Hey, all - I have a note to Customer Service asking them to move this thread to the correct campaign. Sorry for the issues. Feel free to just ask questions OOC or spoilered in the gameplay thread.
Customer service, if you happen to see this before the email, please move this post to be the discussion thread for the campaign at:
Hi, Customer Service - this thread was designed to be the discussion thread for the campaign at http://paizo.com/campaigns/SFSGM857401QUESTIntoTheUnknownPart128AUG2017Tabl e2, but it never linked correctly. Can you help me get it properly aligned? Thank you!
Hi, everyone: Since the other one won't link, and I haven't heard from customer service yet, I'm just going to create a new thread here for Discussion.
Do any of you not yet own a copy of the Starfinder Rulebook? Not a problem if you don't, just checking. Thanks!
Where is the SFS starfinder rules. I have Pathfinder Society Roleplaying Guild Guide version 8.0 dated August 8th, 2016, but nothing about Starfinder or if PFS has a new guide, since that one is over a year old.
Item #2 (Errata): The statistics for the Loreseeker (primarily the AC / TL) are incorrect and use some old data that accidentally made it to publishing. To fix this, use the Tier 2 Pegasus stats as detailed on page 40 of the Starfinder Society Roleplaying Guild Guide.
Here's the Tier 2 Pegasus stats they mention:
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12(was AC 13; TL 13)
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters
(good), mk 1 duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods, science lab,
tech workshop
Modifiers +1 to any two checks per round, +2
Computers, +1 Piloting; Complement 4–7
Only difference is the lower AC/TL, and the addition of +1 to any two checks per round.
Sorry for my delay here on keeping us going, just wanted to make sure y'all were settled for roles and then some family things came up. Moving ahead now...
Um, I dealt 8 damage to it, but it dealt 13 damage to us. If the enemy ship is suppose to deal more damage on average vs what we do, then how does Paizo believe this fight to be winnable?
Aleon, don't forget you can use the 'open fire' maneuver to fire more than one gun at it, doing more damage (WAY more damage) than just firing a single weapon. since we have a turret mounted gun you can always fire at least two guns with any firing arc that has at least one in it already.
Your maneuverability is also significantly better than that of the Endless Threnody, and a successful scan goes a long way to help figure out a good strategy.
@Aleon: I looked over the starship combat section of the CRB, and there's nothing I can see prohibiting turrets from firing alongside fixed weapon mounts.
Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)
Sorry, I am having trouble with my internet - specifically, it died, so I am frantically trying to use a wifi hotspot and my 3G phone to post apology updates...
Ah, gotcha Rez, post after you do. I never thought about the idea that posting out of order could cause unintentional metagaming.
But technically speaking that could be said about any post on pbp that doesn't follow exact init count, like the fighter goes after the cleric but both before the enemy, so the fighters hit does hit and deals dmg as he ends up posting before the cleric, so the cleric does a burning hands or something to finish off the enemy instead of healing the fighter. That being said, I'll wait for Rez.
Edit: or put them in spoilers.
FYI: There was a change made to Starship Combat DCs. Not sure how much this will affect us. I guess we should just continue what we are doing but in any case:
Are the DCs of various crew actions in Starship Combat correct?
No. Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same.
Stunts
For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
Restoring Shields and Repairing Damage
The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
The DC of the Engineering check to halve the cost or time for repairing damage your starship's hill equals 15 + 1-1/2 times your starship's tier.
Crew Actions
If an action isn't listed, the stated DC remains the same.
Captain Actions
For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.
Engineer Actions
For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.
Pilot Actions
For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.
Science Officer Actions
For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
I can't tell at a glance what's different, but it seems that the DC dropped from 15+ to 10+?
Yes that's what it looks like to me, the thread where I pulled this from was talking about higher level scenarios still it seems they pulled back on several DCs which is fine for me. Especially at the lower levels.
Thanks for sharing! Let’s go ahead and finish the combat with these updated DCs. Please make sure to post the DCs you are rolling against, to help me keep track, but mostly it’ll be vs. DC 16 or 21.