Into the Void

Game Master Peet

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Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

I don't think Dawn has any other relevant skills that will help find the creature, so I'll leave it up to the rest of you! Survival might be good to try to track it.

EDIT: It seems nobody is trained in it and Dawn has the highest Wisdom score. So I guess I'll try it untrained.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Rising Dawn wrote:
So I guess I'll try it untrained.

By the power of teamwork and GM patience, we might pull this off.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Guys:

FYI I am making preparations for Christmas and I am not sure how much time I will have to post on the weekend. I'll try to fit it in but after today I may not have anything for you until Sunday.

You can RP a bit and talk to Fitch and Keu Kein for a bit if you want or we can head straight back to the station for your next assignment.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

I'm also a bit busy this weekend with Christmas activities, but I'll certainly be around Sunday.

Hey team - does anyone have any strong opinions on how we split up loot? I can throw together a quick spreadsheet to ensure that we're splitting things up evenly over time, if that's a thing people want.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

A spreadsheet will help keep track and see who has what. Starfinder only grants 10% resale value, so we'll probably want to keep anything that anyone can use.

As for items like the ring, we all could use it, so we can either roll random or give it to the person with the lowest total bonuses on saves (Thuldas) or to the person most likely to be exposed to traps.

I'm okay with any of these.

I don't care to try to split everything exactly five ways. Whatever benefits one, benefits all so long as we are working as a team.

By the way, was that 400 credits per player or total?


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
By the way, was that 400 credits per player or total?

It is a single credstick with 400 credits on it. You can split it how you like. The other missions are set up basically the same way as far as rewards go.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

I've always preferred the mostly informal approach

Give items to people who can best use them. Randomize in the case of something that EVERYBODY wants.

IF somebody is getting so much more (or less) than others that it is becoming an issue, worry about it then. Maybe give them cash, transfer an item, whatever.

But better items go where they do the most good (within reason) than to worry too much about something that evens out in the long run.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

It will probably be a lot simpler if most of our material rewards are in the form of credits sufficient to buy equipment each PC wants or needs. The occasional higher level item which we could not afford or have access to purchase will be nice as long as it can be used by someone and there is sufficient variety so everyone gets something eventually.

Shall we roll percentile dice for the ring, with highest getting dibs?

dibs roll: 1d100 ⇒ 59


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

I could certainly use that ring.

dibs roll: 1d100 ⇒ 88


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint would happily let somebody else take the ring.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Often a specific piece of treasure is only of value to specific people, so it is easy to figure out who should get it. Over time I'll be tweaking the treasure but right for this module I'm leaving things alone.

BTW, I've been meaning to introduce someone:


"GREETINGS STARFINDERS."

"I AM BOT-A-TRON 9000."

"I EXIST TO ASSIST CHARACTERS WHO ARE INDECISIVE OR ABSENT OR UNDERGOING A CRISIS."

"MY CIRCUITS ARE EXTENSIVE AND ARE CAPABLE OF OPERATING UP TO FOUR CHARACTERS AT ONCE. I WILL BE HAPPY TO OPERATE YOUR CHARACTER FOR YOU IF YOU ARE UNABLE OR UNWILLING TO."

"HAVE A NICE DAY."


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Bot-a-Tron is my avatar for botting characters.

Normally I will bot a character if we are in combat and their response is required but they are absent for some reason. Typically I will wait at least a day after calling for someone's action before botting someone, and in practice in my other games I usually only bot the last person who has yet to act.

If you know you are going to be unable to post for a specific period, don't forget to let us know. If I know you are going to be away then I can bot your character right away and move things along. If the rest of the party has actions they would like the absent character to perform then I have no problem allowing that.

Also, I encourage you, if you know you are going to be away, to say things like "when my turn comes around I will cast color spray," or something similar. You can also post conditional actions like:

if the red zombie is still alive on my turn:
I 5' step to the east and attack (rolls).

if the red zombie is dead by my turn:
I move 20' west and charge the green zombie (rolls).

Conditional actions speed things up and so feel free to use them if they are practical.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

I will be out of town from Friday through Tuesday. I will try to check in if I can, but I likely won't be able to post much until I return. GM, please bot me if necessary.

If we get into combat, Dawn will cast mind thrust on the most dangerous foe in the first round and then use her laser pistol, saving her last spell slot for healing if needed.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Happy Holidays all!

I'm going to be available through the weekend and next week.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Happy holidays indeed! I'll be out of town starting tomorrow for about a week, but hopefully I'll have internet all or at least most of the time; however, don't hesitate to bot me if I'm away for too long.

Botting

  • In combat, Thuldas will default to standard attacks with his assault hammer, trying to position himself between threats and non-melee allies.
  • When face-to-face with a single, dangerous foe, Thuldas will cast jolting surge (DC 14), unless a Life Science or similar check reveals resistance or immunity to electricity.
  • If fighting a group of creatures, Thuldas will cast overheat (DC 14) if he can hit at least two targets without catching an ally in the cone, unless a Life Science or similar check reveals resistance or immunity to fire.
  • Thuldas will only resort to his starknife if ranged attacks are his only option.


  • Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
    Thuldas wrote:

    Botting

  • In combat, Thuldas will default to standard attacks with his assault hammer, trying to position himself between threats and non-melee allies.
  • When face-to-face with a single, dangerous foe, Thuldas will cast jolting surge (DC 14), unless a Life Science or similar check reveals resistance or immunity to electricity.
  • If fighting a group of creatures, Thuldas will cast overheat (DC 14) if he can hit at least two targets without catching an ally in the cone, unless a Life Science or similar check reveals resistance or immunity to fire.
  • Thuldas will only resort to his starknife if ranged attacks are his only option.
  • This is good, Thuldas; if you could put this on your profile somewhere near the top (possibly in a spoiler if you want) that would be great.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    FYI guys:

    Holiday Plans:

    I should have a post later tonight (or in the wee hours of the morning as it were).

    After that, Friday, Saturday, Sunday, and Monday I have Christmas events to attend (and I may be busy Tuesday too). I will be travelling for some of that period. I still expect to have internet access in that period but my posting frequency may suffer. Wednesday night I will be back home and things will return to normal for me.

    Obviously I expect most of you are in the same boat and I won't sweat it if people are unable to post in that period.


    Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

    I'm limited to posting on my iPad for now, so if someone could move Stell on the map, I'd appreciate it. She should be one square diagonal to the SW, 10 feet up the stair to the catwalk. Thanks.


    Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

    There ya go, Stell has been moved.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    Hey, guys. Should get back on track tomorrow.

    Hope everyone had a great Christmas.


    Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
    Bot-A-Tron 9000 wrote:

    "GREETINGS STARFINDERS."

    "I AM BOT-A-TRON 9000."

    "I EXIST TO ASSIST CHARACTERS WHO ARE INDECISIVE OR ABSENT OR UNDERGOING A CRISIS."

    "MY CIRCUITS ARE EXTENSIVE AND ARE CAPABLE OF OPERATING UP TO FOUR CHARACTERS AT ONCE. I WILL BE HAPPY TO OPERATE YOUR CHARACTER FOR YOU IF YOU ARE UNABLE OR UNWILLING TO."

    "HAVE A NICE DAY."

    I don't anticipate anything that will prevent me from posting daily in the near future, but here are the priorities for Stell. I'll put these instructions in a spoiler on her profile.

    1) If Stell is injured and potentially under attack, she will take one of her serums of healing Mk I.

    2) If anyone is eligible for getting back Stamina points from Stell's Inspiring Boost envoy improvisation (meaning they lost Stamina points within the past round, have not received a boost since they last rested to restore stamina, are within 30', and can hear her voice) Stell will provide the Inspiring Boost to the character who has the fewest Stamina points (if more than one is eligible).
    This restores up to 5 points of stamina.

    3) If in melee, she will attack with her semi-auto pistol, using a feint (move action) if she doesn't need to move.

    [dice=Feint/bluff]1d20 + 7 + 1d6[dice]
    [dice=semi-auto pistol, range 30]1d20 + 3[dice]
    [dice=small arms round damage]1d6[dice]
    Copy and paste and add the slash in the trailing tag to save time.

    4) Someone is in melee range and she can't step to get out of threat range to avoid the AOO for a ranged attack, she'll instead draw her survival knife and attack with that. If she already has her survival knife in hand, she'll try to feint as in (3) above.

    [dice=Survival Knife]1d20 + 2[dice]
    [dice=small arms round damage]1d4[dice]

    5) If none of the above options seem viable, consider an attempt to intimidate (demoralize) an opponent in range (30 feet).

    [dice=Intimidate]1d20 + 7[dice]


    Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

    @GM - how much real-time response do you want in our stat lines? Should I crunch out the fatigue math? Should I subtract SP & HP with every hit, or just between encounters? I just don't want to confuse anyone with a rapidly shifting stat line.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
    Thuldas wrote:
    @GM - how much real-time response do you want in our stat lines? Should I crunch out the fatigue math? Should I subtract SP & HP with every hit, or just between encounters? I just don't want to confuse anyone with a rapidly shifting stat line.

    I'd prefer that stat lines be accurate to the moment. I've seen games where people got confused and forgot to apply damage and/or healing and this can cause mixups. Though you don't need to math out the effect of conditions; just note somewhere that you have the condition. When my AC changes on one of my characters due to a defensive action (like full defense), I typically do this:

    EAC: 14, KAC: 16 EAC: 18, KAC: 20

    Then changing it back is easy, just get rid of the [/s] tags.

    I'd actually prefer it if the boards allowed signatures since the signature becomes a part of the post, so if something changed you can look at the old post to see what the HP was before. But I don't expect everyone to type out a whole string every time.

    Anyway, Happy new year everyone!


    Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

    I didn't realize I would be walking through its reach. I wasn't sure if I could move through the spaces with the crates. GM, was there a way I could have moved to avoid the AoO?

    I don't mind taking the hit though--better me than Thuldas!


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
    Rising Dawn wrote:

    I didn't realize I would be walking through its reach. I wasn't sure if I could move through the spaces with the crates. GM, was there a way I could have moved to avoid the AoO?

    I don't mind taking the hit though--better me than Thuldas!

    Since unless everyone continues to roll horribly for multiple rounds, the creature shouldn't be that big of a challenge, I'm going to say no. Consider it a learning experience.


    Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

    No worries! I'll ask before moving next time. :D


    Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

    Sorry about the avatar mix-up, too.


    Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

    My lord we've been rolling terribly. Makes one wonder how we were accepted as Starfinders to begin with.


    Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

    The SFS should hire this feather stalker instead, it can clearly hit what it's aiming at.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
    Iolas wrote:
    My lord we've been rolling terribly. Makes one wonder how we were accepted as Starfinders to begin with.

    You can always full attack. -4 to hit, but you get two rolls instead of one.


    Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

    That would mean that I don't get to do my "incredibly" effective trick attacks :-)


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
    Wint wrote:
    That would mean that I don't get to do my "incredibly" effective trick attacks :-)

    The funny part here though is your gun does 1d6 damage and trick attacks add 1d4.

    Shooting twice potentially does 2d6 damage.


    Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

    I used a spreadsheet to calculate the average d20 rolls for all PC attacks this melee and got around 8. The average of all the attack rolls made by the feather stalker was around 12.

    So right now, if we didn't have bad luck we'd have no luck at all. Odds are in our favor that it will not continue.


    Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
    Void GM wrote:
    Iolas wrote:
    My lord we've been rolling terribly. Makes one wonder how we were accepted as Starfinders to begin with.
    You can always full attack. -4 to hit, but you get two rolls instead of one.

    I'm sure someone's done this math elsewhere on the forums, but I was curious, so I crunched it myself.

    If a target is easy to hit, I'm better off full-attacking, because the -4 penalty doesn't have a huge impact. If the target is hard to hit, however, that -4 penalty could really reduce my odds. So where is the "break-even point"? How easy does a target need to be to push me towards full attacks?

    14.

    If you need a 14 or better on your d20 to hit a target, standard attack and full attack will do the same amount of damage in the long run. If you need better than a 14 to hit, stick with standard attack. If you can hit on less than a 14, full attack when feasible for that sweet sweet additional damage.

    Note: if you have an additional critical effect that deals damage (such as burn), the break-even point is probably around 15 or higher, depending on the amount of damage and your target's saving throw bonuses.

  • Hit on 11 -> 27% more damage
  • Hit on 8 -> 43% more damage
  • Hit on 5 -> 53% more damage
  • Hit on 2 -> 60% more damage


  • Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed
    Void GM wrote:
    Wint wrote:
    That would mean that I don't get to do my "incredibly" effective trick attacks :-)

    The funny part here though is your gun does 1d6 damage and trick attacks add 1d4.

    Shooting twice potentially does 2d6 damage.

    Sure. But if you figure in the -4 from 2 attacks and the likely +2 for flatfooted for a single attack I'm much better off (in general) to go for the trick attack.

    The Operative is very well designed to make doing Tricksy Operative type things mechanically optimal :-).


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    One thing worth mentioning is that starfinder enemies have inflated chances to hit and deflated ACs compared to player-characters.

    This seems to be a deliberate design choice, since encounters where the players and the bad guys both need to roll natural 17s tend to drag on. So this way the bad guys hit more often but so do the players.


    Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed
    Void GM wrote:
    the bad guys hit more often but so do the players.

    Sure, just RUB it in on how incompetent we were :-) :-) :-)

    The developers said they also did it this way so that things like dominate person and confusion are far less deadly than in Pathfinder


    Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

    When I GM, I ask the players to include all the buffs and penalties separately, so it is easier to check that everything is factored in correctly.

    So Iolas' roll would look something like this:

    Artillery Laser, targeting, fatigue, full attack: 1d20 + 3 + 1 - 1 - 4 ⇒ (13) + 3 + 1 - 1 - 4 = 12

    Compared to artillery Laser: 1d20 - 1 ⇒ (7) - 1 = 6 it's much easier to see how the end result was calculated.


    Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

    Fair enough.

    Am I correct in assuming that the always on bonuses (BAB, Dex, Weapon Focus) should be just collapsed into that first "7" ?


    Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

    Right. On the character statistics, the normal weapon attack bonus includes all the things like BAB, strength, feats, etc. The things I like to see listed separately from that are the buffs like bless and penalties like fatigue and so on.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    My preference is basically the same as Stell's.

    On your sheet under attacks it is good to show how you arrived at your "always on" number but you don't need to include those in an attack post. But you should show me the math for circumstantial bonuses:

    Sword attack +2 flank, +1 tracking, -1 fatigue, -4 cover: 1d20 + 3 + 2 + 1 - 1 - 4 ⇒ (3) + 3 + 2 + 1 - 1 - 4 = 4

    There is another way to do it if it gets too complex.

    For example, I have a Gestalt character in a campaign who ends up getting a ton of different modifiers from two different classes. So sometimes I will post something before an attack like this:

    Attack bonuses: +2 flank, +3 divine favor, +2 Bard Song, -2 power attack, -2 fighting defensively. Total +3.
    Damage bonuses: +1d6+1 Shillelagh, +3 divine favor, +4 power attack, +2 Bard Song, +3d6 sneak attack. Total +10+4d6.

    Quarterstaff attack: 1d20 + 10 + 3 ⇒ (20) + 10 + 3 = 33
    Quarterstaff damage: 1d6 + 5 + 10 + 4d6 ⇒ (1) + 5 + 10 + (3, 6, 5, 6) = 36

    Either way is acceptable.


    Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

    No one else has heavy armor proficiency, right? If not, I'll just snag that basic iridishell for myself, then. Have fun with the grenades, though - I ain't touchin' those with a ten foot pole.


    Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

    Great, more grenades for Wint :-). What could possibly go wrong with giving the non proficient Wint more grenades ? :-)


    Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

    I have heavy armour proficiency, though Thuldas would probably need it more on account of his melee-ness.


    Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

    I'll be out of town Friday - Monday, and I may or may not have an internet connection, so please bot me if needed. I've placed combat botting instructions on my profile (in case a pit fight breaks out), but for this upcoming task, Thuldas may get some use out of his engineering & hacking tool kits or the 0-level spells mending and transfer charge. He's also a team player, and won't hesitate to assist on Engineering and Computers checks if he's able.


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    Guys: I have added a "what you know" section in the Campaign Tab. Have a look there if you want a centralized reference of who has what.


    Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

    The rest of you still have to accept Lemgem's offer before the race starts. :)


    Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

    You know Wint. He'll accept anything :-)/


    Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

    Hey guys... was resting up for the weekend but will have a post tonight.

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