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[SFS] SFS104 Cries from the Drift

Game Master Kludde

Opening Crawl

Maps and handouts


51 to 86 of 86 << first < prev | 1 | 2 | next > last >>
Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2

Ahh ok GM, last combat the GM did the pilot roll off to see who went first - 1d20 + 11 ⇒ (6) + 11 = 17 - Enemy is first to move :)

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn slides into the gunner's seat, and fires up the targeting systems. Wordlessly he scans the target before unleashing hell.

Gunnery phase (Shoot): 1d20 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
I assume the bonus from the ship is +1.

Wayfinders

Male Human Envoy 1 | HP 10/10, SP 6/6, RP 5/5 | EAC 12, KAC 13 | Fort +0, Ref +3, Will +2 | Init +1 | Perception +4

Sebrir taunts the enemy ship over the comms.
"You're full of Skittermander dung!"
Bluff: 1d20 + 8 ⇒ (8) + 8 = 16

Exo-Guardians

SP 7/7 HP 9/9 RP 5/5 EAC 15 ; KAC 16 Fort +2; Ref +4; Will +2 Init+4

Since our turret only has missiles...and we only have 5 of those and they have a speed of 12 and need a new to hit every round until they reach the enemy..I suggest not firing those until we get close enough to hit them in the same round we fire them....but I think the enemy ship moves enough forward that if we move forward as well we should be within that reach

Rocket heads for the turret and sits down readying himself for action.

As soon as the enemy ship shows up in the big target circle on his screen he punches the big red button and yells over the comms

"Missile away!"

To hit enemy TL: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 (using one of the floating +1's)
Damage if hit: 4d8 ⇒ (2, 5, 4, 1) = 12

Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2

Rocket I assume we're going to close distance in the piloting phase, I'm just waiting to see where they end up so I can work out whats going to be the best move

Dataphiles

HP 9/9, Sta 6/6, res 5/5; EAC 13, KAC 14, ACvsCM 22; fort 1, refl 2, will 2; bab 0, melee 0, ranged 2, thrown 0; spells 0-4, 1-0/3 | android scholar technomage / 1 | -702
skills:
acro 7, bluff -1, computers 8, diplo -1, engineering 8, intim -1, mysticism 4, perc 1, phys sci 9, pilot 6, prof: it 8, sm -2, stealth 2

Glitch will use the Drake's sensors to target the enemy more effectively.

not exactly sure what you want her to enhance targeting ON... so a little input would be helpful


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

I'm fine with rolling the pilot roll if you prefer. It would give the pilot somewhat little to do. +11 as modifier?

Harec diverts power to the science station, which glitch uses to target the enemy. Viper manages to close the gap to the honorbound, while Rocket draws first blood by shooting off his missile. Sebrir tries to intimidate the enemy crew, but his honorless word come out with poor timing. Mok fires the guns, but a sudden sideway rock of the ships throws his aim off. The missile impacts the honorbound, and the front shield collapse with a crackle, and minor debris is floating of the bow.

The enemy ship closes in, and two shots are fired from the flak guns and turret of the honorbound, impacted the Drake's shields with a bright flash.

Enemy rolls:

Captain: 1d20 + 10 ⇒ (10) + 10 = 20
Engineer: 1d20 + 5 ⇒ (1) + 5 = 6
Gunner: 1d20 + 6 ⇒ (15) + 6 = 212d4 ⇒ (2, 1) = 3
Gunner: 1d20 + 6 ⇒ (20) + 6 = 263d4 ⇒ (2, 2, 1) = 5
Science: 1d20 + 5 ⇒ (19) + 5 = 24

Pilot rolls:
Pilot HB: 1d20 + 5 ⇒ (15) + 5 = 20
Viper: 1d20 + 11 ⇒ (8) + 11 = 19
Viper moves first.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (2)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm

Harec wipes a small trickle of sweet from his brow. Wow I'm frightened but excited at the same time! Diverting power to the guns! Harec announces over the com. engineering: 1d20 + 7 ⇒ (19) + 7 = 26

Exo-Guardians

SP 7/7 HP 9/9 RP 5/5 EAC 15 ; KAC 16 Fort +2; Ref +4; Will +2 Init+4

I had to look up what diverting power to the guns does; If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. Which is nice, but since we seem to have lost our forward shielding..could someone try to divert some of our back shields (which we won't be using if they stick to honest combat and not attack our rear) to the front?

Exo-Guardians

SP 7/7 HP 9/9 RP 5/5 EAC 15 ; KAC 16 Fort +2; Ref +4; Will +2 Init+4

Rocket goes "Bawhahawa" as the missile he fired hits the enemy vessel dead on. He then tries to get the enemy within his targeting cross hairs once more before hitting the big red firing button once more and watches the missile take of in the direction of the enemy.

To hit enemy TL: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 (Using one of the floating +1's
Damage if hit: 4d8 ⇒ (5, 2, 1, 2) = 10
So with the divert of power that's 11 damage, if the enemy stays within 12 squares of us..otherwise another attack roll next round

Missiles used: 2 out of 5

Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2
DM Kludde wrote:
I'm fine with rolling the pilot roll if you prefer. It would give the pilot somewhat little to do. +11 as modifier?

I figured if the GM rolls initiative/pilot checks that makes better sense, because then the pilot knows it's time to move straight away (either first, or in response) and no one has to wait around - it's pretty much just party initiative :)

Pilot still has to make their roll for stunts etc - so plenty to do still

Viper hits the thrusters, shooting the Drake forward - but sliding it around a little to throw off the enemy aim.
Pilot Evade 1d20 + 11 ⇒ (14) + 11 = 25 PASS

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm

re-aligning the shields is a science officer job...I can aid their roll next turn but honestly I suggested the put 70% of the shields foward before combat began. This falls squarely under not my job. Here's what I posted yesterday.

Harec wrote:
just a thought since we're mostly to have a head on battle, shouldn't the science officer re-calibrate the shields to something like 70% forward-10% port-10% starboard-10% aft? : Perhaps the first round is better spent on a scan? Maybe Engineering can change the power boost to the scanners then?...My second round in engineering I will send power to the guns unless someone objects..

Exo-Guardians

SP 7/7 HP 9/9 RP 5/5 EAC 15 ; KAC 16 Fort +2; Ref +4; Will +2 Init+4

Yeah, an engineer can restore shields not shift them around..but you already boosted weapons..so I figured it would be nice if someone else could shift shields around. Also I wasn't saying it's your job, just thinking it's nice to have shields in place so we don't take hull damage

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn growls as his shot goes wide, and he angrily thumps the console. Re-aligning the targeting computer, he fires another shot.

Gunnery phase, Trinode: 1d20 + 1 + 1 + 1 ⇒ (15) + 1 + 1 + 1 = 18
What is the damage roll for the weapon?

Wayfinders

Male Human Envoy 1 | HP 10/10, SP 6/6, RP 5/5 | EAC 12, KAC 13 | Fort +0, Ref +3, Will +2 | Init +1 | Perception +4

Sebrir tries again to throw off the enemy pilot.
"You couldn't drive that ship through your own mother's huge nether regions, you useless dungheap!"
Bluff: 1d20 + 8 ⇒ (7) + 8 = 15

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Coilgun damage: 4d4 ⇒ (3, 4, 4, 2) = 13


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Harec diverts power to guns, while Sebrir attempts to throw the enemy off-guard - but the Vesk are way too staunch to be affected. Viper does her best to evade the shots of the Vesk vessel, while Rocket fires another... rocket.

Glitch is up!

Diplo: 1d20 + 10 ⇒ (15) + 10 = 25
Engineer: 1d20 + 5 ⇒ (15) + 5 = 20

The enemy ship manages to restore some shields, but Rocket's missile immediately knocks those out again, and burns its way into the bow.

Gunner still to fire, awaiting Glitch's action

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (6)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir
---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm
DM Kludde wrote:

Harec diverts power to guns, while Sebrir attempts to throw the enemy off-guard - but the Vesk are way too staunch to be affected. Viper does her best to evade the shots of the Vesk vessel, while Rocket fires another... rocket.

Glitch is up!

[dice=Diplo]1d20+10
[dice=Engineer]1d20+5

The enemy ship manages to restore some shields, but Rocket's missile immediately knocks those out again, and burns its way into the bow.

Gunner still to fire, awaiting Glitch's action

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (6)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir
---

GM I think Glitch gave permission to bot her on the discussion thread. seems she is having a tough time with the fires in Southern Cal.


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Can one of you make an action for Glitch, please?

Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2

Glitch takes as good an aim as possible then sends off a shot!

Attack 1d20 + 2 ⇒ (13) + 2 = 15


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Glitch's shot of the coilgun somehow manages to hit the aft gun as the honor tries to gain altitude

4d4 ⇒ (2, 4, 2, 4) = 12
Crit: 1d100 ⇒ 341d4 ⇒ 2

The honorbound returns fire, and scores a few minor hits. They are enough to collapse the front shield and damage the port waste exhaust.

Guns: 1d20 + 6 ⇒ (10) + 6 = 163d4 ⇒ (3, 1, 1) = 5
Guns: 1d20 + 6 ⇒ (11) + 6 = 172d4 ⇒ (2, 3) = 5

Hah! Good shot, but you've only hit our aft gun. I'm sure we can turn this around! The Vesk captain bellows on the comms.

Pilot
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 11 ⇒ (11) + 11 = 22

The honorbound navigates past the asteroids, turning its crosshairs on the Drake.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (0/10/10/15)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Does that include the damage from my shot?

Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2

Shelldrake laughs "Nice move", she then throws the thrusters into reverse...

Pilot 'Back off' 1d20 + 11 ⇒ (13) + 11 = 24

The Drake backs up keeping its forward arc on the foe, but staying out of theirs.


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Yes, your shot also took out some of the (restored) shields, that's why the hull damage is lower that you might expect

Viper redirects some of the thruster, slamming back the Drake violently and tangling up the fuzzy dice with the choke control.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (0/10/10/15)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch

Viper
Sebrir
---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm

OK plain and simple we need someone (glitch probably) to attempt a shield balance this round. (i'd run up to science and do it myself but I've no ranks in computers) The DC will be 19 and she can shift 11 of the 15 shield points from the rear shields to the forward shields. Because I go first I wanna ask the captain in character what he'd prefer me to do (talking to you Sebrir) Divert power to science (giving Glitch a +2 bonus on the DC 19 roll required to Balance the shields) Or draw power from the core and restore 6 shield points (but only 3 points go to the front shields.) either way it's a DC 14 roll for me so I'll make this post. I'll ask Sebrir what is the captain's command in this post and consider his wishes fulfilled if I meet the DC:14 pre-requisite.

Harec felt the last blast from the Vesk ship rock his Drake class vessel. In desperation and not knowing what to do next he slams his hand down on the com button and yells perhaps a bit to harshly, Captain Feebringer, time to stop playing nursery games with the Vesk! What are your orders? Should I divert power to the science station or shields!? Harec lets go of the com button before mentioning to his red-shirt wearing friend Joubab.. I think the captain has watched too many movies! engineering divert power: 1d20 + 7 ⇒ (11) + 7 = 18

Exo-Guardians

sp 12/12 | hp 16/16 | rp 5/5 | EAC 17 KAC 18 | fort +2 ref +7, will +3 | init +5 | Perc 5 (LL& Dark)/ Android Ghost Operative 2

”Get those shields up, I can try keep us out of arc from their frontal weapons, but shields are an essential plan b!”

Wayfinders RPG Superstar 2014 Top 16

"Glitch, work on those shields NOW!" Sebrir bellows into the comms, sounding annoyed at his failed attempts to throw off the Vesk captain.
Intimidate to help push Glitch to perform a shield balance.
Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

Dataphiles

HP 9/9, Sta 6/6, res 5/5; EAC 13, KAC 14, ACvsCM 22; fort 1, refl 2, will 2; bab 0, melee 0, ranged 2, thrown 0; spells 0-4, 1-0/3 | android scholar technomage / 1 | -702
skills:
acro 7, bluff -1, computers 8, diplo -1, engineering 8, intim -1, mysticism 4, perc 1, phys sci 9, pilot 6, prof: it 8, sm -2, stealth 2

sorry for my absence... power is back on steadily and the fires have been held back for now

computers roll to divert shield power to the forward shields: 1d20 + 8 ⇒ (18) + 8 = 26

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm

(OK from what I can figure, our shields should look like this 14/11/11/5 going in to this round after Glitch re-balanced the rear shields to the forward shields and I drew power from the core to restore some of the shields.)


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Could you help me out a bit and mention 'pass' or 'fail' after your actions, as well as a general effect (e.g. +7 to forward shield). That would save me a lot of lookup time, as I'm still adjusting to the new DCs.

DCs for Balance and Diver are 13

Harec finds some auxiliary power to the shields. It comes at the cost of the fasten-seatbelt sign (and no smoking sign), but that's the price you pay. Glitch does the logical thing and divert shields to the forward quadrant, with Sebrir egging the two of them on.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (22/10/10/0)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok

Glitch
Viper
Sebrir
---

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn grunts as his second shot connects with the enemy ship. Feeling a bit more confident, he flicks the selector switch once again and pulls the trigger.

Gunnery phase, attack: 1d20 + 1 + 1 + 1 ⇒ (18) + 1 + 1 + 1 = 21
Damage: 4d4 ⇒ (2, 4, 4, 3) = 13

Exo-Guardians

SP 7/7 HP 9/9 RP 5/5 EAC 15 ; KAC 16 Fort +2; Ref +4; Will +2 Init+4

Rocket grins as he presses the big red fire button once more

to hit TL: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Using one of the floating +1's
Damage if hit: 4d8 ⇒ (1, 4, 4, 5) = 14

Missiles used 3/5

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm
Harec wrote:

Could you help me out a bit and mention 'pass' or 'fail' after your actions, as well as a general effect (e.g. +7 to forward shield). That would save me a lot of lookup time, as I'm still adjusting to the new DCs.

DCs for Balance and Diver are 13

The Drake is tier 2 ( in this scenario) so the DC for diverting power = DC:10+2x2=14 | to Balance shields it's DC:15+2x2 (again) = 19 / these numbers come strait off the google handouts you provided GM. In the future I'll let you know if i passed or failed an DC sorry bout that..


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Wasn't meant as a complaint, just something that could make my posts easier and more accurate

On a (very important) side note: The DCs for starship combat have been updated (link)

Most DCs are now a lot lower: many of them are 10+ 1.5 X tier = 13 or 15 + 1.5 X tier = 18

Space combat cheatsheet (link)

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:3/10
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) | SP. 7/7 | HP. 10/10 | RP. 3/3 | EAC: 14 KAC: 16 | fort: +3 Ref: +4 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
skills & feats:
acrobatics:0, Athletics:+6, Engineering:+7,Perception:+5,Physical Science +6, Profession electrician: +6,Sense motive:-1, Stealth: 0,Survival:+5 |feats: Iron will, all armor, basic melee, small/long arm
DM Kludde wrote:

Wasn't meant as a complaint, just something that could make my posts easier and more accurate

On a (very important) side note: The DCs for starship combat have been updated (link)

Most DCs are now a lot lower: many of them are 10+ 1.5 X tier = 13 or 15 + 1.5 X tier = 18

Space combat cheatsheet (link)

Great thx for the link! very helpful pdf file!


| Please read the announcements... | DICEBOT LOVES YOU | Kludde (explanation) |

Diplo: 1d20 + 10 ⇒ (9) + 10 = 19
Engineer: 1d20 + 5 ⇒ (1) + 5 = 6

The front shields of the Honorbound briefly flicker, but don't seems to be restored to power. The lapse give Mok the chance to damage the front-side of the enemy ship quite badly, and an explosion can be seen from the frontmost gun.

crit: 1d100 ⇒ 561d4 ⇒ 1

The Honorbound only manages to bring a turret to bear, which fires a sharp laser blast, in its entirety absorbed by the front shields.

Guns: 1d20 + 6 ⇒ (11) + 6 = 172d4 ⇒ (4, 1) = 5

Pilot: 1d20 + 5 ⇒ (3) + 5 = 8
Pilot: 1d20 + 11 ⇒ (6) + 11 = 17 Drake moves first

---
Ship status:
All Shields fully functional, front shields hit: BPSA (22/10/10/0)
Minor damage (3)
---
Enemy status
Material damage (31)
Aft gun damaged
Bow gun damaged
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

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