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Alex "Duende" Villagos


PigLickJF

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Alex "Duende" Villagos

Classes: Technician (Rigger) 2/Scholar 4 | Gunfighter (Space Marine) 1/Slayer(Mercenary) 2/Armiger (Stancemaster) 4

Primary Role: Scout, damage dealer, buffer/debuffer

Crew roles: Commander, Gunner, Engineer

Appearance

At first glance, one might mistake Alex for a young boy, but a closer examination reveals details that make it clear that’s not the case. His nickname comes from the gnome or goblin-like “duende” of Latin American folklore, tales of which have persisted since long before the time of the Collision, and was given to him by his family exactly because of his appearance.

 

His small stature, large eyes, pointed ears, and slightly elongated nose give him a youthful but somewhat animalistic appearance. He walks with a strange gait that could be taken for a limp, but his movements are quick and precise and don’t seem to be hampered in any way. His thick brown hair is unremarkable, but the stubble on his cheeks and chin belies his apparent youth.

 

His clothing is hardy and utilitarian, and always blossoming with all sorts of gadgets, gizmos, tools, spare parts, and raw materials. He wears no noticeable armor, but is rarely without his gun, which is a contraption unlike anything you've ever seen. Bristling with nearly as many levers, dials, ports, hardpoints, wires, cables, and other modifications as the rest of his gear, it appears to be some odd amalgamation of various types of firearms, though the exact nature of any of them is hard to discern due to the numbers of modifications that have been applied.

Personality

Alex is a picture of idealism tempered by harsh realism. In a perfect world, he would be outgoing and friendly, quick to laugh and smile along with others, tossing out sarcastic jokes of his own. Given his stature and clear status as a mutant, however, he tends to do his best not to draw attention to himself most of the time when around strangers. He doesn’t seem overly shy or intimidated, but years of experience have taught him he’s all too often seen as a dangerous freak or a weak victim – if not both – and so the less attention drawn to himself the better.

 

Amongst friends and family, he’s much more open, and lets his true enthusiastic, optimistic colors fly. These traits, along with his physical appearance, can make him seem especially child-like - which is refreshing to some, but grating to others - but those who know him well know better than to underestimate his maturity or capability. He has a penchant for stating the obvious, which is ironic given that he’s actually quite perceptive and knowledgeable, often picking up on things others may have missed. Even in more secure, intimate settings, though, he maintains his humility – he doesn’t want to be the center of attention and doesn’t seek recognition, nor does he enjoy being in any position of authority.

 

While certainly not reckless, his optimism and curiosity can lead to a bit of impulsiveness at times, but even then he takes great care to ensure that no others will suffer any consequences from any mistakes he may make.

Background

If there was such a thing as Tank fanboys in the Wastelands, Alex had been one almost as long as he could remember. The Tank had saved a settlement he and his family were staying at when he was a young boy, and at that moment, being part of the crew of that magnificent beast had become his biggest dream.

 

The dream faded quickly and remained faint for a long time, however. The Tank never stayed in one place long, and as soon as the dust had settled, it rumbled along on its way, leaving a dejected young Alex in its wake. He never let it die completely, but as he got older he came to realize it was likely just that, a dream, and he had to focus on just surviving, realizing there was a good chance he’d never even see the Tank again.

 

His family were scrappers – part scavengers, part inventors and engineers who searched through the remnants of pre-Collision tech and machines to salvage the working (or at least repairable) bits then restored them or created entirely new devices out of them, for sell or trade. It wasn’t the easiest of lives, but then who in the Wastes had an easy life? Still, he enjoyed it, and his small stature, keen senses, and quick mind made him good at it.

Though they tried to keep little of what they found for themselves, every scrapper had that one find that they just couldn’t let go of, and for him, that was Zuki – named that based on the remnants of some letters that were still intact on the side of her (or so he'd been told - he'd never actually learned to read, scrappers tended to learn in a hands-on, learn by watching others and experimenting kind of way) . He’d found her buried deep under some rubble, and it had taken hours of blood, sweat, and tears to dig her out. Even then, the damage was severe, but he’d known he had something special as soon as he finally pulled her clear of the rubble - a pre-event motorcycle with most of its major systems still intact. And not just any motorcycle either, this one had been state-of-the art, more advanced than almost anything Alex had ever seen. Over the next few months he continued to tinker, repair, and modify it to suit his needs, searching far and wide for the necessary parts and components to bring his treasured find to life.

 

Finally, he succeeded, and was able to restore it to working condition. The motorcycle had been one of the newest models at the time, configured with advanced AI capabilities that allowed it to learn, think, and process stimuli at about the same level as a living animal. As it was programmed to, it immediately recognized Alex as its new best friend, “imprinting” on him the way a baby bird does to its mother. It took him awhile to teach it more “acceptable” behavior – having a motorocycle follow you through a settlement could, as he soon found out, invoke anything from extreme fear and hostility to immediate attempts to kill you and steal your obviously valuable artifact.

 

Once the kinks were worked out, however, Zuki was a huge boon to Alex. Her speed and capabilities were far better than any other vehicle he’d ever had, and she allowed him to push further out into territories that would otherwise have been too dangerous or remote to attempt.

 

Not that she kept him out of trouble completely, though. He’d learned to be cautious around people, but in the Wastes his optimism, enthusiasm, and curiosity tended to get the better of him. He wasn’t reckless, and he’d developed the skills and abilities to protect himself, but the Wastes were dangerous, and sometimes in unpredictable ways, which eventually came to light in a tragic way.

 

In the travels with his convoy, he was usually point, scouting the roads ahead for hazards. When they stopped for awhile though, he and Zuki liked to ride out further into the Wastes, looking out for potential new scrap. On one occasion he’d found the site of a large battle of some kind, and the area was littered with the wreckage of advanced weapons and war machines, some of which still had some life in them. When he told his papa and tio about it, they’d warned him to be extremely careful, and to let them inspect anything he brought back before he did anything with it.

 

He agreed, and went to take a closer look. He only made it to the outskirts, and had just pulled a chip out of some kind of small military-type drone when something opened fire on him. He and Zuki got out of there quick, and whatever it was didn’t seem to follow, so he headed back to the convoy to take a look at what he’d found. He suspected he knew what it was – a military-grade AI amplifier, and he wanted to try it out on Zuki, but he knew his elders probably wouldn’t allow it, so he lied and told them he hadn’t found anything.

 

When he’d finally gotten it hooked up and powered on, he could sense the difference in Zuki’s awareness and processing capabilities, and he was thrilled. What he didn’t yet know, unfortunately, was that by doing so he had signaled other nearby drones to his location, and they were programmed to destroy.The attack was swift and unexpected. Luckily, most of the machines were inoperable, but the few that had survived were enough to cause serious trouble for the caravan. They were finally able to destroy the attacking drones, but not without a heavy cost - several scrappers were killed and many more wounded, including Alex himself and his loved one. A nearby explosion had permanently damaged Alex's hearing and vision - a huge detriment for a scrapper, who lived and died (literally) by being aware of their surroundings -  and his sister and uncle had been badly injured as well, all because of his lie. So great was his guilt, he vowed never to lie again, and try harder than ever to always be helpful, honest, and honorable – life was too hard and the consequences too dire for anything else.

 

It was shortly after this incident at a large nearby settlement that his old dream was once again rekindled. The convoy had made its way to a large nearby settlement for treatment and recovery from the attack, and while there Alex heard rumors that The Tank had only recently left town. Alex had fallen into a deep depression at his failures and his injuries, feeling that with his damaged senses, his life was basically over. Then, he heard that the Tank had rolled into town. He knew this might be his only chance, and he had to take it. He snapped out of his depression, and began looking in earnest for ways to overcome his new disabilities. He wasn't the most brilliant of inventors or craftsmen, but he was a scrapper, and scrappers made due. With help from his uncle and sister, he scoured the markets for parts, and eventually cobbled together devices to restore - and even improve - his hearing and vision. They weren't perfect, and needed constant, often painful, maintenance, but they worked. He promised his family he’d find them again someday, but that he had to go find his own way now, and set off after The Tank. With Zuki’s speed, it didn’t take long to catch up, finding The Tank stopped at a smaller settlement a few days further down the road.

 

Screwing up his courage, Alex approached the crew and told them he wanted to join them. Although they were kind, it was clear this wasn’t an uncommon occurrence, and obviously they couldn’t just take on every person that sought to join them. They politely turned him down, telling him there were currently no openings.

 

Alex was disappointed, but determined. He wasn’t going to miss this opportunity, and decided he had to prove himself to them. He learned that they’d taken a job to hunt down a band of raiders that had been increasing its attacks in the area. He quickly set out to scout the area, using his and Zuki’s stealth and speed to survey the raiders undetected. It appeared they had been bolstering themselves for quite some time, and the recent raids were just them feeling things out before an all-out attack. They had set up a well-defended encampment, something that may give even The Tank some trouble if it stumbled upon them unaware.

 

He raced back to the settlement to warn the Crew. They were skeptical, but not dismissive, and thanked him for the information, but still didn’t offer any invitation to join them. Alex knew it would take more, so when they set out to attack the raiders the following day, Alex followed them. In the ensuing battle, Alex helped in every way he could – his firepower obviously couldn’t compete with The Tank, but he had a few tricks of his own that he could use to help out. And he had been right – the raiders did have strong defenses, and they had been ready for an attack. He wasn’t so pompous to believe that he alone had turned the tide of the battle, but he was confident that he’d done enough to make a difference in the fight.

 

As it turned out, The Tank crew agreed. They took him on as an apprentice to give him the opportunity to further prove himself, and that’s what he’d done. It took time, and effort, and patience, but here he was now, a full-fledged member of the crew, living his dream.

 

Edited by PigLickJF (see edit history)
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Alex "Duende" Villagos

CHAPTER NAME

https://i.imgur.com/nhdbjoh.jpg

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Combat Mechanics

 


TEMPORARY EFFECTS

     STUFF GOES HERE

 


COMBAT ACTIONS

 


ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

OOC Stuff

 


General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC


NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22


SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25


DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception


DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later


CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.


Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 


Improved Liquid Ice (2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 


Chemical Coating: Improved Liquid Ice (1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 


Improved Tanglefoot Bag (1)

AoE Sticks targets in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

 


Chemical Coating: Improved Tanglefoot Bag (1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 


Daily Carry Gear

Tank Key

Edited by PigLickJF (see edit history)
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  • 2 weeks later...

Alex "Duende" Villagos

CHAPTER NAME

https://i.imgur.com/nhdbjoh.jpg

spacer.png

 


 

OOC Stuff

 

 


Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

    

___________________________________________________

ACTION ECONOMY

     Free Action: -

     Immediate Action: -

     Swift Action: -

     Move Action: -

     Standard Action: -

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

  • Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
  • War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
    •      Black: +7 Competence Bonus to Stealth
    •      Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1)

AoE Sticks targets in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

     On dog tag style necklace if not in use

 

 

 

   
   
Edited by PigLickJF (see edit history)
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@Paxon We discussed it a bit already, but now that the rules are up, I'd like to officially request that my animal companion be a motorcycle (stats based on deinonychus).

 

Also, in regards to the companion, if I use one of its feats/talents to gain firearm proficiency, is there any way I can mount guns on it to replace natural attacks?

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31 minutes ago, PigLickJF said:

@Paxon We discussed it a bit already, but now that the rules are up, I'd like to officially request that my animal companion be a motorcycle (stats based on deinonychus).

 

Also, in regards to the companion, if I use one of its feats/talents to gain firearm proficiency, is there any way I can mount guns on it to replace natural attacks?

Perhaps you can see about using the animal companion from the Cavalier Archetype called Rancer. I have one in another game.

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Ha, Rancer is awesome! Though the included animal companions are a bit supernatural. They could be a bit reflavored, but that is pretty much what's happening anyway with our animal-as-construct conversion.

Anyway, as to having guns replace natural attacks, I'm going to say no. They should stay mostly mechanically similar to animals, even though we're re-fluffing them as machines. I'm not entirely saying no to having guns built onto or able to be attached to them, but they'll have to be fired by you still, or you'll have to find a tech sphere solution to have them fire remotely. Giving guns to animal companions is a little too much 🙂

I also wouldn't stop you from re-fluffing a natural attack to be gun-like, i.e. I could see the "bite" attack being a melee-range shotgun blast or something like that. It just needs to stay mechanically the same as a natural attack.

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@Paxon

 

Thanks for the answers. Understood on the companion firearm attacks - I knew it was a bit of a long shot (no pun intended) since companions can't normally used ranged weapons. Looking to the tech sphere may be something to consider for the future - I don't have the talents for it now and probably can't afford to buy it (those Craft Permanent Inventions are pretty pricey).

 

That lightning orthella from the rancer would actually work great for me (thanks for the suggestion Steel!). High speed is the main thing I was looking for in a mount, and it's as fast as the velociraptor, plus large size so I don't have to take the Undersize Mount feat to be able to ride it. As for the Jolt ability, rather than an actual teleport summon, we could just change it to a movement-based summon - it's got AI anyway, so the ability basically just represents me sending it a short-range signal to have it drive to my current location. It's a bit of a downgrade since it will still have to traverse the distance with its own movement, so could be blocked etc., but that's no big deal and still fits the setting.

 

A couple more questions:

1) Other than the spheres that specifically bar an animal companion from taking them (tech and beastmastery, I don't recall if there are others), are there any limitations on which spheres they have access to? Specifically I'm wondering about Warleader since it's less about physical abilities and more about social interactions, but I thought an in-game explanation could be that I incorporated some scavenged military drone AI into its programming, which it uses to constantly scan and assess the battlefield, threats, etc. then transmits helpful information/instructions (which translates in-game into the benefits/bonuses).

 

2) I'd like to request the Speed Boost (run) Legendary Talent from Athletics for my companion. (In case you're curious, I did the math and it works out to about 68 m.p.h for my companion with a move of 60).

2b) If approved, I'm wondering how that would interact with Strong Lungs for a construct. If you have Speed Boost and Strong Lungs, it allows you to run for a number of hours equal to your CON modifier, but since constructs have no CON and therefore have a CON modifier of 0, literally speaking that would mean it could run for zero hours.

 

Just to reiterate, I'm not expecting/planning to be actually using my companion as a mount on a regular basis - most of the time it will probably just be stowed on or in the tank somewhere. Just trying to figure out what kinds of things it will be capable of when it is in use, both narratively and in actual mechanical terms.

 

3) Will we have a map of the tank? There are multiple feats/talents/etc. I've looked at (especially things like squadron and teamwork feats) that base their effects/benefits on presence/number of adjacent allies, so I'm just wondering how well those would work inside the tank. If all the stations are spread out enough that we won't typical be adjacent to one another, they may not be very worthwhile.

Edited by PigLickJF (see edit history)
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On 5/31/2022 at 1:46 PM, PigLickJF said:

Thanks for the answers. Understood on the companion firearm attacks - I knew it was a bit of a long shot (no pun intended) since companions can't normally used ranged weapons. Looking to the tech sphere may be something to consider for the future - I don't have the talents for it now and probably can't afford to buy it (those Craft Permanent Inventions are pretty pricey).

 

That lightning orthella from the rancer would actually work great for me (thanks for the suggestion Steel!). High speed is the main thing I was looking for in a mount, and it's as fast as the velociraptor, plus large size so I don't have to take the Undersize Mount feat to be able to ride it. As for the Jolt ability, rather than an actual teleport summon, we could just change it to a movement-based summon - it's got AI anyway, so the ability basically just represents me sending it a short-range signal to have it drive to my current location. It's a bit of a downgrade since it will still have to traverse the distance with its own movement, so could be blocked etc., but that's no big deal and still fits the setting.

Fair point, I think you can use something with the Lightning Orthella's stats, but a little less mystical. And yeah, it can simply by summoned and use it's movement to come to you, it doesn't need to teleport. You of course have none of those rancer class abilities that go along with it, but can use that as your animal companion mount. 

 

On 5/31/2022 at 1:46 PM, PigLickJF said:

1) Other than the spheres that specifically bar an animal companion from taking them (tech and beastmastery, I don't recall if there are others), are there any limitations on which spheres they have access to? Specifically I'm wondering about Warleader since it's less about physical abilities and more about social interactions, but I thought an in-game explanation could be that I incorporated some scavenged military drone AI into its programming, which it uses to constantly scan and assess the battlefield, threats, etc. then transmits helpful information/instructions (which translates in-game into the benefits/bonuses).

Leadership is the only other that is explicitly banned in the rules, but that's banned from this game anyway.

Some spheres are more of a reach than others and Warleader is actually one of those, but I can be open to it in the context you're talking about. However animal companions typical have animal intelligence (as does your mount), and can only learn the following skills: "Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)." Warleader gives points in diplomacy which your mount cannot receive, and its ranges depend to some degree on diplomacy ranks. I feel like that is actually a realistic limiter to have if you want to give warleader to a mount. So you can do, but your ranges will be more limited.

On 5/31/2022 at 1:46 PM, PigLickJF said:

2) I'd like to request the Speed Boost (run) Legendary Talent from Athletics for my companion. (In case you're curious, I did the math and it works out to about 68 m.p.h for my companion with a move of 60).

2b) If approved, I'm wondering how that would interact with Strong Lungs for a construct. If you have Speed Boost and Strong Lungs, it allows you to run for a number of hours equal to your CON modifier, but since constructs have no CON and therefore have a CON modifier of 0, literally speaking that would mean it could run for zero hours.

Speed Boost approved, that makes sense.

Strong Lungs: real can of worms here making an animal companion a construct 🙃.  I mean, as a motorcycle it should just be able to go top speed until you use up its energy source. Let's go ahead and just for the purpose of Speed Boost, it uses its HD (should be 3 I think) for its CON modifier, so HD hours per day "running" and HD rounds when you use martial focus in combat for that +50 speed (after which it is still fatigued, even though constructs are normally immune. This reflects overtaxing the engine and needing to take it easy on it for a while after).

 

On 5/31/2022 at 1:46 PM, PigLickJF said:

3) Will we have a map of the tank? There are multiple feats/talents/etc. I've looked at (especially things like squadron and teamwork feats) that base their effects/benefits on presence/number of adjacent allies, so I'm just wondering how well those would work inside the tank. If all the stations are spread out enough that we won't typical be adjacent to one another, they may not be very worthwhile.

I can put together a map of the tank, though I think what I'll be doing is basically saying all personnel within the tank are considered adjacent to each other. If this seems to be getting out of hand or a particular context doesn't make sense, we'll make sure to specify distances and position adjacency. The motorcycle will not be within the tank under usual circumstances. (well, you actually probably can store it in the tank at the expense of two passenger slots, but I don't think that will be SOP)

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On 6/1/2022 at 4:53 PM, Paxon said:

Leadership is the only other that is explicitly banned in the rules, but that's banned from this game anyway.

Some spheres are more of a reach than others and Warleader is actually one of those, but I can be open to it in the context you're talking about. However animal companions typical have animal intelligence (as does your mount), and can only learn the following skills: "Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)." Warleader gives points in diplomacy which your mount cannot receive, and its ranges depend to some degree on diplomacy ranks. I feel like that is actually a realistic limiter to have if you want to give warleader to a mount. So you can do, but your ranges will be more limited.

Good point, I actually didn't think about the limited skills. That being said, however, my plan was to use the companion's 4HD stat boost (see below) to bump INT to 3 to open up feat and skill options. If you'd rather I not do that, or if you want to rule that the companion can't get ranks in Diplomacy even with a higher INT, I'm still fine with that. As of now I don't even have any specific Warleader talents I'm considering, I was just trying to make sure I knew what was on the table. I don't really expect it to be directly involved in combats all too often, but I thought maybe a couple buff/support-type talents could still give it a bit of usefulness even in Tank combat, and Warleader mostly focuses on those.

 

On 6/1/2022 at 4:53 PM, Paxon said:

Speed Boost approved, that makes sense.

Strong Lungs: real can of worms here making an animal companion a construct 🙃.  I mean, as a motorcycle it should just be able to go top speed until you use up its energy source. Let's go ahead and just for the purpose of Speed Boost, it uses its HD (should be 3 I think) for its CON modifier, so HD hours per day "running" and HD rounds when you use martial focus in combat for that +50 speed (after which it is still fatigued, even though constructs are normally immune. This reflects overtaxing the engine and needing to take it easy on it for a while after).

Just wanted to point out that my companion is being gained through the Mechanical Best Friends technical insight, which uses druid level = ranks in Craft: Mechanical (of which I'll have 6), so it will be a full 6HD companion at this level.

 

Now a couple more questions:

1) I'd like request using the Alternative-TrapWhenever this sphere uses or grants ranks in Craft (traps) or calls for a Craft (traps) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (traps) when determining saving throws and Trap sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (traps) for prerequisites for feats and talents that require the Trap sphere. sphere specific drawback for the Trap sphere to switch Craft: Traps to Craft: Mechanical. (This doesn't really have any mechanical repercussions, I will already have multiple Tech sphere talents that grant ranks in Craft: Mechanical and multiple Trap talents that would grant Craft: Traps, it just makes sense thematically for both to use the same skill).

 

2) I asked in the creation question threads about size small weapons and you mentioned not expecting to have any small-sized characters, but I was planning on having my character be small. I have the Mutation feat, and part of his mutation makes him smaller than usual. If this is a problem I can easily just be Medium, it isn't exactly a core component to the concept or anything (and as with the discussion of being large sized, I can easily still have him be smaller than average without actually being in the small size category).

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4 hours ago, PigLickJF said:

Good point, I actually didn't think about the limited skills. That being said, however, my plan was to use the companion's 4HD stat boost (see below) to bump INT to 3 to open up feat and skill options. If you'd rather I not do that, or if you want to rule that the companion can't get ranks in Diplomacy even with a higher INT, I'm still fine with that. As of now I don't even have any specific Warleader talents I'm considering, I was just trying to make sure I knew what was on the table. I don't really expect it to be directly involved in combats all too often, but I thought maybe a couple buff/support-type talents could still give it a bit of usefulness even in Tank combat, and Warleader mostly focuses on those.

Gotcha, didn't realize you were going to be bumping Int up. If you do, that is fine it can gain other skills as normal. And cool you are using the Mechanical Best Friends insight, in which case rules for that should probably supersede my Tamed Machine rules (most of which I simply stole from Mechanical Best Friend anyway 🙂 ) if there is a contradiction.

4 hours ago, PigLickJF said:

1) I'd like request using the Alternative-TrapWhenever this sphere uses or grants ranks in Craft (traps) or calls for a Craft (traps) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (traps) when determining saving throws and Trap sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (traps) for prerequisites for feats and talents that require the Trap sphere. sphere specific drawback for the Trap sphere to switch Craft: Traps to Craft: Mechanical. (This doesn't really have any mechanical repercussions, I will already have multiple Tech sphere talents that grant ranks in Craft: Mechanical and multiple Trap talents that would grant Craft: Traps, it just makes sense thematically for both to use the same skill).

Approved!

4 hours ago, PigLickJF said:

2) I asked in the creation question threads about size small weapons and you mentioned not expecting to have any small-sized characters, but I was planning on having my character be small. I have the Mutation feat, and part of his mutation makes him smaller than usual. If this is a problem I can easily just be Medium, it isn't exactly a core component to the concept or anything (and as with the discussion of being large sized, I can easily still have him be smaller than average without actually being in the small size category).

Good to know. No problem being small. Again, it was more a feature of there not being halflings, dwarves, etc in this world so there isn't much "built in" support, but you can certainly be small and use small things accordingly. 

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4 hours ago, Paxon said:

Gotcha, didn't realize you were going to be bumping Int up. If you do, that is fine it can gain other skills as normal. And cool you are using the Mechanical Best Friends insight, in which case rules for that should probably supersede my Tamed Machine rules (most of which I simply stole from Mechanical Best Friend anyway 🙂 ) if there is a contradiction.

Yah, as soon as I saw it it seemed like a good fit for this game, but I wasn't planning on playing Technician so  I didn't think I'd be able to. Then I discovered the Battlefield Tinker archetype for Armiger, which fit my character well and gives technical insights, so it was perfect. And yah, I did notice the uncanny resemblance in with it and your Tamed Machine rules 😉.

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On 6/3/2022 at 3:54 PM, PigLickJF said:

2) I asked in the creation question threads about size small weapons and you mentioned not expecting to have any small-sized characters, but I was planning on having my character be small. I have the Mutation feat, and part of his mutation makes him smaller than usual. If this is a problem I can easily just be Medium, it isn't exactly a core component to the concept or anything (and as with the discussion of being large sized, I can easily still have him be smaller than average without actually being in the small size category).

I discovered the Gunslinger Goblin feat today. https://www.d20pfsrd.com/feats/racial-feats/goblin-gunslinger-combat-goblin

 

Unfortunately, it only helps with the attack penalty, not the hands requirements, so you'd still be stuck with pistols.

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@Paxon Couple more questions.

 

1) Would you allow the Shifty trait? It's a campaign trait, and technically it's a Spheres of Power trait, but there's nothing inherently magical/supernatural about it.

 

2) You mentioned somewhere about the possibility of a Sphere drawback having to do with talents being limited to only when used in The Tank. Any further thought on that? Not an immediately critical issue since I know we'll have some time to tweak our builds before the game starts if we get accepted (fingers crossed!), but thought I'd bring it up now as I'm trying to sort out my final talent choices.

Edited by PigLickJF (see edit history)
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18 minutes ago, PigLickJF said:

@Paxon Couple more questions.

 

1) Would you allow the Shifty trait? It's a campaign trait, and technically it's a Spheres of Power trait, but there's nothing inherently magical/supernatural about it.

 

2) You mentioned somewhere about the possibility of a Sphere drawback having to do with talents being limited to only when used in The Tank. Any further thought on that? Not an immediately critical issue since I know we'll have some time to tweak our builds before the game starts if we get accepted (fingers crossed!), but thought I'd bring it up now as I'm trying to sort out my final talent choices.

1) Yeah, I'm good with Shifty (and will have to remember it for future roguish builds 🙂 )

2) Yes, thanks for reminding me, I haven't put that up yet. Will do so today, look out for it in the Additional Options thread.

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@PaxonOk, I think I'm ready for submission (character sheet linked under picture in first post). I believe I still have a talent or to choose (I need to go through a careful accounting of talents), and I haven't done anything with equipment yet (mostly it will be spent on masterwork armor for my companion and masterwork tool sets, though). I may have time to continue tinkering with things a bit, but I know you've said we'll have some time for that anyway. I also planning on using the second post to add a level-by level breakdown of the build and use it to track other mechanical stuff, but I think everything is there on the character sheet.

 

To be honest, the I don't feel the background is my best work - too long, and not enough "personality." I struggled, but not for lack of enthusiasm for the game - I'm really excited about this character and this game which already seems so awesome, so hopefully it's decent enough to make the cut. If you have any feedback/criticism, especially if there's anything in the background that doesn't quite fit with your perception of the world I'll gladly change it.

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