GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH (Inactive)

Game Master Black Dow

ΔDVENTURE, INCIDENT & INTRIGUE ΘN ΔBSΔLΘM STΔTIΘN! GΔNG-WΔRFΔRE, CΘRPΘRΔTE CΘNFLICT & ΔNCIENT THREΔTS CΘLLIDE IN THE DEPTHS ΘF PΔCT WΘRLD SPACE.. ΔND BEYΘND…

“The bounties of space, of infinite outwardness, were three: empty heroics, low comedy, and pointless death.” ― Kurt Vonnegut, The Sirens of Titan

CURRENT MΔP: HΘSTILE WITNESSES!

SUNRISE MΔIDEN SCHEMΔTICS


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Merry Festives to one and all - hope you all get deserved treasures and treasured times.

Enjoy and we'll pick up this final act of Part 1 after the holiday period.

Slàinte my friends!

GMBD/Gary


Apologies on the slow return to space lads - RL has me drained somewhat with the pup's ongoing malady. I'm managing to post in games as a player, but the verve to get this one done has eluded me.

I'll try and get us pushed on today/tonight - apologies again as we're almost at the finish line!


Gang - just wanted to share that yesterday we had to say goodbye to my beautiful red staffy Darby. His passing was very peaceful and he's now free from the burdens his tumour inflicted upon him.

To say my wife and i are broken is an understatement - Darbs was, is and always will be, the epicentre of our lives.

Over the coming days, weeks and months we will heal and come to celebrate his life, but right now things are pretty raw. I may throw myself into distractions and my passions, so posting may be up, but likewise things may take a back seat - should that become the case please be patient and I'll give you all the heads up when we're on for the final act.

Cheers

BD/Gary


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Take the time you need. We will be here.


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Sorry for your loss, take the time that you need.


Just a heads up gang that myself and my better half are heading over to UAE tomorrow for 3 weeks. My sister in law graciously paid for the ticket to allow us some time to relax, process the loss of our beloved boy and maybe heal a little.

I anticipate that by the weekend (and the weeks to come) I'll have plenty of time to post, but first few days I'll likely be off the grid as we catch up and fall into a routine.

I'll endeavour to get my head back in the game (literally) come time and see this opening chapter of the AP out.

iMassively appreciate the patience and understanding shown by you all.

Cheers

BD/Gary


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Sounds like a nice trip. Hope you can enjoy it.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20
Paeon Tel'domah wrote:
Can i aid ED on his mission to find the ON button? Also pilot theme.. but dont have culture starships as a skill?

Ace Pilot theme L1 gets the following:

Stat Bonus: Dex +1

Theme Knowledge (1st)
Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5.

Piloting is a Class skill, if it is a class skill from your class Instead gain a +1 bonus


Wee heads up gang - our management in their infinite wisdom are pressing ahead with an ISO audit (via Skype) which I'm heavily involved with due to my Ops Super role.

Been prepping all day today and audit is tomorrow - will likely be Friday before I'm back in the saddle again and (ab)normal service can resume again.


Enjoying the conclusion to this Chapter immensely gang - tried not to make it as railroady as written.

Hope the Gurglekill hasn't been too frustrating as an opponent... Curious to see how you seal the deal :)


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Enjoying it! Good job with it all, and it’s a lot of fun trying to not die.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Noah 2.0- You've got MUCH better engineering and science. Ed doesn't have anything to offer except his pilot skill. Ed doesn't have CHA to be captain either. I'm still not impressed by the ship combat system. Unless you have focused on a couple select skills, you're pretty much twiddling your thumbs. I see they've added a Magic Officer, but I'm not sure what that means. What would be cool is if Technomancers could magic-hack ships for special ship abilities.

Also, I believe Clara disappeared into the asteroid before us. I don't think that we know where she is. Hiding on this ship and preparing to backstab us would be my guess.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Sure. You are the ace pilot too so you pilot. Like I said I am good with science or engineering or even gunner.

I was thinking Clara was somewhere on the asteroid we are on. No?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Oh, it does look like they've expanded starship combat some. The Magic Officer uses mysticism to do stuff. So that at least gives me an alternative.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon has 18 cha, i think we had him pilot in the last encounter but im not bothered either way who is captain.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

would prefer ed to captain the ship for my own entertainment and his enthusiasm :) Gotta earn him a name somehow!


Apologies guys - while death by laser barrage would have been a fitting end to the Gurglekill menace, I couldn't resist :)


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

lol - love it!


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ah, the old 'killer is in the house' trick. Well, ed is properly freaked.


2K game posts... Appreciate you lot sticking with me lol. Testament to your collective patience!


So we're pretty much at the climax of the adventure and it's levelling up time!

- I'm planning on continuing with the AP to any and all who want to continue this stellar voyage (the homebrew/off piste elements will be ever evident as I've plans to return to your various story threads - Kurney/Astral Extractions etc, that tend to take a back seat/are non-existant as written)

I'm happy to have any of you rebuild your PC also - there's a plethora of SF stuff now - new classes, themes etc, that weren't available when we kicked off, so now's the time to change anything you want. (GM's caveat - I'd like to keep the character races, but anything else is fair game)

If you can post your mooted level ups and rebuilds from here.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Kewl! I will certainly continue and will take a look at new content. I love the idea that there will be more homebrew stuff too!


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Sounds awesome! I’ll be continuing, and I’ll definitely take a look into the new classes and such but I doubt I’ll make significant changes.


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I wasn't planning on staying with it for more than a book, but I'm really enjoying this game. Glad to hear you'll be throwing more Black Dow sauce in the mix. Ed will stay on his original path. Now he's a SUPERSTAR!


Rest assured it will continue to be Dead Suns with a twist. Glad everyone is enjoying it - know straying from canon can sometimes turn off players in APs.

The pace will remain slow and steady (most likely) but I've really enjoyed the game too - characters are excellent and their's a fun dynamic.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Yup will be trudging along with everyone, i'll take a look at what's out there but likely staying solarion.. dunno if there are variants now or something to change..

Glad everyone is staying, Happy there will be more Ed, i truly enjoy your character!


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Glad to hear things are continuing.

Might rework Nipper as an operative, or stay as an envoy, depending on what other people's plans are.


@Nipper: You could always multiclass? Dip into Operative would be befitting.

If everyone can post their level up crunch that would also be appreciated.

Regards gameplay I'll spin the wheels a little with RP conversation and discussion w/ Clara & D.A.W.N. and any thoughts regards your new ship etc.

Want to revamp the Campaign Page a little, and also prep for the next arc (which we literally jump into from leaving Drift Rock).


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Nipper, you have been a great Envoy. I think we need that role in the party. Multi-classing might be fun though.

I'll likely stay with the Technomancer but will explore new options of that class. I am not totally sure where all to look for new content.


@Noah: Archives of Nethys is pretty decent as a resource - its my go-to for all PF, PF2 and SF stuff that I don't own.


FYI: Updating my knowledge (and the Campaign Page) with expanded Starship Roles and profile of the Sunrise Maiden...

@All: Even if you are all sticking with classes etc, remember I'm open to Feat changes, Ability rebalances, Skill retrains etc.


MUSINGS OF A GALACTIC OVERLOAD...

Themes... With the selection far grater than when we kicked off, I'm considering a haus-rule mechanic that allows you to have a 2nd Theme. This would be similar to the say Fighting Style of Soldiers your Primary Theme would provide al benefits, while Secondary Theme only provides Theme Knowledge benefit (incl. however the class skill).

Would give everything a big more flexibility and also don't think its massively overpowering. I would however like everyone to select secondary themes that are thematically in keeping with the character :) For instance - Startoad screams Outlaw+Street Rat themes to me...

Thoughts?


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I think that's a great idea. I hadn't realized that the themes had been expanded so much. I'm thinking Sensate for Ed given his propensity for trying Ysoki snacks and Vesk names.


@Ed: Me either til I was digging into them. Glad you think it makes sense (makes two of us lol)...

Sensate does indeed fit very well with Ed :)


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

That sounds great. Adds more character depth and does not seem too OP. Looking at options now. Thinking Cyberborn for Noah's second theme. It gives an unexciting +1 to computers but some of these computer rolls are pretty make or breaky.

Seems like the general rule of full casters not multi-classing should still be in effect. While it's tempting to change over to Biohacker I think I will stay with Technomancer.

He gains a new zero level and a new first level spell. Not much new here. He will take Telepathic Message for his zeros and Comprehend Language for his new First.

Still gotta choose a feat...


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

@BD: Never going to say no to more options, but I've got more skills than I know what to do with already. Thinking about taking paranormal investigator more the flavour of a corporate agent that in dabbles in conspiracy theories in his down time.

Decided to just stick envoy, but rebuild it to pack a bit more punch.
- Swapping 1st level feat from improved initiative to long arms specialization.
- Swapping 1st skill expertise from intimidate to bluff.
- Swapping Inspiring Boost to Clever Feint

3rd level
- Taking weapon specialization(long arms) as 3rd level feat.
- Taking Convincing Liar expertise talent


@Nipper: Like it, interesting combo of themes, and one that'll definitely come in handy later in the AP. Rebuild gives him some excellent long range flexibility and also combat/social tricks in his cheek pouches lol.

@Noah: Yeah, think Cyberborn fits best... did mull suggesting Roboticist but former is a better fit for Noah's augmentational approach. One thing to also mull - with Nipper taking Longarms, you might want to drop your Longarm proficiency to free up a 1st level feat, that could branch into a related feat at 3rd... Food for thought? My personal thoughts - Arm Extensions Feat + Advance Melee Weapon & Touch Spells (like Jolting Surge) makes for an damned interesting combo in my book :)


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Will look into it for sure. There is a spell that can grant item/weapon proficiency for a few rounds if I ever really need it.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

After looking around i'm mainly looking at taking deadly aim for my feat. As well as taking Robotocist for the second theme since it fits the quirky tinker goblin idea.

From mechanic level 3 I get weapon specialization and overload which seem interesting and helpful for damage.


@Startoad: Roboticist makes perfect sense - like it :)

Will get everyone nailed down and levelled up before I move us on the Second Instalment of the AP. Ideally if we can get the (re)builds sorted by the weekend, I'll do some final prep and get us kicked on by early next week latest.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Just got back from a a mini vacation so will delve into everything before the weekend hits. Haven't had any chance to look into second theme for my lashunta.. Ace pilot still seems to be the best fit for melee solarion so will have to find something that compliments what i've done so far in the campaign..


Just a bump to remind everyone about levelling up and any rebuilds/reworks you want to make…

Make sure you've noted all the changes/improvements and new level class abilities etc. Can you also all do a quick recheck on math and crunch for your profiles as I'll be making increasing reference to them as I construct encounters and tweaks to the AP.

Fingernipper:

Looking at alternative race traits for Ysoki. Not sure how married you are to the Cheek Pounches trait but below seems an apt alternative (given his large incisors)?

Natural Weapons

Source: Character Operations Manual pg. 28
Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t count as archaic. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

This replaces cheek pouches.

@All: Remember to list your 2nd Theme as well (and factor in the additional skills/bonuses granted).

Once you arrive back at Absalom and have conducted debriefs with all necessary parties I'll breakdown the credit value of loot and allow you some time to shop etc before moving us on.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I should be good to go.


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I should be good to go. Hd a hard time deciding bn fast heal and glow bug but went with glowing. Took grenade proficiency.


Ed Shirren wrote:
I should be good to go.

(Cough) Second Theme... :)


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I took sensate. Not sure where that goes on the sheet.


Guess just under your skills listing (2nd Theme Benefit)? Pop it into your header as well Pilot-Sensate or some such?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I stuck a new entry for theme between race and class.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

A bit of an overhaul GMBD.. I think i hit it all though with the level up.. took space pirate as a secondary theme.. seemed to fit with my shady dealings...

I don't think i've been playing him to his potential.. but i think that will change hopefully a bit more now.

Also spending the level to change paeons mote from a 2h, to a one handed weapon.. and will likely take an offhand gun / throwing weapon for when i can't make it into melee.

Level Up:
Level Up - SP Increased to 21 .. HP Increased to 25.. BAB +3, Gained +1 Ref Bonus.

To hit - +3 Str. +3 BAB, +1 (Focus), -2 (Deadly Aim) = +5
Damage - 1d6+7; +3 Str, +1(Deadly Aim), +3 (Weapon Spec) = +7

Dropping Heavy Armor Proficiency.

Taking Weapon Focus Feat (Level 1) - Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Taking Deadly Aim Feat (Level 3) - When you take the attack or full attack action with weapons (including a Solarian’s Solar Manifestation, but not Spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Gain Weapon Spec. as Bonus Feat - Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Gain Sidereal Influence - To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute

Graviton - Bluff
Photon - Diplomacy

Skills +1 Bluff, Intimidate, Diplomacy, Pilot
Alternate Theme - SPACE PIRATE - You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Will do calculations on Armor Class when we get some cash and a chance to shop.. will have to drop heavy armor for a light armor.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah levels taking a 3rd level of Technomancer and a second theme of Cyberborn

Level up includes:
+1 to computers for Cyberborn
+1 BAB
+1 to both Fort and Will Saves
Spell Focus (+1 DC of splls)
Techlore +1 (+1 insight bonus to Computers and Mysticism checks)
Weapon specialization (+ lvl to damage with longarms)
New feat
new zero level spell: Telepathic Message
new first level spell: Comprehend Language
one additional first level spell slot
8 skill points
5 hit points
5 stamina points

Unsure about what feat to take. GM Recommended retraining out of Longarms to go with Arm extensions and advanced melee combat. But after reading Arm Extensions I was disappointed as they are not combat focused at all and give you negatives on your attacks. Thinking I will keep Longarms and maybe even upgrade to Heavy Weapon Proficiency with my level 3 feat. This would put me more on the battle mage track. Maybe even work towards powered armor???

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