Dead Suns AP by GM Cellion (Inactive)

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+4[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+17[/dice]
[dice=Isu Perception]d20+10[/dice]
[dice=Spec Perception]d20+13[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+19[/dice]


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

BTW Jelico, after these guys wrap up their investigation of the data Vesh left behind, you'll be on deck to join the group. If you've settled on a different intro than we previously discussed, let me know. Otherwise, we'll bring everyone back to Absalom Station for introductions.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Sounds good! I'll PM you.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Another 1500 credits each in addition to that approx. 3000 from yesterday. Cello on, did we level up?

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Gods I'm dreading making my post for this. It'll probably take hours and I need to sleep for work tomorrow (I'm in the middle of another 8-day stretch thanks to Valentine's Day).

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I figured that actually reporting what happened would be an Arc type of things and not left to us degenerates. However, I don't think you really need to recap the whole situation in a long post, it is totally handwavable, like "Arc explains all of our activities and findings" type of thing.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

You'd be right.

WHEW, part one done. Time for bed.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Spectre you should do that final computer check.

Are we leveling up?

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Let me let Chiskisk know what we found first in case they have a means to help guarantee success. I don't want to bungle this vecause the dice roller decided to be cheeky this afternoon!

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Yes, I should do the final computer check. Ted, stay away! (except maybe to aid this. :)

computers: 1d20 + 19 ⇒ (20) + 19 = 39

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

woot! natural 20!

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Cellion, would you be okay with me changing my theme from mercenary to guard, which is new in the COM? Guard fits my background better, as that is what Isu was before this adventure.

Also, looking at the spellcaster aegis power armor for purchase and taking power armor jockey archetype. (Quite honestly, it takes nearly all my money and provides for better AC by a good bit, but it slows me down, takes two arms away, and reduces my strength by 2. So it is a mixed bag) It also makes me large, for map purposes.

From power jockey archetype, I get an additional upgrade slot, but I will probably put a battery charger in that, so I don't have to worry about tracking battery power.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Jelico are you in the healer subtrack? I have a staff of mystic healing for you, if you are. Gives you one more healing touch a day, and your healing will be better than mine.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

last level up note from me: I swapped out combat feat (soldier 4) opening volley for cleave. 1 combat feat can be swapped out each level up. With the character operations manual options, cleave won't suck as bad in the future.

I'm also looking at weapon fusions. Remember that you can have multiple fusions if their level sums up to your item level. Since our weapon are higher level now, you might be able to get 2-3 cheaper fusions on a weapon. I'm going to put throwing and called on my hammer to turn it into a ranged weapon (10 ft increment, so at least I can hit things hovering above our heads)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

ok, i'm not done yet because I am still trying to eke out a way to make power armor work better. It really stinks that strength is capped by the armor because all the starting points I put into strength are basically worthless.

Cellion would you allow me to buy a mneomic editor mark 2 for 3000 credits and basically swap my dexterity and strength at character creation and make dexterity my primary stat? That seems to go outside what they can do as written, but it does say its up to the GM and I am sacrificing 3000 credits that would otherwise go to better gear.

(and then while I'm at it I could swap my theme)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

I have no problems with your changing your theme, but changing STR for DEX is beyond the bounds of what the mnemonic editor can accomplish. I'm generally amenable to breaking the rules if its a story fit or fluff change, but this is a serious swing entirely for optimization. So no go.

One thing you could do is buy a personal upgrade to DEX to replace your one to STR. That doesn't cost as many credits and gets your DEX in the right direction.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Here's my level up:

Level 7:
Class Taken: Mechanic
Class Feature Gained: expert rig, miracle worker 1/day
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): acrobatics (1), athletics (1), computers (1), diplomacy (1), engineering (1), perception (1), physical science (1), profession (crime lord)(1), stealth (1)
Feat: shot on the run

With this level, I've taken the Shot on the Run feat. I'm hoping to use this with a line weapon, so I can come out of cover, line up a good shot, and then get back to cover.

Any ideas on equipment for: 1) a good line weapon for my level (currently have plasma rifle (red star-class)) 2) movement enhancing options, so I can get out and fire and get back easier or 3) any other options I should be considering? I have about 17000 credits--any ideas appreciated.

GM, any ponzi schemes I could invest in?

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Well, I would argue that it isn't optimization, but that power armor is very poorly implemented in the game for melee characters and I am trying to get around some bad Paizo game development. But I also understand your desire to stick to the rules and your DEX personal upgrade idea is a very good one as it puts my strength equal to the strength of the power armor. Costs me a resolve but does give me better init and reflex so a good trade.

Can i change my theme for free or should I do the mnemonic editor for that?

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Spectre, I was looking through the core rules book and reminded of how much STUFF there is in the equipment section. Stuff we never even looked at before because we didn't have the money for it. There's augmentations and magic items and tech items and hybrid items and then the armory book has even more stuff in it. For example, hoverskates.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)
Isu Greelax Zyte wrote:
Spectre, I was looking through the core rules book and reminded of how much STUFF there is in the equipment section. Stuff we never even looked at before because we didn't have the money for it. There's augmentations and magic items and tech items and hybrid items and then the armory book has even more stuff in it. For example, hoverskates.

Yeah, I'm a little overwhelmed by the possibilities. I'll be looking through it!

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I suggest a personal upgrade of +4 for your primary stat and then a +2 upgrade for a secondary stat, if you want an easy decision and don't want to pour over tech options.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Yep, change your theme for free Isu, it's what your character always would have had :>


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Spectre, I just noticed that you're currently showing a Mk1 personal upgrade for both DEX and INT. You can only have one personal upgrade of each mark, and you can't stack two different Mks on the same stat. So you could have Mk2 Dex and Mk 1 Int, but you couldn't have Mk2 DEX and Mk1 Dex or Mk2 Dex and Mk2 Int.

I'd echo Isu and say the Mk2 stat upgrade is a good move. New armor may be a good choice too. And there's a lot of good utility items. And while it would take most of your credits, you could get a non-line longarm that deals 3d6 or so damage, which would be a big upgrade.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Isu, I've got that staff already. Can I carry two?

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

You strong enough? I don’t know why you couldn’t have two except that it would look weird.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)
GM Cellion wrote:

Spectre, I just noticed that you're currently showing a Mk1 personal upgrade for both DEX and INT. You can only have one personal upgrade of each mark, and you can't stack two different Mks on the same stat. So you could have Mk2 Dex and Mk 1 Int, but you couldn't have Mk2 DEX and Mk1 Dex or Mk2 Dex and Mk2 Int.

I'd echo Isu and say the Mk2 stat upgrade is a good move. New armor may be a good choice too. And there's a lot of good utility items. And while it would take most of your credits, you could get a non-line longarm that deals 3d6 or so damage, which would be a big upgrade.

Shoot, sorry I missed that. The one on my Int has probably made minimal difference, but I'll be sure to upgrade my Dex Mk1.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Don't have as much time tonight to complete my level up, but tomorrow's my Friday, so I'll finish it when I get home.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

I've got some time over the next couple of days. I'll see about a ship. It looks like you've got the Sunrise Maiden at Tier 5. I can go off that. Anyone want anything specific?

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Just as long as it's the Sunrise Maiden and not an entirely new ship. :P

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

I've updated Arcalinte's sheet with his actual level-up (please correct if I've done something wrong)...it's now time to do some shopping...oh boy, I may need help with this, at least to know how many credits I have to work with. I established I had 3,045 before we left Eox, adding the 6,000 from Chiskisk brings that up to 9,045. How accurate is that? I've really been bad at tracking my credit total, and I apologize for that.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

you just need to scroll up through discussion and look. I split some credits up, and Cellion gave out credits. Those were all that happened.

You probably have a lot more than 9045 so you should go back through and figure it out.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

It's unlikely you were down to 3k before you left Eox, considering the credit drops. From a quick scan-through it looks like the following were distributed after leaving the asteroid in book 3. I may have missed something.

Per person (split 5 ways, then split 4 ways once Syd left):
2.5k for post Asteroid from Society
800 from two nihili just outside Orphys
1576 from the marrowblight
1000 from Vesh
1500 from Ambassador Nor for handling his problem
6000 from the Society to equip you for the upcoming mission.

Please make an effort to keep on top of this.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)
Jelico Kent wrote:
I've got some time over the next couple of days. I'll see about a ship. It looks like you've got the Sunrise Maiden at Tier 5. I can go off that. Anyone want anything specific?

Thanks for stepping up Jelico. Not to spoil too much, but we'll need it in a few days. :>

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
GM Cellion wrote:

It's unlikely you were down to 3k before you left Eox, considering the credit drops. From a quick scan-through it looks like the following were distributed after leaving the asteroid in book 3. I may have missed something.

Per person (split 5 ways, then split 4 ways once Syd left):
2.5k for post Asteroid from Society
800 from two nihili just outside Orphys
1576 from the marrowblight
1000 from Vesh
1500 from Ambassador Nor for handling his problem
6000 from the Society to equip you for the upcoming mission.

Please make an effort to keep on top of this.

So 13,376. I'll make sure to keep track of this from here on out and start working on my purchases.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Here's what I've put together. I upgraded the armor, shields, power core, and computer. I think it puts us in a good place. I had to take the living quarters down from "good" to "common" though. I don't think it makes any mechanical difference, but it might for RP purposes.

SUNRISE MAIDEN (TIER 7)
Medium explorer
Speed 12; Maneuverability good (turn 1); Drift 1
AC 17; TL 14
HP 65; DT n/a; CT 13
Shields Heavy 320 (forward 80, port 80, starboard 80, aft 80)
Attack (Forward) tactical nuclear missile launcher (5d8)
Attack (Aft) flak thrower (3d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) light particle beam (3d6)
Power Core(s) Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (common), mk 7 armor, mk 5 defences, mk 2 tetranode computer (tier 3); Security anti-hacking systems mk 1 (DC +1), computer countermeasures (alarm); Expansion Bays cargo hold (2), escape pods, recreation suite (hac) Modifiers +2 any four checks per round, +4 Computers;

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Okay, after purchasing that Wrack Devastation Blade and upgrading my armor to a D-Suit II I'm left with...976 credits.

Stuff is freakin' EXPENSIVE in this game! :(


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Jelico: Looks good, though I would thoroughly recommend dropping something to add a better gun to the turret. Last starship combat the PCs were in, they ran out of nuclear missiles and were doing negligible damage with the other weapons. It both made the fight drag on (not great for PbP) and made things far more dicey than they should have been.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I was the one who suggested better armor because I probably didn't remember things properly. There really is no getting around long starship combats though. I think 10+ rounds is standard.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Tell that to the Dead Suns group I play in. We have yet to have a Starship Combat that lasts more than 5 rounds.

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Level 7
Class Taken: Technomancer
Stamina points Gained: 6
Hit points Gained: 5
Skill Points (9): computers, engineering, life science, medicine, mysticism, physical science, piloting, Stage Magician, Sleight of hand
Feat: Greater Spell Penetration
1st level spell: Jolting Surge
3rd level spells: Dispel Magic, Explosive Blast
BAB: +1
Equipment: D-Suit II w/ jump jets and infrared vision, Dex MKII personal upgrade

The Dex bonus gave a +2 to a bunch of stuff and the armor gave an additional boost to defenses. DSuitII's max dex is +5 which matches ted's new dex bonus. Never will be "Isu Awesome" but a definite bump.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

For reference:

Computers +20
Engineering +17 (+21 vs. traps)
Piloting +9
I also make a pretty great gunner with my Dex

I'm happy to fill any roll.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu is only good at guns or the new chief mate roll. In the past Arc has also done guns but would be a good captain. Spec could do guns or engineering. I think our goal should be to get 2 people on the guns each time, with Spec and Arc switching off when an engineering action is needed.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

before we go on, I'll play with the ship to try to improve the turret by a step or two

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

I'm good with being the pilot. Jellico is probably not as good as the rest of you at the other rolls.

I'll work with Isu this morning and see what we can come up with for the final Sunrise Maiden Tier 7.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Ok, so here's my proposed switch. By dropping our port and starboard guns, we can fit on the best possible turret, the 6d4 chaingun.

Those port and starboard guns are only 2d4 anyway, and I would argue it would be more worthwhile to encourage the turret gunner with diplomacy and do other starship roles than to use a 2d4 backup weapon if it is in our port or starboard.

And if we can angle ourselves to shoot with forward guns, we can use the turret and nuke simultaneously and do a ton of damage in a single turn, on their same arc of shields, which would be very effective.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Slight hiccup... the chain cannon has the ripper property, which means 1/2 damage to shields. Still, it is the best turret gun we can get, so I still think we stick with it.

What we need to do is get in close and fire our nuke to take down shields, and then fire the chain cannon as a followup. So to be effective what we need to do is win initiative and then keep the enemy in our forward arc to get the 1-2 punch off.

Any boosts that can go to initiative should be a priority.

Our computer is a mark 2 tetranode, so that means we get four +2 boosts each round.

I suggest: +2 for initiative phase, +2 for pilot, +2 for Isu's gun, and then a +2 for the second gun, or a +2 engineering if the second gun isn't going to be used that round.

SIR TED: I strongly suggest that in addition to science officer, you read about the magic officer role. It requires mysticism though, so maybe you aren't set for that...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

For 1 fewer build points than the chain cannon, you could upgrade your turret from a light weapon mount to a heavy weapon mount AND put a heavy laser cannon (4d8 dmg) in there. That'd also get you a better range increment and avoid the ripper property.

You might want to also think about upgrading your forward weapon mount and switch to a heavier weapon. Its only 4 build points to upgrade a light mount to a heavy one, and it opens up weapons with a LOT more oomph (say 10d8 missiles).

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Yeah. Thant changes a few things. I entirely forgot about the heavy mount option.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

mr. kent was able to jettison the aft, port, and starboard guns and get us a heavy laser cannon (4d8) in the turret and a heavy nuclear missile launcher (10d8) in the front. otherwise it is the same as written currently

thanks for those tips. we were using this online ship builder (google starfinder ship builder, it is a great tool) and you have to hit a certain button to flip options to heavy mounts, so I didn't know those options existed!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Sweet. I *thought* something was up when you guys were considering the chain cannon, that thing is AWFUL.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

So here's what we've got after this morning:

SUNRISE MAIDEN (TIER 7)
Medium explorer
Speed 12; Maneuverability good (turn 1); Drift 1
AC 17; TL 14
HP 65; DT n/a; CT 13
Shields Heavy 320 (forward 80, port 80, starboard 80, aft 80)
Attack (Forward) heavy nuclear missile launcher (10d8)
Attack (Turret) heavy laser cannon (4d8)
Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (common), mk 7 armor, mk 5 defences, mk 2 tetranode computer (tier 3); Security anti-hacking systems mk 1 (DC +1), computer countermeasures (alarm); Expansion Bays cargo hold (2), escape pods, recreation suite (hac)
Modifiers +2 any four checks per round, +4 Computers;

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