Saanath is (was) basically a merchant shipman. He has some trading skills, some info gathering (computer and social) and some basic roughhouse skills. He can pilot a ship well enough. (actually, when I see 8-9 ranks I think Whoot!, but thats cos I mostly play in the shallow end of the pool.)
He is curently level 6, which means he has 4 levels in had theoretically, although I am inclined to level him only a couple of levels right now. Being quiet young, I don't really have a problem with the more experienced characters having a feew levels on him.
At the moment, it looks like Saanath's two areas of particular speciality are Starship Piloting and Trading (Trelene trumps him in most of the computer stuff I think.). I think that the ablity to Trade successfully might be a real bonus, both financially and in terms of provinding a solid cover. So given no significant changes in the character line up, I'd probably take levels in something that allows him to develope these areas. Scout - is that a class?
I also wanted to give him a little more cloat, combat wise. BAB wise he sucks - level 6 and he has a BAB of 1! I'm sure there must be a law against that somewhere. But stat wise, he is OK, and I could put his L8 improvement into his CON to toughen him up a bit more. So would some armour.
I still can't work out why I put so much into WIS and so little into CHA. (Its not like there is any opne throwing sleep spells around.) I could say that it was for the Trader skill bonus. Its the only Wis skill he has. I do remember wanting him to be really capable in the trade and commerce area. So that would sound reasonable. Except for the fact that I had Trader listed as an INT skill. Humm ...
BTW, what are the basic positions on an armed trader that can manage Jump 3? Pilot, Astrogator, Engineer are listed as the minimum. Also listed are Master, Medic, Purser, Gunner, but most of these seem to be combined with other things.
- Astrogator- Ruzzkoff, Trelene.
- Engineer - Trelene (Damn, have you seen those skill numbers! But no one else seems to have much ability in this area.)
- Pilot - Sannath, Ruzzkoff.
- Gunner - Ktarle, Ruzzkoff.
- Master - I think things tend to work more smoothly if there is a final arbitor. I also seem to remember that Saanath got a skill check bonus from Quinn (was this from the Leadership feat?). That sort of thing is nice in a pinch. Ruzzkoff is the only one with the Leadership feat. Ruzzkoff is the Navy veteren, right?
- Medic - Ktarle (again, pretty much dominates the field.)
- Purser - Doesn't seem to be any particular skill tied to this, but the position does seem to be tied to the ships profitability as a trader. Saanath can cover that.
And looks like Gwydion is the Away Team. (Beam me up Scotty! There's no intelligent life down here.)
So overall, we seem to have most areas covered. But some assistance in the engineering/medical area might be an idea.
As for Trelelawiero, he's pretty much in limbo. I did contemplate running him as my main character at one point ('cos he had more guns and can kick arse!). But Saanath is a more interesting character to play.
anyway, enough from me.
thotd