Dead Suns Starfinder Book 1 (Inactive)

Game Master DoubleGold

Map, yeah, Map
[dice=init]7+1d20[/dice] TszK
[dice=init]2+1d20[/dice] K'Klacklun
[dice=init]1+1d20[/dice] Af'val
[dice=init]4+1d20[/dice] Kei'jon
[dice=init]2+1d20[/dice] Wheeler
[dice=init]5+1d20[/dice] Kozak.Tyrnis's
[dice=init]1+1d20[/dice] Zefram Cochrane

[dice=perc]1+1d20[/dice] Af'Val
[dice=perc]4+1d20[/dice] Kei'jon
[dice=perc]5+1d20[/dice] the bug
[dice=perc]5+1d20[/dice] K'Klacklun
[dice=perc]2+1d20[/dice] TszK
[dice=perc]1+1d20[/dice] Zefram
[dice=perc]0+1d20[/dice] Kozak
[dice=perc]1+1d20[/dice] Wheeler


1 to 50 of 89 << first < prev | 1 | 2 | next > last >>

DungeonMaster

Discuss the game here.


This is Saashaa. If selected I have a Sarcesian Soldier put together. Though, if people need to be cut I volunteer myself as tribute.


DungeonMaster

That is not a registered SFS character, if it was, your alias would be highlighted green.
Edit: Oh you mean you have a character. Well if you could please post with that character and in gameplay, I'm counting the characters that are highlighted green. I'll mark anything not green as inactive character.
roleplaying out the first scene before anything happens won't spoil anything, I won't make something happen until I've made a decision. And of course the one person I cut will be marked inactive.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

This is Tark. Tszk is done.outside of some polish and minor things.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun is also here, happy to see a fellow hive-mate shirren.


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

And here is K'Klacklun's Battle Utility Gear or Golem (not sure which I like better).


DungeonMaster

I'll mark the bug as an NPC.


DungeonMaster

Okay a recount of everything says 7. Which I believe is the maximum allowed in PFS. I went ahead and just counted all the people who answered the five questions. If that is the case, you are all in.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

That technically makes us a small army. Ill post gameplay when i get home. At work and on dying phone.


Male Android Technomancer

Posting here now to dot. Will post with my SFS character once he's created.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

And here's my SFS character. I _had_ the sheet all typed up, but the Paizo forum helpfully ate it when I submitted, so I'll recreate it tomorrow.

(Kozak was taken as a name, so I figured I'd go for something that made it really easy to tell who I was.)

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler is checking in!

Wayfinders

Template

Dotting for fun and profit :-)


DungeonMaster

For those of you who haven't done so, could you please make your init, perception and saves appear so I can see them without looking at the profile? Oh and next to perception, if you have darkvision write darkvision. This will help speed the game up a notch.
Still waiting for 2 more people to post in gameplay.

Edit: Assuming you are okay with me rolling your saves, perception and init. Let me know if you have any abilities that affect these things that aren't passive. Like you might have a one time use ability that allows you to reroll a save, or your init is 5 points higher during the first round only or during one combat per day of your choice, etc.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Revvy Bitterlead checking in, sorry I missed that these tabs were open as well.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

I made an technomancer because I haven't played one before and it it seemed that with 7 players whatever class I picked wouldn't matter that much

But what is everyone else playing?
I think I see 2 soldiers, an envoy and a mechanic so far?

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Hey, Keijon...I was using your sheet as a template while I formatted mine, and noticed your merc soldier has perception as a class skill? Did soldiers get something in errata that I'm not aware of?

I ask because I'm also a merc soldier, so if I'm missing something, I'd love to be aware of it. Perception is important enough that I'd be getting skill synergy later to add it as a class skill.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Yeah as far as I know soldiers didn't get perception or id totally have much better perception.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

@DoubleGold - On the rolls in the IC thread, Kozak would be one lower on perception (not a class skill, and with only 4 skill points, he'll pick up his first rank at L2), but four higher on initiative, since he's a blitz soldier. While I can't attack in round 0, for round 1 purposes, are any of the attackers within 50 feet of me?

Wayfinders

Template
Af'val wrote:

I made an technomancer because I haven't played one before and it it seemed that with 7 players whatever class I picked wouldn't matter that much

But what is everyone else playing?
I think I see 2 soldiers, an envoy and a mechanic so far?

Given the choices thus far, I guess I will run Iseph, the Operative Pregen...?

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Looks like 3 soldiers of the 7 players -- Melee specialist (me), Ranged specialist (Tszk), and Grenade specialist (Keijon).
1 envoy, 1 mechanic, 1 technomancer for the other three.

Wayfinders

Template

Iseph it is, then!


DungeonMaster
Kozak.Tyrnis wrote:
@DoubleGold - On the rolls in the IC thread, Kozak would be one lower on perception (not a class skill, and with only 4 skill points, he'll pick up his first rank at L2), but four higher on initiative, since he's a blitz soldier. While I can't attack in round 0, for round 1 purposes, are any of the attackers within 50 feet of me?

Oh, the first melee person requires exactly 50 feet of movement.

Changing stuff now. You didn't have anything in your profile at the time even when I clicked on the alias, so I just plugged in average numbers (init for most people at level 1 is 1-3 and Perc if not a class skill is 0-2) for those at the time and figured if your modifier was different I'd adjust accordingly. Your Perception was set at 0 though, so that number is right.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Going to move the combat response over here, rather than clutter up the IC thread, since I can't act yet to combine the two.

So you're aware, that burn crit means Kozak is on fire, not just that he takes an extra point of burn damage. I technically don't take that point until the beginning of my turn, but since I take it before I can make the reflex save to see if I stay on fire or not, the point is largely moot (Theoretically, one of the turn 0 folks could douse me in water, I suppose, but that's not terribly practical in the middle of a fight.)

Oh, and OOCly, I vote it was the Downside Kings that shot me, but feel free to decide otherwise. Kozak, ICly, doesn't care who they are, but he's going to be a whole lot less likely to be willing to be diplomatic with the side that just tried to kill him.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

My apologies for that error you are correct. I think I was deciding on taking a different theme from pact worlds and changed it but never fixed anything else.

I have fixed the error. Thanks for the catch. I put that character together at o'dark 30.


Male Android Technomancer

Okay, I think it is now official that the Paizo dice roller hates me even more than most other dice rollers.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Im just deeply confused as to the initiative order.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

My assumption was that we're playing fast and loose with initiative order to speed things up -- before baddies or after baddies being more important than which PC goes when within each round. If I'm wrong about that, I'll adjust accordingly.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Yeah, if we wait until each other posts in order this will take infinitely longer.

Wayfinders

Template

*nods* agreed.

Usually, in most of the games that I have been in on these boards, initiative ultimately seems to devolve into 'them' then 'us'; otherwise, rounds would take a *long* time (especially if multiple players are in different time zones).


DungeonMaster
Kozak.Tyrnis wrote:
My assumption was that we're playing fast and loose with initiative order to speed things up -- before baddies or after baddies being more important than which PC goes when within each round. If I'm wrong about that, I'll adjust accordingly.

This, the Init is heroes vs Baddies. You don't have to wait for each other. If the 19 init hero goes after the 17 init hero and both are before the enemy, I just treat it as if the 19 init hero delayed his action until after the 17 init hero went. Also if you must absolutely have your turn in the exact init order, say something, like maybe you absolutely must bless before anyone else goes.

Edit: also to clarify things up. The first round was really round 0, there TszK. Round 0 does not happen often, but it does happen. It means that either some of the enemies or some of the heroes were not aware of a fight right away, also known as the surprise round. So I rolled perception and anyone at or above 15 acted in round 0. Then I looked at init order to see who goes first in round 0. Once everyone who was aware in round 0 who acted I went onto round 1, this includes everyone.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

My intention was for K'Klacklun to seek cover during round 0, not leave the combat zone entirely. I apologize if I was unclear. Am I correct that he still gets an action in round 1?

However long it takes, his plan is to
1. Get himself to safety.
2. Attempt to contact authorities
3. (Assuming the authorities do not appear immediately and he can discern who is attack fellow shuttle passengers from his viewpoint), engage in combat (and experience a high from finally making a choice!)


DungeonMaster

Yeah, K'Klacklun still gets an action round 1, by the time he gets to the authorities, combat would be over, they are quick, but they don't get there within 3 rounds rounds, within 1 to 2 minutes yes.


Destiny of Sands | Sandstone Secret | On the Trail of History
DoubleGold wrote:
Yeah, K'Klacklun still gets an action round 1, by the time he gets to the authorities, combat would be over, they are quick, but they don't get there within 3 rounds rounds, within 1 to 2 minutes yes.

I figured the authorities would not arrive in time or perhaps just be unresponsive entirely. Otherwise, the PCs don't get the opportunity to shine.

Nevertheless, it is what my not-so-brave, somewhat naïve, and LG character would try first! I expect as the adventure progresses that he will have to make some choices that will get him involved in the action more quickly in the future. But that is part of the fun of discovering a new character. Thanks again for running!

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

One of the great things, in my opinion, about Starfinder is that alignment doesn't really play a large role. You are not pidgeon-holed into being or acting a certain way. Infamy in society is the closest thing there is to alignment relevance. I mean, not even mystics have alignment requirements.

That being said, alignment can help to define one's character.

Summary here is use alignment if you want to. (Or I guess if the GM wants you to.)

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

Expect my post rate to be lower over the weekend. I have a sick little one and a number of family activities.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

There was mention in the game thread that maps will be up...up where? I don't find any references to where any maps for this game would be. Did I overlook the existence of a roll20 group or something?


DungeonMaster

The map is up at the top of the screen fee free to place yourselves on the map.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Got myself added.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

I have been treating this adventure as sort of K'Klacklun's origin story with his not yet having become much of a combatant and actually shying away from fighting. I figured with 7 players, most being combat oriented characters, that this would not be a problem.

However, if any of you think that I am over-playing these quirks and traits to the detriment of the party, then please let me know here or by PM and I will adjust his actions accordingly.


Male Android Technomancer

I think you're fine, especially for this point in the story and with this may of us. We're way over the CR of these encounters given the size of our party.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Also we're kind of quite literally being thrown through this so i wouldnt fuss too much,

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

So far I have no problems with this. I understand that the second part is meant to be for higher lvl characters and we won't lvl so by that time we probably could use some more fire power..but until then, have fun.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Woo team!

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

We’re not going to level up? Then yeah, we’re going to need all the help we can get to survive the final boss fight. Even with eight of us, there’s a good chance of TPK.

Wayfinders

Template

Well, we are playing it as the PFS adaptation, not as a home game - since there is only one chronicle sheet for the entire book, that means we won't level up until we finish the book.


DungeonMaster

I thought Kozak was making a sarcastic joke there.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Sarcastic joke? Nope. The final boss has a pretty good chance of TPKing a 5 person team of L2 characters. Maybe I'll be surprised and numbers will work more in our favor than I'm thinking they will, but going against it with a team of L1 characters...if we win, I think we will be very glad there are eight of us.


DungeonMaster

Ah, good to know, but unless the game has specific instructions on him, which I haven't read up on him, I'm free to let him do his weaker attacks. I know in PFS, some enemies came with instructions, like kill humans first or use these spells first and others did not.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Out of curiosity, is the 'How to format your text' info reposted anywhere? The button doesn't work for me -- I've tried it in IE, Chrome, and Edge, and nothing happens when I press it in any of them. The basics are straightforward enough that I didn't need it to figure them out, but I've no doubt there are other options that I'm not familiar with.

1 to 50 of 89 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dead Suns Starfinder Book 1 Discussion All Messageboards

Want to post a reply? Sign in.