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Pathfinder Roleplaying Game

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Pathfinder Society


Starfinder


Starfinder Society

TROUBLE IN AKITON

Game Master Vrog Skyreaver

This is a short-term game based around trying the various subsystems of Starfinder.

Space Combat Map

Sable Comet:

TIER 10 Large Destroyer
Speed 10; Maneuverability average (turn 2); Drift 1
AC 19; TL 19
HP 190; DT -; CT 38
Shields Superior Shields 600 (forward 160, port 160, starboard 160, aft 120)
Attack (Forward) particle beam (8d6), heavy antimatter missile launcher (10d10)
Attack (Turret) gravity gun (6d6), heavy laser net (5d6)
Power Core Gateway Ultra (500 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors (+4), crew quarters (common), Mk 3 trinode computer; Expansion Bays arcane lab, guest quarters, sealed environment chamber, tech workshop
Modifiers +3 any three checks per round, +4 Computers; Complement 7


51 to 100 of 116 << first < prev | 1 | 2 | 3 | next > last >>

Taking notes, no further comments.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Looks good. Since this doesn't look like a converted exploration vessel (more like someone found the stripped frame in a junkyard or navy depot, and started bolting on the scariest things they could find) we could probably swap the general science lab for something. Maybe a tech workshop or arcane lab?


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

I'm fine with the science lab.

I suspect the science lab will be more useful for adventuring purposes. The arcane lab and tech workshop are good for making stuff, but I don't think we'll have time for that.


We will indeed have time for crafting, because again that is a subsystem that I want to see in action. I knew I forgot something in my summary of the storyline above.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3
GM Skyreaver wrote:
We will indeed have time for crafting, because again that is a subsystem that I want to see in action. I knew I forgot something in my summary of the storyline above.

Crafting doesn't save you any money though, so if we want to craft we need to not spend the money we start with.

The crafting rules use three different types of crafting facilities:

Tech Workshop (tech items)
Synthesis Bay (drugs & poisons)
Arcane Lab (magic items)

Each costs 1 BP. We have tons of extra power so I'm not listing that. But we don't have enough BP for them all, and we only have one cargo bay remaining. We would have to get rid of some things in order to fit them in.

* Do we need the guest quarters? Our ship has crew quarters for 20 crew, and there are only 7 of us.
* Will we need the Sealed Environment Chamber?

I don't think we need the synthesis bay since for the most part spell ampoules and spell gems could replace any drugs we need, and I doubt we are using poison much.

Of the expansion bays we do currently have, I think I like the science lab the most, since we may need to research things we find.

If we get rid of the Sealed Environment Chamber and the Guest Quarters then we can replace them with the Tech Workshop and the Arcane Lab and the cost will be the same. We would still have 1 cargo hold.

If we want to keep the Sealed Environment Chamber then we could reduce crew quarters to common quality to save 2 BP. Or we could reduce the Antimatter missiles to Nuclear Missiles. That also saves 2 BP.


You will only need a single "guest" quarter (or jail facility), but again I don't want to over influence your choices, since I want to see what options your group thinks are must-haves or shouldn't-takes.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

IMO - since the science lab doesn't actually allow us to do anything we can't anyway, and offers only a +1 to a couple of fairly obscure skills (Raxsortun maxed physical science I think, Loram has a few ranks, but Xera is the only character with life science at all. 1 rank in it), it can go. A tech workshop makes sense and might be useful to make stuff we didn't think of getting. Deneth has 1000 UPBs available. There is no net cost for that switch in BP.

The guest quarters as Vrog let slip make a better jail than our crew quarters; also if we were going to run this as a longer term game rather than a testing one-shot we'd probably want a handful of NPCs in case casualties or away teams reduced the party below 6 active members on the ship - minimum 6 crew for a large ship remember.

The sealed environment chamber is just useful if we ever need to transport something which needs to be kept at some fixed temperature or in an otherwise unusual environment. Possibly even an alien. I'd oppose losing it.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

OK, let me stat it up and see how it looks if we have this:

Tech Workshop
Arcane Lab
Sealed Environment Chamber
Guest Quarters

Spreadsheet.

Okay, I was able to pay for the 1 extra BP by reducing the quality of the crew quarters to common. If people want the good quarters I could instead switch the Antimatter Missiles to Nuclear Missiles which would also save 2 BP. Nuclear missiles do less damage but are a bit faster.


OK, I think we have a working ship as given. Until and unless we get NPC crew members, the common quality quarters will do because we'll each have a couple extra bunks for space.


If we can get everyone else to weigh in, we should be ready to start.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

I like it!


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Looks like four votes Yea, and no Nay votes so far.

Now we need name.

How about:

The BLACK COMET ?


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Statting it up according to format in the book:

SHIP____________TIER 10
Large Destroyer
Speed 10; Maneuverability average (turn 2); Drift 1
AC 19; TL 19
HP 190; DT -; CT 38
Shields Superior Shields 600 (forward 160, port 160, starboard 160, aft 120)
Attack (Forward) particle beam (8d6), heavy antimatter missile launcher (10d10)
Attack (Turret) gravity gun (6d6), heavy laser net (5d6)
Power Core Gateway Ultra (500 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors (+4), crew quarters (common), Mk 3 trinode computer; Expansion Bays arcane lab, guest quarters, sealed environment chamber, tech workshop
Modifiers +3 any three checks per round, +4 Computers; Complement 7

CREW
_____________________________________________________________________
Captain Iruaka, Computers +9 (2 ranks), Diplomacy +19+1d6+2, Engineering +9 (2 ranks), gunnery +11, Intimidate 16+1d6+2, Piloting +10 (3 ranks)
Engineer Raxsortun, Engineering +21
Gunner Kibbens, gunnery +14, Loram, gunnery +14, Wraith, gunnery +15
Pilot Xera, Piloting +24
Science Officer Deneth, Computers +27

I just went with the best skill ratings for whichever post there was. However, some people have not finalized their gear and the numbers may change when they apply bonuses from Personal Upgrades.

(Kibbens, I'm looking at you. Looks like you don't have any gear yet. Personal upgrades are on Page 212 and you can get one Mk 2 and one Mk 1. They are worth it!)

(Wraith, looks like you only have 1st level gear so you are in the same boat as Kibbens.)

(Raxsortun, you have two Mk 1 upgrades, and that's not allowed, but since you don't have a Mk 2 one yet you could just upgrade one of them to Mk 2 if you have the cash. It ought to be worth it.)

(Loram, like Raxsortun, you have two Mk 1 upgrades, and that's not allowed - you can only have one of any given Mark.)

Also, these values include insight bonuses from class features. There is some debate about whether or not those skill bonuses are supposed to apply in ship combat; if they don't, many of these numbers will go down.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Looks good! Thanks for catching the duplicate MK 1 upgrade, I dropped the CON upgrade and with the 1400 credits I got back I purchased a Flash Grenade II and put 50 'in the bank' (giving me a whopping 55 credits remaining!)

I think that losing 2 CON only drops my Fort Save by 1, and drops my Stamina Points by 10. Does that sound right?

Question on the Gunnery score of +14 for Loram you have noted. This is what I'm seeing in the rulebook for Gunnery checks:

Rulebook wrote:
Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty.

Based on the stats you give above for the ship, wouldn't the +4 from the computers be added to my modifier? So it's BAB (10) + DEX (4) + Computers (4) for a total of +18? Same would go for the other gunners of course, with Wraith getting the 10 ranks from Piloting and Kibbens from BAB same as Loram.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

OK, never mind my question I think I understand the ship computers now. The basic computer is the +4 (1/2 ship's tier), which doesn't assist in combat. It's the ICM that does that, and as the ship's ICM is a MK3 Trinode computer it grants +3 to three systems in each round. From the couple of starship battles I've been involved with, I understand how that works in space combat situations. When I saw both of those computer modifiers up there, I wondered if maybe they could both be used, but no such luck! :)


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3
Loram wrote:
OK, never mind my question I think I understand the ship computers now....

The published stat blocks seem to be using the sensors bonus to apply to Computers checks, though properly speaking they should only apply to science officer actions that involve sensors.

Since bonuses from the ICM and Captain/Engineer/Science officer only happen some of the time they are not included in the total, as you have already guessed.


F Shirren Envoy [ HP: 66/66 | SP: 80/80 | RP: 11/11 | EAC: 26 | KAC: 27 | Fort +5 / Ref +11 / Will +9 | Init +8 / Percept +15 (Blindsense 30) ]

This all sounds great to me!

Liberty's Edge

Human Operative 10

sorry. Final paper is due 11/14 and it's limited my time.

Zera: Yes, you can be the pilot. I do have lots of skills and most ships can profit from multiple Engineering/Science people. Our concept especially since we'll be Boosting Shields/Balancing Shields a lot.

Yeah, I've got my lvl 10 shopping list down on a document, just need to transfer it.

I'm against the sealed environment chamber because it sounds a lot like how every 1st level character I had carried a pair of manacles because "Someday we -might- need to take a specific thing to a specific place in a specific manner...and then we'll be thankful!"

I never did use a single one.

It just seems like a redundant thing that we'll never actually use and the points could be spent somewhere else.

I concur with the lack of love for the crafting system. It seems sort of convenient for getting new equipment when what you have is credits but lack a merchant anywhere near you. So useful, just not blowing-up-skirt caliber.

I don't get why there is any debate as to whether Insight bonuses apply to combat? I'm not following that. Seems like injecting complexity where there is none.


Agreed. I don't see why you wouldn't get your full bonus when making a skill check for a skill, just because you're currently in bullet time (or I guess cannon time for ship combat).


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

I could be mistaken here, but I'm thinking we are actually bounty hunters in this mission, aren't we? so a sealed environment chamber to act as a prison makes sense here. Also, the GM mentioned he wanted to see crafting in action, which is the reason we are taking that as well, I believe.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Wraith, what would you get with the BP saved if we didn't get the sealed environment chamber, the arcane lab or the tech workshop? They cost 1 BP each - you've got 3 BP to work with max.

Ebon Comet, anyone? Classier than mere black IMO.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3
Alison "Wraith" WhiteAngel wrote:
I don't get why there is any debate as to whether Insight bonuses apply to combat? I'm not following that. Seems like injecting complexity where there is none.
GM Skyreaver wrote:

Agreed. I don't see why you wouldn't get your full bonus when making a skill check for a skill, just because you're currently in bullet time (or I guess cannon time for ship combat).

The rules state that class abilities do not apply to space combat:

Page 322, bottom left under "Actions" wrote:
"Class features and items affect crew actions only if specifically noted in the class feature or item."

Since every class except soldier gets a class feature that grants an insight bonus to some skills, and since these features do not indicate that they can be used in space combat, by RAW they can't.

My connection gives a bonus to piloting skill. But it seems pretty stupid to grant a bonus to piloting and then not allow that bonus to apply to space combat. Piloting isn't used for much else. (Yes, it can be used for vehicle chases and vehicle combat, but that doesn't come up that much.)

There is a fair bit of debate about this on the boards.

I have noted though, that the Iconic NPCs used in SFS games do not break the skill bonus down according to how much of a class insight bonus they have. Which suggests to me that this bonus is not intended to be taken out of crew action checks, since the information is not presented in a way that it would be feasible for a new player to do so.

Ultimately it is up to Vrog to decide. If those bonuses don't apply though, I'd be willing to take Skill Focus (Piloting) to take up the slack.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3
Deneth Viatre wrote:
Wraith, what would you get with the BP saved if we didn't get the sealed environment chamber, the arcane lab or the tech workshop? They cost 1 BP each - you've got 3 BP to work with max.

We are at 269 so if we get rid of the sealed environment chamber we would be down to 268. 2 BP doesn't get us much, but we could improve the crew quarters back to good. And we'd have cargo space.

Or we could turn the sealed environment chamber into a Gym, Trivid Den, or HAC recreation suite. Or get the Science Lab back. Or Escape Pods.

Deneth Viatre wrote:
Ebon Comet, anyone? Classier than mere black IMO.

A little too close to Ebon Hawk for my tastes... how about SABLE COMET?


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

There's notes in a couple of places from the devs that the operative's edge is supposed to work in starship combat even though the rules suggest it doesn't. It didn't make the August Starfinder FAQ though, and they haven't put out any since.

Sable Comet? Doable. Our super shields must be pretty dark before they start absorbing fire. Not merely invisible.


Xera Driftspeaker wrote:


(Kibbens, I'm looking at you. Looks like you don't have any gear yet. Personal upgrades are on Page 212 and you can get one Mk 2 and one Mk 1. They are worth it!)

I thought I did those...did they not save? S#~&. I'll get it done.


I've made some notes about the issues with using class bonuses in ship combat, but to make all of our lives easier, we'll assume that all of your normal bonuses apply to your skills during ship combat.


As an additional note, I'm going to give you guys the weekend to finalize equipment and ship choices and we'll start on Monday!


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Despite a few people picking up the medicine skill I didn't see anyone with an advanced medkit. So I picked up one and the rank in medicine necessary to use it. FYI.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Hooray, we have a medic! Thanks, Deneth. :) I like the Sable Comet name as well.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Xera has a rank in Medicine, but mainly she uses magic for healing.

She has mystic cure at level 3 and also restoration. Also remove affliction, lesser restoration, and remove condition.


I got the basic done (weapons, amor, MK upgrades, but a bit overwhelmed by the rest of the gear. I'll be reading between classes tomorrow, but anyone got suggestions?


So since we're starting with the ship combat, I've started posting the information on each role on a starship in the game info action, including the calculated DCs based on your ship and the enemy ship.

I'll have the entire thing up before I go to bed, but having run starship combat this weekend, I now know it requires a battlemap (I wasn't planning on running with one as it tends to make PBP games take longer). Would someone be willing to set up a map that we can use for the starship part? All we need is a hex map and an icon for each ship (I have bad luck setting up maps). I'll post a link to a pic to use for the enemy ship, and you guys should feel free to do the same. I'll get the initial post up before I go to bed as well, but I won't be able to post until tomorrow evening (as I work 12-9 central).

Before we get started with the ship combat part, could I get everyone to sound off with their roles please?


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)
Kibbens wrote:
I got the basic done (weapons, amor, MK upgrades, but a bit overwhelmed by the rest of the gear. I'll be reading between classes tomorrow, but anyone got suggestions?

You get up to one personal upgrade of each mark only - you can't get two Mk 1 upgrades.

You want a ring of resistance. Mk 3 would cost 18 100 and give a +3 to your reflex save (a ring of resistance always adds to the save with the lowest class bonus). A serum of healing or two and maybe a medpatch might be handy to have.

Freebooter armor has 3 upgrade slots. If you don't get darkvision via cybernetics or otherwise (Deneth uses a spell when necessary) then you probably want to spend one of them here on infrared sensors. Another will probably go on a jetpack or a forcepack, assuming you think being able to fly is good. A targeting computer and/or one of the energy resistance features would also be useful I suspect.

Your weapons have to have a fusion (page 192) to be able to bypass DR/magic. They may also be useful. The cost is based on the weapon level; it's possible by the rules to reduce that cost* but this may be a bug rather than a feature.

Your pistol comes with enough ammo to load it once. You might want to buy more. You can even buy cold iron, silver or adamantine bullets (page 191).

*: buy a weapon with the same level as the fusion, then transfer/get someone to transfer the fusion to the weapon you really want it on. This costs half as much as buying the fusion, plus the minimum cost of the fusion & the low-level weapon to put it on. e.g. If you want the called fusion on a level 10 weapon the normal cost is 3580, but if you get a level 1 survival knife for 45, put the called fusion on it for 120, then transfer the called fusion to the level 10 weapon for 1790, you save 1625 credits.

Edit: you don't seem to have the right number of resolve points. Half your level is 5, your charisma bonus is 5 (or possibly 4 without the Mk 1 enhancement), and you've a feat giving you +2. That should be 11-12, not 8.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Science officer, but I can transfer to engineering if we take serious damage and need all hands that can do so repairing that damage.


Link to the badguy starship


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Nice, though are the 4 glowing bits engines or guns? i.e. which end of the starship are we looking at?


The four glowy bits are the engines. It is headed NW in relation to the picture orientation.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Cool.

A couple things worth mentioning:

* No matter how many gunners you have, each gun only gets to fire once.
* At the start of combat, everyone gets one "bonus" resolve point that can only be used in space combat.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Kibbens:

Your skills look like this:

Quote:

Skills (sp/lvl = 4+1(Int))

Acrobatics +16 [10 ranks, 3 STR]
Athletics +17 [10 ranks, 4 DEX]
Perception +13[10 ranks, 0 WIS]
Intimidate +13 [10 ranks, 0 WIS]
Stealth +19 [10 ranks, 4 DEX, +2 Race]

Bonuses: +2 Engineering, Stealth, Mechanics

Issues:

* There is no "Mechanics" skill. This should be Survival skill.
* Acrobatics uses DEX, not STR, and is a class skill for you. You should have (assuming DEX stays at 20) +18.
* Athletics uses STR, not DEX, and is a class skill for you. You should have (assuming STR stays at 20) +18.
* Intimidate uses CHA, not WIS, and is a class skill for you. You should have (assuming CHA stays at 20) +18.
* Stealth should be +20.

Some other things:

* Looks like you want to get into melee a lot. Look into the Speed Suspension cyber augmentation (page 211).
* The best ranged weapon for you is the sintered starknife (since it is thrown it adds your STR to damage). You can get a called or a returning one for 9810 + 2300 = 12,110 cr.
* Since you have to get rid of one of your personal augmentations, I would be inclined to drop your CON to 14.
* You probably want the Plasma Sheath revelation. When you are in photon mode it will give you +5 damage in melee. Corona is also good for bonus damage.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

GM Skyreaver:

GM Skyreaver wrote:
Our story begins in orbit around the desert world of AKITON, where the drift engine on the hero's ship is recharging after jumping. In the distance, an ominous looking ship is approaching...

A story question:

It sounds like we have come out of the Drift at Akiton. Is there a story reason why we didn't just use the Drift engine to go straight to Eox? In-system jumps are always 1d6 days each, so jumping to Akiton and then jumping to Eox would take twice as long as jumping straight to Eox from anywhere in-system.

Possible reasons I can think of:
* We captured HAARLOCK at Akiton?
* We have to take HAARLOCK to see the authorities on Akiton before going to Eox?
* We are picking up/dropping off other prisoners at Akiton?


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 11 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Loram will be a gunner, I think we've established his modifier isn't going to be one of the best [+14], so he can take one of the lesser guns if need be. He will also serve as the primary defender of the ship should we be somehow boarded.


@Deneth and Xera
You guys are life savers. Thanks for your insight.


You stopped at Akiton because the drift beacons near Eox vanished mid travel, and Akiton was the closest planet to where you were when it happened.

Grand Lodge

Hey, having some intense personal things going on - this is going to affect my posting for a little bit. I'll be happy to be botted to keep the story moving.

Hope to be back soon.


Okay, addressed most of the issues about weird stat and skill mix-ups. Started going through purchases and upgrades and running low on credits.

Just one last opinion on what's good and what isn't.
-Should I drop the power glove and just stick with the sintered starknife for both melee and ranged?
-Haste circuit overkill, or good investment?
-any else you spot I would be happy to hear.

Still not used to putting together high-level characters, so guidance is much appreciated.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)
Kibbens wrote:

Just one last opinion on what's good and what isn't.

-Should I drop the power glove and just stick with the sintered starknife for both melee and ranged?

You don't seem to have a power glove? I'd keep the comet hammer in case you throw the starknife and just can't be in position to catch it when it returns just before the next turn.

Kibbens wrote:
-Haste circuit overkill, or good investment?

I can cast Haste. The only form of flight I can cast is essentially Feather Fall. IMO get a jetpack instead.


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3
GM Skyreaver wrote:
You stopped at Akiton because the drift beacons near Eox vanished mid travel, and Akiton was the closest planet to where you were when it happened.

OOOoooo... interesting!

Any chance on a physical science or engineering check for someone to theorize how that could be possible? And can we use our scanners to see if anything is going on at Eox?


Xera Driftspeaker wrote:

OOOoooo... interesting!

Any chance on a physical science or engineering check for someone to theorize how that could be possible? And can we use our scanners to see if anything is going on at Eox?

Certainly. Feel free to roll one or both.

Also, and this is to the group, what is the name of your ship?


Level 1:
Android Mystic 1 | SP 1/6 : HP 10/10 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 2/3
Level 10:
Android Mystic 10 | SP 80/80 : HP 64/64 : RP 11/11 | EAC 28 : KAC 29 | Init +10 : Perc +22 : S.M. +17 | Fort +6 : Reflex +10 : Will +12 | Move 50' | Spells: 1st 7/7 2nd 5/5 3rd 4/4 4th 3/3

Haven't heard from everyone else on the name but Deneth and I agreed on this:

Xera Driftspeaker wrote:
...how about SABLE COMET?

So if he rest of you guys are cool with it we can go with that. Otherwise, interested in hearing other ideas.


Lashunta Technomancer 10 | SP 80 HP 54 RP 12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

OK, lets see if Engineering can suggest how someone'd steal, jam or destroy a bunch of drift beacons.

Engineering: 1d20 + 20 ⇒ (19) + 20 = 39

Edit: if that's not high enough how about we leave quietly?

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