GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

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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

"Do you think manipulating the laws of refraction while accounting for total internal reflection and photonic scattering a is F*$%ing EASY!?" Dash barks back at Vetch. "It's a good thing these cats are as dumb as you are, because I've had to cut some serious corners with Senell's Laws to make this sh!t work."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Dash continues to maintain his holograms, even while in a verbal spat with Vetch.

The green Akata slides past, biting at Abe as he leaps at the man's chest.

Green bite vs Abe KAC 15: 1d20 + 8 ⇒ (14) + 8 = 22
Damage (P): 1d6 + 2 ⇒ (6) + 2 = 8 + Void Bite
Void Bite- DC 10 Fort save vs Disease

Abe feels the teeth bite into his chest as the other two Akata's continue to bite away at Dash's holograms.

Red bite: 1d20 + 8 ⇒ (14) + 8 = 22
DC 14 Will save to disbelieve: 1d20 + 3 ⇒ (19) + 3 = 22

Purple Bite: 1d20 + 8 ⇒ (14) + 8 = 22
DC 14 Will save to disbelieve: 1d20 + 3 ⇒ (2) + 3 = 5

Dash holograms waver slightly as he has difficulty multitasking with an arguing rat and another Akata catches onto the ruse that it is snapping at a photon projectile of food.

Round 3
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Green-4; disbelieve)(Red- Disbelieve)
-----------------------------------------------
Round 2
Abe (SP 6/14; HP 16/16- DC 10 fort save)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 6/15; HP 17/17; Akata Void Death)

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

Soryn weaves in, striking green with his dark mote-stick.

Photon Attunement 2 of 3
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

"Sorry I'm late."


Round: 2, Initiative: 12

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 6/14 HP: 16/16
Weapon Equipped = Club
Conditions = None
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 4/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Fort: 1d20 + 4 ⇒ (8) + 4 = 12 vs DC 10

Abe shudders as the creature bites into him, and he quickly retaliates.
club: 1d20 + 1 ⇒ (14) + 1 = 15 damage(B): 1d6 ⇒ 5

He sees Soryn leap up next to him and he smiles, "Welcome to the party!"

Messalina takes a guarded step backwards and continues to shoot green through Soryn's legs.
semi-auto pistol: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 (cover) damage(P): 1d6 ⇒ 4


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

Round 2, Init 9

Vetch debates a moment between likely killing one of the akatas or tossing his grenade.

He opts for the quicker death. He full round casts not-Magic-Missile at green, sending cables of force at the monster.

3d4 + 3 ⇒ (2, 2, 4) + 3 = 11 force damage

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 2/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 18/20


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

As long as one of the akatas remains occupied with a holographic chewtoy, Dash maintains the spell.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Abe smashes his club down into the Akata's teeth, knocking several out across the floor as his body fights of the disease.

Vetch launches a series of electrical cables, one after the other that pound into the beasts ribs, taking it out.

Soryn rushes i, his attack missing as the Akata falls to the ground while Dash maintains his illusion of multiple Vetch's to be torn apart by the rampaging space hounds.

Round 3
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Red- Disbelieve)
-----------------------------------------------
Round 2
Abe (SP 6/14; HP 16/16)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 6/15; HP 17/17; Akata Void Death)


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

Kcectic follows suit and fires his own missiles at the akata nearest Abe, bolts of gleaming starlight pound into the creatures flesh.
Moved Dash off of my token, since, you know, I was there first,
I think.

Shooting Stars: 3d4 ⇒ (3, 4, 1) = 8


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
Kcectic wrote:
[Dice=Shooting Stars]3d4=8

Should be +3 more, right? One extra for each missile? Unless...I'VE BEEN DOING IT WRONG!?! /me runs to check spells. Nah...should be 1d4+1 per missile, I think.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup- 1d4+1 per missile. Normally 2. 3 if you use if as a full round action.

Kcectic waits for an Akata to show itself in the doorway and lets loose a stream of shooting stars.

The red Akata rushes through the doorway, only to be met by the magical missiles as it bites at Abe.

Red Bite vs Abe KAC 15: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 + Void Bite
Void Bite- DC 10 Fort save vs Disease.

Purple Bite: 1d20 + 8 ⇒ (15) + 8 = 23
Will save DC 14: 1d20 + 3 ⇒ (5) + 3 = 8

The teeth rake across Abe's arm as they shred his sleeve. The remaining Akata is still under Dash's holographic food tray illusion.

Round 4
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Red-11; Disbelieve)
-----------------------------------------------
Round 3
Abe (SP 0/14; HP 15/16)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 6/15; HP 17/17; Akata Void Death)


Round: 3, Initiative: 12

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 0/14 HP: 15/16
Weapon Equipped = Club
Conditions = Akkata Void Death disease
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 3/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Fort: 1d20 + 4 ⇒ (5) + 4 = 9 vs DC 10

"Ow, damnit, that hurts!"

Abe takes a guarded step back to make a better line, and swings his club at the cat-like beast.
club: 1d20 + 1 ⇒ (11) + 1 = 12 damage(B): 1d6 ⇒ 6

Messalina continues to shoot between Soryn’s legs.
semi-auto pistol: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 (cover) damage(P): 1d6 ⇒ 1


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

Oooh...time for another episode of 'Painlord Screws Up SpaceCombat'. Let's look in on our hero in action...

Round 3, Init 9

Vetch lobs the grenade over Abe's head and towards an intersection away from Abe and between the two akatas. Range is 20', to target an intersection is DC 5. The intersection is just in front of the Capt Chair...15 away from Soryn & Abe because people love explosions in small places.

1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14 vs. DC 5
1d6 ⇒ 6 Frag Damage

Vetch smiles happily at the big boom and draws his other grenade.

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 2/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 18/20


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

You're both correct, I've used Magic Missile correctly every other time so far, must have just forgotten to add it in this time around.

Kcectic raises his laser rifle and attempts to fire on the same akata he just fired his missiles at.

Laser Pistol: 1d20 + 3 ⇒ (18) + 3 = 211d4 ⇒ 4


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 covers his head against the concussive blast of Vetch's grenade.

"You're going to blow up the bridge you lunatic!"

He concentrates hard to make his hologram react appropriately, causing holographic blood to spray the walls when the ratling it torn by akata teeth and explosive shrapnel.


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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
Dash Arcbright wrote:
"You're going to blow up the bridge you lunatic!"

"You mean I might damage the ship!?!" Vetch sasses back, pretending to care while pointing out the damage already done to the vessel before they even got there.

"And don't think I appreciate you training these akata to attack ysoki, Clank. There is evidence that some species have a universal hive mind where knowledge and learning applies to the species," Vetch watches as the holographic ysoki is getting torn apart.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The disease takes root in Abe's blood, his hand tremors slightly as he swings at the Akata, barely missing the agile aberration. Abe bumps into Messalina, throwing the drones shot off as well.

Vetch hurls a grenade into the Bridge, using the Captain's chair to block the shrapnel from going into the majority of the hallway. The grenade explodes, with what should be a deafening blast but is mostly silent in the vacuum of space. Shrapnel arcs into the computer's consoles causing several screens to fritz out.

Kcectic fires a shot from his laser pistol. It indeed strikes the Akata but overall doesn't harm it in the slightest. Resistant to fire.

Dash adjusts the holograms as necessary, though it probably wasn't needed as these space beasts are extremely dumb. -4 to intelligence

Round 4
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Red-17; Disbelieve)(Purple -6)
-----------------------------------------------
Round 3
Abe (SP 0/14; HP 15/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 6/15; HP 17/17; Akata Void Death)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Soryn swings his staff up at the Akata's neck, but the space is just too crowded and he isn't able to get a clear shot.

Photon Attunement 3 of 3

Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

the Akata retaliates, biting back at Soryn's hands.

Red Bite vs Soryn KAC 13; full attack: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 + Void Bite
Void Bite- DC 10 Fort save vs Disease.

Red Bite vs Abe KAC 15; full attack: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8

Purple Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save DC 14: 1d20 + 3 ⇒ (18) + 3 = 21

Soryn's mote wavers in it's form as the wounded Akata latches onto his arm. As if matters couldn't get worse, Dash's illusion seems to have run its course as the Akata's simple minds see through the ruse.

Round 5
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Red-17; Disbelieve)(Purple -6)
-----------------------------------------------
Round 4
Abe (SP 0/14; HP 15/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 1/15; HP 17/17; Akata Void Death)


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

"C'mon, let's get this one down," Vetch says, indicating the red akata that is mostly dead.

Vetch waits for Abe and Soryn to go so he can get in there with his mighty cane-club of bonking.


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 releases his concentrationas as the hologram finally succumbs to the akata. "Crap! The gig's up!"

Taking a knee, Dash tries to take a careful shot when the akata isn't looking.

Trick Attack (Stealth): 1d20 + 8 ⇒ (6) + 8 = 14
Pistol: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
1d6 ⇒ 3

"Sh!t!" He cusses after a terrible shot. "Soryn! Abe! Back down the hall and we'll get them in a crossfire!"

Trick Attack:

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

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

Fort Save: 1d20 + 3 ⇒ (10) + 3 = 13

Soryn wavers slightly, as the fight is clearly taking its toll. He twirls his dark stick and tries to pry the rat-like thing off of him. But his wounds are just too great, and his reflexes are noticeably slow.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Photon Attunement 3 of 3


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

Seeing the Solarion stay toe-to-toe with the space cat, Dash calls out again. "Soryn, back away and bring it down the hall! We've got the advantage in numbers, but we're in each other's way!"


Round: 4, Initiative: 12

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 0/14 HP: 15/16
Weapon Equipped = Club
Conditions = Akkata Void Death disease
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 2/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

”It’ll take me a moment to backup, but Soryn and I will join you.” Abe calls out as he swings his club on the beast.
club: 1d20 + 1 ⇒ (9) + 1 = 10 damage(B): 1d6 ⇒ 5

Messalina continues to shoot between Soryn’s legs as she scuttles back like a crab after the shot, scurrying across the floor.
semi-auto pistol: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20 (cover) damage(P): 1d6 ⇒ 4

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

While Dash's trick shot fails miserably Messilina scurries across the floor, ricocheting a bullet off of the hull and into the red Akata's gut, mortally wounding it.

Soryn is noticeably slower on the offensive and misses the opportunity.

Your target is dead but your attack missed anyways. you can move up on the purple one if you wish but I am assuming you all are having it come to you.

Round 5
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Purple -6)
-----------------------------------------------
Round 4
Abe (SP 0/14; HP 15/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)

Soryn (SP 1/15; HP 17/17; Akata Void Death)


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

Round 3, Init 9

Vetch skitters into the bridge, moving to hide behind the chair.

1d20 + 10 ⇒ (13) + 10 = 23 Stealth

He is certain he will be able to pounce out into the creature's flank next round with his mighty club-cane of beatery.

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 2/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 18/20

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Knowing his laser pistol is of little use against the Akata's Kcectic pulls out his pulsecaster pistol as vetch dives in behind the Captain's chair as the emergency lights flash off for a brief moment. One second the old rat is there. the next he is gone proving even with his bad foot and cane that he is faster than he looks.

Bounding the corner the Akata pounces on Abe's chest. Guarded step.

Bite vs Abe KAC 15: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 + Void Bite

The Akata takes a chunk out of Abe's shoulder before leaping back to the ground, ready to pounce again.

Round 6
Dash (SP 9/13; HP 15/15; Akata Void Death)
-----------------------------------------------
Akata (Purple -6)
-----------------------------------------------
Round 5
Abe (SP 0/14; HP 12/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 1/15; HP 17/17; Akata Void Death)


Round: 5, Initiative: 12

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 0/14 HP: 12/16
Weapon Equipped = Club
Conditions = Akkata Void Death disease
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 2/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Abe nods to Soryn, and, limping a little, makes his withdrawal around the corner.

Messalina now has a clear range of fire for the first time, and she tries to take advantage of it.
semi-auto pistol: 1d20 + 6 ⇒ (6) + 6 = 12 damage(P): 1d6 ⇒ 2


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

Round 4, Init 9

Vetch limps behind the akata, trying for another devastating club-cane strike.

1d20 + 10 ⇒ (4) + 10 = 14 Stealth

Melee: Club: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4 to hit;
(B): 1d6 - 1 ⇒ (4) - 1 = 3 damage

K'Vetchings:

S: 12/12 HP: 14/14 R: 4/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing, Frag Grenade
Spells cast: 2/3

Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 18/20


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

"F@&%." Dash rolls his eyes as his companions charge the bridge.

If you can't beat them, may as well join them.

Leaving the safety of the cross hall, Dash looks for another opportunity to catch the akata flat-footed.

Trick Attack (Stealth): 1d20 + 8 ⇒ (2) + 8 = 10 No way
Pistol: 1d20 + 3 ⇒ (19) + 3 = 22
1d6 ⇒ 3

Trick Attack:

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

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

Soryn keeps spinning his stick, trying to connect with the purple one, hopefully giving Abe some cover to get clear.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


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

Kcectic raises his pistol and fires on the remaining Akata, hoping this is the last of the beasts they need to deal with.

Pulsecaster: 1d20 + 3 ⇒ (19) + 3 = 221d4 ⇒ 1 Great.

Dark Archive

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The combined efforts of the group is enough to bring down the final Akata as Kcectic's pulse caster causes the creature's muscles to jerk and lock up violently. this give Soryn the opportunity to break the beast's neck with his staff while Dash brains it with his pistol.

The noqual fragments of three more akata cocoons are scattered throughout the bridge. Together, the noqual shards have 3 bulk and are worth 1,500 credits.

The main bridge's computers seem slightly damaged by Vetch's ill-placed grenade. Though the screens don't work it seems most of the circuitry is still intact.

The Acreon’s main bridge contains four stations equipped with consoles and controls for operating most of the ship’s systems and functions, including its tier 2 computer system. Most of the control consoles are powered down or on standby, but you can access the basic, unsecured functions of the ship’s computer with a DC 10 Computers check to access the system.

A single small light on the Captain's chair blinks on and off with small steady strokes, like some sort of beacon. The light comes from a small square screen, the size of the palm of one's hand. Within are the words "Captain's Log". The program seems to be locked within the system. Computers check to hack.

Player Status:

Dash (SP 9/13; HP 15/15; Akata Void Death)
Abe (SP 0/14; HP 12/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 1/15; HP 17/17; Akata Void Death)


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 moves to help Abe, the most wounded of the team...and also, Vetch's roommate. This means that Abe has top priority lest Vetch have to pay for a single room by himself.

"Abe, come here and sit for a bit. Let's take a look at those wounds, eh?" Vetch begins look at Abe's wounds, doing what he can for them. No function mechanically, but do want able to heal up. "Just relax. Rest. No reason to rush now. Sit. I SAID SIT!!"

After Abe has rested, Vetch will allow him to explore the computers on the bridge.


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

"Well that sucked nuts." Dash gripes as he reloads his nearly empty pistol.

While Vetch pokes at Abe's scratches he heads into the Bridge. "Primitive f@$%ing screwheads." He mutters upon surveying the damage the grenade has wrought. Feeling confident in Abe's ability to repair things, and too lazy to do the grunt work himself, he plops down in the captain's chair and takes a crack and hacking the log.

Take 10 on Computers = 19
If that doesn't work I'll take 20 if possible.


Abe doesn't argue with Vetch, "I agree, let's rest a moment. There may be more of these things on the ship, and I need a breather before I'm ready to continue." He directs Messalina to the entry to the bridge, while he rests and recuperates. Before resting he reloads Messalina's gun from her ammunition stores.

Taking the full 10 minute break, spending a Resolve, and hoping to get my Stamina back at least before continuing.

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

Soryn will use a resolve point to do the same while Dash is working on the computer.

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Soryn and Abe take a few minutes to catch their breath from the Akata's relentless assault from infestation of the Acreon.

You definitely have the time to use a resolve to heal stamina.

As the duo readjust their armor and resolve Dash hops into the Captain's chair and begins punching around at the computer's subsystems. You can indeed take 20 on this. Dash quickly bypasses the password lock and runs right into a firewall that blocks his path. Attempting to get through it he fails. The screen turns red with a timer counting down slowly. Locked out for 59:59; 59:58; 59:57....

Lock out Timer: 1d6 ⇒ 1

You can either wait the hour and finally pass as with the Take 20 or bypass the lockout function entirely with Dc 21 Engineering to skip the hour wait. A 19 fails and the Take 20 auto sets off the lockout function.

Ambassador Nor's small observer robot continues to hum through the air overhead as it stays near Dash's shoulder, bobbing from member to member to catch all within sight for recording.

Player Status:

Dash (SP 9/13; HP 15/15; Akata Void Death)
Abe (SP 14/14; HP 12/16; Akata Void Death)
Vetch
Kcectic (SP 9/16; HP 18/18)
Soryn (SP 15/15; HP 17/17; Akata Void Death)


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

"Sh!t..."

Ignoring Nox's silently judgemental observer robot, Dash tries for a workaround.

Not sure if I can spam this thing, but may as well try.
Engineering: 1d20 + 9 ⇒ (2) + 9 = 11
Engineering: 1d20 + 9 ⇒ (6) + 9 = 15
Engineering: 1d20 + 9 ⇒ (17) + 9 = 26
Computers: 1d20 + 9 ⇒ (11) + 9 = 20

"F@$%..."

Engineering: 1d20 + 9 ⇒ (3) + 9 = 12
Engineering: 1d20 + 9 ⇒ (13) + 9 = 22
Computers: 1d20 + 9 ⇒ (6) + 9 = 15

"C@$%..."

Engineering: 1d20 + 9 ⇒ (19) + 9 = 28
Computers: 1d20 + 9 ⇒ (5) + 9 = 14

"B@$&!"

After working through a handful of cuss and swear words...

Engineering: 1d20 + 9 ⇒ (17) + 9 = 26
Computers: 1d20 + 9 ⇒ (17) + 9 = 26


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 3/4 Stamina: 14/14 HP: 12/16
Weapon Equipped = None
Conditions = Akkata Void Death disease
Psychokinetic Hand = 3/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 9/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0

Feeling much fitter after his rest and Vetch’s ministrations, he stands up again and stretches. ”Thanks Vetch, but no sense in letting Dash have all the fun.” he sets to work on the controls to get the life support back up and functioning.

Engineering Check: 1d20 + 9 ⇒ (10) + 9 = 19
Engineering Check: 1d20 + 9 ⇒ (16) + 9 = 25

It takes ten minutes per check, DC is based on severity of the damage: DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked. pp 322

While doing the repair, he also tries to discover what caused the damage - ship to ship combat? Internal firefight? Sabotage?


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 tends to the wounds of the group as it stands, letting the hackers do the hacking they must. Vetch words with must less swearing as he's somewhat more successful with his efforts as both Abe and Soryn seem to feel better. Dash & Kcectic, are you resting for stamina?

Medicine Skill:
TREAT DISEASE
You can use Medicine to treat a creature suffering from a disease. This takes 10 minutes and requires a medkit, a medical lab, or a medical bay on a Starship. Every time the diseased creature attempts a saving throw against the disease, you can attempt a Medicine check. If your result exceeds the DC of the disease, the creature receives a +4 bonus to its saving throw against the disease.

GM Tyr? Is there a Med Bay or Med Lab on our ship or this ship?

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@Vetch- you do not have a Med bay on the Hippocampus, nor have you seen one aboard the Acreon.

While Dash curses over the console he kneels down and tears a panel off the Captain's chair and begins tracing wires.

Meanwhile Abe works on getting the life support functional again. With Dash accessing the mainframe with ease Abe has access to the simplest
of functions, which is enough for what he is looking to do. Abe is able to see that a few boards were glitching, from unknown causes but if he had to say it looks as if it was a mixture of an internal firefight along with some intentional faults input into the system.

Abe is able to replace the circuit boards with spares found in a box in the Engineering Bay and the screen flips back to life with power. Abe has access to the life support system and is ship. Abe has control over:

  • Remotely open and close each door in the ship, including the airlocks.
  • Re-pressurize the ship (1d4 minutes)
  • Control the ship's lighting.

With an "Ah-Ha" and a short spark Dash yanks a wire from the chair and the lockout-countermeasure is bypassed. Dash moves past the Firewall and into the Acreon's secure functions including the Ship's Log.

One by one Dash clicks on the Acreon's most recent files. They open a short clip onto the screen as audio fills every speaker in the Bridge. Dash swipes his finger to bring the video onto the main screen on the bridge.

The first video shows four clean, happy and healthy crew aboard the Acreon. The Captain has a cheaper observer robot locked onto his face, to follow him around. Happily he looks into the camera, holding forth a hefty looking bright greenish rock. "We aboard the Acreon found an Asteroid within the Drift, before leaving we were able to harness the rock and bring it out with us." He says proudly, his smile beaming into the camera. "Upon investigating the rock we discovered numerous geodes!" The crew pops open a bottle of alcohol as if they hit the jackpot before the video goes out.

Dash opens the next log file. The Captain seems a bit more worried as the rest of the crew is not seen. Through exasperated breathes
he says "Something hatched from the geodes. Some sort of monsters. They look like hairless blue lions with tentacles swirling their bodies. Though they seem deaf they can seem to detect life around them as they attacked us." the video cuts out as the Captain seemed to have describe the Akata's that you are now well familiar with. The geodes being their cocoons brought aboard from the Drift Rock.

Dash clicks on another file. This one seems far more hurried than the rest. The sounds of combat are heard throughout the ship in the background. "There's something else.... It came from the rock!" The Captain reports with a trace of panic in his voice. "We're getting overwhelmed! I'm going to open up the ship to vacuum- Maybe that will slow them down..." The video clip cuts out just as the shadow of a large winged beast appears on the wall in the background.

The final log clip was recorded in Engineering and shows the Captain in a spacesuit. “Purging the air didn’t work. I’ve set the autopilot to continue on to Absalom Station, but we’re abandoning ship. We’ll fall back to the rock and try to regroup there. Acreon out.” There are no further entries.


Abe will stabilize the lighting first - the flickering was getting on his nerves. Then he moves to close every door on the ship and lock it. ”Let’s isolate whatever is still out there and take ‘em one room at a time.”

He’s about to re-pressurize the ship, when Dash gets the logs working again. ”Oh. That’s not good.” he murmurs as he watches.

”Dash, what’s the date on that last log? How long have they been on the rock? Most spacesuits only have enough air for a day or so…” he worries the crew died gasping for breath down there, but he suspects they were torn limb from limb by some hideous, large, winged, thing. His imagination works overtime as his hand shifts to his rifle.

"Do we want to re-pressurize the ship? It'll take me a few minutes, but no more."


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

"Might be that we want to take it slow? Rest for the night, then explore the rest on the morrow? I mean, if they are all locked down, we could return to the Hippo or Absalom and try to deal with your various diseases," Vetch offers, worried for sheer plaguery of the party.


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

Kcectic who had been oddly silent for much of the conversation seems to snap back to reality as the logs finish out, his anntenae twitch oddly in different directions.

"Perhaps we can scan the rock, maybe there are areas of hospitable terrain?" He suggests. "In the meantime, as Vetch suggests, we should rest and take care of ourselves. Even if the crew is still out there, we are exhausted, injured and potentially infected by disease, and from those logs the Akata are not the only thing we must contend with. We should be prepared."


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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

”That’s it.” Dash reports after the last log. ”Game over, man. Game over.”

Dash waves Abe on. ”Depressurizing the ship only made things worse for these poor bastards. May as well fix it. Let me see what other systems this ship has. A scanner might help, but if the Hippocampus couldn’t read the rock I doubt this pile of space junk could do much better. For now I think a schematic would be f$@%ing awesome. A med bay even better.”

Any ship schematics, video feeds, or inventory lists in the computer? Looking for medical bay, medical supplies, or maybe a link to the observer robot the captain of the Acreon was using for his logs.


"Spend the night? Already?" Abe shrugs, somewhat eager to press on if possible.

"Can we at least check the rest of the ship first? It may be there's nothing left alive here, but before we rest, I'd like to be sure we'll not have the bridge-door kicked in in the middle of the night."

He nods to Dash while the party is talking over their plans, and begins the steps to re-introduce atmosphere to the ship. He's watchful of the sensor panel for any obvious trouble or leaks.

"I'lll see if I can find a schematic, but we could just walk the ship to see if it has a med-bay. It's larger than the shuttle, but it's not that large."

He checks the ships computer for schematics after he finishes pressurizing.

Computers: 1d20 + 9 ⇒ (14) + 9 = 23

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Abe and dash set to work on the ship's computer.there are several manuals containing the Acreon's schematics and basic repair functions similar to technical manuals. Sifting through them all could take hours.

There doesn't seem to be any video feeds throughout the rest of the vessel. Just a basic audio line. Video feeds seem to have went away several decades ago with personal comm units came about. The Apple I-comm X, most races are complaining of the cost though as it has risen to nearly 1000 credits for a communication device.

Searching through as many files as possible it doesn't look like the Acreon contained a Medical bay either, as it was set up more for mining and not medical care.

With the schematic the remaining rooms look to be labeled as a cargo Holds,The Galley and Crew Quarters / Storage. From aft to forward.

Abe takes a moment to re-pressurize the ship. It takes a few minutes and you feel your ears slowly *pop* as your internal pressures even out once again. According to the dials the air seems to be breathable once again.


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

While the others operate on the ship, Kcectic takes Abes advice and scouts the remaining areas. He's not stealthy, but his vibration sense will hopefully give him some warning before he stumbles into more alien creatures.

Taking 20 for Perception for a 28 if I can.


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 gets to his feet after his ears pop, removing his helmet to test the air. If he can breathe without issue, he will stow his facemask and be ready to explore more.

"If we're going to explore, let's explore. However, it's against my recommendation of you all getting healthy," Vetch says as he transfers his spare grenade to his mouth pouch.

"Now, let me scout ahead," Vetch warns, giving Dash a look as he limps over to the first dark area (red arrow on map).

1d20 + 9 ⇒ (4) + 9 = 13 Perception
1d20 + 10 ⇒ (2) + 10 = 12 Stealth

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Not sure where Kcectic is investigating.

Vetch moves down the hallway. With the life support systems stabilized on the Acreon Vetch's cane rings out on the hollow hull. Clang!....clang!......clang....

Towards the front of the ship vetch finds the galley. The crew prepared and shared meals in this kitchen and eating area, though the quality of the preserved rations leaves something to be desired. Knowing the Akata's are susceptible to salt water vetch finds an abundant amount of supplies to create salt water weapons against the hounds.

With all of the doors on the ship remaining open Vetch can also see into the north western room, which looks to be one of the four crew quarters. Each contains two simple bunks, a pair of lockers, a small sink, and the miners’ personal possessions.

The door just south of this crew quarters seems to be the only closed door on the vessel. Even with the use of the computers it seems to be barricaded from the inside.

Kcectic feels for vibrations on the ground and feels two additional lifeforms within.


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 gives Abe a look and bobs his head in Vetch’s direction. ”He calls that scouting?”

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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

Re: google hangouts

You can find me at ordonezst@gmail.com, but I'm not on it very often. Response time varies wildly.


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've got a question/request for you, GM, if you don't mind:

Shirren have telepathy up to 30feet. Per the CRB they only speak outloud in formal situations. This means that in situations such as our current one, Kcectic is pretty much unable to request aid/backup or point out anything he might spot elsewhere on the map.

If you happen to see any mention of Shirren speaking vocally in other situations, please let me know. Trying to figure out a Status Quo for a new race, or new setting is always a little wonky, but this info would effect how Kcectic acts in the future in situations such as this one.

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Kcectic:
I seen that as well. Most of the time they speak out in social situations though they also derive on individualism being apart from the hive so mainly up to you. The couple in the AP seem to speak mainly in telepathy and chitter softly from their mandibles.

It does look like they are 99% telepathy though. Going too far outside that range will stop communication from you it seems as that is the status quo. Though all depends on how you wish to RP it. That may be one of your decisions that the race feeds on.

Looks like a tone of neat options just with that though. Good catch.

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The Crit (Link) in Starfinder is a bit different. No need to confirm anymore. As long as beat their AC you just roll double damage and any special crit abilities that the weapon has. As the case with the Azimuth laser pistol it cases burn 1d4 which is neat.

Critical Hit PDF Page 247:

When you make an attack roll and get a natural 20 (the d20
comes up 20), you hit regardless of your target’s AC. If the
total result of your attack roll meets or exceeds the target’s
EAC or KAC (as appropriate for your attack), you’ve also scored
a critical hit. You roll your damage twice, each time with all
your usual bonuses and including any additional damage from
special abilities, and then add the rolls together. Some weapons
inflict a special effect on a target of a critical hit, in addition to
dealing double damage (see page 182).
If the total result of your attack is less than your target’s
relevant AC, your attack still hits on a natural 20, but it deals
damage normally.

Seems getting caught on fire is a ton easier to put out as well. Well don't know about easier but definitely better than being forced to drop and roll.

Burning CRB PDF Page 275:

Burning
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you’ve
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don’t have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.


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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

Uh, poop. Vetch has been cheating, apologies all...but with the best intentions of learning from my mistakes and letting you all learn from my grievious errors.

So...two things, one of which you probably know, the other of which you *may* not know.

1) Ysoki can kip up from prone as a swift action. It's a pretty powerful racial ability that is better in this setting with lots of ranged combat. Vetch made ample use of this in the first combat.

2) However, and you might not be aware of this...*dropping prone is also a swift action*. Pg 247.

So yeah, Vetch can't get up from prone, move, shoot, and go prone again in the same round. But also, you can downgrade a move to a swift action so he'll be playing around with that.

Also, flat footed/surprised is a flat -2 to AC, nothing to do with dex.

* * *
Edit: Also, attacking on after a melee charge earns you a *-2* to attack as well as a -2 to your AC. That's a big change. Pg 248.

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Also if you full attack it takes all of your actions including swift actions.

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 not been able to confirm it, but it looks like Ysoki still have 30' move even though small, and I could find no reference to +1 Att or AC for being small. Anyone find these rules anywhere?

I admit, I have gotten spoiled by online searchable PRD. You can search a PDF, but it isn't quite as easy - exact match only!

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Hehe same Soryn. Can't wait til it is all across google and the forums like Pathfinder is.

As per the speed I haven't seen anything on size affecting speed. One of the pages under movement talks of speed being based on individual races.

While searching though I also see nothing on a free 5 foot step anymore. Did that disappear completely?

Will do some more searching tomorrow though on both items.

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

Yah, I think the free 5' step is gone. Now they have "guarded step" which is the same thing (no AoO), but it is a Move Action. So that changes things a lot!

In fact, I think free actions are just gone. Well, except for "combat banter" and that excludes monologueing.


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

Regarding movement for small creatures, I think most of the "small" rules have been tossed out. Notice that there are no longer different weapon damages based on size.

Regarding 5' step. A similar rule is over in Move Actions.

Guarded Step
You can carefully step 5 feet as a move action. This movement doesn’t provoke attacks of opportunity (see page 248), even if you’re in a threatened square (see page 255).

This alters a lot in action economy.


Dash Arcbright wrote:
I'm not sure yet how you want us to edit the loot sheet. I added 200 to my character sheet alias and subtracted 16 for an efficiency.

You shouldn't need to edit the loot sheet. It's an 'income' only (mostly) tracker so the DM can place us in the heart of Wealth By Level and so we can make sure loot is shared more or less equitably. I'll keep the sheet as current as I can. Please track your expenses on your own sheet.

That said, if anyone has any particular questions about the loot, or whatever, PM me and I'll share my google account to chat.


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

Ok, awesome! Thanks for managing that Euan. Tracking treasure is important, and many (myself included) often neglect it.

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

Yep - same here. Thanks!


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

1000 starting credits
-750 Freebooter Armor
-.60 Toolkits*
-..7 Personal Comm Unit
-.10 Cable Lines (tied around arms, legs, & waist)
-.50 Serum of Healing (in mouth)
-..3 Starstone Compass (around neck)
-..3 Backpack
-.10 Random Food
-.70 Frag Grenade 1*2
-------
..37 starting credits

..37 starting credits
+200 Starfinder retainer
-.16 Hotel, 1 week
---------
.211 credits to spend


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

Stuck at work, but you lot are giving me plenty to read when I get home. Hoping to have a post in soon.


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Hey everyone. In reading over the rules some more this weekend, I noticed an interesting change in the way readied actions work.

Page 249, Ready an Action wrote:

You can prepare to take an action when a certain trigger occurs by using a standard action. Decide on a standard, move, or swift action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action.

If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).

Note the last bit, if your action is offensive, you go AFTER your opponent not before. So tripping with a reach weapon is less effective, and your initiative is after theirs so you lose your place in the initiative cycle.

Anyway, it seemed a big change to me so I thought I'd call it out to everyone so we're aware.

Dark Archive

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Makes a bit more sense though as you were turning a readied action into an immediate action before it seemed like.


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I know we don't have a starship yet, and maybe our first is given to us, but just in case, I got antsy and build one.

Then I found an exceptional tool for their construction. So I rebuilt the ship, fixing a few errors I made, and tested the tool. Seems to work fairly well overall. Solidly made. It helped me make better decisions about power especially.

Here's the link.

If you want edit capabilities, PM me with your gmail and I'll add you. This should be a group thing after all! I'm going to add those of you who already shared your google stuff above in a moment.

Now just because I did some stuff doesn't mean that's what we should do. Consider this a starting point, but we should do whatever we like.

I'm more curious who will take what roles in the starship combat, but would rather role play that out and not discuss it here. :)

Dark Archive

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Nice. That is neat. Concerning this though you acquire your own ship for a short period. So the way it looks is you will have a baseline and use that to upgrade systems as you find them / purchase them.

I have also been messing around with this editable spreadsheet (Link) as well.


Cool! Do you have a preference as to which we use?

I contacted the developer, and had him make a tweak to this one so we can track current shield strength online easily.

Here's the new form.

Dark Archive

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No preference from me. Whichever will be easiest for you guys to read. I will provide you guys the baseline stats as they come up.

Dark Archive

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I know it may seem like you guys are lost. As most investigations do in Pathfinder, especially in a new setting. Though you guys are indeed on the right path, or at least one of them as this investigation is a little bit of a sandbox with numerous paths depending on how that first combat played out.

You are very very close to the end of the investigation though!

Wayfinders

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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 am going to be travelling between star systems for the next few days, so please assume control of my mental facilities as needed to make Soryn dance like a puppet for you.

Will be back on Sunday.


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's Christmas list:

A personal comm unit 7c upgraded with tier 2 computer 250c, miniaturization 25c, range II (1 mile) 50c, self-charging 25c, (+10% to combine with comm)
Total 392c

Note about grenades: I considered getting a couple, but I noticed they require a proficiency. For those that have them, buyer beware.


Remember though that grenades only have to hit an AC5 grid intersection. So not too bad.


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

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


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
Kcectic wrote:

-5 Creds. Do our lodgings have a charging station we can use, or do we need to pay for that? I haven't used my guns often enough yet, but it might be worth knowing.

This question got looked over in the last info dump so I figured I'd try asking again.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup sorry.

There are public charging stations near the local lodging though not within.No matter how many charges are being refreshed it costs half the amount of the battery itself. PG 234 CRB recharging Stations

Dark Archive

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Ship Sheet looks good Abe, though not sure how you raised the AC to 18. The pilot bonus is the number of ranks you have in pilot skill and not what the pilot skill is total. So at level 1 should only raise it by 1.


I know... I saw the ship gives a bonus, does that not apply?

Dark Archive

Scenario and AP Tracker

Not that I am aware off. I believe that is just added into rolls for maneuvers. Let me double check though.

Dark Archive

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Yup, that +3 does not get added into the AC/TL. That is simply a bonus that you get afforded as the pilot for maneuver rolls. The +3 comes from (+1 from speed being 6 PDF pg 319 CRB and +2 from perfect turns also PDF pg 319 CRB.


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

Combat action will have to wait until i get home from work, about 3 hours or so, but in the meantime i have a question.

The +3 to piloting is that for all the pilots skill checks or just maneuvers. I only have a physical copy of the book so I can't look it up until o get home.

Dark Archive

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Seems to be for all. The +3 to piloting check is from the great maneuverability of the ship itself lending to your skills. Some are more clunkier than others which could impart negative modifiers.

Dark Archive

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Fillable Paizo Character and Ship sheets

Able to copy/paste all info from PDF into the notes / abilities block. :)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Will get post up soon. Wife just had our second child.


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

Congrats!

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

Wow! Congrats! Hope mother and baby are doing well!


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

Congratulations!


Congratulations Tyranius!

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Thanks! Both are doing fine. Just have to finish gearing up for this deployment in a week-ish now.


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

Wow, congrats!! I'm sure that Baby Tyranius is going to be awesome.


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 think it's safe to say having each of the gunners use a +1 each on attack rolls can only help at this point. Kcectic is mostly focused low DC maneuvers that I know he can pull off with ease evasive Maneuvers only fails on a roll of 1.

So the last +1 in engineering or the captain's seat seems a good choice too.


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 was curious about the computer bonus. So there is a +3 pool that can be divided up every round among the crew?


It's a tri-mode computer, which means three people can take advantage each turn. Our computer is very basic, so just a +1 bonus is offered.

But yeah, it's a free bonus there for the taking. You can read more on page 297 in the book.

The relevant excerpt is as follows,

pp 297 wrote:
While a starship’s computer is responsible for operating and managing a wide variety of starship systems at any given point in time, only a starship with an integrated control module (ICM) can aid the crew in starship combat (the basic computer listed on the table below is the only option that lacks an ICM). In general, an ICM adds a flat circumstance bonus to one or more starship combat checks, decided just before the check is attempted. An ICM has a number of nodes; each node grants its bonus to one starship combat check per round. Multiple nodes allow an ICM to influence multiple starship combat checks in a round, but they do not allow a computer to add multiple bonuses to the same starship combat check.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup. There are several different computers. This computer allows for a free +1 on 3 different checks.

For example a MK 3 tetranode that has a bonus of +3/+3/+3/+3 would allow for a free +3 on four different checks.


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

Nice! Is it too late for Dash to claim one of those bonuses?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Go ahead. First come first serve as you guys see fit for your crew. They can be used each round. Just need to decide which three rolls get them each round.


NEXT LEVEL: 2:
Mechanic 2
+7 Stamina (14), +6 HP (16)
+8 Skill points (4+3 int+1 race) (Computers, Culture (Akitonian), Engineering, Life Science, Medicine, Perception, Physical Science, Piloting)
+1 BAB
+1 Fort & Reflex saves
Mechanic Trick (Visual Data Processor (apply Bypass bonus to Perception))

Messalina
+10 HP (20)
+1 BAB (2)
+1 AC
+1 Reflex Save (3)


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've got some questions.

Question #1
At 3rd level a technomancer gains the weapon specialization feat as a bonus feat for each weapon type the class grants proficiency with. What happens if I use the Technomantic Proficiency magic hack to pick up proficiency with a weapon not normally in the class list? Will that weapon also benefit from specialization while the hack lasts?

Technomantic Proficiency (Ex):

As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.

Question #2
Can a technomancer use the Empowered Weapon magic hack or Supercharge Weapon spell in ship combat?

Empowered Weapon (Su):

As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.

Supercharge Weapon:

School evocation
Casting Time 1 standard action
Range touch
Targets one weapon
Duration see text
Saving Throw none; Spell Resistance no
You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.

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