GM Mawgrim's Dead Suns campaign (group A)

Game Master Mawgrim

Combat maps: Google Slides Link :: Loot list: Google sheets link
Current ship: Hippocampus, tier 1


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Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Cool!

Unfortunately the Archives of Nethys don't seem to have the newer material up yet, but I'll have Darshe leveled up as soon as possible.

Also, in hindsight, my last post came off as being more negative than I intended. Sorry about that.

Last thing! We seem to be down to four players now. Do you think we'll be fine, GM? I know these adventures are typically written for that number of people anyway, but I just wanted to make sure.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

No worries Darshe. I know that long combats can get frustrating, and that can be exacerbated in this format.

Going to stay Envoy for now. I get the following things from levelling to 2:

+6 HP/+7 SP
+1 BAB
+1 Ref and Will
one rank in the following skills: Athletics, Bluff, Culture, Diplomacy, Intimidate, Life Sciences, Piloting, Perception, Sense Motive.

The Inspiring Boost Envoy Improvisation.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Mystic 1-2
+6HP/+7HP
+1 BAB
+1 Will Save
Channel Skill Medicine and Mysticism +1
Mind Link
Skills: Bluff 3=+1-1+3, Disguise 5=1-1+3, Engineering 5=1+1+3, Intimidate 5=1-1+3, Medicine 6=1+1+3+1, Sense Motive 7=1+3+3, Survival 7=1+3+3


Darshe wrote:

Cool!

Unfortunately the Archives of Nethys don't seem to have the newer material up yet, but I'll have Darshe leveled up as soon as possible.

Also, in hindsight, my last post came off as being more negative than I intended. Sorry about that.

Last thing! We seem to be down to four players now. Do you think we'll be fine, GM? I know these adventures are typically written for that number of people anyway, but I just wanted to make sure.

No worries at all Darshe - I know that starship combat and combats in general can get bogged down in normal games, let alone in PbP. I apologise for my part in that, since I can get caught up in RL stuff and not post on occasion.

As for being down to 4 players, it does seem that way. Even after messaging, Nina's player never returned, and while Patches' player said they'd try to post more often, that didn't last too long either unfortunately. The AP is designed for 4 players, so that shouldn't pose any real sort of problem on that front - especially with having one of you who can heal HP as well as someone who can restore SP under certain conditions. Should Patches or Nina find time to return, both of the characters will be nearby as well (for the time being, they will remain on the Hippocampus).


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Sorry for the delay! Here's everything for Darshe's second level:

+7 HP/+8 SP
+1 BAB
+1 Fortitude/Will Saves
Bonus Feat: Weapon Focus (longarms)
+1 Athletics, Engineering, Medicine, Physical Science, Profession (miner)


Human (unless has only just woken up)

Hey all .. apologies for going off the grid for the past few days. My partner surprised me with some time away, and ive only just gotten back into mobile data range. When i get home, an update will be incoming.

And all good on the level ups so far :) characters are looking good.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

Sorry, I've been rather busy this past week, but I'm ready to get back to the RP. I'll work on my level up in a bit (don't have my book on me at the moment)


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

I'm going to do something stupid, as I'm giving up two of my Magic Hacks and one overall spell for this, but I think the benefits might be worth it. I'm taking Stewart Officer as a class archetype for my Technomancer. Looking at the benefits, I think it complements me pretty well. Plus no one else took an archetype :P

And I'm leveling up Technomancer.

+5 HP/+6 SP
+1 BAB
+1 Will
-----
Diplomacy is now a Class Skill, and I learn how to speak Elven.

I forgot to give myself an extra skill point for the previous increase of INT, so I will do so now: Piloting. I'll be able to swap between three different positions, in case we don't need the Science Officer and instead need a different role for me to play.
-----
Now that that's done, let's add 8 skill points.
2 to Diplomacy, 1 to Culture, 1 to Computers, 1 to Engineering, 1 to Mysticism, 1 to Physical Science, and 1 to Perception.

If anyone believe this to be a bad idea, speak now or forever hold your peace.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

....oh crap, I didn't realize that Culture gives me extra languages. Anyone have any suggestions, as I have another language I can learn.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Vesk, Eoxian, Azlantia are all interesting options.


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Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

Yeah, I think I will go with Eoxian, especially since they are our clients for the time-being. Not to mention it would be interesting to listen in on conversation and secretly tell you guys without their knowledge. :P

I like to imagine on the way down, Valorus was using both his computers at the same time. One to teach him Eoxian and the other that's basically "Flying ships for Dummies" and when he decides to learn about the other he just shifts his attention.


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Hey guys! Is everyone still around? I know these outages have been pretty crazy.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

I am


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

You can't get rid of me that easily.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

yup.

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