[Private] LoreMaster GM Dead Suns AP

Game Master vlaovich88



Maps ... Starship combat ... Party Loot Tracker

Hey guys. Throwing together the thread and stuff for you guys. You can use it to it to get used to how posting works and stuff. Generally speaking, this thread is for out of character discussions and game play thread is for when talking in character (you can talk out of character in the game play thread, but make in the context of what is going on in the game play stuff and if you are posting something else. For example "Nigel casts summon monster and an eagle flies out. Hey guys who should my eagle attack?). I am not a stickler for this sort of thing, and if talk gets a bit too far off topic in game play, I will just ask for it to move to this thread. Helps keep in organized for if we need to read back to check up on something.

That being said for those of you who have not been on the forums, you can make your post (which is usually only used in game play thread for when you are not talking as your character) you use [ooc type what you want then [/ooc (closeing the brackets...) the other things you can do using the [] is listed at the bottom of your box that you type in that says "How to format your text". You click show and it lists all the different things such as when you are talking you Write in bold but if your character is whispering you you write smaller or if you want to shout You write in bigger AND IF THE SITUATION CALLS FOR IT, YOU CAN USE CAPS LOCK and if you are thinking something you write in italics . I think those are the important ones.

Dice rolling can be a bit confusing. (dice=use this space to describe the roll (attack, knowledge, perception...)then 1d20 + whatever your bonus is and then end it with (/dice)
life science (dc 10): 1d20 + 5 ⇒ (6) + 5 = 11
good use of that two! wouldn't want to roll that when I am attacking you haha

So feel free to post questions here. I will open the game play thread (it should be linked to this thread if I do it correctly) and give a brief intro sometime soon. I am really procrastinating on paper writing.


male human bard 6/drunken philosopher 1

dotting for interest


male aasimar Cleric 7 HP:65/65, AC:21,Init:+5, Percept:+15, Fort:8, Ref:5, Will:9, channel energy 4/6, bit of luck 1/1, good fortune 5/6

this looks cool! I'm in too!


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I should have time for this if theres room for me!


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

I cannot forsee this grave endevour being anything but utter failure without my help. I'm in.


male human Bard[2](detective) HP:15/15 Fort:1 Ref:5 Will:4 Percept:+8

I may be just a town guard, but I feel I have alot to offer. I'm in


male Human Shaman 7 (life spirit) HP70/70, Ac21, initiative+2, sense motive+21, perception+20, channel 3/3

How did I ever let myself get talked into this project?


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

You are all fools. Have you met the GM? This can only end badly.....


Maps ... Starship combat ... Party Loot Tracker

Excuse me, but every single one of you has been dead for thousands of years. This is a place for the future!


Maps ... Starship combat ... Party Loot Tracker

Hey guys, I wanted to post a quick question for discussion. Other GMs in the forums have discussed how many out of character hints the GM gives. Some have been very adamant that give this being a new setting and new rules, the GM should give a few ideas to help the PCs knew what is expected others are very against it.

So I wanted to ask you guys what style you prefer. So I will give an example of what I mean (this is an example off the top of my head and not in the adventure... that I am aware of).

You are talked with finding a missing person on Absalom Station. Now some GMs say that is the only info you need and its your job to come up with all the ideas on your own, other GMs would say "Now what would you like to do? An example of an option would be talking to the business owner next to the missing person's apartment and asking to see if any security camera's caught anything. Or maybe try talking to coworkers."

If we go with option 2, that doesn't mean the group either needs to go with the suggestions nor does it mean those are the other options. In that situation, you guys might decide that trying to get into the house is the best option. You can still try that. The options are just there to get your minds into what kind of options there are. Also, regardless of whichever you choose, we can reassess after part one of the adventure to see if you want me to be more or less helpful.

Thoughts?


male human bard 6/drunken philosopher 1

I'm not too keen on in-game clues, but help in creating toons is welcome. If we play these guys for a long time and there's something I built wrong early and now I'm stuck with it, that sucks.


Maps ... Starship combat ... Party Loot Tracker

Okay, your opinion is noted. I will wait till the others weigh in before making a ruling on it. The only reason I would give suggestions would to help people understand the setting and options for a new system, it would suck to miss plot points because you guys missed something that is obvious for the setting but not something people would think about (for example, not thinking about the fact that most planets have an "infosphere" or wifi) . But if the consensus is to leave it open ended, that is what we will do.

For answers on toon creation, I will answer any questions or concerns that you have. If I read your story and am concerned something doesn't work well with the adventure, I will talk to you and work on making it a bit more fitting.

This adventure themes that I feel like will fit this story well are history archaeologist types, anyone with the goal of being renowned, undead will have a decent role in this adventure (but thats all I am leaving it as to keep it spoiler free). Really this adventure is built for classic adventure motives so most ideas will work.

The biggest concerns is will skills. It would be a bad idea to run a party without having someone good at: computers*, culture*, life science, physical science, engineering, piloting*, and diplomacy*. (* marks the super important ones) I am not sure if mysticism will be important or not but doesnt seem like a bad idea to have if someones got ranks left. That being said, a well written backstory will help you in this skill situations. If for example, your backstory involves being an ex-space pirate but you never put skill points into culture. I would allow that person a untrained culture check (and maybe a bonus... if I am feeling generous and that individuals role play in the situation) to identify a group of incoming space pirates. It is reasonable to assume that the player would know them based on past rather than the individuals knowledge of other cultures. So there is good reasons to have a well developed backstory.

When working on your character, be thinking about what role your character will fill in spaceship combat. Also remember that you only have 4 people so one seat will be empty in the ship and the pilot can't be one of them.

As I mentioned before, I will answer as many questions as I can without giving spoilers.


Maps ... Starship combat ... Party Loot Tracker

rules for stats:

Step 1: Start with a score of 10 in each ability. On your character sheet or a piece of scratch paper, write down all six abilities— Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—and put a 10 next to each of them.

Step 2: Add and subtract points for race. Races are often naturally gifted in some abilities and less so in others. Each race entry lists these advantages and disadvantages in terms of points you add or subtract from specific starting ability scores; you can also look at Table 2–2 to see all the racial advantages and disadvantages at a glance. For instance, a shirren starts out with +2 points in Constitution and +2 points in Wisdom, but –2 points in Charisma (meaning you’d add 2 points to your starting Constitution and Wisdom scores, but subtract 2 from your starting Charisma score). Some races, like humans, are so versatile as a race that they get points they can put in any single ability. Once you know your racial modifiers, add or subtract those points from your starting scores of 10.

Step 3: Add points for theme. Each theme gives you a single ability point to apply to an ability score. For instance, choosing the ace pilot theme gives you +1 point in Dexterity, while the themeless option lets you apply an extra point to any ability score you choose. The points granted by each theme can be found in its description or on Table 2–2. Once you know your theme, add that point to the designated ability.

Step 4: Spend 10 points customizing your scores. Now that you’ve got your baseline scores, which incorporate modifications for class and theme, you get a pool of 10 extra points to assign to your ability scores as you see fit. You apply these to your existing ability scores on a 1-for-1 basis—if you have a Dexterity score of 12 and you add a point from your pool, you now have a Dexterity score of 13. You can divide these points up however you want, but you can’t make any individual score higher than 18. (Later on, as you level up and gain ability-boosting gear, your ability scores may rise above 18, but 18 is the highest value any character can start out with.) Be sure to spend all 10 of your ability points—you can’t save them for later.

Too Long; Didn't Read (for future reference that will be shortened to TL;DR) You have a 10 point buy but stats are "bought" at a 1 to 1 rather than costing more the higher you put the stat. Also, you can not lower a stat to get more points (take an 8 str to get 12 points)

Starting wealth= 1,000 credits

Did I miss anything that you need? Ill post a link to a "fillable" online character sheet if people would like that (probably some time tomorrow).

**edit**
Normally I will mark if I edit a post just like that, just in case someone read the post before the edit, they can see what has been changed.I would recomend a similar system to you guys.

I am going to work on making a glossary of shortened terms on my GM profile. So for example, if you didnt know what PCs stand for and you see it in a post, you can click on "LoreMaster GM"'s name to take you to the profile and there will be a glossary. If you encounter something I forgot to define, let me know and it will be added to the list.


Maps ... Starship combat ... Party Loot Tracker

I will keep a link to my map slide show under my name. This type of map will allow you to see and edit the map (move your character) from your phone, if you download the google slides app. To me, this is the easiest way of doing maps and if you have any questions about it, let me know (there are no maps posted yet because we arent to any spot for a map yet).

Here is a useful link to my google drive. It has the core rule book in it and any other documents that I think you may need as they come up.
Player Drive Folder

**edit**

Word of advice, always copy your post before submitting. The forums love to eat up yummy long posts (I am not sure what causes it but some times it goes to an error screen when you hit submit and you loose the post...) which is what just happened to me. I had a long post explaining how to use the character sheet and Medrick template in the drive and its all gone. Ill rewrite it tomorrow.

These an extension for chrome that will copy the post for you automatically when you click submit that I can hunt down for you if there is interest in it. I should of downloaded it already but I forget.


Maps ... Starship combat ... Party Loot Tracker

Sorry. I thought I posted this turns out I didnt.

First, to use the fillable character sheet, I know Google chrome opens the pdf and let's you fill in the blanks. The problem is when you try to save it, the saved copy will be blank. The trick is to first click print. When you are on the screen to select the printer you want to use, select save as pdf. This will keep all the blanks filled in, but makes it no longer fillable. I am looking for a better way.

The file in the drive names "Medrick" is the template I use for online character sheets. You can copy the file and replace the info there with you character info. Then copy and paste it onto your profile. It has all the ooc and bold syntax to make it look good and lists good info to have in the gender/race/class lines. The document will be a little off because I use it for my society character so there is some info that's not relevant like reputation and faction. Ignore those.

If you have any questions, I am here to answer anything you need help with.


dot


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

putting the skeliton together tonight


Maps ... Starship combat ... Party Loot Tracker

Just a heads up, so far for space combat roles, the only one who has said for sure what job they want is Amanda and she has taken the captain role. I am assuming Hunter will want the engineer role since he is a mechanic.


So my race will want to change his last name once we get the ship, it says I still can but how many posts until I can't because if the shuttle bickering goes on too long I'll be stuck with this name and have no last name permanently. Would it be possible to post as Hunter if needed to delay me hitting the cap for a while?


Maps ... Starship combat ... Party Loot Tracker

It will be awhile before you own your own ship. For the group conversation posts, posting from Hunter would be fine, but when you are posting in combat, it would be nice to be both have that info under your name and be able to click your name and take me to your character sheet. If it is really important that your last name is part of the alias, once you choose a last name, you could make a new alias and have it be the same expect it has your new last name.


Maps ... Starship combat ... Party Loot Tracker

1d100 ⇒ 71
1d100 ⇒ 98
1d100 ⇒ 25
1d100 ⇒ 11
1d100 ⇒ 45
1d100 ⇒ 54
1d100 ⇒ 100


Maps ... Starship combat ... Party Loot Tracker

The Cycle:
Introduced to the Pact Worlds by the kasathas, the philosophy of the solarians teaches that existence is an endless cycle. Stars are born, die, and are born again, alternately bringing life to the universe and destroying it. The balance of the cosmos rests on the Cycle, and it connects everything in the universe.

The Green Faith:
The philosophy of druidism and the Green Faith may be the oldest in the Pact Worlds. The heat of a sun, the power of wind, and the beauty of a wild plant are all proof of the complexity and power of nature. The Green Faith teaches respect for nature and living in balance with the environment.

The Prophecies of Kalistrade:
Based on the dream-records of an eccentric mystic, the Prophecies of Kalistrade promise vast wealth and success to adherents who follow strict sexual and dietary prohibitions, wear exclusively white, and abstain from physical contact with anyone who does not follow this path.

Sangpotshi:
Also known as the River of Life, sangpotshi teaches that through reincarnation and examining one's past lives, one can reach enlightenment.

Singularitism:
Most common among Aballonian anacites, this is the belief that all life will eventually become interconnected as part of a vast distributed intelligence and that technological advancement is key to hastening the arrival of this godhead.

The Song of Silence:
Adherents of the Song of Silence believe in the perfection of undeath. The bone sages of Eox reverently credit the Song of Silence for the salvation of their race by teaching them the formula to become undying liches.


Maps ... Starship combat ... Party Loot Tracker

Sarenrae NG (Healing, redemption, the sun)

info:
Eons ago, Sarenrae was an angel who brought the light of the sun to Golarion and its sister worlds, and with it truth and honesty. She warred with evil beings that sought to plunge the newborn planets into eternal darkness. and emerged victorious- yet some of those who had turned to evil saw their wickedness revealed by Sarenrae's glory, and in repentance they were forgiven. Sarenrae is kind and loving- a figure of healing, guidance, and light. Yet for all her compassion, Sarenrae is also a powerful force against evil and strikes down the irredeemable without mercy.

Sarenrae is generally seen as the goddess of the Pact Worlds' sun, which her faithful sometimes call the Dawnflower's Star in her honor, but she draws power from suns across the universe. She is a deity of boundless love-a caring mother, sister, and protector of all in need. She delights in healing the sick, lifting up the fallen, and shining a guiding light into the darkest hearts and worlds. Sarenrae brushes off insults but responds to violence and predations upon the innocent with cleansing fire and scorching light. Ancient and timeless, Sarenrae stands fearlessly against the tide of darkness, promising that the dawn will always come, and when it does, hope, kindness, and trust h will triumph.

The Dawnflower's faithful come from all walks of life: everyday folk who rejoice in the light of the sun, take comfort in love and compassion, and believe strongly in redemption and righteous action. Though humans often describe Sarenrae as one of "their" gods, the tradition of sun worship is common in societies that rely on the sun's light for energy and nourishment, and thus most cultures within the Pact Worlds and beyond have worshiped Sarenrae to a significant extent at some point. After humans, shirrens are perhaps the race most attracted to Sarenrae's faith and her message of redemption and empathy. Many of her priests are envoys, mystics, solarians, or soldiers- those who espouse peace and kindness until stirred to action by evil that cannot be redeemed. When possible, Sarenrae's temples are open to the sky, but they always have at least a window or skylight where the faithful can bask in the natural light of the sun.

In the Pact Worlds, the spiritual heart of Sarenrae's church is within the sun itself, in the Burning Archipelago's central city of Dawnshore. Many Pact Worlds Sarenites feel an instinctive drive to make pilgrimages to this holy site, even though her faith is often individualistic, with the church serving as an organizing and training force for priests and followers who then wander the galaxy doing the goddess's work.

Yaraes NG (knowledge, mental perfection, scholarship, science)

info:

Yaraesa teaches that the core of sentience is the search for knowledge and meaning-t he striving to advance one's society through education. experimentation, and learning. Yaraesa is the goddess of this struggle-the constant endeavor to develop one's mind and reach a state of intellectual and spiritual perfection. Lashuntas attribute many of their race's early scientific advancements to Yaraesa. claiming that she was once a living scientist who learned everything that could be learned on the mortal plane. In mastering her own mind, she ascended to godhood to study all the wisdom and lore of the Great Beyond.

Yaraesa's followers seek to emulate their goddess, hoping to eventually transcend their mortal forms. The path one takes toward this perfection is an individual choice- education, physical exercise. scientific scholarship, and spiritual meditation are all valid enterprises. The simple act of reading- whether on a computer screen, an actual printed volume, or direct eye-projection- can be an act of homage to Yaraesa, and each piece of knowledge or insight gained brings one a step closer to the goddess. Yaraesa bridges the divide between science and spirituality, teaching that the more you learn about the underlying laws of the universe, the more you understand about yourself.

A majority of Yaraesa's worshipers and priests are lashuntas, but her faith is popular throughout the Pact Worlds, particularly among shirrens. Educators, mechanics, psychics, scientists, scholars, and technomancers venerate the Lady of Wisdom as they explore the boundaries of both mortal knowledge and their own minds. Yaraesa's temples resemble ancient libraries filled with books- even if the volumes on display are just holographic props- and always include small, quiet rooms where worshipers can read or meditate in peace. Many universities, especially those on Castrovel or funded by lashuntas, contain chapels to Yaraesa.

One unusual quirk of Yaraesa's worshipers is their vocal rejection of faith- or rather, some conventional understandings of it. Yaraesa teaches that the scientific process and knowledge gained through controlled, replicable, and verifiable experiments are the best way to understand the universe. Where some gods offer knowledge and power as a reward for allegiance, Yaraesa demands that her people figure things out for themselves as best they can. This doesn't mean that she refuses to grant her followers magical power; rather, she generally does so in consistent and predictable ways that can be taught like a science, and she's more likely to nudge someone toward a discovery than hand them the answer. For members of her church, faith isn't blind trust but a healthy and skeptical relationship between an esteemed teacher and her pupils.

Desna CG (Dreams, Luck, Stars, Travelers)

info:

A loof and impulsive, Desna delights in daring, mystery, and spontaneity, especially as expressed through travel for its own sake. Her detachment stems not from arrogance but from confidence in her own abilities and her desire to be unburdened by troubles. She is a collection of contrasts- a traveler who cares nothing for her destination, a carefree creature of instinct haunted by a past stretching back eons, and a peaceful deity forced to battle with old enemies, eternally young despite the weight of ages and stars upon her. Some may believe Desna to be fl ighty, frivolous, and easily distracted, but she also has a cold side born of battle, loss, and tragedy.

Desna communicates with her followers through dreams, encouraging them to believe in themselves, indulge their desires, experience all they can, express their inner strengths, and trust instinct as a guide. As the goddess of luck, she believes that fortune favors the bold and knows that there's always a chance of success, just as she knows that dreams can become nightmares. Desna watches over dreamers and travelers of all kinds, and she teaches that it's better to ask forgiveness than permission and that a split-second decision is often required to seize a unique opportunity.

Those who worship Desna don't go out of their way to pick fights and would rather walk away from the possibility of a physical conflict if possible. However, if they have no other choice or if leaving would mean innocents would get hurt, they try to end the battle quickly, using nonlethal methods when appropriate but otherwise not holding back.

Despite existing for eons, Desna and her faith have changed littl e since the pre-Gap era. She has a palace within the star Cynosure, a location said to be equidistant from all systems that worship the Song of the Spheres. Many of Desna's faithful carry a starknife, whose shape has long been associated with the goddess. Adventurers, explorers, navigators, spacers, and more than a few members of the Starfinder Society (see page 479) worship Desna, as do mystics, seers, and solarians. Gamblers and thieves pray to Desna for luck, and few travelers board ships bound for distant stars without at least whispering a prayer to the Song of the Spheres. The Desnan church has litt le organization, and though shrines to Oesna can be found in almost any place visited by space travelers, she has few fully staffed temples of size. Most commercial starships have a smal chapel or shrine to Desna for their passengers' use, and many private vessels carry a small idol or image of Oesna or her symbol.

Weydan CG (discovery , equality, exploration, freedom)

info:

While gods like lomedae and Urgathoa started out as mortals and ascended to godhood, Weydan did the opposite- and continues to.

As the god of discovery and exploration, the deity called Weydan regularly breaks off shards of his divine self and crafts them into avatars-mortal versions of himself in every gender, shape, and species- that can walk unseen among the countless cultures of the Material Plane, free from the responsibilities of godhood and able to experience those aspects of existence denied to omniscient deities. In this way he also teaches the fundamental equality of all creatures-even gods- and encourages his congregation to treat all people well, for even the most grotesque sinner or alien monstrosity might be a secret messiah. While these avatars of the divine occasionally reveal themselves to protect the innocent or lead the faithful in times of crisis, more often they simply travel, exploring the multiverse to the best of their mortal abilities, until death folds their spark back into the divine flame.

While Desna advocates travel for travel's sake, Weydan expounds the virtues of voyaging with an end goal in mind, even if the goal is simply discovery. Exploring the unknown is a sacred process that reveals as much about the explorer as about the star system or world being explored. The universe contains a wealth of wonders just waiting to be discovered, and Weydan takes joy in every discovery his followers make, no matter how small or how significant. He and Desna share a love of liberty, and Weydan believes in every sentient species' right to freedom, unfettered by restrictive laws. He regards equality for people from all walks of life as the foundation of that freedom and an essential requirement for a thriving society. As such, he opposes slavery and any system that advances one being's privileges by causing another's oppression, which often puts him at odds with Abadar's capitalist teachings.

Envoys, explorers, gnostics, socialists, Starfinders (see page 479), and colonists heading to new homes on recently discovered planets make up the majority of Weydan's followers and priests. Many humans and androids, especially those fighting against oppression, venerate Weydan, as do young kasathas rebelling against the strict traditions of their culture, or shirrens appreciating his succor of the downtrodden. Befitting the egalitarian nature of his faith, Weydan's church does not have much of a hierarchy. Temples to Weydan are commonly housed within starships, both active craft and decommissioned hulks.

Besmara CN (piracy, space monsters, strife)

info:

When trade blossomed between the planets of the Pact Worlds, the pirates that preyed on that commerce followed, bringing Besmara with them. Once a minor nautical deity revered on Golarion, Besmara is now venerated as a powerful goddess of pirates, conflict , and the alien leviathans that swim through t he void. Some of her priests claim that Besmara took her current power and position as her prize when she deposed another deity in a daring raid, but as these events ostensibly took place during the Gap, they remain impossible to confir m. Besmara's ship, the Starwraith , sails through space and across the planes. Loyally crewed by sly and fearless pirates and spacers from countless wor lds, the Starwraith shares a name with a constellation in t he skies of the Pact Worlds, and many believe the two are actually one and the same.

Besmara is brash, fickle , greedy, and lusty, but she follows her own code of honor and is loyal to her crew and allies as long as t hey remain useful and serve her interests. She scorns laws and civil ization for the freedom and fortune of outer space, delighting only in batt le, plunder, risk, and t he thr ill of the chase. Besmara does not concern herself with good or evil, but she disdains acts like senseless murder that bring no profit or reward. She revels in strife and trickery, and she believes that if she wants a thing someone else owns, it's only fair for her to take it.

Many vesk mercenaries worsh ip Besmara in her role as the goddess of strife, but pirates, smugglers, war profiteers, and other criminals who profit from confli ct make up the bulk of Besmara's followe rs. Even those pirates who normally eschew religion might st ill pray to Besmara to ward away her wrath , or they might toss a share of plunder out t he airlock as tribute to the Pirate Queen to curry her favor. Such folk tend to be more superstiti ous than religious, however, so Besmara has few temples and little in the way of an organized church. Neverth eless, ports and space stat ions visited regularly by pirates often host small shrines to th e goddess; similar altars can also be found on remote asteroids, on space hulks, and in starship graveyards.

Most of t he Free Captains (see page 476) pay at least lip service to Besmara, and many of t hem carry a small, valuable trinket (such as a chunk of rare mineral or an anti que laser pistol stolen from an important starship captain) wit h them at all times, considering it bad luck to ever misplace th e item. Some of these baubles have been passed down from Free Captain to Free Captain over the decades.

Oras CN (adaptation, evolution, natural selection)

info:

The galaxy is filled with a vast number of complex lifeforms, both sentient and otherwise, but most of these species evolved over countless generations from simple organisms to their present state. All life undergoes change, whether through genetic drift, mutation, natural selection, or direct manipulation. If these changes are viable and successful, then the new entities thrive: if not, they end. This is the course of evolution, and Oras embodies this intricate process, from the tiniest genetic mutation to the extinction of an entire ecosphere. Oras itself is the product of this progression, having evolved from some elementary organism to an unimaginably sophisticated god of change.

Evolution is far from a random process, however: it occurs in response to environmental pressures, and Oras teaches that life-forms can create their own pressures to influence their evolution. Oras's faithful believe that adaptation and evolution are the natural response to any stimulus, whether harmful or beneficial. The only way to truly experience existence is to constantly change, to explore new horizons, and to deliberately reshape one's self- mentally, physically, or spiritually-to address any conflict. Some will inevitably fail to adapt and will perish, but others will survive to pass on their genes and traits to future generations, and all life will be stronger for the progress.

Biotechnicians and scientists pay homage to Oras, working in laboratories or in open nature to spur along the process of evolution and change, and many xenodruids act as the god's priests. While most people think of Oras in terms of purely biological processes, the Augmented have increasing crossover with Oras's faithful as they seek to improve themselves with technology, and many Xenowardens blend the worship of Oras and the Green Faith in their efforts to create more-robust and sustainable systems or reduce their own ecological footprint. What's more, Oras's ideals can be taken beyond the physical realm as well, and people of all callings appreciate the ethos of adaptability, from savvy politicians to unflappable monks to military commanders on chaotic battlefields.

Oras's worship is centered on the gas giants of Bretheda and Liavara, whose natives long ago evolved conscious control over their physical forms, but the faith also has a strong presence among the scientists of Castrovel. Oras has few temples, for its followers believe that observing the god's handiwork in a petri dish or writ large across society brings one closer to the Agent of Change than any artificial structure, and those few temples that exist are usually partially biological and constantly changing.


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

I think I'll go with Sarenrae


Maps ... Starship combat ... Party Loot Tracker

Okay, you are officially a priest of Sarenrae.


Maps ... Starship combat ... Party Loot Tracker

Sample combat format! (you may open any spoilers in this post.
In a normal combat post, I would ask that you only open spoilers that tell you to open and you may open the "init" one but it will just be your initiative dice rolls.

While the group is walking down the road, two bandits jump out and attack.

init:

medrick: 1d20 + 3 ⇒ (19) + 3 = 22
Nigel: 1d20 + 2 ⇒ (20) + 2 = 22
Karthurg: 1d20 + 2 ⇒ (14) + 2 = 16
bandit: 1d20 + 4 ⇒ (14) + 4 = 18

Bold May Act
Round 1
----------
Medrick
Nigel
bandits
Karthurg

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Nigel and Medrick may act in any order because they are both bolded but Karthurg may not act since he is after the enemy

Nigel looks around a moment What in the 7 hells is that thing? Whatver he is, he seems to be on my side. Nigel moves back a few step and creates a circle in the air causing a celestial eagle to come flying through it.

Move action to move and a standard action to us Summon Monster spell like ability.

I like to end my posts with explaination in game terms of the actions I take. Makes it easy to make sure you aren't taking too many actions or something.


Hp 7/7 AC 14 Fort +5 Reflex +4 Will +2 Perception +10 Fly +8 talon +3 (1d4+2) talon +3 (1d4+2) bite + 3 (1d4+2)| 80ft fly| rounds 29/30

The eagle moves up to the closest bandit and tries to peck at it, but first it fills with holy energy in attempt to vanquish evil.

scr-EECH scr-EECH scr-EECH DE DE De De de de

bite: 1d20 + 3 ⇒ (7) + 3 = 10
I normally roll damage if the attack roll is higher than 10. If it is 10 or under, I don't normally roll since it is just about a guarantee miss.

The eagle, still off balance from being pulled into this world, misses his bite.

Move action to move, swift action to smite evil, and stardard action to attack.

Second Seekers (Luwazi Elsebo)

Male NG Android Scholar (xenobiology) Soldier 4 | SP 33/33 HP 32/32 | KAC 19 EAC 16 | F: +5, R: +4, W: +4 | Init: +3 | Perc: +1, SM: -2 | Speed 25ft | Arc Rifle 40/40 Arc Pistol, Static 10/10 Semi-auto Pistol 9/9 Hammer -/- |Active conditions: None.

Medrick is shocked at this strange magic that created such a beautiful bird. In all of my travels, I have not known a magician to be able to do that!

He then focuses on the task at hand. He moves to stand in front of the weak looking gnome. All ways protect the weak from harm. As he moves, he draws his arc pistol and fires at the same enemy as the eagle.

attack (EAC): 1d20 + 4 ⇒ (2) + 4 = 6
Hypothetically, if he hit, this is what his damage roll would look like. Medrick is the most impartant to pay attention to because he is the only starfinder character in the fight haha
damage? (electric): 1d6 ⇒ 2

Move action to move and a standard action to fire my weapon


Maps ... Starship combat ... Party Loot Tracker

The bandit has a surprised look on his has he gets hit by a bolt of weird electric from a odd object, but he has more important things to worry about. He draws his two swords and full attack the eagle.

main weapon: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Under the attack i normally will explain where the +/- come from besides the base + from stregth/dex and bab. So in this I would write "-2 from 2 handed weapons". It helps me know what you are subtracting so you dont get double penalty for example from cover or something. Also most of my rolls are behind a GM screen but I wanted to do this one public to explain this.

The first swing from the bandit misses the pesky eagle but his second one finds it's mark and slices into it. The eagle vanishes out of existence with a final squeak.

The other bandit doesn't draw his sword but rather begins to cast a spell. Suddenly a pool of slippery liquid appears under Karthurg. Need to make a dc 14 reflex save or fall on the ground.

gm dice:

off weapon: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Bold May Act
Round 1
----------
Medrick
Nigel
bandit 1 (-2)
bandit 2
Karthurg (dc 14 reflex)

Round 2
-----------
Medrick
Nigel
bandit 1 (-2)
bandit 2
Karthurg


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

reflex dc14: 1d20 + 5 ⇒ (15) + 5 = 20
I normally start my posts with ant saves I need to make.

Surprisingly, Karthurg manages to stay standing while in a puddle of grease. He attempts to move out of the greased area.

acrobatics dc10: 1d20 - 1 ⇒ (5) - 1 = 4

But ends up sliding and falling on the ground instead. He spends the rest of the round standing up

Move action to move and move action to stand from prone.

Last post. I think I covered most situations that round. Feel free to ask any questions!

Second Seekers (Luwazi Elsebo)

Male NG Android Scholar (xenobiology) Soldier 4 | SP 33/33 HP 32/32 | KAC 19 EAC 16 | F: +5, R: +4, W: +4 | Init: +3 | Perc: +1, SM: -2 | Speed 25ft | Arc Rifle 40/40 Arc Pistol, Static 10/10 Semi-auto Pistol 9/9 Hammer -/- |Active conditions: None.

Medrick looks worried at all the unfamiliar faces in the room. I must protect the captain. He checks to make sure his arc pistol is still set to stun and watches for the first sign of aggression.

Standard action to ready an action to shoot someone if I see them draw their weapon.

Readied Action:

attack (EAC): 1d20 + 4 ⇒ (8) + 4 = 12
damage (electric): 1d6 ⇒ 5


Maps ... Starship combat ... Party Loot Tracker

Effects of hit point damage:

Damage doesn't affect you until your current Hit Points reach 0. If you take damage to your Hit Points equal to or greater than the Hit Points you have remaining, you are reduced to O HP, and you're knocked unconscious and dying (see below). It doesn't matter how many Stamina Points you later regain (see Recovering Stamina Points on page 251) if you're out of Hit Points. You can't be reduced to fewer than O HP (however, see Massive Damage below).

For example, suppose Navasi has 17 HP and 1 SP. She takes 12 damage, is now at 6 HP and O SP, and can function normally. on the next enemy's turn, that enemy deals 15 damage to her, reducing Navasi to O HP. Navasi falls unconscious and is dying.

Massive Damage:

If you take damage from a single attack that reduces you to O HP and there is damage remaining, you die instantly if the remaining damage is equal to or greater than your maximum Hit Points. If you take damage from a single attack equal to or greater than your maximum Hit Points while you have O current HP, you die.

Suppose Navasi has a maximum of 22 HP, but she currently has 5 HP and O SP. She takes 30 damage from an enemy. Navasi is reduced to O HP, with 25 damage remaining. Since this damage is greater than her maximum Hit Points, Navasi dies.

Dying:

If your Hit Points reach 0, you are dying. You immediately fall unconscious and can take no actions. While dying, you lose 1 Resolve Point each round at the end of your turn. (If your Hit Points reached O during your turn, such as from an attack of opportunity you provoked, you do not lose a Resolve Point until the end of your next turn.) This continues until either you die or stabilize (see Stabilizing below). [/spoiler

[spoiler=dead]
When your Hit Point total is 0, if you are not stable and you have no Resolve Points remaining but would lose Resolve Points for any reason, you're dead. If you have O RP when you are first reduced to O HP, you have 1 round to be healed or stabilized. If you have not been healed or stabilized by the end of your turn on the next round, you're dead (see page 275 for more details on the dead condition).

You can also die from taking ability damage or ability drain equal to your Constitution score or from having a number of negative levels equal to your character level (see Ability Damage, Ability Drain, and Negative Levels on page 252).

Nonetheless, certain types of powerful magic and technology can restore life to a dead character, such as a 4th-level mystic cure spell or a raise dead spell.

stabilizing:

There are several ways to stabilize a dying creature, including first aid, healing, and spending Resolve Points. Once stable, you are no longer dying and no longer lose Resolve Points, but you still have O Hit Points and are unconscious.
First Aid
You can stabilize a dying creature and keep it from losing any more Resolve Points with a successful DC 15 Medicine check.
Healing
You can stabilize a dying creature and keep it from losing any more Resolve Points with any sort of healing, such as the stabilize spell. Healing that raises a dying creature's Hit Points to 1 or higher makes it conscious and fully functional again, just as if it had never been reduced to O HP.
Using Resolve Points
If you are dying and have enough Resolve Points, you can use them to stabilize. If you're stable, you can use Resolve Points to regain consciousness and stay in the fight (see below).
Stabilize
If you are dying and you have enough Resolve Points. you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you're no longer dying, but you remain unconscious and at 0 HP. If you don't have enough Resolve Points remaining. you cannot use this option and continue to lose Resolve Points as normal as per the dying rules.
Stay in the fight
If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252). you can spend 1 RP at the beginning of your turn to regain 1 HP. You are no longer dying, immediately become conscious, and can take the rest of your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 HP and stable, and you cannot regain more than 1 HP in this way. You can't spend Resolve Points to stabilize and to stay in the fight in the same round.

taking damage while dying or stable:

While you are dying, if you have any Stamina Points, any damage you take still reduces those first. The first time each round you take Hit Point damage (whether from an attack or from continuous damage, such as from a bleed effect), you lose 1 Resolve Point. At any point after that in the round, if a single source (such as one attack) deals Hit Point damage greater than half your maximum Hit Points but less than your maximum Hit Points, you lose 1 additional RP. As mentioned earlier, if you would lose Resolve Points but have no Resolve Points remaining, you die instantly. If you take damage equal to or greater than your maximum Hit Points from a single attack, you also die instantly.

If you take damage while unconscious but stable, you are once
again dying and no longer stable.

TL;DR

  • You do not drop below 0HP (meaning you don't go negative)
  • While at 0 HP at the end of your action, you spend 1 resolve point. If you don't have one, you die.
  • On your turn, while at 0HP you can spend 1/4 of your maximum resolve points to stabilize (no longer spend 1 resolve points ever round)
  • While stabilized but at 0HP you can spend 1 resolve point to go to 1HP.
  • If you are at 0HP and take the first hit of that round, it costs you 1 resolve point. If you get hit again for less than 1/2 you HP, you do not spend another resolve point. If you get hit for between 1/2 of your max HP and max HP, you spend 1 resolve point. If you get hit for more than your max HP, you die.
  • If you are at 0HP but stable, and get hit, you are no longer stable but don't need to spend more resolve points (unless you get hit again).


  • Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

    Super busy til Sunday. bot me as necessary. remember to be snarky


    Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

    hkjh


    Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

    leveled
    +6hp
    +6sp
    +1spell known (0th and 1st)(telepathic message, charm person)
    +1bab
    +1 will save
    +1 channel skill (medicine and mysticism)
    +8 skill ranks (all the same skills I had)


    Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

    I'd ask for input or feedback, but there were no real decisions to make.


    Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

    super busy with a huge project at the house right now. bot Dahlia as needed. (mind thrust first, ask questions later)


    male human bard 6/drunken philosopher 1

    gone for a week starting tomorrow. If my phone gets service, I will post daily, if not, bot me as needed.


    Maps ... Starship combat ... Party Loot Tracker

    I want to give you some info on Eox that I learned about today.

    One of the planets of in the Pact Worlds system was called Diaspora. A very very long time ago (I believe even more Pathfinder takes place) the planet was destroyed. If you look at any pictures of the system, it is shown as an asteroid belt because that is all that it is now.

    Eox is a dead planet that can not support any living creature because the atmosphere is completely burned off. When this happened, the people living there scrabbled to figure out how they could survive and they made the choice to turn themselves into undead. This is why all natives of Eox are some form of undead.

    What I learned today is that those two events are related. Apparently, the Eoxian people were awful people even before they were all undead. They essentially commanded Diaspora to accept Eox as the superior people. Diaspora refused so Eox developed a giant weapon that they used on Diaspora. The problem was that using that weapon destroyed Eox's atmosphere. So Eox turned themselves to undead so that they can keep living and use the giant weapon. The weapon was able to completely destroy Diaspora and turn it into an asteroid belt. Eoxians had another reason to believe they were superior to everyone and kept fighting with all the other planets.

    Fast forward a bunch of years, after a bunch of failed attempts to take over Absalom Station, and the impending invasion of the Vesk, Eox decides that working with the Pact Worlds might be the best thing for them. They reluctantly join even though they think they are still the best. The new age of Eox starts of them trying to be better people and win trust and such.

    Unfortunately, a branch of the Eox military did not want to adapt to that style of living. They believed that the other planets are still the enemy until everyone bows to their greatness. This group is your traditionalist Eoxians, the kind who will blow up an entire planet, knowing that it will destroy their own just to show how superior they are. Those people became what we now call the Corpse Fleet.

    I would say all your characters would know that much of the history (or at the very least, you learned that much since you first encounter the Corpse Fleet). Any more current information is limited for they have become more of Boogie Man that gets blamed for anything that is unable to be solved by the police. So their are lots of rumors about their activity, but little evidence in the Pact Worlds. That being said, there are lots of confirmed reports of them attacking people outside of the Pact Worlds. They are considered one of the biggest threats to the safety of your solar system, but that fear largely comes from the amount of secrecy behind what they have been up too.

    If you have any questions, let me know.


    Cheched into the resort


    male human bard 6/drunken philosopher 1

    I read all the way through mechanics and didn't see much on how to heal drones. I get if positive energy wont do it, but look over lifelink. Its pretty ambiguous and should work RAW. let me know.


    Maps ... Starship combat ... Party Loot Tracker
    Da Rules wrote:
    Once per day, a mechanic can take 10 minutes to repair his drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover his Stamina Points, he can also choose to repair his drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The repair drone mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.

    Hux does have this trick so he can heal Jib for 7 points for free once per day. Then it costs a RP to heal another 7 (if you were doing the repair work back to back, I would allow the second one to be rounded up to 8). He is able to recover his own SP when he does that for additional cost.

    I need to read the wording for constructs to figure out if life link would work. I will get back to you with an answer for that.


    Maps ... Starship combat ... Party Loot Tracker

    Oddly, I am unable to find the rules. The best I can find is that mystic cure does not work because the target is "living creature" and Jib is not living. Lifelink and other mystic abilities do not specify living targets so you are correct that by RAW, those abilities should work. Definitely a sticky area since "life" in the name. For now, I will allow it, but I reserve my right to change that ruling if I hunt down the specific rule I am looking for.


    Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

    All leveled up
    +6 hp
    +6 stamina
    +1 will save
    +1 bab
    access to level 2 spells

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