DM Nations Dead Suns

Game Master SalaciousCrumb

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Starship Combat cheat sheet

Hippocampus

Tracking:

XP: 4350/6000 Currently Level 3

Blacklock: SP7/7 HP10/10 RP1/1
Creds: 314
Ammo: 18/20

Breaker: SP4/7 HP9/9 RP4/4
Creds: 467
Ammo: 60/60

Buzzsaw: SP7/7 HP12/12 RP3/3
Creds: 357
Ammo:

Digdig: HP10/10
Creds:
Ammo:

Gryggax SP 12/12 HP 14/14 RP 5/5 l Spells 3/3 l
Creds: 381
Ammo 20/20

Kasha: SP5/5 HP10/10 RP4/4
Creds: 422
Ammo: 20/20

Xond:SP0/8 HP9/9 RP4/4
Creds: 376
Ammo: 30/30


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At everyone, you will be leveling up after this. If you would like to prepare for that, I recommend it. Level 3 is right around the corner.

@Gryggax, I am headed to bed, I will fire up the computer in the morning and move your token where you asked before beginning play. While the encounter has shifted into the next room, I intend on keeping the same initiative order until after you finish with Ferani.


Breaker and Blacklock will take their round 4 actions, then Ferani will take her actions, followed by Breaker, (Gryggax took his I believe), then Boris and Blacklock. Hopefully, this will resolve the encounter.


Ok. I’m just waiting until you RP or fight your way through the end of this encounter and then you can level up and we’ll prepare for want you want to do next.


Ok, so I am hoping that you are okay with the rapid method that I chose to level you up. The decision was based upon only having four PCs and that we are pbp. Starfinder uses fast advancement anyway. For upcoming levels, I will go back to dividing xp total among characters for a somewhat slower advancement, but still faster than PFS.


I'm totally fine with achievement based xp, just leveling us at significant events.

Also, yay. Making some final decisions.


Level 3 Summary:

hp: +6
sp: +7
+1 bab
+1 fort
+1 operative's edge
+10 ft movement
trick attack +1d8
weapon spec +1 (+half char level to dmg)
feat: mobility
skill: 11+free ranks in perc/sleight
perc +1 (free)
sleight +1 (free)
bluff +1
comp +1
cult +1
disg +1
eng +1
pilot +1
prof +1
stealth +1
ath +1
sense +1
surv +1

edit: also my init will increase to +9 from operatives edge increasing

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I would say that we are probably a bit behind on gear for our level. It's probably about time for all of us to upgrade our armor and there are some other things that would be nice to have by level 3; like armor upgrades, implants, or our first personal upgrades. That being said; we don't know what's in Ferani's room safe yet...


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Level up:

HP: +5
SP: +7
BAB +1
Fort +1
Ref +1

Skills 4 Class + 3 Int = 7:
Computers +1
Engineering +1
Life Science +1
Mysticism +1
Physical Sciences +1
Piloting +1
Sleight of Hand +1

Class Features: Spell Focus (+2 Save DCs), techlore +1 (+1 Computers and Mysticism), weapon specialization (basic melee, small arms).

Spells per Day:
1st level - 1 additional

Spells Known:
0-level - 1 additional (Transfer Charge)
1st-level - 1 additional (Comprehend Languages)

Feat: Mystic Strike


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

I’m genuinely having trouble choosing my next feat. I have it narrowed down to Combat Casting, Improved Initiative, Mobility, or Great Fortitude. Does anyone have input about what they might select?


Hey all, I tried to post early this morning and the website was down. Bear with me, I will post tonight. Thanks.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Those are all solid choices, but I would probably skip Mobility out of those, unless you want it as a prerequisite for something else. Another one to consider is Spell Focus. You'll probably want to pick it up at some point so that your spell DCs scale with monster defenses.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Does Mystic not get Spell Focus for free?


Alpha-83 "Breaker" wrote:
Does Mystic not get Spell Focus for free?

I don’t believe so.


Hey all, I will be offline for the next two days. I am hoping that doesn’t disrupt the game too much. Will post tonight. Hopefully, the post will give you something to do for the next two days.


After you RP out of the security situation, Chiskisk will want to meet you at Lorespire to award you each 1500 creds
As a Starfinder reward for solving Kreel's murder.

You will have 3500 new creds to spend while I'm out of town this weekend.


Nice, can we assume everything in Core book is available to buy? With level restrictions or can we purchase above level 3?


Everything in corebook, up to and including level 3 restrictions. I will consider level 4 on a case by case basis since there are only 4 PCs.


Was looking at the thunderstrike sonic pistol, 1d8 sonic level 4.


Blacklock wrote:
Was looking at the thunderstrike sonic pistol, 1d8 sonic level 4.

Approved. Just take care to ensure that it doesn’t create peripheral damage amongst party members.


I’m going to be offline for the next 48 hours.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

If nobody else wants the quick release sheath, Boris was planning on buying one anyways and wouldn't mind taking it.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

level up:
+7 STA +7 HP, +1 Will Save, +1 BAB, +1 to Athletics, Computers, Engineering, Mysticism, Perception and Physical Sciences

Feat: Step Up; Weapon Specialization

Drone Advancement:
+10 HP, +1 BAB, +1 AC, +1 Reflex and Will Save
Feat: Versatile Specialization
Mod: Melee Weapon Arm

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Boris is purchasing a flame doshko for Digdig, Golem Forged Plating II for himself, and is also getting a personal upgrade I (Int). He will sell his Ceremonial Troop Plate and one of his assault hammers and be left with 107 credits to his name.


I might ask for the holoskin and a grenade from the loot. Also was curious if Ferani's pistol was anything special.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

I'm thinking of sticking with the laser rifle as it versus EAC. Does anyone want the auto target rifle. I would like one of the healing serums. Otherwise, I am still shopping and deciding on feat.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I think you're the only person who can use long arms. It doesn't hurt having more than one weapon because there are lots of things that are resistant or flat out immune to fire.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100
Boris "Buzzsaw" Mulligan wrote:
I think you're the only person who can use long arms. It doesn't hurt having more than one weapon because there are lots of things that are resistant or flat out immune to fire.

Good point. Let me check and see how much bulk that adds.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

I know the game is moving forward, but I am still putting the finishing touches on Gryggax. This includes my dilemma of which feat to select.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

I will have this resolved by this evening and stay up late to post in gameplay.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Hey guys, heads up. A friend of mine is going through a rough patch, so posting might be a little slow this week. Bot me if needed, please.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Purchasing:

Freebooter Armor 1 - 675 credits
Quick-release sheath in myself - 293 credits
Personal Upgrade Intelligence Mk 1 - 1260 Credits

Selling my Second Skin for 25.

I'd like to upgrade my computer to Tier 3, as well. Can I just pay the difference, or do I have to buy an entire new one?


I assume the 10% weapons discount can apply to these purchases. I'll have a list by the end of the day.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

I've been applying it.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I didn't realize that you had taken long arms proficiency. That actually makes your feat choice very, very easy. You need to take Versatile Weapon Specialization to get the most out of your guns. You only get Weapon Specialization for the weapons you naturally get from your class (Unless you're a DWARF!).


Post Investigation Purchases
2070 sonic pistol, thunderstrike
95knife, survival
400 bonding epoxy
2565 spent, 935 cred remaining

Also will mark 1 incendiary grenade and the holoskin on my sheet if its alright.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax LVL 3

Gryggax LVL 3:

Mk I ability upgrade +2 Wis 1260
Carbon skin graphite. 1098
Wyrmling dragon glnd. F. 680
Gill sheath. 86
5 binders. 23
3124

378 credits left

Feat: ?

DCs 1st DC 16
2nd DC 17

Wyrmling gland 15 foot cone 3d6 fire

0. 6
1st 4 +2

Carbon skin +3 EAC +4

I forgot to list the ranks that I chose for skills. I'm also still looking at feats. I want the mobility tree, but I see what you are saying about versatile weapon specialization. Also, Medical Expert could really help the party. I need to update my skills as well since the wisdom-related skills would increase.


Alpha-83 "Breaker" wrote:

Purchasing:

Freebooter Armor 1 - 675 credits
Quick-release sheath in myself - 293 credits
Personal Upgrade Intelligence Mk 1 - 1260 Credits

Selling my Second Skin for 25.

I'd like to upgrade my computer to Tier 3, as well. Can I just pay the difference, or do I have to buy an entire new one?

You can just pay the difference.


Blacklock wrote:

Post Investigation Purchases

2070 sonic pistol, thunderstrike
95knife, survival
400 bonding epoxy
2565 spent, 935 cred remaining

Also will mark 1 incendiary grenade and the holoskin on my sheet if its alright.

It is ok with me. I’m not interfering with how the party splits loot unless there is a dispute.


Gryggax wrote:

Gryggax LVL 3

** spoiler omitted **

I forgot to list the ranks that I chose for skills. I'm also still looking at feats. I want the mobility tree, but I see what you are saying about versatile weapon specialization. Also, Medical Expert could really help the party. I need to update my skills as well since the wisdom-related skills would increase.

I would go with the feat that you want in your gut. Don’t worry too much about what the party needs.


Alpha-83 "Breaker" wrote:
Hey guys, heads up. A friend of mine is going through a rough patch, so posting might be a little slow this week. Bot me if needed, please.

I will if needed. I’m sorry to hear. I hope that things improve for your friend.


This next bit relies on some heavy RP. I’ve got some long posts ahead of me.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100
Boris "Buzzsaw" Mulligan wrote:
I didn't realize that you had taken long arms proficiency. That actually makes your feat choice very, very easy. You need to take Versatile Weapon Specialization to get the most out of your guns. You only get Weapon Specialization for the weapons you naturally get from your class (Unless you're a DWARF!).

After weighing all of the options, I have decided to go with Versatile Specialization, thank you.

Gryggax should be updated except for stat bar.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Yes, Boris, I know. Dwarves get cool weapon options. I, however, just got a quick-release sheath installed in my body, because my Android body contains an upgrade slot that can be used for a light armor upgrade.

Had I been able to afford it, I might have gotten a Force field, but them's the breaks.

Tier 3 Computer (Miniaturization x3 (Bulk L), self-charging, range 1, Secure data module (Astral Extractions Investigation), Countermeasure (wipe, Astral Extractions Investigation Data Module) - 1520 credits after the discount and the upgrades.

And that's the computer update. I went with the 10 credit option (Average-sized project) for the Astral Extractions Investigation Module, since it seemed the correct size.


Hello everyone, I was at the hospital late last night with my mother. I am exhausted. I will post tonight. I apologize for the delay.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

I hope everything's okay. It's absolutely understandable.


Alpha-83 "Breaker" wrote:
I hope everything's okay. It's absolutely understandable.

She is recovering well. She had a lobectomy and will be out soon. The hardest part is helping with my dad who is in a wheelchair since she was his caretaker. I’m the closest sibling, so I’m stretching it thin sometimes.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Yes DM, well wishes and prayers for her and you to get through this. You have my support.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

I was thinking about space ship combat for us and think we should talk about roles. What's kind of tricky is that there are only 4 of us, so after the pilot we can only fill three roles. The good thing is that all of us can do multiple roles, which is nice.

From my experience with space combat, I think its usually best to have two gunners whenever possible; a primary gunner to operate the turret gun and someone else manning whatever gun is the arc facing the enemy. I think it is almost always better to make another attack than do one of the Engineering or Science Officer actions. The exception is if we start taking hits...then getting shields back up might be more essential.

Boris has the worst Dex in the party, so he's going to be the weakest gunner and pilot. Boris is also not quite as good at Computer Science as Breaker, but he is still pretty strong in this area. He is a good engineer; but unless our shields are down, I think his actions are usually going to be spent doing something more useful. Basically, Boris can do everything except captain and is ready to be flexible and move where he is needed. Do other people have any thoughts on starship tactics?


My thoughts: Speed and maneuverability are most important. Gunnery doesn't matter if you can't line the shot up right (pierce the right sector). I agree 2 gunners is important.

Engineer should Divert which increases starship speed by 2 unless something else is really needed.

SO should scan until atleast AC, total HP and SP are known.

Captain Taunts then gun for however many rounds, or Encourage every round.

I want to try piloting but I have no actual experience with it.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

I think I designed this character so it could fill any starship role necessary except for Captain. Alpha-83 isn’t really a leadership type. Never been his strong suit.

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