Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


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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 |

Enjoy!


Feel free to ask questions, the guards can't give you complete attention and they legitimately don't have room for ye in containment. There is a cell empty but for now they aren't using it... they're waiting to see who will give them the most trouble and shove them in their.

You guys have a lot of useful skills and although your weapons are gone Trosvod still have his claws.


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

Since we are manacled by our feet to the pipe, how far are we able to move? I was going to start talking to the emaciated vesk, see if she's heard of Cedona being imprisoned here, and try to use my medical skills to help her. I'm just not sure if I'm able to move that far.


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 merry Christmas to all!


Off the cruise and good to go!

Elthaeron’s rifle is “called”, so can he still summon it?


Perception +9

Hope everyone had a great Christmas! Am slowly getting back into things ;)


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@Nosmo there's not a great range of movement sadly and they are in a cell.

@Elthaeron as far as he knows he can... and they might not have considered checking for that!


Yay for space-magic!


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 |

Seconded on space-magic!


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 |

Apologies for delay. This week has been tricky for me getting to update pbp.


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'll be at a con for most of today and playing D&D for most of tomorrow.


Perception +9

Lucky you! Enjoy ;)


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! It was a good weekend.


The Aeon Guard is on the ropes but I think at this stage you can see the difference in threat level between them and the prison guards.

Still I think you'll make good use of the gear.


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 |

Oh yeah. They did for us back on our ship.


Perception +9

Definitely! Two attacks per round for 2d6+10 damage at this level is brutal, to say the least.


To be fair that one was a critical hit!


Right I'm currently in the process of moving so go nuts on botting. Compounding that paizo wont let me log in on my phone so I can't even do quick posts when out and about currently.


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 luck with the move!

Man, I would love some kill-bots on our side. :D


You guys are actually level 4 I forgot to say... that one is on me.


Lvl4 you say?

HP: +7
Stamina: +8
BaB: +1
Saves: +1 Fort/Will
Fear: Versatile Focus (The benefits of Weapon Focus extend to all weapons with which you are proficient)


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!

Level 4 Soldier

+1 BAB

+1 Fort
+1 Will

HP +7 -> 34

SP +8 -> 32

Skills (3)

Athletics +1

Culture (learns Azlanti) +1

Intimidate +1

Class Features:

Combat Feat (this was just too apt not to take)

Laugh at Danger (Combat)
You laugh in the face of peril, inspiring your allies to keep fighting.

Prerequisite(s): Con 13.

Benefit(s): As a reaction when you take Hit Point damage from a significant enemy that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain Stamina.


Don't forget your weapon specialization bonus will go up


Perception +9

Wohoooo, level 4! :D

Should be done by tonight.


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

Level 4 Mechanic

+6 HP => 28
+6 SP => 24

+1 BAB => +3

+1 Fort, +1 Ref

Skills
+1 Computers
+1 Engineering
+1 Life Science
+1 Medicine
+1 Diplomacy
+1 Athletics
+1 Stealth
+1 Perception

Mechanic Trick:

Should I go with Overcharge, which lets me do more damage with energy or powered weapons by expending more charges, or should I go with Technological Medic, which lets me use my Engineering skill instead of Medicine to assist androids and construct creatures and allows me to use my custom rig as a medkit for those purposes?


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 |

Healing for androids could be extremely useful. I'd lean towards Technological Medic.


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 finished leveling up. I went with Technological Medic. That seemed like a good idea based on both Trosvod's recommendation and the fact that we may soon have rescued androids in need of help.


Perception +9

Apologies for the delay guys - these have been some crazy times.

I have updated AXL, but I still do not understand why my to-hit is worse with Arc Pistol vs. the diasporan rifle... (same with the damage +2 with pistol and +4 with the rifle).

Any idea why that would be?


To hit should be the same
For damage pistols add 1/2 level while rifles add full level


Perception +9

Aha! Thanks for clarifying that one Elthaeron ;)


Always a pleasure :)


I think it is probably to do with dual... or quad wielding weapons game balance wise


Welcome to the end of book two and congratulations on level five.


Perception +9

Wohoooo! Level five! :D


Lvl5!

HP: +7
Stamina: +8 (another +5 for con increasing)
BaB: +1
Saves: None
Skills: Learned medicine due to int increase
Ability: Secrets of the Maji “When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: ethereal, flaming, frost, merciful, or shock. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191.”

Stats: “ Every 5 levels, you get to increase and customize your character’s ability scores. Each time he reaches one of these level thresholds (5th, 10th, 15th, and Table: Character Advancement), choose four of his ability scores to increase. If a chosen score is 17 or higher (excluding ability increases from personal upgrades, it increases permanently by 1. If it’s 16 or lower, it increases by 2. You can’t apply more than one of these increases to the same ability score for a given level. Unlike during character creation, ability score increases gained from leveling up can push your character’s ability scores above 18.”

+1 Dex (19) +2 Con (14) +2 Int (15) +2 Wis (12)

Feat: Technomatic Dabbling (Choose two 0-level technomancer Spells and one 1st-level technomancer Spell. You can cast the 0-level Spells at will and the 1st-level Spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these Spells is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.)

Lvl 0: Token Spell, Mending
Lvl 1: Life Bubble*

*1 creature per level, with 1/day per level duration

“ You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.”

The entire party now has those immunities.


Lvl 5 is a huge level for Elthaeron. He now has telepathy and magical abilities! Quite happy, even if the lvl5 arcane assailant ability is really meh


Perception +9

Magic is magic! Always impressive ;)


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 |

Trosvod brings the magic of heavy weaponry, powered armour, and his charming personality. ;)

Level 5 Soldier

+1 BAB

HP +7 -> 41 -> 46 with extra Con

SP +8 -> 40 -> 45 with Toughness

Str +2 -> 16

Dex +1 -> 19

Con +2 -> 15 (+5 HP)

Cha +2 -> 12

Skills (3)

Athletics +1

Intimidate +2

Feats:
L5: Toughness (+5 stamina)

Class Features: Primary style technique (Armour Storm)

Enhanced Tank (Ex) 5th Level
You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.


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GM kindly allowed me to have aesthetic warrior. So no longer have heavy armor/heavy weapon proficiency, but have improved unarmed strike (which isn’t archaic).

I’ll be switching my +2 Wis to +2 Str to make the unarmed a bit better, and will be using rune of the eldritch knight on his unarmed attacks (with flaming infusion)

So as I understand it, his unarmed attacks are now +7 Hit (BaB, Str, Focus) and 1d6+8 damage (Str, Lvl at 1.5) with half physical and half fire.


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

Level 5 Mechanic:

HP +6 => 34
SP +6 => 30

Skill Ranks +9
+1 Computers
+1 Engineering
+1 Life Science
+1 Medicine
+1 Diplomacy
+1 Athletics
+1 Stealth
+1 Perception
+1 Culture

New Feat: Improved Iron Will

Ability Increase:
Int +1 => 19
Dex +2 => 14
Cha +2 => 15
Con +2 => 12 (+5 SP => 35)

(I also forgot to add my +1 skill rank for being human last level up. Can I add that retroactively?)

Class Features:
Bypass +2

Remote Hack: You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.


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 |
Nosmo Valencourt wrote:
(I also forgot to add my +1 skill rank for being human last level up. Can I add that retroactively?)

I don't see why not!


I mean if we're going to insist on trying to be reasonable and have fun I suppose it's the only thing to do.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5
GM Kevin O'Rourke wrote:
I mean if we're going to insist on trying to be reasonable and have fun I suppose it's the only thing to do.

Thank you. I added the extra skill point to Life Sciences to make sure my specialties are maxed out.


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 currently have an earache so my response time might be affected.


So how would you guys like to modify your ship?


Honestly, I don’t know. Can we paint it red to make it go faster?


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 |

Will post tomorrow.


You can paint it red, switch out the guns, shield, set up a engineering lab for Nosmo... there's a world of options.


Perception +9

GM Kevin, what resources do we have to update the ship?


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GM Kevin O'Rourke wrote:

Your ship as it currently stands.

NEW SHIP (TIER 1)
Medium explorer
Speed 6; Maneuverability good (turn 1); Drift 1
AC 12; TL 11
HP 55; DT n/a; CT 11
Shields Basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) light laser cannon (2d4)
Attack (Turret) high explosive missile launcher (4d8)
Power Core(s) Pulse Gray (100 PCU)
Drift Engine Signal Basic
Systems budget medium-range sensors, crew quarters (common), mk 2 armor, mk 1 defences, mk 1 tetranode computer (tier 1)
Expansion Bays (4)
Modifiers +1 any four checks per round, +2 Piloting
Complement 5

Play around with it in this.
http://jamesturneronline.net/starfinder-ship-builder/

So use the builder to make a tier 4 explorer. Ship building and modification is a bit odd. I only recently found out how long the modifications take from reading an adventure. Ye can build whatever. Ideally we'd all be around a table looking at books or the program would let you ignore stuff from adventure paths etc but thats life.

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