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Post by Rojito on Sept 13, 2007 1:09:05 GMT -5
Male Duro Scout 3 Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 10 (+0) Wisdom: 14 (+2) Intelligence: 16 (+3) Charisma: 12 (+1) Initiative: 4 HP: 24 + 2d8 Fort Defense: 14 (10+3 level+0 Con+1 class) Ref Defense: 19 (10+3 level+4 Dex+2 class) Will Defense: 15(10+3 level+2 Wis+ 0 class) Damage Threshold: Speed: 6 squares Base Attack: +2 Force Points: 6 Feats: Weapon Proficiency (Pistols) Weapon Proficiency (Rifles) Weapon Proficiency (Simple Weapons) Weapon Focus (Rifles) Point Blank Shot Precise Shot Talents: Acute Senses Keen Shot Trained skills: 8 Initiative +10 Knowledge G.L +9 Knowledge Tactics +9 Knowledge Technology +9 Mechanics +9 Perception +8 Pilot +10 Stealth +10 Species traits: Expert Pilot: Duros may choose to reroll any pilot check, but the result of the reroll must be accepted even if it is worse Languages: Basic, Durese Equipment: Blaster Rifle- +8 3d8/2d8 S/A Energy Blaster Pistol- +7 3d6/2d6 S Energy Vibroblade- +2 2d6 Slashing or Piercing Blaster Carbine- +7 3d8/2d8 S/A Energy -Targetting Scope Security Kit Utility Belt Filter Mask 5 Energy Cells Short Range Comlink Used Speeder Bike Jetpack Toolkit Binder Cuffs x2 Holster, Concealed 1288 credits
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Post by Rojito on Sept 13, 2007 1:11:11 GMT -5
not finished, i could actually use some help finishing it up. Did i calculate skills right? Defenses? suggested EQ for a scout?any and all comments welcome
Yes, i did use the Jedi's character sheet for an example of how to write it up since i was so lost.
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Post by TheUdjat on Sept 13, 2007 4:27:22 GMT -5
Defenses look right. Skills are definitely wrong. Trained skills are calculated by taking 1/2 level rounded down (in this case +1), the appropriate ability (for Initiative for example, +4), and then an additional +5. So continuing with the example, your Initiative should be +10. As will all Dex-based skills.
Rapid Shot is also unfeasible, as it requires 13 Str. It could be that Scout negates this or something, but I doubt it (the ones I read seem to require all pre-reqs be met). But I'll flip through the book this morning and check for certain.
Also, since you are now the 3rd character trained in piloting out of four, I'm going to rearrange my character a bit - drop Pilot and take Computer Use, which we seem to be lacking. It makes more sense to let a Duro be primary pilot. But I will suggest you take Weapon Prof: Heavy if you want to be any good using Starship/Vehicle weapons.
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Post by Rojito on Sept 13, 2007 6:48:15 GMT -5
Skills fixed, didn't look at rapid shot reqs, just looked at feats available to scout, my bad didnt think it would use strength... oh well, got the feat for vehicle weapons. Suggestions for extra languages? equipment?
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Post by TheUdjat on Sept 13, 2007 6:56:55 GMT -5
Okay. Checked the book, have some info.
1. No Rapid Shot. It requires 13 strength.
2. You need more feats. You get 1 for first level, 1 for 2nd level (per class), and 1 for third level: 3 feats in all. One must be chosen from the Scout list (which is honestly pretty awesome). Depending on what you want to do, I have recommendations.
3. Which brings me to my next point. What is your goal? Hit-and-run skirmisher? Running Attack would work well with your Long Stride talent. But you also seem to have a Piloting knack, which might make you more suited to Vehicular Combat as a feat (or maybe not - there are better feats). Do you plan to focus on using, say, rifles over pistols? At that point Weapon Focus is a good choice, too. Point Blank Shot is always handy, unless you plan to do a lot of long-range sniping - in which case Far Shot is handy. You can pick up Sniper, too, later on.
Things like that. Just tell me what your aim is with this character. It seems like you're going stealthy, though.
Just some things to think about.
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Post by TheUdjat on Sept 13, 2007 7:04:33 GMT -5
Some basic thoughts regarding Equipment...
Weapons: Blaster Rifle, Blaster Pistol (back-up weapon), maybe some kind of knife or something for emergencies. Vibroblades are cool, but unfortunately it takes a feat to make 'em useful. Licenses are going to be trouble for you without Persuasion, Deception, or Knowledge: Bureaucracy - so stick with Licensed or Restricted only.
No armor. Not worth it for you.
Basic Survival/Stealth equipment is handy. Security Kit, Utility Belt, maybe filter masks and such. Just browse the equipment section and look for stuff that sounds cool. For 1,200 you can even pick up a Used Speeder Bike (which is too cool to resist - I'm probably getting one, if only for basic transportation). That covers most of the basics (there's a ton of nice things in that Utility Belt).
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Post by Rojito on Sept 13, 2007 7:05:05 GMT -5
originally i was going to go gunslinger, but i have done so many of those i didn't want t play another, so i thought of maybe a long range sniper bounty hunter or something, with the possibility to pilot my own ship. but i also wanted to be like a fighter pilot as well
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Post by TheUdjat on Sept 13, 2007 8:12:20 GMT -5
Let's focus your aim a bit. I'm glad to hear you're not doing gunslinger - since I am. I like your notion of sniper, and the idea of doing a pilot-type is also cool. So here's what I suggest. SKILLS: All good. It'd be nice to have Survival on there, or Endurance, but it's not completely necessary. Mechanics will overlap with both my character and Deekin's, so you may want to consider dropping it - but I can understand wanting to have it on hand. TALENTS: Drop long stride. If you're talking sniper, you don't need the movement. After that, I would suggest doing one of two things. Either A. Focus on the Awareness track, or B. Focus on the Camouflage track. If A, then take Acute Senses and then your choice of Keen Shot (GREAT for a sniper), or Expert Tracker (if you decide to take the Survival skill so you can track people down). Improved Initiative is optional, but handy. If you go with Camouflage, your choice is obvious: Improved Stealth and Hidden Movement - less for the bonuses to stealth and moving while hiding and more for what it unlocks: Total Concealment (at 5th level). Any concealment becomes Total Concealment. Very cool. FEATS: You need Point Blank Shot (for what it opens up). Then you can get Far Shot, Careful Shot, Precise Shot, Deadeye, and Sniper. You can even add Weapon Focus: Rifles into that. That's 7 feats in all, which fall into place kind of like this: 1st: Point Blank Shot 2nd: Weapon Focus: Rifles 3rd: Precise Shot 4th: Far Shot 6th: Deadeye, Sniper 8th: Careful Shot (if you still want it by then) Weapon Focus, Precise, and Far Shot can be juggled among their levels, depending on what you'd like to have when we start, and what you feel you can wait for until we level. Do you want a 5% bonus to using Rifles, your primary weapon? Do you want the ability to shoot into melee without a penalty? Only one of our characters is melee-focused, but you never know. Or do you want to make it easier to shoot further? I recommend holding off on Far Shot, since a scope can make up for a lot of that on its own. Anyway, once complete, these are the benefits you get: - Bonus to firing point blank (probably most of our combat) - Bonus to firing when you aim (+1 to hit, +1 die of damage) - Ignore soft cover (people) - Reduce range penalties - Bonus to hit with rifles Basically, you will definitely hit things when you take the time to do it. For third level, it means your Ranged Attack is +6, +7 with rifles, and +8 with rifles within point blank range (30 squares). Rather nice. And with Keen Shot, you ignore any concealment (like darkness) except total concealment. EQUIPMENT: You want a Blaster Carbine, and you want it with a Targetting Scope. If you have Keen Shot, just a regular targetting scope. If not, then a Low-light vision targetting scope. Everything else is optional. (look at my previous suggestions)
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Post by Rojito on Sept 13, 2007 13:23:34 GMT -5
Well i took Knowledge Tech and Mech so i could fix my vehicle, so if i dont need one i shouldn't need the other allowing me 2 more skills... so Survival and endurance?
Talents: I'll go keen shot since i now know where i am focusing
Feats: so do i keep my Heavy Weapons and then take two of those or do i take three of those? for now i will keep it and take PBS and Precise Shot, atleast untill you suggest a reason why not.
Snipers dont work so well in close combat, which sucks cause as you said that will probably be most of our combat... Also, aiming takes a full round, right so i spend 1 round aiming then shoot the next?
Alright, how much money do i have for Equipment?
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Post by TheUdjat on Sept 13, 2007 13:45:14 GMT -5
Actually, aiming takes two swift actions - in other words, a swift and a move action. So you can still aim and shoot in a round, you just have to stand still. You won't be as mobile, true, but if you set up behind a crate or something for cover, you'll be set to plug away at people the whole time. It's all situational. You don't need Knowledge: Tech in order to repair stuff. Just Mechanics. That said, it's a knowledge skill none of us have, and could be useful - basically it means you know all about cutting edge high tech tools and things like that. Since I've retooled my character, it's probably an okay thing to have Mechanics. I'll need someone to fix my ship, after all. I forgot about your Heavy Weapons feat. I guess it comes down to a matter of priorities. Heavy Weapons gives you the ability to use interesting weapons without penalty, most principally vehicle and starship weapons. In theory we could also pick up Blaster Cannons and things like that, and you could actually use them decently. Not a bad choice. You have (3d4x250)x3 Credits to spend. PM your rolls to Jolith and you can get underway.
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Post by Rojito on Sept 13, 2007 14:30:17 GMT -5
K Mech and Knowledge Tech back up then, will send a pm to him about the cash funds and hopefully my character will be ready
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Post by Rojito on Sept 13, 2007 14:42:58 GMT -5
Money has been taken care of
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Adventurer
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Post by on Sept 14, 2007 11:11:10 GMT -5
Seems like you've spent too much money. You've spent 8712 worth of credits and you only have 7500 credits to spend.
Don't forget, that you'll most likely want to buy licenses for those weapons you have. Won't cost you much, but probably still a good idea to get them.
It'll cost you an additional 212 credits to get them.
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Post by Deekin on Sept 14, 2007 12:33:14 GMT -5
You realy don't need Heavy Weapon Prof. I have it already.
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Post by Rojito on Sept 17, 2007 1:47:19 GMT -5
So i pilot the ships, and your the gunner? what if there are multiple guns?
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