OOC: [T20] High Law and Low Justice

Tailspinner said:
A few feats I wanted some brief info on:



Just now found this:

http://t20.org.uk/library/index.php?T20:Feats

:D

The site appears to have all the OGL content from the T20 book (which is almost the entire book), organized more logically than the book itself (*Bookmarks it*)

Also, in the class section of that site, there is a prestige class called Diplomat. I haven't looked at it detail yet, on first glance it looks reasonable. If anyone likes the look of it and wants to take it, let me know and I'll examine it further. (Looks a little underpowered on first review, but like I said I haven't looked at it closely enough yet).
 

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Yep - a little chaotic, but at least all of the class, skill, and feat info is grouped together properly in one place. I'm always paging through the T20 book trying to remember that the Prestige classes are sandwiched between Combat and Psionics and that certain feats' details can only be found under certain class descriptions.

Anyway, good resource (There are some minor spoilers scattered about on the site [and some misleading ones at that, based on changes I've made], so if you read through some of the planet and race sections, take what you read with a grain of salt. :))
 

Thanks everyone for the advice.

I just noticed that Trader is listed as as INT skill in the class skills section of T20: Lite, but as a WIS skill in the description. At least I know now where that came from. BTW, the BAB progression for the Merchant at the T:20 site looks off.

Looking over the character, I think there are some hole I might need to plug. K/Trade and Commerce Law is one. If Meardwyn OK's Martial Training at 7th, I think I might stick with Merchant, and put his skill points* into K/Interstellar Law Law (8 ranks), Bluff +2, Broker +3, Pilot +2 ranks, Trader +3, T/Astronav +2 (cos it seems weird to be able to fly the thing but not know where you are going).

So at L8 he would look like.

7th level feat: Martial Training (+2 BAB)
+1 BAB
+1 Fort, +1 Will.

Appraise: 8/+10 (+2 Int)
Bluff: 11/+11 (+0 Cha)
Broker: 11/+15 (+2 Int, +2 Barter)
Gamble: 8/+12 (+2 Int, +2 Bluff Syn)
Gather Info: 8/+8 (+0 Cha, poss: +2 Carousing Syn)
K/Interstellar Law: 8/+10 (+2 Int)
Liason: 9/+11 (+0 Cha, +2 Bluff Syn)
Pilot: 11/+14 (+3 Dex)
P/ComputerTech: 4/+7 (+1 Edu, +2 T/Comp Syn)
T/Astronavigation: 5/+6 (+1 Edu)
T/Communications: 8/+9 (+1 Edu, poss: +2 Hacker)
T/Computer: 8/+9 (+1 Edu, poss: +2 Hacker)
T/Sensors: 3/+4 (+1 Edu)
Trader: 11/+16 (+3 Wis, +2 Barter)

Not sure whether to put the L8 increase into INT or CON, or possibly even CHA for the longer term.

thotd.

EDIT: Should be 10 skill points per level - 7 (class) +1 (human) +2 (int). K/Trade and Commerce Law (class skills list in T20: Lite) seems to have been incorporated into K/Interstellar Law. Bumped Bluff by +2
 
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Are Luriani considered human and thus get an extra feat and extra skill points? Just trying to get my character updated.
 

Skills are there, but don't have the descriptions.

Diplomat is one way Ruzz'koff could go; but he doesn't have the skills yet and that isn't entirely how he is focused.

I'm not sure what to give Ruzz'koff for his two levels.

On the one hand I want to boost his Liason (I planned ahead and got the 5 ranks in Sense Motive and Bluff first...), on the other hand I also want to up his shipboard skills in general. It would probably be a waste to up his combat ability.

Thought:

If he takes two levels in Noble he gets a Bonus Feat. There aren't any on the Noble list I actually want, so, as he should be putting together his own group of Hruscarles by now, can I take the DMG version of Leadership instead and attract a loyal retainer and few followers instead?

By the RAW he could attract an 8th level cohort and 8 1st level followers. In order to avoid infringing on the rest of the party and keep them in the background how would it be if those 16 levels represnted a few NPCs in the 3-5 level range to act as bodyguards, gunners and people to guard the ship while we go and do other stuff?
 




Wilphe, how about a few levels of traveller or merchant? With two levels of traveller you get a reasonable amount of skill points, and two feats. The traveller feats are all-round feats, you could go any way you like. And the way I saw ruzz'koff : the only good thing he could do was lead. He's a bit of a jack-of-all-trades : he knows a little about a lot. Just enough to know what the specialists are doing, and he delegates from there.
Also, I noticed he plays best when you had a few beers before you start typing :D .
(sorry, but i've grown a bit fond of playing the hairy little bugger)


As for the cohorts. I've sat here staring at the screen for a few minutes wondering if I should post this. I really do not want to tell you what you should or should not do. All I want to say is, from my personal experience, that either the cohorts will be empty shells cleaning the floors and shooting at things, so you'll end up wasting a feat, or they'll be full-fleshed real people, giving the GM a headache, or they'll be under youur control, giving you a headache and five characters to control. That is one thing.

The other is that, for me, the feel of playing traveller is having five or six people in a spaceship held together with duct-tape, chewing gum and old habit, who really would like to have a few extra people but not enough money to pay them, and they just have to make do with what they got. So if you're in the middle of a battle you might have to have one of the players abandon the sensors to the computer so he can fix the jammed gun or whatever. I think the 'team-spirit-feeling-thingie' will be a bit lessened by taking five extra crewmembers on.

But I won't whine or sigh or whatever if you take the leadership feat. It's your ( and Maerdwyns) choice and whatever you choose will be fine with me.
 

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