Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


101 to 150 of 338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Ok I'm looking to recruit a few new players so we can proceed seeing as Vrog is gone for a while and Baedjrak has disappeared. Either might come back at some stage but I'm more hopeful for Vrog since that absence is announced.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Good idea.


Hello, everyone. Your GM contacted me about joining your campaign. I've been hoping to try Starfinder for a while now.

Character-wise, I was thinking of keeping it simple and creating a human mechanic (scholar) from among the colonists to join your adventure.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Hi Vayelan. That sounds fine to me!


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

This is Vayelan's character for the campaign. I'm working on filling out the crunch on the profile page. How should Ability Scores be handled?


10 points buy remember your race and your theme give you stats!


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

I think I've got all the crunch finished. I will work on fluff next.

Did you guys want to continue the game for now?


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

I'm happy to start again start away, but I can wait if needed.


Whenever everyone else is, I’m good. And welcome!


Oh yes I might have forgotten to say you guys are level 2 now!


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Huzzah!


Elf Wizard

Hi guys, dropping in to say hi as GM Kevin O'Rourke tells me you guys need players.

I am far from an expert with Starfinder so was planning on going with a Soldier, but I guess you've got enough soldiers for now? :D


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Welcome, Edeldhur!

.....

Also, I believe I've got my level up complete:

+6 HP, +6 SP
+1 Fort, +1 Ref
+1 BAB

Mechanic Trick: Energy Shield

Skill Ranks: (9pts)
+1 Computers
+1 Engineering
+1 Life Science
+1 Medicine
+1 Physical Science
+1 Athletics
+1 Perception
+2 Stealth


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Hello Edelhur!

The party originally had three soldiers so feel free to stat up one if that's what takes your fancy.

I've edited my last gameplay post to reflect that Trosvod *does* know how to pilot (at least now mechanically ;) ).

HP: +7 -> 20

SP: +8 -> 16

AB: +1

Fort: +1

Will: +1

Skills (3):

Piloting +1
Culture (pirate bands) +1
Survival +1

Combat Feat:
Deadly Aim


HP: +7 -> 18

SP: +8 -> 16

AB: +1

Fort: +1

Will: +1

Skills (4+1=5) all +1

Combat Feat:
Weapon Focus Rifles (+1 Hit)


Elf Wizard

I think I will go with an Operative - let's see if I can cook something decent :D


Elf Wizard

Apologies for the delay guys - the fact I know very little about Starfinder, coupled with the fact there are no readily available online character sheets to do the math is making things harder.

But I think I have a concept now, so this weekend at the max the character is done ;)


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Good to hear!


Feel free to ask questions, none of us are masters of the system and we all started somewhere. Helping others helps us learn too.


I’m also very new to this! Only played Starfinder once before. Died at lvl2 when trying to punch someone who had a cannon. Wasn’t my finest hour.


Elf Wizard

I think so far so good - I should have a sample character today ;)

Are we missing any roles for the Starships?


Elf Wizard

Anyways, I've got something to show you guys - let me know your thoughts :D

AX23:

AX23
Male android outlaw operative 2
None Medium humanoid (android)
Init +5; Senses darkvision (60'), low-light vision; Perception +5

_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 15; KAC 16
SP 14 HP 16 RP 5
Fort +3, Ref +7, Will +3
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 30'
Melee knife, survival +5 (1d4 , critical -; Analog, operative)
Ranged arc pistol, static +3 (1d6, critical Arc 2; Stun)

_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 11, Dex 18, Con 12, Int 14, Wis 10, Cha 8,
Base Atk +1; Grp+1
Feats Great Fortitude, Skill Focus (Acrobatics, Stealth)
Skills Acrobatics +13, Athletics +6, Bluff +5, Computers +8, Culture +7, Engineering +8, Intimidate +4, Medicine +8, Perception +6, Piloting +10, Sense Motive +4, Sleight of Hand +10, Stealth +13, Survival +5,
Languages Common
Combat Gear
Other Gear knife, survival, arc pistol, static, second skin, 174.0 gp

_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Androids are medium humanoids with the android subtype
Constructed For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
Flat Affect Androids find emotions confusing and keep them bottled up. They take a -2 penalty to sense motive checks, but the dcs of sense motive checks attempted against them increase by 2
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor

THEME BENEFITS
Outlaw Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the pact worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the vast might be just the thing you need until the heat dies down-or until you're dragged off to prison
Theme Knowledge You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the dc of culture checks to recall knowledge about the criminal underworld by 5. Sleight of hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to sleight of hand checks. In addition, you gain an ability adjustment of +1 to dexterity at character creation

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks
Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill)
Ghost You can move from place to place without being noticed.
Associated skills: acrobatics and stealth. When you use stealth to make a trick attack, you gain a +1 bonus to the skill check.
Specialization exploit: cloaking field
Trick Attack You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a bluff, intimidate, or stealth check (or a check associated with your specialization; see page 94) with a dc equal to 20 + your target's cr. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. [trick attack damage: 1d4]
Evasion If you succeed at a reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Operative Exploit As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement

FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Skill Focus (acrobatics, Stealth) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
[b][/b]

One of my immediate doubts is - why is the Arc Pistol only at +3 to hit?

Also having a very hard time to get a decent Starfinder bb code output sheet for PCGen... I should have much more gear (backpack, medikit, cable, tool kits, etc), but it is simply not showing...


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

An Android Ghost Operative is great, played one myself briefly. Looks fine to me!


Elf Wizard

Updated Version:

AX23
Male android outlaw operative 2
CG Medium humanoid (android)
Init +5; Senses darkvision (60'), low-light vision; Perception +5

_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 15; KAC 16
SP 14 HP 16 RP 5
Fort +3, Ref +7, Will +3
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 30'
Melee knife, survival +5 (1d4 , critical -; Analog, operative)
Ranged arc pistol, static +3 (1d6, critical Arc 2; Stun)
Ranged diasporan rifle, tactical +5 (1d8, critical -; Sniper (250 ft.), unwieldy)

_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 11, Dex 18, Con 12, Int 14, Wis 10, Cha 8,
Base Atk +1; Grp+1
Feats Great Fortitude, Skill Focus (Acrobatics, Stealth)
Skills Acrobatics +13, Athletics +6, Bluff +5, Computers +8, Culture +7, Engineering +8, Intimidate +4, Medicine +8, Perception +6, Piloting +10, Sense Motive +4, Sleight of Hand +10, Stealth +13, Survival +5,
Languages Common
Combat Gear serum of healing mk 1,
Other Gear knife, survival, arc pistol, static, clothing (everyday), second skin, backpack (industrial), battery (2), medkit (basic), tool kit (trapsmith's tools), tool kit (engineering kit), tool kit (hacking kit), tool kit (navigator's tools), cable line (titanium alloy/10 ft), diasporan rifle, tactical, 174.0 gp

_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Androids are medium humanoids with the android subtype
Constructed For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
Flat Affect Androids find emotions confusing and keep them bottled up. They take a -2 penalty to sense motive checks, but the dcs of sense motive checks attempted against them increase by 2
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor

THEME BENEFITS
Outlaw Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the pact worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the vast might be just the thing you need until the heat dies down-or until you're dragged off to prison
Theme Knowledge You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the dc of culture checks to recall knowledge about the criminal underworld by 5. Sleight of hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to sleight of hand checks. In addition, you gain an ability adjustment of +1 to dexterity at character creation

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks
Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill)
Ghost You can move from place to place without being noticed.
Associated skills: acrobatics and stealth. When you use stealth to make a trick attack, you gain a +1 bonus to the skill check.
Specialization exploit: cloaking field
Trick Attack You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a bluff, intimidate, or stealth check (or a check associated with your specialization; see page 94) with a dc equal to 20 + your target's cr. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. [trick attack damage: 1d4]
Evasion If you succeed at a reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Operative Exploit As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement

FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Skill Focus (acrobatics, Stealth) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill

--------------------------

Any thoughts on how the character is built so far, at level 2?

Still don't get why the Arc-Pistol is at +3 to hit...


A few thing came up this weekend which was set to be quite busy as it was (including my car breaking down) so free time for PBP hasn't been in abundance. I will be posting tomorrow in all my games. Sorry for the delay.


The operative looks good, feel free to hop into play when you like.


Elf Wizard

Will do - getting an alias in place as soon as I can ;)


Perception +9

Got an alias - just taking a bit to read through the Gameplay ;)


Perception +9

Ok, finally read through all the Gameplay - sorry for the delay, were a busy couple of days :P

Where do you think Axel could come in?

Maybe he was there after accompanying a trading ship as bodyguard when the place was overcome (I don't see him as a local)? And he managed to elude capture? Would that make sense?


It works for me. Seems as likely a story as any. Will he also He a new Starfinder?


Perception +9

I hadn't thought about it... I guess yes, to make things more seamless?


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Starfinder stumbling onto a crisis? Sounds plausible to me!


I'll leave ye RP a bit before detailing bits about the hospital.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

When building my character, I chose Azlanti as one of my languages; however, it occurs to me that I may have needed permission for that. Is that okay?


1 person marked this as a favorite.

It's a bit convenient but let's say he's picked it up from overhearing the soldiers with his intelligence of eighteen. Probably keep it to saying simple phrases for now until he becomes more practiced.


Man starfinder is a low damage game. 1d8 damage isn’t that much when compared to a lvl1 pathfinder barbarian.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Yeah, it does feel odd!


The curve is a bit odd. I think they could have stretched things out damage wise at level one. The benefit of a rifle vs a heavy weapon for the first few levels is very slight.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

I spotted this, might be handy!

Starfinder Guide to the Guides


Thanks for the guide! Apparently I’ve made some sub par choices. But oh well, they’re flavorful and that is what is important


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

To all my games, two pieces of news:

1) I'm currently job hunting, though that is going well. That said, I might have less free time than usual.

2) I'll be at a gaming convention this weekend, so I'll likely be less active online.


Perception +9

Trosvod, good luck with the job hunting!

I am employed but also on a job hunt on a different country. It is hard work.

And have fun at the game convention - is it Pathfinder related?


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Cheers AXL!

Oh that would be. I've interviewed abroad before, it's an experience. One bit of advice is to try to get an idea of the differences in working culture, expectations, etc.

Been good craic thus far! Not specifically, glancing over the RPG list there's a lot of 5e scenarios.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

I love the avatar change Elthaeron, nicely worked in!


Yeah looking forward to see how this turns out!


Thank you! I took a bit of liberty with elven culture vis-à-vis the masks and adding the tattoos. But I felt that it needed fleshing out as to why they wear masks around non-elves. And “elves are arrogant jerks” wasn’t a satisfying answer.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Agreed, I liked the mask concept as part of elven culture, and I like how you worked it in through combat and the image change.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

A heads up. I won't be available to post at all on Friday, and I likely won't have much availability until Sunday evening or Monday evening.


1 person marked this as a favorite.

`So hard to find a good avatar with a helmet


Perception +9

Apologies for my delays in posting everyone - this week is turning out waaaaaaaay more complicated than I anticipated - my parents are visiting until Friday, and in the meantime I am having job interviews and whatnot. So yeah...

That being the case, and if I don't post with the desired frequency, please feel free to bot me as needed.

1 to 50 of 338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Against the Aeon Throne Discussion All Messageboards

Want to post a reply? Sign in.

The Game Master has not yet connected the recruitment thread for this campaign.