasses (in jacket pocket) Camouflage PonchoWeight: 1.5 Kilograms The Camouflage Poncho is worn over Armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the Camouflage Poncho, smoothing and blending the wearer's silhouette. Typical examples include the Ayelixe/Krongbing Textiles Camouflage Poncho. A Camouflage Poncho grants a +5 Equipment bonus to Stealth checks. [Female Twi'lek] Earbud ComlinkThe Earbud Comlink is a tiny Comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreet- ambassadors, card cheats, and spies, for example. The Earbud Comlink's size, shape, and color give the wearer a +5 Equipment bonus to Deception checks for the purpose of hiding its presence. The Earbud Comlink can be programmed to initiate or receive a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the Earbud Comlink has the same range as a Comlink (Short-Range)- 50 kilometers or low orbit. (concealed in ear: DC 33 Perception check to spot) Hypoinjector WristbandWeight: 0.1 Kilograms An inconspicuous metal band, the Hypoinjector Wristband can help a wearer avoid succumbing to the effects of Poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the Hypoinjector, the Wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmful substance is detected, the Hypoinjector administers the appropriate drug. Refilling the Wristband requires a Standard Action per dose or 4 rounds for the entire set. The device runs on two Energy Cells that must be replaced after 5 days of constant use. (worn) Miniatureized Survival KnifeA small hand-held Weapon with a sturdy blade, the Survival Knife can be used as both a tool and a weapon, making it popular with explorers and survivalists alike. It is frequently issued to pilots in military units in the event they are shot down and survive their Vehicles' destruction. The handle is hollowed out to allow storage of very small items, typically rudimentary Survival Gear such as a Fire Rod, a short length of binding wire, or an Energy Cell. A character who has a Survival Knife can always determine which way is north thanks to the built-in digital compass. Weapon Type: Simple Weapons (Melee) Size: Tiny Cost: 100 (+500 for miniaturization) Damage: 1d4 Weight: .7 Kilograms Type: Slashing Special: Can be Thrown (Inaccurate; Cannot be Thrown at targets at Long Range) (sheathed on thigh) Fire PasteWeight: 0.1 Kilograms Fire Paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of Fire damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of Fire Paste. (in miniaturized survival knife hilt) Hip HolsterWeight: 0.5 kg Holsters are generally available for all Medium or smaller weapons. (Larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a Hip Holster.). Hip Holster: This Holster holds the weapon in an easily accessed- and easily seen- location. (concealed in field kit pack) Chuq-ChukSLUGTHROWER RIFLE A Slugthrower Rifle is the larger cousin of the Slugthrower Pistol. It doesn't need a Power Pack; instead, it takes clips containing "Slugs," with each clip holding 20 Slugs. Clips cost 40 credits and, weigh 0.2 kg. Weapon Type: Rifles Size: Medium Cost: 300 Damage: 2d8 Stun Setting: NO Rate of Fire: Single-Shot, Autofire Weight: 4 Kilograms Type: Piercing Availability: Restricted RANGE MODIFIERS w/Range Finder: 0-30 PB 0; 31-60 S 0; 61-150 M -5; 151-300 L -10 w/Targeting Scope (Aim): 0-30 PB 0; 31-60 S 0; 61-150 M -2; 151-300 L -5 w/Range Finder & Flash Suppressor/Silencer: 0-30 PB 0; 31-60 S 0 w/Folded Stock & Range Finder: 0-20 PB 0; 21-40 S 0; 41-60 M -5; 61-80 L -10 w/Folded Stock & Targeting Scope (Aim): 0-20 PB 0; 21-40 S 0; 41-60 M -2; 61-80 L -5 w/Folded Stock, Range Finder & Flash Suppressor/Silencer: 0-20 PB 0; 21-40 S 0 (concealed in musical instrument case) Retractable StockUpgrade Point Cost: 0 or 1 (See below) Availability: Common Any Rifle or Pistol (as well as Rifle- or Pistol-like Exotic Weapons (Ranged)) can have a Retractable Stock added. This Upgrade requires 1 Upgrade Slot for a Pistol, but 0 Upgrade Slots for a Rifle. (A Rifle already has a stock, which can be replaced with the Retractable Stock.) Extending or folding a Retractable Stock is a Move Action. When the Retractable Stock is folded, the following rules apply: 1. Treat the Weapon as a Pistol for purposes of proficiency and Range. 2. You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon. When the Retractable Stock is extended, the following rules apply: 1. Treat the Weapon as a Rifle for purposes of proficiency and Range. 2. You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (regardless of its size relative to you). BipodUpgrade Point Cost: 0 Availability: Common A Bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again. A Bipod counts as a mount for any Weapon that requires it (such as a Heavy Repeating Blaster or an E-Web Repeating Blaster). For other Weapons, a Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. (Under these circumstances, a character with the Sniping Master Talent can Aim as a Free Action once per round.) This benefit is lost if you attack or Aim at any other target. A Bipod adds 20% to the weight of the Weapon (minimum 1 kilogram). RangefinderUpgrade Point Cost: 1 Availability: Licensed Any Ranged Weapon can have a Rangefinder built into it. Such a Weapon takes no penalty when used to attack a target at Short Range. Thus, a Blaster Pistol with a Rangefinder Upgrade takes no Range penalty on attacks against targets up to 40 squares away. This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.) Targeting ScopeUpgrade Point Cost: 0 A Targeting Scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a Targeting Scope on a rifle or pistol requires 10 minutes, and a DC 10 Mechanics check. Standard: A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target. Concealed Shoulder HolsterConcealed Holster: A Concealed Holster is designed to help keep a weapon out of sight. On most cases, this is a Shoulder Holster (the weapon fits under the wearer's armpit, presumably beneath a jacket, vest, or cloak). Small or Tiny weapons and single-bladed Lightsabers can be carried in concealed waistband holsters (often placed inside the wearer's waistband in the small of the back). Tiny weapons and single-bladed Lightsabers can also be carried on ankle, boot, or wrist Holsters. A Concealed Holster allows you to draw a Concealed weapon as a Move Action, instead of a Standard Action, but you take a -5 penalty on your Stealth check to conceal the weapon. Saturday Night SpecialMINIATURIZED SLUGTHROWER PISTOL A Slugthrower Pistol fires metal bullets -called "slugs"- instead of energy bolts. Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need Power Packs; instead, they employ clips that hold 10 slugs apiece. Clips cost 20 credits, and weigh 0.1 kg. Weapon Type: Pistols Size: Tiny Cost: 250 Damage: 2d6 Stun Setting: NO Rate of Fire: Single-Shot Weight: .7 Kilograms Type: Piercing Availability: Licensed (DC 23 Perception check to spot) Cotsum Synth-Leather Utility BeltWeight: 4 Kilograms A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg. Pocket 1: Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning Pocket 2: Flash Suppressor/SilencerUpgrade Point Cost: 0 Weight: 0.2 Kilograms Availability: Common The Merr-Sonn Nonsonic is a typical example of a Flash Suppressor/Silencer. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower. It reduces the maximum Range of the weapon by two range increments., MedisensorWeight: 0.1 Kilograms Sweeping this small, handheld sensor over the subject's body produces a summary of the patient's vital signs. An MDS-50 Medisensor can be used as a Swift Action on an adjacent creature or character, providing the user with the target's current hit points, its place on the Condition Track, and the presence of (but no specifics on) Diseases, Poison, or Radiation exposure., Recording Unit: Audio & Video Pocket 3: Half a roll of Mesh TapeWeight: 0.5 Kilograms (half a roll = 0.25) The usefulness of Mesh Tape is limited only by a character's imagination. Mesh Tape adhesive has a Strength score of 15, and can support up to 90 kg indefinitely (And up to 180 kg for up to 5 rounds). Mesh Tape itself has a Strength score of 20 when used to bind another character, and requires a DC 20 Strength check to break. A roll provides 30 meters (20 squares) of Mesh Tape, that is 5 centimeters wide. (half a roll is 15 meters or 10 squares), , Liquid Cable DispenserWeight: 0.2 Kilograms Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check. Pocket 4: Ammo Clip (20 rounds), Ammo Clip (20 stun rounds), Ammo Clip (10 rounds) Pocket 5: makeup kit, hygiene kit, perfume Pocket 6: Ration Pack x3, Personal MultitoolWeight: 0.2 Kilograms People who explore the untamed wilderness need many Tools. In most cases, full-sized Tools can be unwieldy, especially when cargo space is a limited commodity. The Personal Multitool is a low-tech device that holds miniature versions of several simple Tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard Personal Multitool configuration for beings of Medium size includes a 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These Tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single Energy Cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage. Pocket 7: MedpacWeight: 1 Kilograms Medpacs are compact packages designed to both equip a trained medic for work in the field and allow untrained individuals to apply First Aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period., Antitoxin PatchThis adhesive patch is applied near the stomach (or similar organ, depending on the Species). It emits a low dose of antitoxin, giving the wearer a +10 Equipment bonus to Fortitude Defense against Ingested Poisons and a +5 Equipment bonus to Fortitude Defense against Inhaled Poisons. An Antitoxin Patch lasts for 24 hours. For each consecutive day that an Antitoxin Patch is worn, the target moves -1 step on the Condition Track. Pocket 8: Flash CanisterTypically used in the combat training of Jedi apprentices, the R-9 Flash Canister is an explosive device that causes dozens of tiny shells within the canister to burst forth and then detonate, creating a blinding flash of white light and piercing sound. The Flash Canister has a 3-Square Burst radius, and like other Grenades it is designed to explode on contact after it is thrown, effectively causing the bright flash of light in the same round it is hurled. When you make an Area Attack with a Flash Canister, you make a single attack roll and compare the result to the Reflex Defense of every target in the Grenade's Burst radius. Creatures hit take no damage, but all targets have Total Concealment against the creature until the start of the attacker's next turn. Blind creatures are immune to this effect. Weapon Type: Grenades Size: Tiny Cost: 100 Damage: - Weight: 0.5 Kilograms Type: Energy Availability: Restricted Special: This is an Area Attack Weapon. Pocket 9: Smoke GrenadeA Smoke Grenade produces a cloud obscuring fog that blocks sight. Smoke Grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation. Smoke Grenades fill a 2-Square Burst radius with thick smoke that provides Concealment and creates a Smoke Hazard within the area. This cloud lasts for 10 rounds. Weapon Type: Grenades Size: Tiny Cost: 100 Weight: 0.5 Kilograms Availability: Restricted Special: This is an Area Attack Weapon. Hooked on Belt: 1 liter condensing canteen w/built-in water purification Lectro Yookoo'Lele (in carrying case on shoulder strap) Field Kit (on ship) condensing canteen w/built-in water purification sunshield roll ration packs x28 glowrod x2 breath mask x2, filter x24, atmospheric canister x12 synthrope survival knife half a roll of mesh tape Backpack (from Field Kit) twi'lek dancing girl (entertainer's) outfits formal dress casual clothes dancing slippers
  2. Gotcha. Thanks! And nice work on the backgrounds! They are all rather flavorful!
  3. The campaign specific Backgrounds (e.g. Ruin Delver, Starwatcher...) don't come with any equipment. Was that intentional or did the designers of the adventure omit it by accident? If an accident, can we offer suggestions as to starting gear or do you want to determine the starting gear yourself?
  4. I'm still here. Happy to wait. Life happens and games sometimes have to deal with starts and stops. But I think we lost our doctor. FYI, I have a doctor already built and ready to go (it was my second-place character concept)--for the next time you kill Knell. 😛
  5. In terms of player cooperation, I'd be totally fine with that! In hindsight, I should have coordinated with Hades--who had already expressed an interest in talking over fighting--about the talking part of the plan. And then talked with everyone else to make sure there were clear contingencies for the start of combat. I'll do better next time.
  6. Oops. That might be my bad. I thought you said recently that you'd be using Weekends as down time--away form the game. So I was waiting in case Hades popped in and wanted to take the lead with a Mind Trick. He was lamenting the game sometimes moving too quickly (and possibly coordination among the players). I'm just going to bed, but I'll write a Nina post tomorrow afternoon--in which she'll either succeed in extending the negotiations or she'll get shot up and the fun will begin.
  7. Starting Gold: 125 Purchases Item Cost Weight thieves tools 25 gp 1 lb tinker's tools 50 gp 10 lbs sewing kit 2 gp 1 lb padded leather armor 15 gp 8 lbs traveler's clothes 2 gp 4 lbs short sword 10 gp 2 lbs dungeoneer's pack 12 gp bedroll 1 gp 7 lbs blanket 5 sp 3 lbs
  8. CHARACTER THREAD TEMPLATE SPRING LOCKYER Gnome Rogue 1 Age 18 Height 3 feet 6 inches Weight 35 pounds Size Small Culture Tinker Gnome Background: Ruin Delver VITALS HIT POINTS ? HIT DICE 1 (1d8+1) ARMOR CLASS 15 (16 vs medium or larger) (Padded Leather, Gnomish Agility) SPEED 25 ft. MANEUVER DC ? PERCEPTION 13 (passive) IMMUNITIES None INSIGHT 11 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics* +1 (climbing +1d4) STR Save -1 DEXTERITY 16 (+3) Acrobatics* +4, Sleight of Hand +3, Stealth* +5 Dexterity Save* +5 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (alchemical, magical, or technological items +1d4; detection +1d4), Engineering* +4 (alchemical, magical, or technological items +1d4), History* +4, Investigation +4* (structure or history of ruins x2 proficency; trapfinding +1d4), Nature +2, Religion +2 Intelligence Save* +4 (+1d4) WISDOM 13 (+1) Animal Handling +1, Culture +1, Insight +1, Medicine +1, Perception* +3 (listening +1d4; structure or history of ruins x2 proficiency), Survival +1 Wisdom Save +1 (+1d4) CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +1 Charisma Save +1 (+1d4) * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers Tools disguise kit, poisoner's kit, sewing kit, thieves tools (Locksmith Trick +1d4), tinker's tools Senses Darkvision 60 ft. Languages Common, Gnomish, Undercommon, Aklo ARCHTYPE: (future Trapsmith) Coming Soon www.levelup5e.com EQUIPMENT TBD Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: RUIN DELVER Connection: You have a mentor (dad) who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight. Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered. Ruins Intuition: You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus. Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level. DESTINY: COMING OF AGE Spring is still exploring paths, finding finding her footing, and dreaming big: of adventure, the open road, a chance to prove her worth, figure herself out, and make a life worth living. SPECIAL FEATURE Finding Yourself. Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time. SOURCE OF INSPIRATION Yes to Adventure. Spring draws inspiration from setting out with adventure in front of her. She gains inspiration whenever she achieves a personal milestone. FULFILLMENT FEATURE Returned. With the journey complete, Spring finally knows who she is—or rather who she became along the way. When she gain this feature, she immediately chooses the fulfillment feature from another destiny. She gains the chosen fulfillment feature, which replaces this one. INSPIRATION FEATURE Ready to Learn. Spring hasn’t had training in everything but she's determined to give it her all anyway. As a bonus action Spring may spend her inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 12 | Spell Attack +4 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. BARDIC INSPIRATION ?? FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19.
  9. Point Buy Str 8; Dex 15; Con 12; Int 13; Wis 13; Cha 12 Ruin Delver Background +1 to Dex, +1 to Int Ability Scores - Adjusted for Background Str 8; Dex 16; Con 12; Int 14; Wis 13; Cha 12
  10. That does help, thanks! I'll just wait for Hades to check in and reply to my OOC post above: in case he wants to use this as his moment to shine with a Mind Trick, or just take the lead in the negotiation.
  11. Ragz Ragz accepted Roland's invitation, hopping up onto the log, pleased that he had not caused the big human offense. The black mastiff enthusiastically accepted the human soldier as her newest best friend, happy to have her mane stroked, licking Roland's hand when he smiled at her, vocalizing grumbly happiness. When the burned man asked his question of Torben, the kobold took notice, holding his breath in anticipation. Either he did not know the answer to the question, or he did not know if Torben would reveal it to these new traveling companions.
  12. Actually, Ragz fed the dog all eight quarters. What? It's her name day?
  13. Likewise! After next Wednesday, when all my term papers and final exam essays are graded, I'll take a detailed look at the game and game system.
  14. Ragz In the silence that followed Ragz' words to Roland, he regained his composure, seeing the faces of the others, realizing what he had done. Lowering his eyes, he looked to his feet. "Beg pardon." the kobold croaked, "Ragz sometimes forgets who is speaking and who is listening, offering words to comfort Ragz rather than words to comfort others."
  15. Ragz With a well-fed, contented, and somewhat sedated, mastiff at his side, Ragz approached the others to share the news of the dog's naming. He approached Torben first, but not wanting to interrupt, the kobold kept a polite distance and waited for a lull in the conversation. The lull never came. Instead, the half-orc came. He spoke his words with gravity, clearly revealing important things. His words seemed to stir up troubling feelings and questions among the listeners. At a certain level, Ragz understood the troubles. If the half-orc spoke the truth, they were all caught up in great and dangerous happenings. But as a kobold, Ragz had always viewed his life as a great and dangerous happening. Such was the plight of kobolds: subject to the whims and wills of vastly more powerful beings. Most kobolds died before their children's name day. Those who did not, learned to accept life as a pawn in a greater game of life and death. As for Ragz, he was pleased to hear that the half-orc and burned man served Jergal. Years earlier, Ragz had learnd of Jergal. He had been warmed by the idea of a god who recorded the names of the many countless kobolds who died forgotten, their funerary rituals unobserved. There was a fairness in Jergal's objective: he was no respecter of race or class. His notes included all who died. It was comforting to think that, when all was finished, there would be a great book or scroll in which Ragz' name would be recorded, as well as the names of his wives and posterity. As well as his friends. In his happy musings, Ragz heard the words of the tall human and felt the man's pain. "No," he replied, his odd croaking voice conveying a whiney higher tone of emotion, "you are Roland. Roland has fine name. And friends to share the path. All who share this path are as Roland: unprepared, uninformed, and inadequate to the task. Such is life for most who walk the sunlit world or slink below. All that is required upon this path is that travelers help each other along the way, and do their best to reach the destination. That is all. And all travelers can do it." It was an odd mix that informed the kobold: a heavy does of Shaundakul sprinkiled liberally with eastern teachings of the Path of Enlightenment.
  16. I was just realizing that there is no equivalent to the Insight skill in SWSE. Before deciding on Persuasion vs Deception against Kessra, I thought I'd make a check to see what kind of read Nina has on the woman. Is she being honest about being a contractor for Durga? Is she scared of him, happy with her arrangement with him...? But Deception checks to mislead go against the target's Will Defense (not Perception), and Perception can only be used to see through Deceptive Appearances. It can't be used to glean further details from people with whom you are negotiating. I'm OK with that. It's the rules after all. But if you want to provide some sort of skill or ability check that can do what the Insight skill does in D&D, I'd be curious to know my options. Keep in mind, I did not delve into the rules before making this request. If there are feats or talents that allow a PC to do what I'm requesting, then it would not be appropriate to make a house rule that allows me to do it without the required feat/talent.
  17. Agreed. Generally, I'm uncomfortable roleplaying racisms in RPGs for the very reason you've raised. My creative efforts with Ragz and kobold culture focused on cultural barriers/differences (e.g. Asian cultures tend to be collectivistic while western cultures tend to be more individualistic) rather than cultural hatred/conflict. And in areas of kobold culture where cross-cultural hatred or fear or conflict would almost certainly be unavoidable, I intentionally made Ragz an elderly and somewhat culturally enlightened representative of the culture, e.g. he is well traveled, having encountered many cultures, in an elderly stage of development in which he is reexamining his life, and he has recently taken up a more contemplative monastic tradition.
  18. If you want to have Jal step in with a mind trick right now, before Nina posts or last ditch effort to find a non-violent solution, I'd be fine with that. This does seem like a pretty "last resort" situation. I'm guessing anything Nina says that doesn't work will be answered by the start of combat--which might mean it will be too late for a mind trick. And I think it would be a pretty cool moment for a mind trick reveal.
  19. Ragz views a deep gnome girl as the most likable and people-skilled of the group. But his view of people-skilled leans towards cooperation and connection rather than persuasion and leadership. My creation of Ragz was driven by an observation that has trouble me at times--a characteristic of D&D role play that has sometimes quashed my suspension of disbelief. In many/most D&D campaign settings, cultural barriers are minimized or nonexistant. In a typical D&D party, personality differences tend to trump cultural differences (which itself is a product of the radically individualistic cultural theme dominant in the U.S. and other western developed nations). So we role play PCs operating within culturally diverse groups (e.g. human, dwarf, dark elf, goblin) while facing few or no cultural barriers in their interactions. We typically take for granted personality (or idiosyncratic) differences as the vehicle for creating PC-PC relationship tension. I'm not suggesting that personality-based relationship tension is problematic, but that the absence or scarcity of tension based on cultural differences stands out (to me) as inauthentic. [I say this acknowledging that I play D&D for fun, not for a fully immersive experience. My concern about culture isn't a big pet peeve, it's just a little idea I've wanted to explore more fully.] In creating Ragz, I wanted to create a character who would feel different and face challenges interacting with the other PCs due to cultural differences more than personality clashes or limitations. So before I created Ragz, I created a relatively detailed kobold culture designed to be different in many important ways from mainstream FR culture [I know of mainstream FR culture based only on games I've played on MW]. And I gave Ragz few/no personality traits designed to create PC-PC relationship tension. I wanted the any tension to feel cultural more than idiosyncratic. In my view so far, a deep gnome girl has demonstrated the strongest culture-mediating communication skills in relation to Ragz' cultural oddities. So I was just a little surprised at the idea of her charisma penalty. And, with Pix's original question in mind, I suppose my effort to portray Ragz as envisioned has less to do with his stats or personality and more to do with whether or not I've successfully portrayed details that make him feel culturally different more than idiosyncratically different. That said, I'll post some of his stats and how I've attempted to portray them later (after semester grades are in).
  20. Wow! Yeah, I was at the southern end of the country: Arequipa and Puno mostly. Lived on Lake Titicaca for a while--on the island (Amantani), not one of those floating islands made out of reeds. I was a Christian missionary: proselytizing and welfare work (an addiction recovering program). That was back in the heyday of the Shining Path, and a semi-state of marshal law. Exciting times.
  21. Which convo? At what point should we assume our PC heard the convo?
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