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What did you want us to do? It was either that or try to engage the ellicoth! Experience has taught us that trying to engage giant space critters is a non-starter. We wouldn't have beaten that mountain eel back on Castrovel without Panelliar's intervention!

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It was a confusing situation.
Not Cellion's fault.
My fault probably (the person, not Isu). But I was convinced the module's writers EXPECTED us to run. Because basically it is a giant dinosaur with killer radiation and we are level 6. In pathfinder world, we would be having a hard time against a single hill giant. This is like.... 4 hill giants put together. Even now I am thinking that running is the best answer but we don't have a choice anymore.

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I didn't say it WAS Cellion's fault, I was just confused, since it looked like the monster was barring the exit when it first showed up.

GM Cellion |

FWIW, this is one of the hardest fights (if not the hardest) in this book. Its supposed to be scary :> You guys have done a great job so far stringing the ellicoth out so it never gets to full attack.
Unfortunately, its speed is much higher than a typical PC, so running is never really a practical option.

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The book is doable with four (written for 4 at least!)
But I have a large community of good PBP people now and many of them would be interested in jumping into mid level starfinder.
Should I ask?

GM Cellion |

Thanks for letting us know Sydney. We'll miss your spunky character :>
I think 5 people is a good spot for party size, so let's try to get in one more player to replace Sydney. Isu, if you think you have some good candidates, feel free to reach out. We'd like someone who'd be a good fit for the party, and who has a history of posting every day.

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I am GMing 4 different games in pathfinder now, and know of about 10 good candidates. But my go to guy is my brother in law who is reliable. He is a good PF player; he is just getting into Starfinder; playing 1 game in person and 1 other game PBP. Jumping into level 6 might be an adjustment for him, but he'll be okay.
Is there a particular class anyone wants represented? Sydney was our pilot, so I should at least ask him to cover that. Anyone care if he is melee v ranged? What if I push him into going toward a biohacker with a bit of healing ability?

GM Cellion |

Piloting would be good to have since there are more Starship combats in the AP!

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it seems like we have most skills and party covered between the 4 of us, giving him the ability to do whatever, really

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We made it! If we all gang up on this monster now, we can win!
I'll miss you, Sydney...after Isu you had the most personality in the group. :(
How are we going to handle the Sunrise Maiden? The ship is kind of Sydney's baby, and I feel bad parting her from it, but it IS kind of our only mode of interstellar transportation...
Sorry it took so long for me to reply, by the way. I meant to do so yesterday after dinner, but when I got home from work my energy level crashed so hard I fell asleep around 5 PM and didn't wake up until my alarm went off at 4:45 AM the next day!

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swing first, arc, and the guarded step away to still get your attack off

Beardy2004 |
Hi everyone! I just got the green light from Cellion to post here and introduce myself as your 5th player. I don't have a character rolled up yet, but it sounds like it'll be a few more days before you meet me in-game.
It looks like you might be down a pilot? I have an idea or two floating around that could address that. Is there anything else the party might be wanting that I could look into?

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I think you should make a halfling.
No reason.

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Definitely a halfling is what the party needs. You probably want the Cult background--maybe a few skill points in business. That's really the only hole in the group.

GM Cellion |

Welcome Beardy! Settle yourself on in and get used to this rabid group of conspiracy theorists :O

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Welcome Beardy! Settle yourself on in and get used to this rabid group of conspiracy theorists :O
And their long-suffering Luke Skywalker/Agent Scully.

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Spec are you a longarm build? Nothing in this haul is good for Isu, so I'll pass on the list this time.
Streetsweeper, Thunderstrike
Source Starfinder Core Rulebook pg. 177
Level 7; Price 7,150
Hands 2; Proficiency Longarms
Damage 1d10 So; Range 50 ft.; Critical knockdown
Capacity 40 charges; Usage 5
Bulk 2; Special boost 1d6
D-Suit, I
Source Starfinder Core Rulebook pg. 197
Level 5; Price 2,980; Category Light
EAC Bonus +5; KAC Bonus +6; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 1; Bulk L
Lightwrap Inlay
Source Alien Archive 2 pg. 65
Item Level 6; Price 5,000
Slots 1; Armor Type Any; Bulk L
Capacity 10; Usage 1/round
This specialized coating of glass serpent scales shifts its collective angle in response to localized electrical fields created by a delicate circuitry inlay, allowing the bending of light around you. You can activate this inlay as a standard action to become temporarily invisible (as the invisibility spell, save that the process is purely technological rather than magical). This invisibility lasts until you deactivate it (which you can do as part of any other action) or the inlay runs out of charges. A lightwarp inlay’s charges replenish each day.
Battery, High-Capacity
Source Starfinder Core Rulebook pg. 179
Level 4; Price 330
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 40
Bulk —; Special —

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hello beardy! i'd suggest ranking up profession cooking with a specialty in pizza.
ted's suit is already better than the D1 and he doesn't use long arms (and hardly could be considered using his pistol either). his suit has one slot with jump jets and he can cast invisibility, so have at it Arc.

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Arc was excited by the lightwrap inlay so I wasn't going to challenge for it. It feels like more of an Arc thing than an Isu thing.

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should we head back to Orphys to get the new character? It isn't fun for Cellion to have to constantly bot Sydney. We can use the in character excuse of needing to grab some healing consumables.

GM Cellion |

I was planning to give Beardy some more time to think about his character and build and have him join you right after Skullcap Gorge (especially because that would be a good starting point for a new character). I'll be segue-ing Sydney out of the party shortly, so you'll be 4-manning this next bit.

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roger doger.

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I would definitely take the longarm. I have a weapon doing similar damage, but it's a line weapon, which can be problematic.
The lightwrap inlay is also interesting to me, but since I'd already have something else, I'll defer to Arc and pick one up later.

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i'm really enjoying this brisk pace we have going on. Good job everyone in doing great on your post speed!

GM Cellion |

Yeah, for sure. Having a smaller but very active group is awesome.

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1 person marked this as a favorite. |

I'll be honest, the major reason for that is because I had an extra two days off from work while my parents and brother went to Milwaukee for an art show (I don't have a driver's license, so I rely on my dad for transportation to work, so when he's going somewhere for more than a day, I request time off of work so I don't have to worry about getting there). So I had two more days to keep up instead of firing off late posts when I get home from work or trying to catch up when my weekend rolls around...

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To whom it may concern, here's Ted's current grenade inventory:
Frag Grenade I X 2
Incendiary Grenade I X 3
Shock Grenade I X 1
Stickybomb grenade I X 1
Shock Grenade Mk 1 X 8
incendiary grenades 1 X 9
frag grenade 2 X 4
Grenades are fairly expensive for one time use. A Frag Grenade III (lvl 8) that does 4d6 damage is 2560 credits! And the save is kind of low, like for a level 8 grenade it'd be a DC 17 Reflex check for 1/2 damage. 2.5k credits for 2d6 damage is dumb. BUT! It sure is fun to post Ted throwing a nano-injected grenade in to a bad guy. Just sounds devastating!

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I love the techno/explosions concept for Ted. But for single targets, it's definitely expensive. You may need to save them for when there's a group of enemies, and use a different weapon otherwise?

GM Cellion |

Yeah, the grenade damage is pretty awful. If I was going to houserule the system, I'd make it so grenades added your weapon specialization bonus.
As far as saves are concerned, Paizo has actually printed a few good options for increasing grenade DCs. If you're optimizing your dex modifier and picking those up, you can get some really good DCs for your highest level grenades.
(Think like: DC 10+6DEX+4ItemLevel+2+1 = DC23 for an 8th level grenade)

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grenades are definitely a loot reward, and not something you would go out of your way to buy!
Since you only can sell them at 10% of the original value, there isn't much incentive for selling them off so GM's should feel to give them out liberally. (hint hint).

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And I'm back! Although this time, it's as my character. I'll be playing Jelico Kent, Desna-devoted mystic and bounty hunter. I've been working with GM Cellion to put something together that'll fit in well with the campaign.
I'm we'll meet IG soon. Until then, I'm following your story so I (the player) am not totally clueless.

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then you see how screwed i am. j/k. it could be worse. maybe it will get worse!

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Welcome--will be good to have you join us soon.
Also, Cellion, I'm curious what I've been messing up on the plasma rifle. That said, I have had few chances to use it. We've faced a foe with fire immunity, and most of the time I don't use it because of friendly fire. So I may not have screwed up very many shots, but I'm curious to know what I'm missing.

GM Cellion |

Welcome Jelico! We're rapidly approaching the end of Book 3, and will be introducing you to the story soon enough. Maybe in this upcoming week. Let me know if you have any questions or any cool ideas for how to introduce your character beyond what we've discussed previously.
@Spectre: The line property only fires to the extent of the weapon's first range increment. And for the red star plasma rifle, that's only 40ft. Unlike most ranged weapons, you can't extend the range by taking a -2 penalty per range increment. In both the last fight vs. the marrowblight + ellicoth and in this one, the beam's been getting much more range.
@Arc: Just good enough!

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I couldn't tell by your description if bludgeoning did no damage, or reduced damage.
Also, I should have put the reminder in that Isu's weapon has a disruptive seal, in case it matters.
Disruptive fusion seal level 3. The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.

GM Cellion |

Yep, I forgot the disruptive fusion! Somehow I missed it when I scanned your profile last night. See gameplay.

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@Spectre: The line property only fires to the extent of the weapon's first range increment. And for the red star plasma rifle, that's only 40ft. Unlike most ranged weapons, you can't extend the range by taking a -2 penalty per range increment. In both the last fight vs. the marrowblight + ellicoth and in this one, the beam's been getting much more range.
That's good to know. However, I seriously doubt it's been bent that often. I have actually had to use other weapons quite a few times to avoid hitting companions, so don't think it's been abused very often (and even then, the damage is the same unless I'm hitting multiple targets, so maybe only a couple of times). But I'll watch out for that in the future.

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Spectre your rolls have been amazing this battle. We need to subject you to possible destruction more often.

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Spectre your rolls have been amazing this battle. We need to subject you to possible destruction more often.
I've definitely never taken this much damage before. But yes, the rolls have been pretty sweet.

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Freebooter Armor II
Level 6; Price 7420; Category LIght
EACBonus +6; KAC Bonus +8; Max Dex Bonus +5
Armor Check Penalty 0; Speed Adjustment -
Upgrade Slots 1; Bulk L
Jump Jets upgrade (Isu's old upgrade)
Laser pistol, corona
Source: Starfinder Core Rulebook
Level: 6
Price: 4,270
Bulk: L
Damage: 2d4 F
Critical: Burn 1d4
Range: 90 ft.
Capacity: 20 charges
Usage: 1
Special: —
Advanced Shirren-Eye Rifle
Level: 2
Price: 9,350
Damage: 2d10 Piercing
Range: 70 ft.
Critical: -
Capacity: 4 rounds
Usage: 1
Bulk: 2
Special: Analog, Sniper (500 ft.), Unwieldy
GM Google didn't show up any stats on the Mk1 Necro grenades.
The armor would give Ted a +1 to max dex bonus (though his dex isn't high enough for it) and remove his -1 armor check penalty from his current armor.
The pistol gives does 2d4 plus burning instead of just his 1d6. Awesome!

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so that sniper rifle is actually level 8! I'll take it.
Ted you should take the two batteries and 4 necro mark grenades as well as the armor and pistol.
in recent looting, Spec took the streetsweeper (and take the two high capacity batteries,) and Arc got the lightwarp inlay armor upgrade.
Did anyone want the D-suit 1? It is a level 5 armor.
I've marked all this stuff on the loot sheet.

GM Cellion |
