Dead Suns AP by GM Cellion

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+2[/dice]
[dice=Isu]1d20+5[/dice]
[dice=Spectre]1d20+6[/dice]
[dice=Solaria]1d20+2[/dice]
[dice=Ted]1d20+2[/dice]
[dice=Sydney]1d20+5[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+13[/dice]
[dice=Isu Perception]d20+5[/dice]
[dice=Spec Perception]d20+9[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Solaria Perception]d20+8[/dice]
[dice=Sydney Perception]d20+12[/dice]


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Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

that is really cool, and I like the direction paizo is going with that fixer. You don't have to commit to it until level 6! Do you see any that might fit a soldier Isu?

(Or possibly, with permission I could see a change into a divine champion Isu if doing it with fighter. I wouldn't want to do it with mystic)

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Well, there's the Powered Armor Jockey, which starts at 6th like the Fixer does, but so far it doesn't look like Isu's made powered armor an essential part of his combat rig.

On the regular Soldier side of things, there's now the option to take Feat Boosts instead of Gear Boosts, which improve certain feats. For instance, you have Opening Volley, which qualifies you for this:

Volleying Bombardment:
(Ex; Opening Volley): Whenever you deal damage to an opponent with a ranged attack on your second or subsequent turn in a combat, you gain a +1 circumstance bonus to your next melee attack against that opponent, so long as this melee attack occurs before the end of your next turn.

There's also Special Ops Trainings, which you can use to trade Gear Boosts for improved class skills or adding extra class skills.

And there's plenty of new Fighting Styles, including the kasatha-specific Fourfold Tactician Style!

Fourfold Tactician Fighting Style:
A fourfold tactician is a master of making use of multiple weapons and still having a spare hand. You must have four or more arms to select or use this fighting style.

Double Draw (Ex) 1st Level: You gain Double Draw as a bonus feat. If you have Double Draw, you can instead select a combat feat for which you meet the prerequisites. Starting at 9th level, you can draw or sheathe as many weapons as you have limbs, using the same action normally required to do so with one weapon.

Feint and Strike (Ex) 5th Level: While wielding at least two weapons, you can feint and make one attack as a standard action. This ability counts as Improved Feint for meeting prerequisites. If you have Improved Feint, you instead gain a +2 insight bonus to Bluff checks to feint while you are wielding at least two weapons.

Instant Reload (Ex) 9th Level: You can expend 1 Resolve Point to reload every weapon you are wielding as a move action.

Run and Gun (Ex) 13th Level: While you are holding two or more weapons, you can move up to your speed before or after a full attack. You can’t move between attacks, and you can make no more than one attack with each weapon you are holding unless another ability, such as the Fusillade feat, allows you to do so.

Overkill (Ex) 17th Level: As a full attack, you can fire two automatic weapons in their automatic mode, taking the same penalty to attack rolls you normally do for making a full attack.

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

I like the idea of the fourfold tactician, though it is pretty weak (a lot of things seems pretty weak, they definitely don't want power creep).

I can see Isu REALLY liking power armor-- he might not know much about it yet, because we have never come across it, it tends to be higher level. But he might find it in his Abadar.com magazine.

Can you paste that one here?

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

The fixer sounds pretty sweet, though I'd need to get my Intimidate up.

If I choose to do that, would it be okay to do a slight rework GM? I've been wanting to have some more criminal feel to the character, but there haven't been all that many opportunities.

At least this way, the undead halfling pizza cult will have no chance.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14
Isu Greelax Zyte wrote:

I like the idea of the fourfold tactician, though it is pretty weak (a lot of things seems pretty weak, they definitely don't want power creep).

I can see Isu REALLY liking power armor-- he might not know much about it yet, because we have never come across it, it tends to be higher level. But he might find it in his Abadar.com magazine.

Can you paste that one here?

Certainement!

Powered Armor Jockey:
Powered armor jockeys go far beyond simply wearing powered armor—they learn how to get the best performance possible out of any suit of powered armor they wear. Most are deeply informed about armor manufacturers, construction techniques, and field repair, though a few just have an uncanny intuition with these armors. Powered armor jockeys are rare, and those who meet swap tales of improvements they’ve made, shortcuts they’ve discovered, or battles in which they persevered thanks to their armor’s remarkable resilience. Most powered armor jockeys are soldiers or vanguards. Powered armor jockeys of other classes exist, such as mechanics who appreciate powered armor’s technical sophistication.

PREREQUISITE
You must be proficient with powered armor to take the powered armor jockey archetype.

ALTERNATE CLASS FEATURES
The powered armor jockey archetype grants class features at 6th, 9th, 12th, and 18th levels.

Efficient Upgrades (Ex) - 6th Level: By skillfully reworking your powered armor’s systems and making minor modifications to the chassis, you can fit more improvements onto the suit than its design ordinarily allows. You can add either one more armor upgrade to your powered armor than its normal maximum of upgrade slots, or one more weapon than its normal maximum number of weapon slots. At 12th level, you can have both one extra armor upgrade and one extra weapon simultaneously. This feature stacks with similar abilities, such as the enhanced tank technique of the armor storm soldier fighting style.

Perfect Fit (Ex) - 9th Level: You feel at home in heavier armor, including powered armor, as though it were a second skin. While you are wearing powered armor, increase its land speed by 10 feet, up to your normal land speed, and reduce the speed adjustment from heavy armor you wear by 5 feet. In addition, reduce the armor check penalty of heavy armor or powered armor you wear by 1 (to a minimum of 0). This armor check penalty reduction stacks with reductions from other abilities, such as the armor training technique of the soldier’s guard fighting style.

Boosted Leverage (Ex) - 12th Level: You understand the leverage points in powered armor you wear, allowing you to apply greater force when using the armor’s servos. While wearing powered armor of an item level equal to your character level or lower, increase its Strength score by 2 and increase its damage by 1d6 of the same type as the armor’s normal damage type. This damage increase stacks with other abilities, such as the mobile army technique of the soldier’s armor storm fighting style. Increase its Strength score by an additional 2 at 16th level and again at 18th level.

Ride-or-Die Rig (Ex) - 18th Level: You understand that your armor’s purpose is to defend you from harm at all costs. You can expend 1 Resolve Point when you would take Hit Point damage to cause your powered armor to take the same amount of damage instead. Only Hit Point damage is transferred to your armor; your Stamina Points are depleted as normal, and you take any other effects of whatever harmed you, such as a critical hit effect.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)
S-P37 'Spectre' wrote:

The fixer sounds pretty sweet, though I'd need to get my Intimidate up.

If I choose to do that, would it be okay to do a slight rework GM? I've been wanting to have some more criminal feel to the character, but there haven't been all that many opportunities.

At least this way, the undead halfling pizza cult will have no chance.

A-OK if you'd like to do a small rework Spectre.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

So are you thinking of ditching your Mystic level to become a full-time Divine Champion Soldier, Isu? Or are you going to keep going Mystic including Power Armor Jockey?

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

I don't really like divine champion... so not going that route (though I like the concept, I think it is weak.)

I like 1 level of mystic to get a little bit of HP healing (because we had none before), but I don't want to go more down that route... mystic advances so slowly, I don't think I will put more into it.

So I have until next level to decide, but I am strongly thinking about taking power armor jockey for soldier level 6. I need power armor though...I'll start saving for it.

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

hey Arc I heard on a youtube video that there is a healer or medic archetype? can you post that one?

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Medic:
Many medical professionals staff hospitals and clinics, often specializing in a particular form of ailment or injury. Others are doctors for hire, working for rich or secretive clients with rare conditions or a history of putting themselves in harm’s way. Some medics dedicate their lives to helping the poor, while a few make a living providing care to criminals with deep pockets.

ALTERNATE CLASS FEATURES: The medic archetype grants alternate class features at 2nd, 9th, and 18th levels.

Doctor (Ex) - 2nd Level: You gain a number of special abilities related to the Medicine skill and healing, as noted below.

  • Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
  • You can tend up to 20 patients with long-term care.
  • When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
  • You can use Medicine to treat disease in only 1 minute instead of 10 minutes.

Medical Specialist (Ex) - 9th Level: Your medical mastery continues to improve; you gain the following abilities.

  • When you treat deadly wounds and succeed at the Medicine check by 5 or more, add your character level to the amount of Hit Points you restore.
  • When you treat a creature for disease, drugs, or poison and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse.
  • When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your Medicine check is successful, the creature can still attempt a saving throw to recover.

Back from the Brink (Ex) - 18th Level: You can restore life to a dead creature you can touch, provided the creature wasn’t slain by a death effect or turned into an undead, and its body wasn’t destroyed, significantly mutilated, disintegrated, and so on. You must have access to a medkit and use this ability within 1 minute of the creature’s death. Doing so requires 1 minute of uninterrupted work (a full action that provokes attacks of opportunity each round for 10 rounds). This ability cannot bring back constructs, elementals, outsiders, undead, or creatures that have died of old age. The target’s soul must be free and willing to return.

The revived target has 1 Hit Point, and any ability scores reduced to 0 are raised to 1. You close all mortal wounds and repair lethal damage, but you restore no missing parts. The creature has a temporary negative level for 24 hours, and it returns with no Resolve Points, no Stamina Points, and no spell slots remaining, regaining those as normal after resting. If the creature died because of an affliction (for example, an affliction with an end state of death), move that affliction one step back on the progression track. The creature continues to suffer from any disease, drugs, or poisons still in its system when it revives.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

[redacted] looks great! You can be a healing Mystic that restores SP now!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

yeah that is very nice. I can just pick up a 2nd level of mystic with that archetype, get those benefits, and then go back to soldier and save up for power armor. That really makes mystic 2 worth it to me.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

How...would you feel about Arcalinte utilizing a homebrew weapon? I got the itch to try homebrewing a double weapon that's basically a longsword and a dagger glued together at the pommels like Warframe's Dark Split-Sword, but am not sure if I can make it balanced...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

I'm perfectly happy if you can build it with the existing rules and reflavor it as desired. We've got things like maze-core weapons and the like.

If you can't make it with the existing rules for some reason, we can talk about making something. Know that if there's something homebrewed, I'll likely want to play it extra safe with stats and capabilities (ie. it'll be worse than similar stuff at the same item level).

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Well, here's a crude rough draft of what I had in mind:

Level 7; Price ?
Damage 2d8 S|2d4 S; Critical
Bulk 1; Special analog, double

It's basically a sintered longsword with a tactical knife glued together with the double tag and ditching the operative tag for the knife.

Would it even make sense as a weapon? I imagine using very spinny moves almost like a quarterstaff, but as I've thought about it over today I wonder if it's just asking you to cut and stab yourself with the dagger end...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

So this is basically a 2-handed sintered longsword whose advantage is that it can be used with the multiweapon fighting feat to get +1 on attack rolls in a full attack, but with the second attack dealing 2d4 instead of 2d8. By my math, that's basically a wash damage wise.

It doesn't get any damage type advantages/flexibility, so it seems like a minor variation mechanically from a wrack devastation blade. I'll think about the price point that makes sense.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Are there any tweaks you might suggest to make it more fair?

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

I'll be traveling today through Sunday, with limited posting availability. Please bot me, as necessary.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14
S-P37 'Spectre' wrote:
I'll be traveling today through Sunday, with limited posting availability. Please bot me, as necessary.

Bot the bot...okay! *beep-boop*


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Lol. I assume this weekend and coming week are going to be a little spotty with the Thanksgiving holiday, but I'll probably be more regular if anything. Not much to do at the in-laws ehehe

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

It probably will be, especially since I switched my days off with a co-worker, so I'm working eight days in a row, barring the one day I was off sick.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Hey everyone? I changed my stupid mind again. Arcalinte will NOT be pursuing a cool double weapon that's a sword and dagger glued together. I'm just gonna look for a regular devastation blade instead. Sorry for wasting your time. <_<

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

So Cellion that was my first time attempting a fully automatic chaingun shot. Did I do anything wrong? It calls it a full attack, so that means the -4 to everything, and it burns through all the ammo left in the gun.

So I did this round more for cool factor, but that -4 penalty is so punishing that I think maybe automatic mode is only worth it if I could get more than 3 or for a dexterity based character.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)
Arcalinte Soter wrote:
Hey everyone? I changed my stupid mind again. Arcalinte will NOT be pursuing a cool double weapon that's a sword and dagger glued together. I'm just gonna look for a regular devastation blade instead. Sorry for wasting your time. <_<

Oh, what made you change your mind?

Also Isu, my understanding of how the automatic mode works lines up with how you did it. I think you've got it right.

Definitely works for the cool factor, but as you point out, its not very reliable otherwise. Spreading out damage isn't super great strategically, and the way it depletes all your ammo makes it cost even more actions normally. Maybe against an incoming horde of 5+ enemies it'd be really sweet. Especially for a dex-based character.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14
GM Cellion wrote:
Arcalinte Soter wrote:
Hey everyone? I changed my stupid mind again. Arcalinte will NOT be pursuing a cool double weapon that's a sword and dagger glued together. I'm just gonna look for a regular devastation blade instead. Sorry for wasting your time. <_<
Oh, what made you change your mind?

I saw a picture of a regular two-handed sword that looked even cooler. :P

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

how can these things not speak common? Okay, well I'll hammer it dead-dead if no one else speaks up.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Let me get home so I can type my response on a computer, please!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

hammer.... getting... heavy... bam bam!

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

How was everyone's holiday?


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Good and busy!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

so hard....to go....back to...work

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

I've already BEEN at work...and if I hear another phone ring, I think I'm gonna snap!

Also, Arcalinte wants a sword like this! Though maybe with a longer handle, like this! B>

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

i haven't touched the loot list since we left the asteroids, when we split everything up. I don't think we've found anything in Orphys yet.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Spectre, your new battle-cry made me LOL! XD

Dataphiles

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Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Heh--I thought you'd appreciate that one. XD

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