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
Cellion, do we actually know the name of this disease or are you just putting it on the tracker for bookkeeping purposes?
Also, to everyone else, Jellico can cast Remove Affliction three times today. I think that will take care of the disease, but it'll take the rest of my level 3 spells
Cellion, do we actually know the name of this disease or are you just putting it on the tracker for bookkeeping purposes?
Also, to everyone else, Jellico can cast Remove Affliction three times today. I think that will take care of the disease, but it'll take the rest of my level 3 spells
I'm putting it on the tracker for bookkeeping. In character, you'd know that something doesn't feel right about the wounds you took. Once this combat is over you can diagnose yourselves with a Medicine check.
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)
All,
I'm so sorry, but I have some huge obligations at work that will keep me from posting through next Wednesday. I have a confluence of some of my worst cases and am feeling overwhelmed. I'll catch up soon.
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 don't know if simply jumping is going to be enough. These islands are 40 ft, 30 ft, and 50 ft away, and various distances in elevation too. Even with a running start, I don't think you can jump farther than your movement.
What about firing the grappling hook and doing a hand-over-hand thing?
My athletics is pretty bad, so I'm going to have problems however we try it.
lacking further input from others, let's go with my plan combo with ted's plan. he should use his own jump jets. i'll write up something that sketches out the narrative
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Would it be possible to Aid Another with Jelico's Athletics check, like to coach him through it?
Maybe just a cheap pistol then Arc. I mean, you need some ability to do damage in these situations. Sorry I don't mean to be bossy but Jelico could have died.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
All the damage in the world won't make a difference if my to-hit bonus can't keep up. That's the whole point of throwing weapons like these: so STR-focused characters like me can do ranged damage. But I spent all my creds getting a better sword.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
First we need money and access to one. And a better starknife, frankly, this one's still a basic level 1 item.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
I know that, what I'm saying is that even if I get a returning fusion, this particular starknife's barely better than a toy boomerang for the stuff we're fighting.
My 9th level Soldier still uses her level 1 starknife. Between the strength mod and weapon specialization, its pretty darn good (d4+15 is a meaty hit, comparable with another character's 2d8+9 laser rifle). The called fusion is critical.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
I could just take my called fusion out of my sword and put it back in the starknife, if that's the case.
that glove of storing is awesome. it would be great to store a backup weapon in it, but I don't have a strong need for it. Might be good for Arc to always have his starknife "on hand" since he doesn't have four arms or a power armor weapon mount.
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)
FYI, I'm going on an RV trip for a week tomorrow (visiting Glacier National Park).
I AM taking my laptop and plan to keep up (at least to the best I can) on posting, and I know we're supposed to have WIFI, but no guarantees. Feel free to bot if I haven't posted.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Double moves are ok in this round? Just wanna make sure if I can do 50 ft per round or just 25.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
vaca time! For the next week I'll be away from my routine, but will have internet access. that might just mean you'll have to bot me once or twice but for the most part I should keep up.
alrighty back from vacation. I leveled up, level 8 was very boring (level 7 soldier)
Besides slight numerical increases, I took a gear boost aka feat boost. Spinning Cleave: Make cleave attacks against enemies who aren't adjacent to each other.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
That damage finish it off, GM? Otherwise I'll take the 23 on the chin and take my official turn.
Interesting gear! I am definitely interested in the artillery laser, but do we spend an hour to fix them up after making all this noise? I would think we press on. (I believe we can at least use them until their current charges are used, so maybe 1-2 battles)
Haste Circuit (Magic)
Source Starfinder Core Rulebook pg. 205
Item Level 8; Price 9,250
Slots 1; Armor Type Light, Heavy; Bulk L
Capacity 10; Usage 1/round
You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day.
This upgrade can be installed only in light or heavy armor.
Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
I'm sorry. I met an IRL friend after work and that meant I didn't have any computer time to post with.
I've been doing well despite the covid pandemic. I feel like I'm recharged and ready to pick up play-by-post again. I got caught up in another hobby but I've been missing play-by-post for a while. If there is an upcoming moment where Sydney can slip back in, I'll love to update her to level 8!