[SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Table 1 (Inactive)

Game Master Jason Lillis

Blog post with rules cheat sheet!

The Odyssey!

Tabletop is here!

Other pertinent graphics and maps will be linked here in the header.


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Discussion thread open here!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

oops, I'll get all the stats and stuff transferred over to the alias asap. Since no one else seemed to want it, I'll stick with the operative


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Mechanic, checking in! Will put the stats on this alias when I get the chance.

(And I guess I should figure out what they all mean...heh...)


Sounds good!


Soldier checking in!

Grawr


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Gah! I thought I had dotted properly but looks like I didn't. So sorry--I'll still jump in if there's time.


Norv's Starfinder Pregen wrote:
Gah! I thought I had dotted properly but looks like I didn't. So sorry--I'll still jump in if there's time.

You're good. :) Welcome aboard!


Important question for someone with the actual rulebook: What is a 'tactical doshko'? I'm guessing it's the primary weapon shown in the artwork, but even then I'm not entirely sure what to make of it. Is it a rocket-propelled staff? Is it some sort of energy-bladed pole-arm? Its damage type is apparently piercing. :|

Edit: Also, can someone tell me what the 'blitz' primary fighting style means in terms of mechanics?

Thanks!


Sure, happy to help!

SRG Pg. 187 wrote:

The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.

Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.

SRG Pg. 180 wrote:

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
SRG Pg. 182 wrote:

Unwieldy

Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

The last leads to an important point to reiterate. ANYONE* can attack two times per round as a full-round action, BUT they take a -4 penalty to BOTH attacks. The * applies to Obozaya's doshko, of course, as it is an "unwieldy" weapon.

Hope that helps!


Also pertinent for Obozaya:

SRG pg. 113-114 wrote:

Blitz

The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.

It's what gives her the +4 bonus against AoO's.


Finally, a quick note to you all - thanks for jumping in and playing up the personalities of the pregens. What fun! :) You're a good group to game with.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

I mean, Quig's personality was honestly mostly a bonus. It's not even written in for the 1st-level pregen, I only found it when I was scrolling through the others and decided it had to be incorporated! :P


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Thanks for the info! That's extremely helpful. I plan to wait on my combat turn until I see what happened with the enemy which goes before me.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So is guy e hidden or not? I always forget how concealment percentages work and i wanna use get 'em but i need to see or hear them to use it.


SRG pg 253 wrote:

Total Concealment

If a creature has line of effect to you but not line of sight (see page 271), you have total concealment. An enemy can’t attack you when you have total concealment, though it can attack into a square it thinks you occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of 20%).

I would rule that you have a pretty good idea that E is there (making noise and what not), but that you don't have line of sight. If your ability is also available if you can hear that person, however, then you're good to go with using the ability (in my book)!


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

I was assuming that Scout was hovering about 5' off the ground where I was, so that he'd be about 20' off the ground out there. Sorry, forgot to mention that!


Norv's Starfinder Pregen wrote:
I was assuming that Scout was hovering about 5' off the ground where I was, so that he'd be about 20' off the ground out there. Sorry, forgot to mention that!

No problem! He can't provoke (no melee), but could he be the target of a melee strike - that's the bigger question!


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

I assume there's still a penalty for firing jnto melee?


Navasi pregen wrote:
I assume there's still a penalty for firing jnto melee?

Actually, it appears that there isn't! However, we do have to take the Cover rules into consideration:

SRG pg 253-254 wrote:

COVER

Cover does not necessarily block precise senses, but it does make it more difficult for enemies to hit you. To determine whether your target has cover from your attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover. Cover grants you a +4 bonus to AC and a +2 bonus to Reflex saves against attacks that originate from a point on the other side of the cover from you. Note that spread effects can extend around corners and negate these bonuses.

Soft Cover
Creatures, even enemies, between you and the source of an effect provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, soft cover provides no bonus to Reflex saves, nor does soft cover allow you to attempt a Stealth check.

So if you're trying to stand where you are on the map now and shoot at G (for example), G would get the benefit of Soft Cover AND Concealment, because Iseph is "in the way." Now if you waited for Iseph to step aside, there wouldn't be anyone between you and G.

Hope that helps!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

ha! I was about to ask that exact question


SRG pg. 248-249 wrote:

Attack of Opportunity

An attack of opportunity is a special melee attack you can make against a target you threaten (usually an adjacent opponent), even if it is not your turn. See Reach and Threatened Squares on page 255 for more details on threatening. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases.
  • When you threaten a space and the opponent moves out of that space in any way other than a guarded step (see page 247) or withdraw action (see above), you can use your reaction to make a melee attack against the opponent.
  • When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent.
  • When the opponent in a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don’t provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it.
Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.


GM Screen:
Nothing to see here, just planning ahead.3d6 + 5 ⇒ (5, 6, 6) + 5 = 22
1d20 + 8 ⇒ (17) + 8 = 25(1r)
1d20 + 7 ⇒ (10) + 7 = 17(sr)


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

My comment was in regard to not being able to 5' step AND take a full action (which trick attack requires). I could have cleared the line of fire and still attacked in PF, but in SF, 5' are move actions. It's not a big problem though. I accept that it's just how the mechanics of this game work. :)

I do have one quick question though. Is there an off-hand penalty in SF? I see the penalty for 2 attacks at once, but just wondering if offhand affects attacks when you only attack once. Thanks


Ah, ok. Got it!

As far as I can tell, there is no penalty for off hand attacks. If you have a knife in one hand and a pistol in the other, you can use either to make a single attack at no penalty. I guess everyone is presumed to be sufficiently ambidextrous?


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Just finished with an all-day marathon of a face-to-face Iron Gods game I'm running, so I'm pretty mentally wiped out. I'll post my turn first thing when I get up tomorrow.


Do we have access to a ship of our own? Setting aside for the moment the question of whether it would be a good idea, is it possible for us to follow them in our own life-supported ship and get the coordinates?


The Starfinder Society has access to many vessels. Spoiler: You're likely to get introduced to one soon! :)


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

I'm good on swag. 140 credits probably won't buy me much and with the book or srd, i dunno what i can afford.


You might consider...

SRG pg. 225 wrote:

Serum of Healing

This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.

TYPE HEALING
Mk 1 - 1d8 Hit Points - 50 GP - Level 1 item


How much are grenades? I still have 2 frags, but the shock grenade is pretty boss


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So if I remember correctly, stamina goes first before I lose health. So the serum only do health not stamina. Is there anything that does both? I assume that would be more money though


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Yeah, I'll grab a few of those.

Just a heads up. I will be out of town til Monday. I hope to still be able to post, but please bot me if needed. Thanks.


Obozaya, Soldier Pregen wrote:
How much are grenades? I still have 2 frags, but the shock grenade is pretty boss

Here's a spreadsheet for grenades you can afford. Also, oops! The radius for grenades is different than Pathfinder splash weapons. I don't think it would have hurt anyone else, but sorry about that.


SRG pg 251 wrote:

HEALING

After taking damage, you can recover Hit Points through
natural healing or through magical or technological healing. You
can’t regain more Hit Points than your maximum Hit Point total.
Recovering Stamina Points

You can regain all your Stamina Points by spending 1 RP and
taking 10 uninterrupted minutes of rest. After a full night’s
rest (8 hours of sleep or more), you regain your Stamina
Points automatically. Some special abilities also let you regain
Stamina Points.

Recovering Hit Points Naturally
With a full night’s rest (8 hours of sleep or more), you recover
1 HP per character level. Any significant interruption during
your rest prevents you from healing that night.
If you undergo complete bed rest for 24 hours, you recover
2 HP per character level.

Magical and Technological Healing
Various abilities, devices, and spells can restore Hit Points
or increase the recovery rate of your natural healing. Unless
otherwise specified, these types of healing restore only Hit
Points, not Stamina Points.

Healing Limits
You can never recover more Hit Points than you lost or raise your
current Hit Points higher than your maximum Hit Points, nor
can you recover more Stamina Points than you lost or raise your
current Stamina Points higher than your maximum Stamina Points.

Recovering from Ability Damage
Temporary ability damage heals at the rate of 1 point per night of
rest (8 hours) for each affected ability score. Complete bed rest
for 24 hours restores 2 points for each affected ability score.
Ability drain does not heal naturally. See Ability Damage, Ability
Drain, and Negative Levels on page 252 for more information.


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Also, hooray! The StarfinderSRD is up!


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Cool beans, thanks. I think I'll replace the shock grenade, and then I'll stand pat with that for now.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig will buy himself a set of binders (he is a bounty hunter) and a survival knife.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

since the srd is out, can we switch to custom characters? i'm itching at creating my own envoy


Navasi pregen wrote:
since the srd is out, can we switch to custom characters? i'm itching at creating my own envoy

Yes, if you'd like to go custom, that's fine! Just make sure to use the Starfinder Society guide for creation rules. Just let me know when you are ready!


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Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

Sweet I pretty much have him built all ready, just need equipment and I'll just put it over from Navasi. Oh, and a name. I'll try to throw together a profile for him in like an hour whe. I go on lunch.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

Its actually a lot more annoying to do it on my ohone than i thoight it would be. I'll try ti have it done tonight instead.


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Navasi pregen wrote:
Its actually a lot more annoying to do it on my ohone than i thoight it would be. I'll try ti have it done tonight instead.

No worries! Someone here on the boards made a fillable PDF.

I put it up on Box.com here. Hope that helps!


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Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So much better, thank you. I was looking for one yesterday

Exo-Guardians

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Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Whoo he's done. Just gotta write up a quick background but here he is. Captain Blu Maria. Famed starfighter for the Exo-guardians.

edit: and background's done too.


Cpt Blu Maria wrote:
Whoo he's done. Just gotta write up a quick background but here he is. Captain Blu Maria. Famed starfighter for the Exo-guardians.

Nice! I'll check him out tomorrow morning. :)


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

I'm definitely volunteering for the pilot spot. I have a +10 bonus so she seems perfect for the job


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Hmmmm, Quig could be an Engineer or a Science Officer--he has a +10 Engineering, and a +8 Computers (but it looks like the Loreseeker would boost that to +10). Do people feel one would be more useful than the other? Leaning toward Engineer right now.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

engineer sounds like a good choice. 'zaya should go gunner.

Exo-Guardians

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Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

And i'll be captain. It is in my name after all


I would like to direct you all to THIS THREAD for some great FILLABLE pdf character sheets. #happydance

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