| Post/Author/DateTime | Post |
|---|---|
| #1lpguy26_dupNov 20, 2008 12:47:18 | Heya all... wondering if I could get some input on classes/feats/whatever for my character I'm playing in a Post-Apocalyptic campaign my friends running. The characters name is Jim Lufkin & he's more of a support character... the other players are playing a Doctor/Field Scientist, a Tough pugilist type character, and a young gunslinger. I'm playing a Technician/Engineer type character... VERY big into Craft: Mechanical, Craft: Electrical & Repair... So far we're 3rd level, and I've got 3 levels of smart with my Craft mechanical & Repair maxed at a 16 bonus with Savant, Builder(feat) & Gearhead(feat).. oh also chose the three aforementioned skills for my 3 skills from Technician(occupation) so a +1 bonus from that also... Was thinking of going into Engineer, a cpl levels or so of Field Scientist for the McGuyver-esque 2nd level ability (and not to mention the INT to AC)... and maybe some lvls of the scavenging class from the Apocalypse book or the Technosavant from Future... this is a fast paced/arcade style game with access to any book in existance really... any suggestions? I want to spend most of my time making cool equipment for the party and helping build a bunker for me and my doctor friend to set up labs in for our own uses... kinda envision my guy making "Road Warrior" style vehicles... already made an armored dumptruck w/ a M60 weapon mount on the rear its a beast ... any and all suggestions for classes, feats, and whatever else are greatly appreciated. |
| #2tema69Nov 20, 2008 13:14:31 | I think what you've got there so far sounds good... Anything that goes for salvaging and scrounging in a postapoc world sounds good to me. |
| #3lpguy26_dupNov 20, 2008 22:59:48 | Thanks for lettin me know im on the right track been a minute since ive made this type of character... |
| #4tema69Nov 21, 2008 0:21:52 | ![]() You might want to look at the Salvage feat from d20 Future, although I don't know if it's usable in d20 Apoc, where scavenging seems to be done by anybody. |
| #5lpguy26_dupNov 21, 2008 0:24:55 | Sadly I already tried doing that and the DM shot it down....he also changed the feats from the Future book like "Dedicated Plus" and "Smart Plus" etc.. etc.. to only give 1 talent and not 2.... dont know why but thats his ruling... he's got other houserules I cant recall atm either... its too late and I'm tired ![]() Oohh also... was wondering about things from other books that are for crafting... in the D20 Apocalypse book .. Craft: Mechanical & Craft: Electrical requires parts... other sources dont give parts reqs... but the parts DC seems to be the same as the purchase DC so could i figure out the parts used per upgrade/craft would be the purchase DC-10? |
| #6tema69Nov 21, 2008 1:42:19 | Well, as a GM who makes extensive use of houserules, I should not be commenting on other GM's houserules. But it sounds weird... About the craftstuff, it sounds reasonable, but I haven't looked into it... |
| #7lpguy26_dupNov 21, 2008 18:23:53 | Now that I'm more awake... :P ... a couple other of the houserules include using a combined skill system on some of the skills... he liked them better and found them in the Star Wars Saga Edition books.. which I'm not familiar with.. they include Perception (Spot & Listen), Stealth (Hide, Move Silent & Sleight of Hand), Acrobatics (Balance & Tumble), & Deception (Bluff & Disguise) ... I think those are all right.. Also all classes have Perception as a class skill... we all thought it was kinda silly that everyone didnt have the same ability to "see & hear"... He basically told us anything goes with this campaign... just gotta run it by him first but that he'd try to make anything possible with the right skill checks. Already asked about robot sentries (which I'm going to build to look like dogs, and the doctor of the group is going to try to take his knowledge of physiology and use furs & pelts from hunted animals to make em look real) and some cybernetics. The cybernetics I think he'll allow at a low PL at least... |
| #8tema69Nov 22, 2008 4:59:32 | Yea, we use a consolidated skill list too. But that's mostly because my players aren't that rules-savvy, so they tend to f*ck up when it comes to the 60+ skills in the regular d20 skill list. 25+ is easier to cope with. I love the idea of your sentry gun dogs. :D |
| #9lpguy26_dupNov 22, 2008 19:14:56 | Heh... was actually talking with my "doctor" friend last night and he and I agreed to try to build the dogs so their teeth could inject a sedative... putting intruders into a coma until we administer the antidote.. thus enabling us to have a friendly Q&A session as to why they were intruding.. Also he reminded me of another of the DM's houserules I'd forgotten.. He'd gotten tired of us saving up our Action Points to use whenever we'd wanted so now he's enacted a rule that all unused Action Points are lost upon gaining a new level.... Me an' the doc dont really agree with this as we're "Crafting" type characters and havnt been given a chance to really craft anything yet... I know I'll need the AP for when I start and it kinda sucks that we won't have very many... We intend to talk to the DM before the game starts this Sunday. |
| #10tema69Nov 23, 2008 4:14:28 | What? He forbids you to hamster +1d6 Action Points? That sounds uhm... like he has GM'ed D&D too long... The point of action points is exactly that since it is such a small bonus, it doesn't matter how many you have. And you can only use one per round anyway. Actually, for my type of campaigns, I think they are underpowered, so we've made som increases in their power. |
| #11lpguy26_dupNov 24, 2008 17:29:15 | We addressed the issue at last nights game.. he budged a little and now allowss us to have 10 + Our levels worth of points saved up... any gained past that are lost.. so since I'm now 5th lvl (gained 2 lvls last night which I'll elaborate on in a second) I'll have 15 total AP available... better than a measely levels worth. OK.. now to the 2 levels gained we were captured by raiders & thrown into some holding cells... we luckily came across another prisoner who had a decent knowledge of the layout of the place & found out the holding cells were located above the armory (who ever said skin-head biker/scavenger barbarians were the smartest :P) With my Craft:Structural.. I got the floor plates removed, we got stocked up, and went to town on an entire settlement of Raiders... blew up a guard tower with a RPG (thanks to a good roll from our hand-to-hand fighter) and I personally blew up their front gate (with a handy Craft:Mechanical roll to determine the best way to do it.. and a good Demolitions check) we left em' in the dust and surely made a re-occuring enemy for the future ![]() |
| #12tema69Nov 25, 2008 5:04:20 | Hahaha, awesome. Sounds fun. So you have to level slots now, huh? I'd put 'em into Field Scientist right away, and then load the rest (in the future, that is) into Engineer. |