GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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I dunno about question one, but question two is no (maybe). Unless the ability specifically calls it out, you cannot use class features in space combat.

Bottom of pp322 wrote:
Class features and items affect crew actions only if specifically noted in the class feature or item.

Now I think spells are class features, but I suppose it could be viewed differently. Certainly the intent seems to be that, unless it's called out, nothing helps with ship combat. Still, I could be wrong. :)

Now that I think about it, I need to take 1 off my rolls. I get a +1 to Engineering and Computers from a class ability.

pp 69 wrote:

Bypass (Ex)

You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Boy, I hope I'm reading this rule wrong. I'm gonna need those bonuses!

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Question 1:
I am going to go with that it will carry over to all future weapon proficiency as that seems to be it's intention. With that if anyone plans on multi-classing, that would mean that the lvl 3 class ability wold be non-existent on the second time around.

Otherwise you would be forced to take all weapon proficiency feats you want before level 3 which doesn't make a lot of sense.

***********************************

Question #2:
Empower Weapon and Supercharge weapon would not affect starship combat. Class features do not affect starship combat at all unless it specifically states that it can in the ability.

i.e. Mechanic 7th level class ability.

MIRACLE WORKER (EX) 7th Level:

As a move action, you can repair damage to a starship’s systems
or modify a suit of armor or weapon to function more efficiently.
To use this ability, you must be able to handle the item affected
without impediment. You can use this ability once per day at
7th level, plus one additional time per day for every 4 mechanic
levels you have beyond 7th. The exact effect of this ability
depends on the object or system you are modifying.

D Armor: You grant a +2 enhancement bonus to a suit of armor’s
EAC and KAC for 1 minute.

D Weapon: You grant a +2 enhancement bonus to a weapon’s
attack and damage rolls for 1 minute.

D Damaged Ship: You restore a number of Hull Points equal
to the starship's base frame HP increment. If this raises the
ship’s HP over a multiple of its Critical Threshold, you can
repair critical damage to one system per multiple, reducing its
severity by one step. For example, if your starship’s Critical
Threshold is 8 and you restore 10 HP, reducing the damage
to the hull from 17 HP to 7 HP, you could restore one system
from wrecked to glitching. Using this ability during starship
combat is your action for the turn, and you can do it only
during the engineering phase. See page 292 for more on ship
construction and page 320 for more on damage to ships.

Page 322 under Crew Actions
-Class features and items affect crew actions only if specifically noted in the class feature or item.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Oof!

Well, I'm excited to level up, but won't be able to get to 2nd level until this weekend (or maybe Friday night). It'll take me a while to explore what all is involved in 2nd level and read the relevant options.

Also, I totally expected there to be a Hero Lab for Starfinder to help us by the time we got to this point...but, sadly no.

Please forgive my delay. I'll keep posting with Vetch as is until I get leveled up.

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Herolab was pushed off for Starfinder. They are implementing it with Starfinder online. The beta will go live at the end of this month.

Starfinder online will be $2 a month. Your character sheets will all be online. No plans on stopping or cancelling the offline Herolab.

So keep an eye out for the Beta. Can follow when it goes live on their newsletter or twitter. I'll post it here as well. They are allowing any and all to participate in it.

Leveling up is on PG 26 of PDF.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Level 2:

+6 HP (18)
+8 Stamina (16)

+1 BaB
+1 Will

Class Features:
Star Shaman Feature: +1 Bonus to Piloting and Perception
Mystic: Mindlink (as spell)

+1 0 level spell (token spell)
+1 1st level spell (Reflecting Armor)

+6 Skills
_____________
+1 Culture (+7)
+1 Diplomacy (+6)
+1 Life Science (+5)
+1 Perception (+8)
+1 Piloting (+9)
+1 Sense Motive (+7)

Character Sheet


It seems weird to me that the Star Shaman class feature bonus to Piloting, which seems clearly to be a bonus for starship combat, shouldn't apply as it's a class feature.

When else do you use piloting? Why else have that bonus if not for, you know, piloting a starship? I can kinda understand my Engineering bonus not applying in starship combat because I can still use it to repair the craft after the fact, build things, ID things, etc. so the feature isn't completely wasted.

I wonder if some of these things are going to be errata or FAQ candidates.

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

Piloting also applies to ground vehicles and chase scenes, and I think Navigation checks too. I see your point, though - especially since Mystic is only 1 of two classes that doesn't get piloting as a class skill. Although there are other ways to get class skills (like my Korasha lashunta gets to make any 2 skills into class skills).

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

I have decided to embrace the captain role, and so added a level in Envoy to boost overall skills.

So Soryn is now level 2 (and getting even more bossy with the Get'em! feature).


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

It does seem weird in the Star Shamans case, the whole theme is a connection with space and navigation. I hope it'll be errata'd, right now it's only indifference of +8 or +9, but at level 5 it'll be the difference between +12 or +14 and that gap will o it get bigger as I continue to level.

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I would think permanent bonuses would affect the starship, but then again the starship combat also says items don't affect it as well.

How about this as a houserule until a proper errata comes out? Permanent bonuses from features such as the star shaman piloting bonus and Abe's bypass feature stick into the skills for starship combat.

Though spells and one-time use abilities such as Empower / Supercharge weapon do not affect it as the rules state.

Thoughts?

We have time to work out kinks as won't have another starship combat for a little bit at least. i definitely get the class abilities not being able to be used as it would definitely give a significant advantage but the small static bonuses to a skill don't make much sense.

***

Soryn- Keep in mind that get' Em and Expertise can't be used during starship combat.


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Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

All these restrictions on Starship combat seem silly. I wonder why they did it.

In a few levels Dash will be able to alter reality and affect probability, unless he's in a starship. Then he's just mashing the gun triggers and getting Nintendo thumb.

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I am a bit curious why they did it as well. I am wondering what game breaking things they ran into that they just created this system.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1
Tyranius wrote:
I am a bit curious why they did it as well. I am wondering what game breaking things they ran into that they just created this system.

I can see how Empowered Weapon and Supercharge Weapon may have broken things.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Finally finished updating Dash. After all the shenanigans he's pulled I decided to give him a level in Operative.

Dash Level 2:

+1 Level in Operative
HP +6
Stamina +7
BAB +0
Saves Ref +2 Will +2

Skills (11 ranks)
+1 acrobatics
+2 bluff (specialization bonus)
+1 diplomacy
+1 disguise (specialization bonus)
+1 computers
+1 engineering
+1 life sciences
+1 mysticism
+1 perception
+1 physical sciences
+1 piloting
+1 stealth

Abilities
Operative'a Edge (+1 initiative and all skill checks)
Specialization (Hacker - Skill Focus in Computer and Engineering)
Trick Attack 1d4


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch Lvl 2: The Vetchening

Level 2:

+6 HP (14)
+6 Stamina (12)

+1 BaB
+1 Will

Class Features:
Star Shaman Feature: +1 Bonus to Piloting and Perception
Mystic: Mindlink (as spell)

+1 0 level spell (Detect Affliction)
+1 1st level spell (Identify)

+7 Skills
--------------------
+1 Culture (+6)
+2 Know (Engineering) (+5)
+1 Medicine (+5)
+1 Perception (+9)
+1 Piloting (+9)
+1 Stealth (+10)

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Anyone hear from Soryn lately?

Wayfinders

Male Korasha Lashunta Xenoseeker Solarion 1 St: 15/15 HP: 17/17 Rv: 2/3 | EAC: 12 KAC: 13 CMD: 11 | F +3 R +2 W +3 | Perc +3

Rough day, busy week. Work just kicking my butt!

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NP, happens to us all :) Just hadn't heard in awhile. Wanted to make sure all was alright.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Trying to sound smart with technomancy makes me realize just how smart real scientists are.

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CRB wrote:
Personal comm units are common, inexpensive devices that are capable of communicating with each other on a single planet or between ships orbiting a given world. Small enough to be carried in a pocket, they also come automatically integrated into all armor of 1st level or higher

FYI Page 430 of CRB under planetary. SO if you spent the 7 credits on a comm unit get your credits back. Not under equipment section at all but rather the settings section.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

I'll keep the extra comm unit I purchased at the start. Dash has three now, because he's a pimp yo.

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Starfinder Beta coming Next week for Herolab Online (Link).

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So as per the Bone medallion. This part was a bit confusing to me as Fusion seals have 2 different levels associated with them.

In the Book they give the example of a Holy Fusion Seal (10th). Though if you go to the Holy Fusion description it mentions it as a 2nd level. Below is from the boards breaking it down a bit better.

The item level is the one listed next to the description. So Holy is a 2nd level fusion. Meaning it can be placed on a 2nd level or higher weapon.

The (10th) behind the fusion is the highest weapon level that the Fusion Seal can be applied to and what the cost is more based off of.

So a Holy Fusion Seal (10th) would cost 3580 credits if found in the wilds.

i.e 2nd level Holy Fusion Seal (10th) can be installed on any weapon level 2-10 for the installation credit cost. Initial installation of course with the cost. If find one or transfer then the cost is all based off the chart on CRB Page 192.

Forum Convo:

A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal.

This means that a level 5 weapon could contain a level 5 fusion. Or a level 3 fusion and a level 2 fusion seal. But not two level 3 fusions, because that adds up to 6.

Item Level Each weapon fusion has an item level, and a fusion can’t be placed on a weapon that has a lower level than the fusion’s item level. Once it is attached to a weapon, a weapon fusion uses the weapon’s item level for any of the weapon fusion’s level-based effects.

The item level of the seal is always the level dictated next to the description. Axiomatic is always level 2, and thus can't be placed on a level 1 weapon. In addition, you pay a cost to create the fusion seal based on the maximum weapon level you'd like to be able to use the seal. So if you want to make a seal that could be placed on a level 7 weapon, you'd be spending 1716 credits, 110% of the cost to create a typical fusion. This does not mean that it's a level 7 axiomatic seal - the seal is still only level 2. But it can then be transferred to any weapon between levels 2 and 7.


heheheh, they could have made that simpler, but I think I got it. Thanks GM Tyranius!

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Yea, tell me about it. I was so confused when I saw the 5th at the end and had to do a bit of research.

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This was brought up in the GM discussion for this book as well.

Check out the Disease / Poison track on CRB Pages 414 and a couple afterwords.

The Akata disease is as such.
VOID DEATH
Type disease (injury); Save Fortitude DC 10
Track physical; Frequency 1/day
Effect No latent/carrier state; an infected creature that dies
rises as a void zombie (see page 61) 2d4 hours later.
Cure 2 consecutive saves

Disease / Poison now has a track system.With each fail you move further down the track gaining penalties.

***

Here is the Physical disease track that deals with the Akata Bite. To me though the No latent state would mean not to use the track at all for this one but this is for future reference.

Physical Disease Track
Healthy—Latent—Weakened—Impaired—Debilitated—
Bedridden—Comatose—Dead

Latent
The victim has contracted a disease. She suffers no ill effects
yet, but if the disease is contagious, she can pass it on.

Weakened
The victim is sickened and fatigued.

Impaired
The victim is exhausted. Whenever she takes a standard or full
action, she must succeed at a Fortitude save at the disease’s DC
or lose the action and become nauseated for 1 minute.

Debilitated
Strenuous actions cause the victim pain. If she takes a standard
action, she immediately loses 1 Hit Point.

Bedridden
The victim is awake and can converse, but she can’t stand on
her own or take any other actions or reactions.

Comatose
The victim is unconscious and feverish, and can’t be woken.

Dead
The victim is dead, and her corpse may still be contagious.

***

Overall curses / disease / poison track seems very unforgiving but I guess there are several days to almost a week before death to cure it out of your system. Higher levels given easier access to curing through patches and spells.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

So the akata void death disease doesn’t cause any other debilitating effects or ability damage? Just zombifcation after death?

Also, the goblins mentioned the quarantine. We are on an official mission, so how does that affect us? Is there a ship that processes survivors? Who enforces or lifts the quarantine?

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[ooc]Correct- the Akata disease has no ill effects. Just zombification after death.

The goblins are dumb. You would know that you are on official mission from Ambassador Nor and should have no problem stopping back at Absalom Station as long as you bring his 'package' back. The Absalom Security lifts the quarantine. There are no ships processing survivors as when the ship was searched there were none when the ship was scanned and hailed.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1
GM Tyranius wrote:
... should have no problem stopping back at Absalom Station as long as you bring his 'package' back.

Right, the package. Let’s make sure we ransack the Acreon fully before returning.

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Herolab Online Beta Sign-ups (Link)

Looks like program is going live Oct 23rd in order of sign-up's

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I will be pretty sparse today as it is the last day to spend with my family before I head out for the year. Travel day tomorrow but I should be able to post at some point.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

So, I'm getting married on Friday, and will likely be MIA starting from tomorrow night at the Rehearsal dinner and probably until Monday morning when we return. Feel free to bot me when needed. Kcectic will tend to alternate between pistol shots and available spells and frequent use of his vibration sense.

If you run into anything sentient he'll attempt Culture and/or Diplomacy checks if he thinks there's a non-violent solution to follow.

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Congrats!!! You go get hitched. Have fun.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10
Vetch No-Toes wrote:

...37 credits

+.446 CR disbursement #1
+.120 CR payment from Eox
-..16 CR Efficiency Room with Abe
-------------
..587 CR to spend

..587 CR to spend

+.864 CR disbursement
-.100 CR basic medkit
---------
..1351 CR to spend

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Things should calm down a bit in a couple weeks for me once I get settled in country. I can then get to posting multiple times a day once again. As for now it will be down to 1-2 a day.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

No problem Tyr. The slower pace has been good for me - I went camping a couple weeks ago, traveled to Philly for work last week, had a friend’s wedding this week, and a family funeral next week.

No rest for the wicked.

On that note, here are Dash’s Purchases:
Medkit 100cr
3 frag grenades 105cr
2 spell gems of magic missile 100cr
2 spell gems of supercharge weapon 100cr
Total: 405cr

GM question, did the Acreon have enough supplies for a couple barrels of salt water? If now I’ll buy some.

Game system notes: So after reading Vetch’s post I realized that a medkit can help with disease too. I have to say that I have a gripe about the layout of the Starfinder book. It sometimes seems that you have to look in 2 or 3 places to get a complete answer to 1 basic question. I also think the cost of equipment is annoying. It seems like a very metagamey method to control game balance.

Anyway, I think with both Dash and Vetch’s medicine skills we should be able to pretty much automatically grant the fort bonus vs Void Death, assuming one can take 10 on a medicine skill check.

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The Acreon had plenty of supplies for a few small barrels of salt water.

Yea a few items are in different areas. Hopefully it will clear up with time and consistency.

I get the sell method as everything is potentially stolen, though the level on weapons is indeed metagamey. Luckily at Absalom Station you can purchase level +2 which is around what you could afford anyways.

I am hoping it all makes sense later down the road though hard to tell as the second book just came out.

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This next bit is the end of Book 1. If anyone would care for chronicles for their SFS character put your character info below

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Family emergency, will be MIA for another day or so, sorry for the absence.

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No problem. We got you.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

I am interested in a Chronicle btw but still unsure which SFS # to attach it too. Will figure it out soon and let you know. Thanks for botting, things are calm and I should be able to post more regularly again.

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Anytime Kcectic.

I will be leaving on my 4-day pass here real soon to spend a last couple days with the family, though I should be able to post so no biggie there.

Really quick after that though I will be on an all day flight over the great pond and will need a day or so to build up a satellite dish to procure internet. I will be on 100% blackout with unusable phone and all so if I disappear for a short period don't be alarmed. I will be back and be able to really ramp up posting again at that point as I will have a bit more free time.


Thanks for the heads up! Good luck with the dish and have a great pass.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Thanks for the heads up Tyr!

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Just got an email from HeroLabs. HeroLab Online and Starfinder Beta Character Creation is now live.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Can I get a chronicle sheet made out for
186188-703
Character name: Tech
Not sure if we get faction rewards for AP chronicles but he'd have Second Seekers slotted.

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Will do once we finish up the Drift Rock here!


NEXT LEVEL: 3:
Mechanic 3
+7 Stamina (21), +6 HP (22)
+8 Skill points (4+3 int+1 race) (Athletics x2, Computers, Engineering, Medicine, Perception, Physical Science, Piloting)
+1 BAB (2)
+1 Will save
Overload(Ex): As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. You or your drone must be adjacent to the device to use this ability.
Feat (class): Weapon Specialization (Small Arms & Basic Melee Weapons): 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.
Feat (level): Versatile Specialization: You gain specialization in all weapons with which you are proficient that can be selected with Weapon Specialization.

Messalina
+10 HP (30)
+1 BAB (3)
+1 AC (2)
+1 Fort and Will saves (1)
+1 Feat (Iron Will: +2 bonus to will saves)
+1 Mod (Camera (Ex): Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.)
Weapon Specialization (Small Arms): 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.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash Level 3:

+1 Level Technomancer
HP +6
Stamina +6
BAB +1
Saves Will +1

Feat - Skill Synergy (bluff/intimidate)

Skills (7 ranks)
+1 bluff
+1 diplomacy
+2 intimidate
+1 mysticism
+1 physical sciences
+1 stealth

Abilities
Magic Hack -Technomantic Proficiency
More Spells


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Level 3:

Mystic 3
HP +6 (24)
SP +8 (24)
+1 Bab (2)
+1 Ref
+1 Fort

Weapon Specialization (Class Bonus Feat): Do extra damage equal to your class level when using a chosen weapon. (Applies to all weapons a Mystic is proficient in)

Class Feature: Starlight Form (Su) 3rd Level

You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability’s concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

+1 0 Level Spell Known: grave words
+1 1 Level Spell Known: remove condition, lesser

+1 Spell Per Day

Feat: Skill Focus: Piloting
(+13 Total)

Skills +6
__________
Piloting +1 (10)
Culture +1 (8)
Diplomacy +1 (7)
Mysticism +2 (9)
Perception +1 (9)

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