SFS Signal of Screams—Campaign Mode (Inactive)

Game Master KingTreyIII

Seventhday, 2 Kuthona, 318 AG

Maps

Character Profiles

Inventory Tracking


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Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Same here I am totally fine. i actually don't mind dying in games as adventuring is a difficult life. Not everyone survives!


| Strange Aeons | Hell's Rebels | ◆◇↻

Let me voice my frustrations for a second:

I don’t like killing PCs—I have before because my GMing style is showing no mercy while still adhering to tactics as-written. But this adventure is absolutely brutal in that it threw creatures at you guys that have incentive to actually attack unconscious PCs! (The worms were viciously hungry and these oozes heal every time an unconscious creature spends a Resolve).

The fact that the narrative actively makes the PCs move onward when they aren’t comfortable is very annoying and frustrating because, in all honesty, I as a GM am not just trying to kill you guys—I’m trying to give you guys a challenge. Throwing you guys, bloodied and beaten, into a tough combat when you all were trying to rest is not something I am comfortable with—and am very angry at the adventure for forcing you guys to do so!

I’m going to end this combat against the oozes with another deus ex machina—I promise you guys that this will be the last time that I will do this, because I know just curb-stomping combats is just as fun as having the GM just prevent your deaths from plot armor—which is to say it’s not fun at all.

All in all: I don't like coddling my players, but I hate sending them to their death without them having a chance of success even more than I do coddling my players.


| Strange Aeons | Hell's Rebels | ◆◇↻

I hope you all will forgive me for doing so once again, especially so soon after the previous deus ex machina, but this is a combat that's just so stupidly stacked against you all that I'm not comfortable running it.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Another surprise at death's door, by Pharasma!

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

As we've discussed on PM, i'm having fun, just having some tough real life and not having fun with the biohacker class. Thank you for the chance to rebuild it, though it'll be a bit tomorrow until I get the chance, and if it's okay with you, i'd like to submit it to you and maybe boron to look over to make sure i've done it right.


| Strange Aeons | Hell's Rebels | ◆◇↻

Gives a thumbs up


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I can try to help, yes.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

@Jacob: I know what you mean. I tried the Biohacker for a playtest-run-through of Dead Suns, and despite optimising it as best I could, I found it to be relatively lack-luster (and spent a lot of time pining for a decent operative build!).

I can see what they are trying to do with the class, but overall, I felt I would have been able to do pretty much the same thing with an Operative... who would also, overall, have been more effective.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I think it's a good idea, the buffing/debuffing aspect, the healing, very SAD w. lots of skills etc..
But does not really work out that well...

Levelled Boron up.
Other than BAB, Saves, SP/HP, Skills etc. added 1 Mechanic Trick, a level 8 one:
Improved Overcharge, adds 2d6 instead of 1d6 damage.

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Oookay. Think i'm finished revamping Jacob as a mystic. If you guys wanna look it over and give me the OK, I used PCGen to generate so I don't think i made any stupid errors like last time, so hopefully should be good to go.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

There is something a little odd about your stats - as far as I can tell, they should be:

Str 10 (base)
Dex 12 (base) + 2 (level 5) + 2 (symbiote) = 16
Con 12 (base) + 2 (level 5) = 14
Int 12 (base) + 2 (level 5) = 14
Wis 14 (base) + 2 (Human) + 2 (level 5) + 4 (symbiote) = 22
Cha 10 (base)

Right?

-------------------

Also, do you want the Thunderstrike Sonic Pistol that we just recovered, in case we run into more things with DR / Hardness?

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

So it's actually
Str 10 Base
Dex 12 Base +2 Level 5 Symbiote +2 = 16
Con 12 Base +2 Level 5 = 14
Int 10 Base +2 Level 5 = 12
Wis 16 Base + 2 Human +1 Level 5 + 1 Theme + 4 Symbiote = 24
Cha 10 Base

Need to update those sections to reflect. Thanks for catching that!


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Hi!

re. your spells:

You have Mind Thrust & Mystic Cure at each level.
You do not need (and cannot have) that.
In Starfinder, those type of spells can be cast at you choice of level.
So, you must keep Mind Thrust & Mystic Cure at level 3, and then, when you cast the spell, you choose which spell slot to use and thus the level at which it is cast.
So you should choose 2 different spells @ lvls 1 & 2.
(if you level up, and take Mind Thrust & Mystic Cure @ lvl 4, then you "loose" those spells @ lvl 3, and choose two different spells)

On another note:
I am not pushing you to not take this spell at all, but just making sure you have read what Haste does? Because it is a LOT less powerful than in Pathfinder. Just in case you chose it re. what you thought it did.

Welcome Mystic!


| Strange Aeons | Hell's Rebels | ◆◇↻
Boron' wrote:

Hi!

re. your spells:

You have Mind Thrust & Mystic Cure at each level.
You do not need (and cannot have) that.
In Starfinder, those type of spells can be cast at you choice of level.
So, you must keep Mind Thrust & Mystic Cure at level 3, and then, when you cast the spell, you choose which spell slot to use and thus the level at which it is cast.
So you should choose 2 different spells @ lvls 1 & 2.
(if you level up, and take Mind Thrust & Mystic Cure @ lvl 4, then you "loose" those spells @ lvl 3, and choose two different spells)

Boron's correct. Think of it like the undercasting spells in Pathfinder and those associated rules.

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Oh, nifty!

And yeah, but being able to move and attack, while less powerful, is still a pretty handy effect!


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

re. the saves vs. the Haunts, does any of:
mind-affecting effects, stunning, spells or spell-like abilities
come into effect?


| Strange Aeons | Hell's Rebels | ◆◇↻

I already applied those as appropriate, Boron


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Okay, thanks! )))


| Strange Aeons | Hell's Rebels | ◆◇↻

Hey, all. I think I’ve come down with a stomach bug or something because I feel horrible. I’m not sure if I’ll be able to post anything today.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Get better soon... )))


| Strange Aeons | Hell's Rebels | ◆◇↻

So here's a silly thing: Perception DCs in Starfinder don't increase from distance. That's kinda strange; You can see a guy hiding on the rooftops of a building just as well as you can a guy who's, say, hiding under a cardboard box right in front of you. I'm honestly tempted to convert the Pathfinder thing of "+1 to the DC for every 10 feet" because, well, Campaign Mode and, frankly, I find that really stupid. Any objections to that?


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

No problem.
I've looked around a lot and never found anything clear about distance & Perception either.
Maybe Starfinders all have very sharp eyes!
The only thing I've found is in the terrain info' (Biomes) where it says stuff like:

Quote:

Stealth and Detection in Hills and Mountains

As a guideline, the maximum distance in mountain terrain at which a creature can succeed at a Perception check to detect the presence of others is 4d10×10 feet. In hill terrain, the maximum distance is 2d10×10 feet. It’s easier to hear distant sounds in the mountains. The DCs of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not 1 per 10 feet.

Which implies that normally it is -1 per 10 feet (but it seems that is vs. Stealth, and only sound based)... and does not appear elsewhere.

But under Perception it says DMs should apply their modifiers!

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

The item Amulet of Camoflage says

Quote:

This modest amulet projects a simple pattern over your outer layers of armor, clothing, and equipment, which helps you blend into the background. When in an environment with a maximum distance at which Perception checks can be attempted, rolls to see at what range other creatures can attempt Perception checks against you are rolled twice, and the lower result applies. See Chapter 11 for more information on the Perception ranges of different environments. The amulet’s magic isn’t powerful enough to make you invisible or grant a bonus to Stealth checks. You can activate or deactivate this camouflage as a standard action.

Which leads me to think that they meant (RAI interpretation) that it should still be a -1 per 10 feet but that there is now a point where you just flat out can't see further to prevent Perception cheese letting you see a super long distance in places like urban terrain where you can't see very far at all.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Now that's some thrust!
(9, 10, 10, 9, 9, 10, 8)


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I put in my move on the map... having made it off the plane safe & sound (no one in Ljubljana, Slovenia, per chance?)


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

@GM- Loving what you did [ur;=https://paizo.com/campaigns/v5748p75ivk2n/gameplay&page=18#876]Here (Link)[/url]

How the heck did you do something like that?


| Strange Aeons | Hell's Rebels | ◆◇↻

This is how.

Makes for nice ambiance over PbP.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Yes, that was really great!
As is the voice echoing...


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Excellent. Thanks I'll save that to my favorites. That is an awesome tool.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

To be clear: I am sure that Jacob is (probably) telling the truth (as far as he sees it), but especially after Boron's back-stabbing of Xagyg, Xagyg's level of trust in what everyone else says / does is pretty low...


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N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Defamation!
Lies!
Boron did not backstab Xagyg: since the AoO comes just before the action that provokes it, Boron would have chest-stabbed Xagyg.
xD


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

At level 6 or 7 (sorry, not at home to check CRB) the custom is upgraded to Expert, and besides functioning as the appropriate kit for Engineering & Computer things (like toolkits etc.) it is a engineering or computer hacking specialty kit.


| Strange Aeons | Hell's Rebels | ◆◇↻

Yeah, I can't find anything saying that that gives you a bonus...


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

That's what those kits do.
They are the 450 or so Credit kits (lvl 2 or 3?) that give +2 circumstance bonuses.
You normally have to get one for a specific use.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

How many Kofeshus are left?


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Is the held Kofeshu(s) considered helpless?


| Strange Aeons | Hell's Rebels | ◆◇↻

I know he would be in Pathfinder, unsure if that part of hold person carried over.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Was waiting for your answer to see what action to do.
But I guess Boron just got skipped in round 4.
Will let you bot him then.


| Strange Aeons | Hell's Rebels | ◆◇↻

Sorry, I was really lazy and just didn't want to cross-reference stuff until just then, so that's my bad.


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| Strange Aeons | Hell's Rebels | ◆◇↻

I am going to be at an IRL con tomorrow all day, so I may not get around to posting for a while.


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| Strange Aeons | Hell's Rebels | ◆◇↻

And now I need to recover mentally from that all-day Con; I will be back to posting tomorrow.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Wow! This AP is like White Wolf in Space!

I guess the Security-Bots will be the sole survivors!
Beep Beep

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

*Slow clap*

I'm not sure how much of this is the AP and how much of this is you Xavier, but daaamn this is good stuff.


| Strange Aeons | Hell's Rebels | ◆◇↻

The only things I’ve changed is that I’ve remade NPCs to be more optimized and/or less redundant (like how I changed Beryldor into a soldier/mechanic and Yazeloya into a vanguard), a certain thing with the Teodhor fight, and what Filip did in that fight—everything else is either as-written or purposefully not addressed (such as minor things like where, say, Romi would be at ya a specific time on a specific day).

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Ah, so, was turning Filip into a Joyful Thing in the module, or a choice on your part...?


| Strange Aeons | Hell's Rebels | ◆◇↻

Kudos to the Joyful Thing reference If you’re asking about him being there and aiding the Buzzblades, that’s written in (I just changed how he did so), if you’re asking about him being de-limbed: that one’s me.

This is what I frequently do with Adventure Paths or other things in Campaign Mode: I make more optimized changed to NPCs and in some cases minor story points in order to challenge my PCs, reduce severe redundancies, and overall make the AP my own. I personally prefer to do so in Pathfinder, since NPC creation is more in-depth, but that doesn’t mean that I don’t enjoy doing the same in Starfinder (and doing so in Pathfinder is VERY in-depth and meticulous, so I’m kinda glad that NPC creation in Starfinder is more streamlined).

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

The de-limbing thing was what I was referring to ;-)

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Just to be clear (keeping your post above in mind): I designed our starship to be as OP as possible, because I loathe starship combat, and wish it was deleted from the game. Since I can't (at least when I am not GMing a home game), I instead just try to make it go as quickly as possible.

If I can't, I guess I would design the starship differently :-P

I am aware that it is a minority position that I hold, however, since a number of people like it ;-)

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Also, I really loved the narration of our escape from the resort on the Out There Truth; the flavour text was off the chain :-)

Was that scripted, or something you put together?


| Strange Aeons | Hell's Rebels | ◆◇↻

I don't disagree, nor do I agree, per se. I'm fine with starship combat, but it's really taxing to the GM, who has to do 4+ players' worth of stuff at a time.

As for the flavor text: the only thing that was written in was that the guests attack the ship and are ejected into space.

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