
GM bigboom |

No need to post character details yet. I'll be gathering that later. However, feel free to discuss any items you wish here!

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Hello all! Hello GM bigboom, and thanks for running this!
I have to update the character sheet and apply GM credit etc. but will be lvl 1 Mystic (Star Shaman) and lvl 4 Technomancer. And am mainly a summoner.
I will update re. my gear (but will be carrying a whole spectrum of spell gems - in the form of spell chips).

GM bigboom |
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Welcome everyone! Feel free to dot in if you wish. Or you can wait till we're closer to actual game time.
Also feel free to discuss anything you like here but for the most part, I'll be silent until we're closer to the start date - unless anyone raises any questions.

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Checking in. Twik is currently in game but we should be finished by the time we are due to start here.

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Checking in! Just wrapped up Lynn's previous game (with Twik in fact), where we got positively wrecked and failed our secondary condition. Here's to hoping we have better play this time round!
(I'll be picking up a whole stockpile of spell gems to make sure Lynn can keep chugging)

GM bigboom |

Howdy everyone!!! I now have the slides up! Links are up top and in my... errr... what do you call it? Name header? I guess...? It completely escapes me at the moment....
Anyways, we're a bit under a week away from starting so I ask that everyone go ahead and enter your character information into slide 2, including dayjob rolls - you may roll your dayjobs here in the discussion thread.
And then on slide 3, please enter your initiative and your perception. Also on slide 3, please set up your marching order.
If there are any difficulties accessing or editing the slides, let me know!!

GM bigboom |

Checking in! Just wrapped up Lynn's previous game (with Twik in fact), where we got positively wrecked and failed our secondary condition. Here's to hoping we have better play this time round!
(I'll be picking up a whole stockpile of spell gems to make sure Lynn can keep chugging)
Hopefully you guys didn't get trashed TOO badly! With this mission, there appears to be a picture of a dinosaur on the cover of the scenario. What can possibly go wrong... right?

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Sweet, can't wait to finally start this. Been looking forward to dino hunting rescuing since long before I hit 3!
Profession Con Artist: 1d20 + 11 ⇒ (11) + 11 = 22
Telwyn is usually awesome at stuff, so no worries, as our friendly GM says, what could go wrong?

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It works!
Sparks' Day Job (Starship Electrician): Take 10 +1 = 22 or 44 Cr.
Hello all!
I still have to copy all my boons to my file, and then update my character sheet.
Will be done by March 11.
Even if my character sheet is HELL!
(12 summons to create + my 8 polymorph forms... a nightmare!)
And I hope I did not mess up on my polymorph forms (still looking into one question re. 2nd level ones).

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Polymorph seems fun, I'm using it on a mystic, but only level 1 so far (which is not that exciting). I read the rules too so might have some insight along the way, but you probably already know more heh.

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Cool!, Telwyn!
Racial Traits: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.
And the Additional Resources states:
Selected racial traits can only be selected from abilities listed in the “Racial Traits” sidebar for a race.
If I use Alien Archives 1, and take Kalo (which is legal for my level 2, as a Medium Monstrous Humanoid), the Racial Trait sidebar has among others:
• Kalo Movement: Kalos have a base speed of 20 feet and a swim speed of 50 feet.
• Kalo Vision: Kalos’ innate sonar grants them blindsight (sound) 60 ft., while their specialized eyes grant them low-light vision.
My feeling is that I can choose the racial trait Kalo Movement (and thus gain a base speed of 20 feet and a swim speed of 50 feet) or Kalo Vision (and thus gain blindsight (sound) 60 ft. and low-light vision).
That the racial trait is the named trait with what it confers.And not that I must choose one thing among all that (which would mean choosing only one of speed of 20 feet or swim speed of 50 feet under the entry Kalo Movement?
(it also seems logical to me - but logic is not that important! - since at level 2 you truly transform into the new form).
What is your take on that?
Just for fun, if you want to review my selections, to see where I screwed up...
The names I gave to the abilities are just to characterize the generic things you can choose (bite vs. KAC ; Darkvision etc.)
• Sea Ysoki (small) +1 Dex
Sharp teeth ; +3 bite (1d4+3 P +Str only from personal upgrade)
Long tail ; 20 ft. swim speed
• Nosy Ysoki (small) +1 Dex
Strong body ; +3 slam (1d4+3 B +Str only from personal upgrade)
Big nose ; tracking (scent)
• Sick Ysoki (small) +1 Dex
Gastric problems ; +3 acid spit (1d4+3 A)
Red eyes ; low-light vision
• Magic Ysoki (small) +1 Dex
Sharp paws ; +3 claw (1d4+3 S +Str only from personal upgrade)
Silver fur ; DR 1/magic
Level 2 spell - only target Small or Medium creatures:
• Kalo (medium ; monstrous humanoid) +1 Str
Sharp teeth ; +6 bite (1d6+6 P +Str only from personal upgrade)
Kalo Vision ; Kalos’ innate sonar grants them blindsight (sound) 60 ft., while their specialized eyes grant them low-light vision
• Quorlu (medium ; monstrous humanoid) +1 Str
Acid Maw ; +6 slam (1d6+6 A)
Tunneler (Ex) ; A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.
Black eyes ; 60 ft. darkvision
• Contemplative (medium ; monstrous humanoid) +1 Str
Gastric problems ; +6 acid spit (1d6+6 A)
Psychic Flight ; Contemplatives fly supernaturally at a speed of 30 feet with average maneuverability, but their base speed is only 5 feet.
Pointy Nose ; 5ft. blindsense (scent)
• Contemplative (medium ; monstrous humanoid) +1 Str
Sharp Paws ; +6 claw (1d6+6 S +Str only from personal upgrade)
Psychic Senses ; Contemplatives have blindsense (thought) out to 30 feet and darkvision to a range of 60 feet
Sticky paws ; 20 ft. climb speed
I guess you could build a combat Polymorpher and use the odd stat bonus to be topped off w. the +1 from the spell

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I think the free movement speed you get is an addition and not a replacement. So if I were making a Kalo, I would take the 50 foot swim for free, and when you cast it you keep your natural land speed. If you had a form with a single racial trait that was awesomer, like swim 50 AND land 50, you could take that and get both, but it would cost a pick and not be the free movement. This is assuming "granting" a movement is an add-on, and you keep your natural movement.
Though I see your point about at level 2 your form truly changes. None of your other abilities seem to be replaced, except as called out for stuff like equipment. I don't see a 100% explicit rule either way, so maybe I mssed something. But I think you keep your base movements.
Similarly with senses, except you don't get a free one. So I think yeah if you take the Kalo racial trait you get both for one pick, instead of just one if you were turning into something that didn't have a racial sidebar. Lots of advantages to finding a good form to use...
So I think for Kalo, you would take the 50 foot swim for free, and spend one point on getting both blindsight and low light vision.
Blindsight from a racial sidebar is nice, since I don't think you can take it as a sense normally until it's a level spell, and much shorter range!
Movement: Each polymorph spell or ability details what changes to movement, if any, your polymorph form can grant. Your polymorph form can grant one form of movement without it counting against its maximum number of special abilities, but any additional forms of movement must be selected as special abilities.
--------------------
Regarding the stat bonus like +1 Dex or +1 Str, I think that is not really a stat bonus, but a +1 bonus to either Str or Dex ability checks or skill checks, but doesn't add any to attak / damage / etc.
While a polymorph form might grant the target enhancement bonuses to skill and ability checks based on its Strength and Dexterity, as detailed in Size on page 143, it never alters the target’s ability scores or ability modifiers.
edit: added more rambling, so take another look if you already read my thoughts.
Yeah I'm curious so I'll check out your forms at some point. It's a lot to digest though, so prolly not till I have more time haha!

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For example, you could select the exceptional vision trait of an android (gaining both low-light vision and darkvision), but not the upgrade slot ability (since it refers to armor upgrades).
So I think that's 100% that you can get both senses in one racial trait.

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HAH! As a technomancer with polymorph as well, this is going to be crazy :>
My forms are very different. I only have one or two that actually transform you into another creature. The rest are all custom humanoid forms that poach individual racial traits off playable races. This is done to make sure people don't lose access to their weapons while polymorphed (if you polymorph to a different creature type, your gear disappears). Here's my go-to melee helper 2nd level form, for example:
Momentumform
The target grows dense and heavy, but gains a swirling ribbon of force growing like a tail that propels them forwards.
Type: Humanoid
Size: Medium
Defenses: DR2/magic
Racial Trait: (Ferran) Momentum: A ferran deals an additional amount of damage equal to its character level with its first melee attack after it moves at least 10 feet in the same round.
Speeds: 40ft land
Nat Attacks: Slam +1.5xCR (1d4+CR+Str B) (see Expert NPC stat block for details)
Skills: +1 size bonus to all STR based skills
It gets a defense (DR), a speed (land 40ft), and a racial trait (Momentum). Plus all forms get the skill bonus depending on size and a natural attack.

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And yeah, I 100% agree with Telwyn's assessment of how to apply racial traits.

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Day Job:
Profession (Idol): 1d20 + 9 + 4 + 1 + 5 ⇒ (10) + 9 + 4 + 1 + 5 = 29

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Yes, I have little time right now, so have been trying to understand the rules w/o being able to read over and understand all...
I'll go over my choices and change what's wrong, hopefully before we start.
But thanks a lot for the input and all the corrections (like the +1 Dex etc.).
So if I were making a Kalo, I would take the 50 foot swim for free
I got it! Thanks. And I saw the: "Your polymorph form can grant one form of movement without it counting against its maximum number of special abilities", so that is clear - nice!
But there is another restriction, for the level 2 spell it states:Speed: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet
I guess that applies to the "free" movement.
So I could do Kalo and get a "free" 30 feet swim, and take another Racial ; or else go for the Racial w. 50 foot swim.
Right?
(30 ft. swim being enough I'd say)
So I will rebuild a couple to do that.
And I forgot that by doing a Kalo or other type (where you lose gear access) I actually can select only abilities that the base form has, but you can select one ability more than the normal maximum, so I need to add one other for those.

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LINE-04 "Lynn" wrote:Hopefully you guys didn't get trashed TOO badly! With this mission, there appears to be a picture of a dinosaur on the cover of the scenario. What can possibly go wrong... right?Checking in! Just wrapped up Lynn's previous game (with Twik in fact), where we got positively wrecked and failed our secondary condition. Here's to hoping we have better play this time round!
(I'll be picking up a whole stockpile of spell gems to make sure Lynn can keep chugging)
Well a Dinosaur doesnt exactly inspire confidence. Unless it's a robot dinosaur then we might be better equipped to deal with it with our double operative / double technomancer team :)
Twik is ready to roll / role.

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Okay, finally finished (updated my summons & posted my character sheet).
I am spending 2 Fame to purchase my faction boon Living Translator (to have a small non-combatant that speaks Common + several languages accompany me).
I've reduced my Fame by 2, but you can mark the purchase on my sheet if you wish.
So... ready.

GM bigboom |

Everyone, it won't be relevant right away but later in the scenario, we'll be using the vehicle chase rules that begin on page 282 of the CRB. Please be sure to look those rules over!

GM bigboom |

Wolfspirit, still working on getting your character details updated?
And please enter your character's details in slides 4 and 5.

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Yeah, finishing up character stuff... I spent about two hours today trying to do Chron sheet / character maintenance. Will get it done tonight.

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Purchases before leaving:
120 Credits for clothes (I am tracking it, but can be added to chronicle sheet)
100 Cr. for Reconfigurable Clothing + 5 Cr. for party clothing + 3x5 Cr. for 3xFormal clothing (outdoor, safari chic, black tie)
Sparks will place the four purchased outfits into the the reconfigurable clothing, and will also add the professional (pilot) outfit she had... and it goes into her cheek pouches, replacing the pro' outfit.
Category Personal Items (Clothing)
Level 2;Price 100 + cost of component outfits; Bulk L
Description
Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing.

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Ooooohh. That's totally something my small little spy needs. He will buy the same thing including the outfits that it will be made up of.
Clearly I need to have another look at SF Armory.

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The little downside is that you cannot change the set of clothes it changes into.
But that's not too bad.
If you have low STR it is nice that is save you 4 L.

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You choose the 5 clothes at purchase, and cannot change them it seems.
Just buy 2 and you can have 10 sets.

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Twik purchases the reconfigurable clothing with the following 5 outfits...
Party Clothing, Travel Clothing, 3x Formal Clothing (Outdoor, Safari Chic, Black Tie)

GM bigboom |

Telwyn nods along with what Muldoi is telling her. "Vossi - well I would love to see his release if that is possible. Seeing him with the space he needs and without the stress of a cage be a great sight I bet."
Upon further research, Renkrodas are apparently NOT the dinosaurs that ancient Lashunta used as mounts, it was a magical beast dinosaur called a Shotalashu with its own telepathic sensitivities. Of course, Telwyn still doesn't know that!
Y'know how one bit of advice for GMs is always to go ahead and steal and plagiarize plot lines and story hooks from anywhere and everywhere? Hope you don't mind that I stole a bit of story background directly from you a player at my own table and regurgitated it right back at you!
;-)

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Your stellar explosion is an AoE, but need to be fully attuned.
If any have projectile weapons and picked up explosive rounds, those are "fiery" w. gives the explode property vs. swarms.

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Yes, Stellar Explosion is an AE. What Remerix did this round was Stellar Rush, the Standard Action Charge (without penalty) / Bullrush. The Bullrush clearly failed, and I assume the fire damage will too, because it's space fantasy and ignores physics :)
It is interesting, because this is my first Starfinder game with Swarms, whereas they were all over PFS. There was also a rules change from Pathfinder to Starfinder where it appears they removed the rules distinction from tiny and diminutive / fine swarms, where before you could still damage (with a penalty) tiny creatures with normal weapons.
Anyway, all this to say that I as a player wasn't sure if the fire damage would go through, so the 8 Intelligence Skittermander definitely wouldn't know :)

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Yeah I didn't know swarms were straight up immune to single target attacks haha. Telwyn will have to buy a flame pistol next, seems like a decent relatively low cost reusable option.

GM bigboom |

The stellar rush damage is, from what I have read, still single target damage, so won't affect the swarm. But if I misread that somewhere and it's actually an AOE, please let me know.
One other rule change is that the swarm remains a square always. In Pathfinder, swarms can adjust their shape to cover more targets.

GM bigboom |

There's also more to learn about swarms but I believe those details require a question be asked as a part of identifying creatures...

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If you pick extra weapons up, remember that a swarm takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells vs. a swarm takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks).
As I said above, just a basic Semi-Auto Pistol with Explosive Rounds works, giving the +50%, and could be cheaper than grenades.

GM bigboom |

The details Sparks has posted and the comments from Telwyn about line weapons are a part of the details I'm not revealing unless questions are asked as a part of an identifying creatures roll.
However, nothing I can do to stop you from looking up swarm details in either the Alien Archive book or if you were to practice your Google-fu on Starfinder swarms....
;-P

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Oops, sorry. I was mainly trying to help for future encounters in other scenarios.

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I never noticed that about explosive rounds Sparks, nice tip! I know what I'm getting on my other characters now.

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A semi auto pistol w. a box of explosive rounds is 320 Cr. (and gives 30 shots @1d6+50%) - better than nothing at all.

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On Stellar Rush: Mechanically it's a single target and not an AoE effect. It just seems silly that a fiery charging ball of Solarian would just rush into the malestrom of the swarm and be like "F that dino in particular" to damage. Again, I fully support that ruling, which was what I meant by my comment of ignoring physics. It's all an abstraction... I still have to laugh at it. :)
On the map: It looks like someone moved the entire map so about half the group was in half squares. I adjusted everyone to where I thought they were in order to complete Remerix' move, with the intent of moving where he ends the closest to the swarm, and not in convenient dino-dining distance where anyone else could get caught in it.
On music: My head cannon is that Skittermander music tends to be high bpm frequently with a mixture of EDM, techno, and nightcore. Appropriate for a Skittermander though, I'm happy to work out something for Lynn so we don't conflict with each other (and I even have idea for a collaboration project for some point in the adventure :)

GM bigboom |

Sparks, no worries! And yes, I'm going to have to look into those explosive rounds also!
Thanks for the assistance with the map, Remerix!
Twich, no worries. Hope your situation gets resolved soon!!