Starfinder: Nomad Section

Game Master nomadicc


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Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Yeah, good here too.


XP up through the end of the adventure:

Last XP tally was 5,240 xp

Lt Sharu... 500 xp
Barazad... 400 xp

New Total: 6,140 xp

Congrats, you've earned enough experience to reach 4th level! Please post your level up choices and new stats.


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 24/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Lasereater
Male space goblin xenoarchaeologist[pw] technomancer (starwright) 4 Alien Archive
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense SP 6 HP 14 RP 4
--------------------
EAC 16; KAC 17
Fort +2; Ref +4; Will +4
--------------------
Offense
--------------------
Speed 45 ft.
Ranged static arc pistol +6 (1d6+2 E; arc 2; stun) or
. . flame pistol +6 (1d4+2 F; burn 1d4; line, unwieldy) or
. . smoke grenade -1 (explode [20 ft., smoke cloud 1 minute, DC 21])
Offensive Abilities tinker
Technomancer Spells Known (CL 4th)
. . 2nd (3/day)—laser net[COM], vigilant junkbot[COM]
. . 1st (4/day)—flight, overheat, remote operation[COM], supercharge weapon
. . 0 (at will)—detect magic, fabricate scrap[PW], mending, psychokinetic hand, telepathic message, transfer charge
--------------------
Statistics
--------------------
Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 17 (+3); Wis 10 (+0); Cha 8 (-1)
Skills Acrobatics +3, Computers +8 (1 ranks), Culture +6, Engineering +13 (4 ranks), Life Science +10, Mysticism +8, Perception +1, Physical Science +10, Piloting +7 (1 ranks), Sleight Of Hand +9, Stealth +5, Survival +2 (+4 when astrogating throughout the Pact Worlds system); (reduce the DC to identify rare, ancient, or alien tech by 5)
Feats Fleet, Nimble Moves, Spell Focus
Languages Azlanti, Castrovelian, Common, Eoxian, Goblin, Kasatha, Shirren, Vesk, Ysoki
Other Abilities spell cache (item type), technomantic proficiency
Combat Gear smoke grenade; Other Gear graphite carbon skin, flame pistol with 1 standard petrol tank (20 charges), static arc pistol with 1 battery (20 charges), battery, binders, engineering tool kit, figurine of wondrous power (obsidian electrovore)[AR], industrial backpack, standard petrol tank, starstone compass, titanium alloy cable (50 ft.), credstick (77 UPB; 621.5 credits)
--------------------
Special Abilities
--------------------
Tinker (Ex) (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 24/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Stat block above still had damage in it. Profile has accurate Stamina and Hit points


In space, no one can hear you scream

Blax9? Val'nor? Goro?

I'm going to keep the story moving, but please get your level ups done.


Male Android Soldier 4; SP 32/32; EAC/KAC 7/15; HP 36/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 Level 4 Stats:

4th Level Stats:

+8 SP
+7 HP

+1 skill point:
Acrobatics
Piloting
Perception
Athletics
Stealth

+1 Combat Feat: Improved Initiative

The stat block still needs some more updates ....

Blax-9
Male android mercenary soldier (starfinder forerunner) 4
CN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense SP 24 HP 29 RP 5
--------------------
EAC 14; KAC 15
Fort +5; Ref +4; Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +7 (1d4+1 S; analog, operative)
Ranged azimuth laser rifle +7 (1d8 F; critical burn 1d6)
Offensive Abilities primary fighting style (sharpshooter), sniper’s aim
--------------------
Statistics
--------------------
Str 12 (+1); Dex 18 (+4); Con 13 (+1); Int 12 (+1); Wis 10 (+0); Cha 8 (-1)
Skills Acrobatics +8, Athletics +6, Engineering +4, Intimidate +3, Perception +2, Piloting +8, Sense Motive -2, Stealth +5, Survival +4; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Weapon Focus (longarms)
Languages Aklo, Common
Other Abilities constructed
Other Gear estex suit I, azimuth laser rifle with 1 battery (20 charges), survival knife, credstick (70 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Val'nor Level 4 Stats:

Val'nor, Level 4 Operative, Human
HP: 28, SP: 28, RP: 4
EAC: 13, KAC: 14
Init:+8
Speed Walk 40'
Fort: +2, Ref: +6, Will: +4,
Melee baton, tactical +3 (1d4+1 , critical -; Analog.operative)
Melee Taclash, Standard +4 (1d4+1 , critical -; Analog, disarm, nonlethal, reach, trip)
Ranged semi-auto pistol, tactical +6 (1d6 + 2, critical -; Analog)
Ranged shirren-eye rifle, tactical +5 (1d10 + 4, critical -; Analog, sniper (250 ft.), unwieldy)
Str 12, Dex 14, Con 12, Int 12, Wis 11, Cha 12,
Base Atk +3; Grp+4
Feats Advanced Melee Weapon Proficiency, Improved Initiative, Skill Focus (Computers, Engineering), Weapon Focus (Weapon Focus ~ Small Arms), Weapon Focus (Weapon Focus ~ Sniper Weapons)
Skills Acrobatics +11, Athletics +10, Bluff +10, Computers +13, Culture +10, Engineering +13, Intimidate +10, Medicine +10, Perception +9, Physical Science +10, Sleight of Hand +11, Stealth +11, Survival +2
Languages Azlanti, Common, Shirren, Vesk, Ysoki
Combat Gear serum of healing mk 1 (3),
Other Gear semi-auto pistol, tactical, clothing (everyday), second skin, aeon stone (clear spindle)(no Food/Water), backpack (industrial), tool kit (hacking kit), tool kit (engineering kit), flashlight, lighter, battery, rounds, small arm (2), rounds, longarm and sniper (2), computer (tier 2), credit (17), shirren-eye rifle, tactical, comm unit (personal), baton, tactical, explosive rounds, small arm, explosive rounds, longarm and sniper, Taclash, Standard


In space, no one can hear you scream

@ Blax9... it looks like you aren't adding your Weapon Specialization damage bonus to your weapons.

Anything for Goro?


In space, no one can hear you scream

RE: Loreseeker upgrades...

Going from Tier 2 to 4 gets you 40 build points to spend. You also get a +10 hull point increase at Tier 4.

The light aeon torpedo launcher was salvaged, so you can refit that onto an existing mount for free. If you want to add a new mount, that will cost you. The launcher is a 5 BP [10 PCU] cost; if you replace a lesser cost weapon you can spend the difference elsewhere.

*

The Loreseeker's current build (Tier 2):

Frame: Starfinder Society Pegasus (medium explorer)
Power Core: Pulse Green (150 PCU capacity)
Drift Engine: Signal Basic [75 PCU*]
Thrusters: M10 [70 PCU]
Armor: Mk 2 [0 PCU]
Shields: Basic 40 [15 PCU]
Computer: M1 duonode [10 PCU]
Defensive Countermeasures: Mk 2 [1 PCU]
Crew Quarters: Good [0 PCU]
Sensors: Basic Medium-Range [0 PCU]
Expansion Bays (4):

  • cargo hold [0 PCU]
  • escape pods [2 PCU]
  • science lab [2 PCU]
  • tech workshop [3 PCU]
    Weapon Mounts:
  • (Forward) light laser cannon [5 PCU]
  • (Port) light laser cannon [5 PCU]
  • (Starboard) light laser cannon [5 PCU]
  • (Turret) coilgun [10 PCU]

    Looks like your power budget is currently at 128. * is for the drift engine, which needs 75 but is only needed when transiting to the Drift (you can shut off other things, such as weapons, temporarily if required).


  • Male Trox 4th Level Solarian

    Goro Level Up

    Stellar Revelation - Plasma Sheath

    Skills

    1 - Perception
    1 - Pilot
    1 - Athletics
    1 - Culture


    In space, no one can hear you scream

    Gorobacca
    Male trox ace pilot solarian 4 Alien Archive 2 127
    NG Large monstrous humanoid
    Init +1; Senses darkvision 60 ft.; Perception +6
    --------------------
    Defense SP 28 HP 36 RP 4
    --------------------
    EAC 17; KAC 19
    Fort +4; Ref +3; Will +3
    Defensive Abilities bulwark; DR 4/—
    --------------------
    Offense
    --------------------
    Speed 35 ft., burrow 15 ft.
    Melee illuminating ominous whitefire trident +6 (1d8+6 P; intimidation [DC 13]; reach, bright, analog) or
    . . solar weapon +6 (1d6+6 B)
    Space 10 ft.; Reach 10 ft. (20 ft. with illuminating ominous whitefire trident)
    Offensive Abilities black hole, frenzy, grappler, plasma sheath, solar manifestation (solar weapon), supernova
    --------------------
    Statistics
    --------------------
    Str 14 (+2); Dex 12 (+1); Con 10 (+0); Int 10 (+0); Wis 8 (-1); Cha 15 (+2)
    Skills Athletics +7, Culture +4, Perception +6, Piloting +9 (4 ranks); (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
    Feats Enhanced Resistance, Heavy Armor Proficiency
    Languages Azlanti, Common, Nchaki
    Other Abilities sidereal influence, stellar mode, stellar rush, vestigial arms
    Other Gear officer ceremonial plate, illuminating ominous whitefire trident, credstick (225 credits)

    Note: you have 4 languages to learn from your Culture ranks. I took the liberty of putting in Azlanti. The others are up to you.


    In space, no one can hear you scream

    @Everyone... loot spit and/or selling anything?

    Note Sharu's curveblade Inevitable Downfall was unclaimed. Goro mentioned it but he also has the Whitefire Trident.

    This post and this post may help. I didn't look back to any other bodies etc looted from the garrison.


    Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

    If no one else wants it Val'nor could use it. But not as well as some of you other guys. It might be worth a bundle too, if we want to sell it.


    Male Trox 4th Level Solarian

    The sword is a damage upgrade for a couple of more levels for Goro and the polearm will be nice if/when we need extended reach but I also don't want to be greedy about the few magic items we have found but Goro will be the best one to put both of them to use for now. Once his Solar Weapon gets to 2d6 I am good with putting the new sword up for sale or like Laser said he should be able to extract some of the magic properties to move to other items.


    Male Trox 4th Level Solarian

    Also what were the actual properties of the whitefire trident?


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    Yeah. Good point. I took max ranks in mysticism to enable doing that transfe.


    In space, no one can hear you scream

    That's fine. I'll update Hero Lab.

    The whitefire trident functions as a tactical pike with the illuminating and ominous weapon fusions. In addition, the weapon is carefully weighted to balance indefinitely when standing on its haft, although it can be pushed over with sufficient force or picked up again as normal.

    While updating I ran into a snag I missed before: weapon size. Both of these are medium weapons and apply a -4 penalty for Goro to use. There's no stat difference for size up or down. I don't want to penalize you after the fact, so we'll say Aibretta has a free "resizing" weapon fusion that you can use. When attached, it will bring the weapon to Large size.

    Only one to use though, so you'll have to choose. Is that fair?


    Male Trox 4th Level Solarian

    More than fair since I don't think we are going to reuse the weapons, just pull the magic out of them.

    Though I will leave that up to a vote as well


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    You pick which one you want since melee is your primary.


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    I've been slacking on the ship upgrade. I'll get it done tonight/tomorrow and get back engaged. Sorry!


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    Loots:

    clear spindle aeon stone
    tactical pike (The White Fire Trident); illuminating and ominous weapon fusions - Goro

    mithral datapad holders
    gold bracelets
    ornamental styli

    13 x ceremonial armor
    10 x survival knives
    11 x tactical semi auto pistol
    5 x taclash
    5 x imperial pacification rifle (Val claimed one)
    22 x longarm rounds

    Salvage in cargo hold (1,500 UPBs)

    frag grenade (Blax-9 took)

    static arc pistol (Laser took)
    tactical dueling sword
    casual stationwear armor of Azlanti style.
    3 x batteries
    2 x sticky bomb grenades

    We did split the 4k credit stick already ... Lasereater bought his current armor with it. Was added to my character sheet

    Aeon Guard Battle Dress, fit for a human woman. The armor's helmet is embedded with a clear spindle aeon stone and has a targeting computer upgrade.

    'Inevitable Downfall'-- called dispelling carbon steel curve blade. -- Goro took. Let me know if you want to add infusions from whitefire trident (if you have the cash ... not sure the limit, haven't looked it up yet)

    motion detection badge (Lasereater claimed)

    Aeon Guard assault rifle

    modern datapad from Lt Sharu
    ancient datapad from Lt Sharu

    torpedo launcher (turret mount for free BPs)
    Barazhad ship transponder

    I'll calculate sell values and a split later ... AoN is down right now, so I'll need to grab the book


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    6BP for Light 80 shields
    1BP for Thruster upgrade (12 either T12 or M12)
    3BP for Forward arc laser to coilgun
    3BP for advanced medium sensors
    3BP for mk3 armor
    4BP left for either upgrading computer or defense systems or PCU if we need power budget

    Above is what I requested for Tier 3 ... guessing it didn't get done?

    Tier 3 stats should be

    Power Core: Pulse Green (150 PCU capacity)
    Drift Engine: Signal Basic [75 PCU*]
    Thrusters: M12 [35 PCU]
    Armor: Mk 3 [0 PCU]
    Shields: Light 80 [30 PCU]
    Computer: M1 duonode [10 PCU]
    Defensive Countermeasures: Mk 3 [2 PCU]
    Crew Quarters: Good [0 PCU]
    Sensors: Advanced Medium-Range [0 PCU]
    Expansion Bays (4):
    cargo hold [0 PCU]
    escape pods [2 PCU]
    science lab [2 PCU]
    tech workshop [3 PCU]
    Weapon Mounts:
    (Forward) coilgun [10 PCU]
    (Port) light laser cannon [5 PCU]
    (Starboard) light laser cannon [5 PCU]
    (Turret) Torpedo Launcher [5 PCU]

    Power budget (no drift) comes out to: 109 (41 remaining on this power core)

    For Tier 4 (an additional 20BP), let's do the following:

    ***I would rebuild this if we're allowed to swap out the base frame to a transport instead of an explorer ... costs an additional 3BPs to do that, and unlocks a hvy wpn in the forward arc and we could have linked weapons in the turret + higher CT, HP and another expansion bay. Only downsides are no side arcs and average maneuverability (+0/turn 2)***

    Drop the light lasers port and starboard and replace them with gyrolasers (2 BP/2PCU); allows firing into adjacent arcs at -2 so we can get extra weapons on target

    Swap the forward coilgun for a light plasma cannon cannon (2BP/0PCU)

    Upgrade the computer to either a mk2 Duonode (6BP/5PCU) or a mk3 mononode (7BP/10PCU) ... not sure if Val uses the duonode feature, ever. I will default to the duonode.

    Upgrade defenses again to Mk5 (2BP/1PCU)

    Since we have a Large crew member, upgrading escape pods to life boats (2BP/3PCU)

    Upgrade Shields to Medium 120 (7BP,5PCU)

    Leaving 1 BP in flex for Val's choice above.

    Power Budget remaining (135/150)


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    Also, when you said the torpedo launcher was free for BP, does that I mean we reimburse the coilgun and I can spend that somewhere else. I basically kept the overall cost the same as a coilgun (ie no change) but maybe you meant it was truly free?


    Poorly worded and I think I confused myself. I went back and reread the section, so... The launcher still has a BP cost in the your ship build, and you can use the difference in any BP from the weapon it replaces. It is special because the torpedo launcher, as an Azlanti weapon, would be normally unavailable to you.

    The launcher is 5 BP and 10 PCU required.

    Hopefully that makes more sense.


    Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

    I use the +2 Computer Check bonus all the time. I haven't had a circumstance where we needed 2 checks in a round. So, Val is fine with upgrading to mk3


    Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

    We were talking about all this last night. I'm actually good with the idea of upgrading hulls. We'd lose a little maneuverability, but the extra Armor/Sheild/Powercore/computer, will more than make up for it. Also, Gimbled mounts for the port/starboard weapons would be rad as well.


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    Dave, put a link to [url=https://jamesturneronline.net/starfinder-ship-builder/]this on the Campaign INfo tab, please.


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    LORESEEKER - TRANSPORT VERSION (TIER 4)
    Medium transport

    Speed 12; Maneuverability average (turn 2); Drift 1

    AC 13; TL 13

    HP 85; DT n/a; CT 17

    Shields Medium 100 (forward 25, port 25, starboard 25, aft 25)

    Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)

    Attack (Aft) light plasma torpedo launcher (3d8)

    Attack (Turret) light torpedo launcher (2d8), light plasma torpedo launcher (3d8)

    Power Core(s) Pulse Green (150 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (common), mk 3 armor, mk 3 defences, mk 2 mononode computer (tier 2); Expansion Bays cargo hold (2), life boats, tech workshop, science lab (general)

    Modifiers +2 any one check per round, +4 Computers, -1 Piloting; Complement 5

    Custom Components None

    Build Points cost 115, max 115 Power Core Units non-essential 172, essential 147, max 150

    CREW
    Captain
    Engineer
    Gunner
    Pilot
    Science Officer

    JSON for website:
    {"antiHackingSystemsId":"none","antiPersonnelWeaponId":"none","armourId":"m k-3","computerCountermeasures":{"alarm":false,"fakeShell":false,"feedback": false,"firewall":false,"lockout":false,"shockGridId":"none","wipe":false}," computerId":"mk-2-mononode","crewQuartersId":"common","crewSkills":{"captai n":{"countOfficers":0,"hasRole":true,"skills":{"bluff":{"modifier":0,"ranks ":0},"computers":{"modifier":0,"ranks":0},"diplomacy":{"modifier":0,"ranks" :0},"engineering":{"modifier":0,"ranks":0},"gunnery":{"modifier":0},"intimi date":{"modifier":0,"ranks":0},"piloting":{"modifier":0,"ranks":0}}},"engin eer":{"countOfficers":1,"countOfficerCrew":0,"hasRole":true,"skills":{"engi neering":{"modifier":0,"ranks":0}}},"gunner":{"countOfficers":1,"countOffic erCrew":0,"hasRole":true,"skills":{"gunnery":{"modifier":0}}},"pilot":{"cou ntOfficers":1,"countOfficerCrew":0,"hasRole":true,"skills":{"computers":{"m odifier":0,"ranks":0},"gunnery":{"modifier":0},"piloting":{"modifier":0,"ra nks":0}}},"scienceOfficer":{"countOfficers":1,"countOfficerCrew":0,"hasRole ":true,"skills":{"computers":{"modifier":0,"ranks":0}}},"chiefMate":{"count Officers":1,"countOfficerCrew":0,"hasRole":false,"skills":{"acrobatics":{"m odifier":0,"ranks":0},"athletics":{"modifier":0,"ranks":0}}},"magicOfficer" :{"countOfficers":1,"countOfficerCrew":0,"hasRole":false,"skills":{"mystici sm":{"modifier":0,"ranks":0}}}},"customFrameBaseId":"light-freighter","cust omComponents":[],"defensiveCountermeasuresId":"mk-3","driftEngineId":"signal- basic","expansionBayIds":["cargo-hold","life-boats","tech-workshop","science-lab-general","cargo-hold"],"frameId":"transport","hasBiometricLocks":0,"hasC rew":1,"hasDataNet":false,"hasHiveJoining":0,"hasSelfDestructSystem":0,"isS etDefaultCrewSkillValues":0,"isUseStrictRules":1,"powerCoreIds":["pulse-green"],"sensorsId ":"advanced-medium-range","shieldsByPosition":{"forward":25,"aft":25,"port" :25,"starboard":25},"shieldsId":"medium-100","shipConcept":"","shipName":"L oreseeker - Transport Version","thrustersId":"m12","tierId":"4","version":"1.0.1","weaponMounts": {"forward":[{"weaponId":"heavy-laser-cannon","weight":"heavy","templateWeight":"heavy","isFromTemplate":true,"canBeLinked":false,"isLinked":false},{"weaponId":"coilgun","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"aft":[{"weaponId":"light-plasma-torpedo-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"port":[],"starboard":[],"turret":[{"weaponId":"light-torpedo-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false},{"weaponId":"light-plasma-torpedo-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}]}}


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    I actually think I might be 2 PCU short on that one, because the Azlanti torpedo launcher requires 5 more than the base launcher in the tool.

    We can cut sensors down to Basic OR drop a lab from the expansio bays. This one is maxed on power, so additional power upgrade required for Tier 5. Alternatively we could eliminate the aft weapon or reduce it to a light laser.

    Can we only use the Azlanti torp launcher in the turret? Because if we could move it to forward than I could put a pair of linked coilguns or plasma torpedos in the turret and they can fire together which would be sweet.

    Working the Destroyer now.


    Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
    Resources:
    • Stamina: 24/24
    • Hit Points: 22/22
    • Resolve:5/5
    • Petrol: 11/20 (1 extra can)
    • Arc Pistol Battery: 20/20
    • Smoke Grenades: 1
    • Level 1 Spells: 5/5
    • Level 2 Spells: 3/3
    • Spell Cache: 1/1

    LORESEEKER - DESTROYER VERSION (TIER 4)
    Large destroyer

    Speed 6; Maneuverability average (turn 2); Drift 1

    AC 11; TL 11

    HP 170; DT n/a; CT 34

    Shields Light 60 (forward 15, port 15, starboard 15, aft 15)

    Attack (Forward) linked heavy laser cannons (8d8)

    Attack (Port) gyrolaser (1d8)

    Attack (Starboard) gyrolaser (1d8)

    Attack (Turret) light torpedo launcher (2d8)

    Power Core(s) Arcus Ultra (150 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (common), mk 2 armor, mk 2 defences, mk 1 duonode computer (tier 2); Expansion Bays cargo hold (4)

    Modifiers +1 any two checks per round, +2 Computers, +1 Piloting; Complement 5

    Custom Components None

    Build Points cost 115, max 115 Power Core Units non-essential 156, essential 146, max 150

    CREW
    Captain
    Engineer
    Gunner
    Pilot
    Science Officer
    + 1 min

    Short 1 PCU on this for the launcher as well ... but I don't recommend this upgrade yet ... too many things I had to degrade (sensors, shields, armor, defensive systems); got heavy linked weapons in the front arc and some more HP and CT.

    JSON for wesbite:
    {"antiHackingSystemsId":"none","antiPersonnelWeaponId":"none","armourId":"m k-2","computerCountermeasures":{"alarm":false,"fakeShell":false,"feedback": false,"firewall":false,"lockout":false,"shockGridId":"none","wipe":false}," computerId":"mk-1-duonode","crewQuartersId":"common","crewSkills":{"captain ":{"countOfficers":0,"hasRole":true,"skills":{"bluff":{"modifier":0,"ranks" :0},"computers":{"modifier":0,"ranks":0},"diplomacy":{"modifier":0,"ranks": 0},"engineering":{"modifier":0,"ranks":0},"gunnery":{"modifier":0},"intimid ate":{"modifier":0,"ranks":0},"piloting":{"modifier":0,"ranks":0}}},"engine er":{"countOfficers":1,"countOfficerCrew":0,"hasRole":true,"skills":{"engin eering":{"modifier":0,"ranks":0}}},"gunner":{"countOfficers":1,"countOffice rCrew":0,"hasRole":true,"skills":{"gunnery":{"modifier":0}}},"pilot":{"coun tOfficers":1,"countOfficerCrew":0,"hasRole":true,"skills":{"computers":{"mo difier":0,"ranks":0},"gunnery":{"modifier":0},"piloting":{"modifier":0,"ran ks":0}}},"scienceOfficer":{"countOfficers":1,"countOfficerCrew":0,"hasRole" :true,"skills":{"computers":{"modifier":0,"ranks":0}}},"chiefMate":{"countO fficers":1,"countOfficerCrew":0,"hasRole":false,"skills":{"acrobatics":{"mo difier":0,"ranks":0},"athletics":{"modifier":0,"ranks":0}}},"magicOfficer": {"countOfficers":1,"countOfficerCrew":0,"hasRole":false,"skills":{"mysticis m":{"modifier":0,"ranks":0}}}},"customFrameBaseId":"light-freighter","custo mComponents":[],"defensiveCountermeasuresId":"mk-2","driftEngineId":"signal-b asic","expansionBayIds":["cargo-hold","cargo-hold","cargo-hold","cargo-hold"],"frameId":"destroyer","hasBiometricLocks":0,"hasCr ew":1,"hasDataNet":0,"hasHiveJoining":0,"hasSelfDestructSystem":0,"isSetDef aultCrewSkillValues":0,"isUseStrictRules":1,"powerCoreIds":["arcus-ultra"],"sensorsId":"ba sic-medium-range","shieldsByPosition":{"forward":15,"aft":15,"port":15,"sta rboard":15},"shieldsId":"light-60","shipConcept":"","shipName":"Loreseeker - Destroyer Version","thrustersId":"l6","tierId":"4","version":"1.0.1","weaponMounts":{ "forward":[{"weaponId":"heavy-laser-cannon","weight":"heavy","templateWeight":"heavy","isFromTemplate":true,"canBeLinked":true,"isLinked":true},{"weaponId":"heavy-laser-cannon","weight":"heavy","templateWeight":"heavy","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"aft":[{"weaponId":"none","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"port":[{"weaponId":"gyrolaser","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"starboard":[{"weaponId":"gyrolaser","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"turret":[{"weaponId":"light-torpedo-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}]}}

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