[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

I've got a decent save and a racial bonus, so maybe better me than someone else.

Maybe.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Also, once again it seems quite unlikely a plant is going to find fertile ground to breed a new plant in an androids synthetic body.

Much like somehow breathing in the void plague, the writers are kinda shaky on android fluff vs crunch. A simple +2 to poison/disease seems weak.

Not that I'm complaining, it's fun for RP stuff for sure.

Grand Lodge

Slides

Yeah, I feel like even amongst the different authors the androids vary from human bodies with robot minds to robot bodies with human souls. And everything in between.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

In the CRB, they seem to be pretty explicit that all androids have biological components as well as synthetic ones (though the exact # split depends on the android), so I don't think there's any fluff/crunch issue. But players and later writers hear "androids" and think entirely artificial life.

CRB Excerpts wrote:

(...) modern designs are more varied, and many favor metal skeletons and processors that support synthetic organs and living flesh. (...)

(...) Due to their biological components, androids need to eat and sleep, but as constructed beings they do not reproduce in the human fashion and have no biological need for gender (...)


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Right, more cyborgs. But they don't breathe, yet can get void plague. They also are alone in being in danger from assembler swarms or oozes or whatever, so they have to have probably mostly synthetic components, probably not nearly enough biologics for a parasitic plant to grow and gestate.


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Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

They have quantum-susceptibility! They're susceptible to everything the plot demands them to! :>

Grand Lodge

Slides

Ah, I forgot they had synthetic organs! That does help, a bit!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Yeah, most game systems generally don't deal with "construct characters" very well. Either it feels clunky (healing doesn't affect them, or affect them as well) or there are edge cases where things don't really make sense (diseases, etc.)

Grand Lodge

Slides

Sorry y'all, crazy day today. I'll get a post in tomorrow, in about 13 hours.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Obligatory "Life > Gaming." Hope everything is ok.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

No worries Ewok, get your rest and we'll be here once you're ready.

Grand Lodge

Slides

Thanks, everybody! Everything is fine. Just a crazy day at work, followed by a normal busy Wednesday night.

That and I'm running a table for one of the Specials (Why do I always do that to myself??) which tends to take up a chunk of my PbP time.

Grand Lodge

Slides

I don't think walking speed requires a Standard action, so she wouldn't slow you down if you choose to bring her!


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

At this point it is kind of our thing, lol. If NPCs had Stamina I could heal her.

Grand Lodge

Slides

Yepp, no stamina. She does have full HP, though!


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

We do have a knack for picking up strays.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Don't knock it. In the first AP book playing as a level 1 party it's the only way to survive in PFS ;)

Grand Lodge

Slides

True! In my play through of Book 2 I found it drastically less deadly than book 1.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

I'll be going for a short vacation from Fri to Sun. I'll likely only be able to check my games intermittently so please bot him accordingly. Sorry for the inconvenience caused...

Grand Lodge

Slides

Have fun! Don't worry about us.

FYI: I'll be away from my computer all weekend, so posts might be a little sparse or short.

Grand Lodge

Slides

I just realized the last fight was at night. The lack of visibility would certainly have changed things. Good to remember for next time!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Would Life Bubble neutralize the Mold Storm threat?

Life Bubble:

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.

Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

I've had some interesting discussions as to what it does or does not block (such as a "I go swimming in acid!") so I'm not sure if the spores count as "inhaled diseases or poisons"


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Unless Ewok has changed something, the moldstorm is an inhaled disease effect and would be neutralized by Life Bubble.

Grand Lodge

Slides

You are correct! Life Bubble would be PERFECT. Sounds like we're in no hurry this weekend, so I'll give Clank some time to confirm his decision.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Oh, Clank is definitely going to cast it at least twice to cover everyone. It's a day long, targets up to (level, where level = 3) targets. So that would be three castings to include the tag-along.

I'm good with that and will do an in-character posting later.

Grand Lodge

Slides

Wow, I forgot how good that spell was!!


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Since I ran this encounter myself not that long ago, one of my players was really surprised at how tame the moldstorm in Dead Suns was. In the Pact Worlds book, they're described as:

Pact Worlds wrote:

In addition to attacks from creatures, unprotected settlements

can be completely destroyed by the savage weather phenomena
known as moldstorms, which occur during the periodic mass
flowerings called “death blooms.” Though they are infrequent,
these storms appear with almost no warning and sweep across
wide swaths of land, leaving behind colonies of fungus that rots
away most organic material in a matter of hours. Manufactured
substances such as nanocarbon and polycarbon plate are
generally resistant to these effects, but climate scientists warn
that the moldstorms are growing more and more potent.

Which seems to imply that it'd be much much worse than just an inhaled disease effect. Probably should have been made a disease that infects on contact instead?


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Pact Worlds came out significantly latter than the AP, didn't it? I've noticed that concepts that are introduced in the AP are sometimes tweaked in later materials ;)


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

I forgot to mention, goblins have darkvision :)

Grand Lodge

Slides

My apologies for ghosting yesterday!! Twelve hour work day without lunch really killed my day. I'm happy to be back, and will be more consistent!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Ouch. Sorry to hear that, though I sympathize...


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Twelve hour workday without lunch? I have no idea how you manage that. My stomach is rumbling 3 hours after I get to work :>

Glad to have you back Ewok!


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Ouch. Hate those days! Though with two toddlers an 8 hour day chasing them makes me miss my 12 hour days driving a delivery truck.

Grand Lodge

Slides

Phew, that level up came quicker than I remembered! Awesome, so take some time and level up your characters. When you’re ready to move on please post here with a brief description of what changed for you. Include any increase to your perception, initiative and languages, please!

Once everybody posts (hopefully in the next day or two) we’ll get started back up again!


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Hmm. To Mechanic or not...


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi's level 4 is all done. No changes to Perception, Init, or languages. Not a lot of choices this level for her (The list of combat feats I want is dwindling), so it was really straightforward.

Only new pickup is the Mobility feat, giving her a +4 to AC when moving out of threatened squares. We're coming across things with larger reach these days, so it seems pretty relevant. Creatures in Starfinder are accurate, but not so accurate that hitting vs. KAC27 will be a sure thing.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Davrin has levelled up!

Just in case I missed anything, we haven't had additional credits since 14 Dec, right?

Perception: +11
Init: +7
Languages (no change): Akitonian, Castrovelian, Common, Halfling

Davrin now has debilitating attack, which means whenever he hit an enemy with a trick attack, he can choose to make it flat-footed (-2AC) or off-target (-2AC) until the start of his next turn. (This is on top of the usual making the target flat-footed to his trick attack if he succeeds in the stealth check.)

Also, Davrin now has darkvision from his exploit. So he now has a spare infrared sensors armor upgrade that he can pass to someone else who doesn't have darkvision. Incidentally, do we have any spare armor upgrades that is not claimed? Can't do shopping now unfortunately. :)

Oh, and he's pushed Survival to his max of +9. :)

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

I’ll probably be able to level up tonight. FYI that I’ll be away on a camping trip Sat and Sun.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|
Lenny Shiroyuki wrote:
I’ll probably be able to level up tonight. FYI that I’ll be away on a camping trip Sat and Sun.

Yeah, I should be able to level this eveing.

Camping? Would be tricky up here, just got around 3 feet dumped on us in the last week and a half or so. More coming this week.

Good thing I have a real good snowblower!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Well, this is specifically a snow-based outing with scouts: digging snow caves on the slopes of Mt. Ranier (woohoo! 5-star accommodations all the way!)


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

It's a brisk 50 degrees F here ;)


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|
Lenny Shiroyuki wrote:
Well, this is specifically a snow-based outing with scouts: digging snow caves on the slopes of Mt. Ranier (woohoo! 5-star accommodations all the way!)

Sounds fun!

Though I had enough digging out of snow this past week with my driveway.

Quote:
It's a brisk 50 degrees F here ;)

Sounds nice! 50-65 F is my favorite temperature range, myself. 40s are OK in the fall.

It was -5 F ambient, -31 with the wind this morning when I got up. Up to 4 F now though!

Grand Lodge

Slides

Clank, that's a rough choice! I'm excited either way.

Pippimi, the soldier seems to just have SO many feat slots for the small number that have been released. I get a little sad every time mine levels up.

Davrin, yeah.... this book has a big fat starvation chunk where you get nuffing. That's the problem with wandering out into the woods, I guess!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Okie, leveled up, character sheet updated.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

BTW, for those of you leveling up by hand (like me), and using the steps in chapter 2 of the Core Rule Book to level up (as I am): it never explicitly states updating resolve points as a step. So it would be easy to miss that.

It's half-level (so 2 now!) plus key ability modifier. We should all get +1 RP.

Wayfinders

Male CG halfling ghost operative (ace pilot) 3 | SP 21/21 HP 20/20 | RP 6/6 | EAC 17; KAC 18 | Fort +3; Ref +9 evasion; Will +5 (+3 vs fear) | Init: +7 | Perc: +11, SM: +9 | Speed 30ft | Active conditions: None

Lenny, I might be wrong but you have a free armor upgrade slot? If so, do you want my infrared sensors? Davrin have no need for it anymore.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Oooh a new improv also in mid-term week so I will get my update done tomorrow in between classes.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
Davrin Emalon wrote:
Lenny, I might be wrong but you have a free armor upgrade slot? If so, do you want my infrared sensors? Davrin have no need for it anymore.

Nice, thanks! Want creds for that?

Grand Lodge

Slides

Looks Pippimi, Davrin and Lenny are ready. Once everybody is caught up we'll get going. (No stress though, leveling up is half the fun.)


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

I'll be set tonight. Opting with the Technomancer (new spells!)

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