Star Wars - Better Days. [Started up!]

If you are fmailiar with D20 modern, then you know Talent. Almost all class abilities have become Talent trees. The Force Adept talent tree has 4 talents, 2 to empower weapons (1=+1 attack, 1=+1 die of damage) and 2 to empower defenses (1=+1 to one Defense score, 1=+1 to all defenses). If you are force sensitive, you can take any of the core Force Talent trees (Alter, Sense, Control, or Dark Side), no matter what class you are taking levels in.

I will write up some talent suggestions after I get home from church.
 

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Yar, I'm familiar with the idea...

If you can give me an idea of what the "class writeup" for each of those two are, that might speed things up...
 

I'm so in... I DID buy half that book for you after all! Plus, my name's allready appeared in the thread.
But Damn, I missed the Captain spot didn't I?
Hey Valenar, any chance you'd wanna go back to your original doctor Idea?
Otherwise, I think I'd make a good pilot/First Mate.
OR.. Hmm, The local Gambler/conman(woman?) that works with the crew to set stuff up?
 

I'll need some help with PC Gen as well. I'm thinking a mix of scout and soldier heading to levels in bounty hunter or elite trooper. Possibly both.

Talents and such would probably be more focused offense and toughness, rather than fancy-pants avoidin' gettin' hurt. I'm imaging one of those armored flight suits and some heavy-ish weapons. Also, he should probably be relatively self-sufficient, so I'm seeing pilot as a trained skill.

Is that enough to get started?
 

Ok, I have something. It's compatible with any other pilot character, since he's more concentrated on mechanics, repairing, general knowledge and gunning rather than piloting.

Edit: I added a background and modified Ikluk with a pair of talents and feats from the web enhancement that I think fit the character very well. I'm actually looking forward for this game.

Code:
Name: Ikluk
Class: Scout 2/Scoundrel 6/Ace pilot 3

Species: Mon Calamari

Str: 10 (2 points)
Dex: 14 (6 points)
Con: 12 (4 points, -2 racial, +2 level advancement)
Int: 20 (10 points, +2 racial, +2 level advancement)
Wis: 16 (6 points, +2 racial)
Cha: 14 (6 points)

Defenses:
Reflex defense:     27=10+11+4+2
Fortitude defense:  24=10+11+2+1
Will defense:       25=10+11+1+3
Hit points:         6d6+4d8+35
Damage threshold:   24

Base attack bonus: +7
Melee attack bonus: +7
Ranged attack bonus: +9
(+1 when aboard a starship, +1 when using a vehicle's weapons)

Force points: 11

Speed: 6 squares, 4 squares swimming
Breathe underwater
Expert swimmer
Low light vision
Conditional bonus feat: Skill focus (perception) if Perceptions sill is trained.

Talents:
Scoundrel: Spacehound, Fast repairs, Personal modifications [both from [url=http://www.wizards.com/default.asp?x=starwars/article/sagaenhancement1]Web enhancement[/url]]
Scout: Jury-Rigger
Ace pilot: Expert gunner, Starship raider

Feats: Skill focus: Perception (conditional racial feat)
       Weapon proficiencies (simple weapons, pistols, rifles, any weapon mounted on a starship, and pilot operated vehicle weapons)
       Tech specialist (Level 1) [From [url=http://www.wizards.com/default.asp?x=starwars/article/sagaenhancement1]Web enhancement[/url]]       
       Vehicular combat (Scout 2)
       Point blank shot (Scoundrel 1)
       Precise shot (Level 3)
       Skill training (computer use) (Scoundrel 2)
       Deadeye (Scoundrel 4)
       Careful shot (Level 6)
       Running attack (Scoundrel 6)
       Skill focus (Mechanics) (level 9)
       
Trained Skills: Pilot +12, Perception +18, Mechanics +20, Knowledge (Galactic lore) +15, Knowledge (Physical sciences) +15, 
                Knowledge (Technology) +15, Knowledge (Bureaucracy) +15, Use computer +15, Survival +13, Swim +12, Initiative +12.

Languages: Basic, Calamari, Binary, Huttese, High Galactic, Bothese, Quarrenese.

[sblock=background]Ikluk wasn't born in Mon Calamari, his family emigrated from there nine generations ago and stablished at the galactic core, where traditionally have worked as engineers and mechanics. Ikluk wasn't different, and when still very young he worked on the maintenance of starships, war machines and any other equipment for the clone troopers in the Clone Wars. Despite his talent at crafting and repairing the unorthodox nature of his work, which he sees as a form of art, and the mistrust against aliens in general following the rise of the empire conspired to leave him unemployed and far from a home that now considered him a second class citizen. Since then he's been hiring himself to whoever could offer him enough money and opportunities to use his craft.[/sblock]
 
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Alrighty, things seem to be coming along with a goodly amount of speed now.

I'm actually just on my way to hit the sack (Yay for 30 something hour days.) When I finally wake up I'll do my best to help people along with characters if other PC's haven't filled in some of the holes for me.

If there are any specific questions regarding the system etc, AdamCaros at Hotmail.com will get you answers just as quickly as asking on here *laughs*

You guys have good nights. Ideally I'll be ready to start this up within the week*fingers crossed and all that.*
 

I'd be more than happy to step aside and let someone else be captain. I would be pleased to step back to a doctor position. He's turning out to be more Doc Holiday than Simon, but I am cool with that too.
 



Shayuri, here's my idea so far: [sblock]Shayuri

Medium Female Human Noble 7/Force Adept 4, CL11
Destiny 1; Force Points 14
Init +12; Perception +17; Force Perception
Languages Basic, +4 others
–––––––––––––––––––––––––
Defense Reflex: 25 (flat-footed 23); Fortitude: 23; Will: 28
Hit Points: ?? Threshold: 23
–––––––––––––––––––––––––
Speed 6 squares
Base Attack Bonus +8, Grp +11
Melee punch +11 (1d3+8) or
Melee force pike +12 (3d8+11) (attuned/empowered) or
Ranged Blaster Pistol +10 (3d6+5)
Atk Options Melee Defense, Whirlwind Attack
Special Abilities Attune Weapon, Damage Reduction 10, Empower Weapon, Force Point Recovery x2
The Force (Use the Force +17): Battle Strike x3, Farseeing, Mind Trick x2, Surge x2
–––––––––––––––––––––––––
Abilities: Str 16, Dex 14, Con 11, Int 14, Wis 16, Cha 14
Talents: Attune Weapon, Damage Reduction 10, Empower Weapon, Force Perception, Foresight, Visions
Feats: Force Boon, Force Sensitive, Force Training x2, Linguist, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (advanced melee weapons, pistols, simple weapons), Whirlwind Attack
Skills: Deception +12, Initiative +12, Knowledge (any 2) +12, Persuasion +12, Pilot +12, Ride +12, Use Computer +12, Use the Force +17
Possessions: blaster pistol, force pike, etc.
–––––––––––––––––––––––––
Experience 55,000

Notes: Stuff you can Use the Force to do:
Basic: Go into a healing trance (DC 10), move light objects telekinetically (DC 10), search your feelings to determine if an action will have favorable/unfavorble results (DC 15), Sense disturbances in the force/other force users (DC 15), Sense you surroundings (DC 15), send telepathic messages (DC 15-30, depending on distance);
Force Powers (limited/encounter): Battle Strike (swift action, DC 15 (next attack +1 attack, +1d6 damage), add 1d6 additional damage for each 5 you bet the DC to a max of +3d6 total damage. Spend a force point for an extra 2d6 of damage on top of that maximum); Farseeing (Use the Force vs Will Defense-find out if target is dead or alive, and a vague sense of immediate surroundings, what it is doing, and any strong emotions, spend a force point to get a clear mental image of it's surrounding within 6 squares); Mind trick (UTF vs. Will Defense: Use Stealth when being observed, feint in combat, make a suggestion seem reasonable, or fill target withf ear for 1 minute; spend a force point to improve the target's attitude by 1 step +and additional step/5 points you beat their Will Defense-only useable with suggestions); Surge (DC 10: +10 jump checks, +2 squares of speed; +10 to jump and +2 to squares for every 5 you beat the DC, up to a max of +30/+6; spend a Force Point to add +10 jump/+2 squares);
Talent-based force abilities: Attune Weapon (full round action, +1 to attacks), Empower Weapon (full round, +1 die to damage), use the FOrce in place of perception checks, spend 1 force point to gain DR 10 for 1 minute, spend a force point to reroll an Initiative check and take the better of two rolls (if your reroll is a natural 20, this ability is free), when you use farseeing, you can spend a force point to see their past or future (1 year/level) instead of their present.
Force Techniques (from Adept levels): recover up to two force points spent after an encounter (which means you can spend at least 2/fight w/o losing them permanently.)

Other stuff you can do: Melee defense=combat expertise. Whirlwind attack makes your combat skills look darn impressive.[/sblock]
 

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