[SFS] Dead Suns, Book 6: Empire of Bones

Game Master Nefreet

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Greetings, everyone!!

This is the Discussion Thread for Dead Suns, Book 5: The Thirteenth Gate. My previous PbP for Book 4: The Ruined Clouds can be found HERE if you need to reference anything.

To those who are new to the Campaign, congratulations on being selected! To those who are continuing from the previous game, welcome back! It is my sincerest hope that you have a good time, and I thank you in advance for your interest!

Character Creation:
Only Core races, Legacy races and Kish will be allowed for this Campaign. All classes and Playtest classes are allowed. Please utilize the Standard Starfinder Character Creation Rules, using the 10-point buy system, and reference this Skill Matrix to ensure the party has every skill accounted for.

Kish characters utilizing racial weapons (such as the Battlebow) may remove the archaic property by spending an additional 10% of the base price of the item. Kish characters begin play speaking Common for free, thanks to some audio books accidentally left behind by the Cult of the Devourer.

All characters will be 10th Level for the entire duration of the Book. You begin play with your choice of either:

• One 10th level item
• One 9th level item
• 36,000 credits to spend as you wish
• For items made of a special material, simply pay for the extra cost

...OR...

• 66,000 credits to spend as you wish

A little about me (spoilered because I'm boring):
I have been GMing for 20+ years, including nearly 7 years with PFS and nearly 2 years with SFS. I enjoy meeting new people and learning new ways of doing things! That being said, if you have any GMing critiques or suggestions on how to improve the PbP experience please feel free to post here in the Discussion Thread or send me a PM!

A little about PbP (spoilered if you're a veteran):
If you're new to play-by-post, feel free to ask any how-to questions here! The Gameplay Thread should be reserved for in-character roleplay and rollplay, but if you need to mention something out-of-character over there be sure to use the [OOC] tag.

If you're up for some light reading, Painlord's Play-by-Post Guide can really help flush out your PC's full roleplaying potential via PbP, something that Organized Play characters don't always have the opportunity to do at an actual table.

I prefer to do Block Initiative, and I'll pre-roll your Perception and Initiative checks in a block as well (alphabetically with enemies after for consistency). Depending on the number of saves a given encounter requires, I may roll those for you as well.

This game will award Starfinder Society credit (if that interests you) via "Campaign Mode". The Chronicle is Tier 9-10.

Expectations (spoilered if you've played under me previously):
I've been playing and GMing PbP for years, and I've experienced the awkwardness of having to deal with the disappearance of players and GMs more than a handful of times. Sometimes it's a brief hiccup in availability, and sometimes it's burnout. No apologies needed. Life happens, and I've been on both sides before. With that in mind, this is the pace I'd like to adhere to:

• Please endeavor to check each thread every day for new posts.
• Please endeavor to read each new post thoroughly.
• Please endeavor to post something every day. Little jokes, personal jabs and conversational banter are the things PbPs thrive on. It's easier to read and write a quick response than a page turner.
• I will generally bot someone who hasn't posted within 24 hours after a response was needed from them.
• If I've had to bot someone twice consecutively, I'll generally PM them to see if everything is alright.
• After a week of no communication, I'll issue a Chronicle to the individual for the sections completed and finish the rest of the game with the remaining players. If that creates a pivotal gap that prevents the group from continuing, I may recruit a new character to take their place.
• In order to hold myself accountable, I've already conscripted one victim friend as a player who can poke me IRL if I'm the one who's falling behind ^_^

Formatting (spoilered for length, but please read!):
In my experience combats run smoothest when everyone formats their posts similarly. I may have to read through half a dozen posts before crafting my own, and the fewer questions I have the more efficient I can be. I have two requests:

1) please format your attack and damage rolls to include the weapon used, whether you're targeting EAC or KAC, and what type of damage you're dealing. For example:

[DICE=Tactical Pike vs KAC]1d20+5[/DICE]
[DICE=Piercing]1d8+4[/DICE]

2) please copy/paste/edit the following sample header into your character's profile. Everything should fit in just one line. Use the maximum values for SP/HP/RP and I'll track the rest during combat:

Alignment PGP Race Class (Level) | EAC: #, KAC: # , DR: #/type , Resist: #/type | Fort: +#, Ref: +#, Will: +# (other bonuses here) | SP: #, HP: #, RP: # | Perc: +# (exceptional senses here) | Init: +# | Speed: # ft. | Any other information you'd like to track or display

...which might look like…

LG Female Ysoki Soldier (5) | EAC: 20, KAC: 20, DR: 5/-, Resist: 5/fire | Fort: +6, Ref: +6, Will: +3 (+2 Disease) | SP: 45, HP: 42, RP: 7 | Perc: +7 (Darkvision 60 ft) | Init: +4 | Speed: 40 ft., Climb: 20 ft. | Threatens 10 feet

Lastly...

This adventure includes Starship Combat! Previously, during Book 4, I skipped Starship Combat in the interest of leaving enough time for the Playtest to conclude. For this Book and Book 6, I want to re-incorporate it.

On that note, your first task as a group will be to build your Starship! In Book 1 your group acquired the vintage Sunrise Maiden, an explorer-class, medium-sized Sanjaval Vagabond. Since then it has grown into a Tier 9 Starship pre-built with crew quarters [good], escape pods [x6], and two recreation suites [HAC/gym]! You have 213 Build Points remaining to customize it as you see fit! I'd like everyone's input, and my only suggestion as a GM is to avoid building something hyper specialized. It's tempting to drop all of your build points into one giant weapon, for example, but in my experience such a lack of versatility can really become impeding.

Additionally, since your group has already fought the Azlanti Star Empire once, you may include any Mystical Starship Weapons in your build (but nothing else otherwise "restricted" in the weapons chart).

Also, when you post, please include what Starship Role you'll be occupying. After your ship is finalized I will create the introductory Gameplay post, and we'll begin!

Good luck!!

Wayfinders

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Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Honestly?

In general, I have found that when designing starships, having a big main gun, and a number of other small ones, is quite efficient.

For 213 additional build points, I would recommend the following:

Pulse Prismatic Power Core (30 BP) [300 PCU]
Superior Shields 600 (40 BP) [-160 PCU]
Upgrade Turret to two heavy weapon mounts (17 BP) + one light weapon mount (5 BP)
Twin-linked Persistent Particle Beam (Turret) (62 BP) [-40 PCU]
Laser Net (Turret) (9 BP) [-10 PCU]
Aeon Caster (Forward) (7 BP) [-10 PCU]
Aeon Caster (Starboard) (7 BP) [-10 PCU]
Aeon Caster (Port) (7 BP) [-10 PCU]
Signal Basic Drift Engine (6 BP)
Budget Long Range Sensors (6 BP)
M12 Thrusters (6 BP) [-80 PCU]
Mk II Armor (6 BP)
Upgrade Computer to Mk I Trinode (3 BP) [-10 PCU]
Tech Workshop (1 BP) [-3 PCU]

The idea would be that the main gun, plus only one of the secondary weapons, would be in use at any one time; also, the Tech Workshop would not be in use during combat.


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Will be interesting to see how it works ^_^

This will officially be the highest level Starship Combat I've participated in.

I assume your role will be Gunner?


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Pangea Mu remains with the Kish, his passion for archaeology stronger than the urge to fight the Devourer Cult.
How dare he do that, people may ask.
To which he answers: "I've literally grown a pair of balls, so I'm using them and doing what I want!"

Kush will join the adventurers setting off to discover this Gate and the great weapon of destruction.
Kush is very excited to go discover the world at large, and be able to bring knowledge back to his people.

__________

re. the Space Vessel, my vote is always for the fastest most maneuverable one, with the biggest gun you can get on the turret (if BPs are tight I even prefer not having other guns).
So I'm fine with the proposed concept.
If I have time to check things before we start, I'll look into this in detail, but I imagine all is good.

Kush will be quite useless in Space Combat.
Give this Kish a break, he's never even seen a spacecraft till recently.
The only thing he might do is secondary gunner @ +10.


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I noticed that when I looked at the Skill Matrix. I propose the following houserule, if you're interested:

Kish Shaman (Mystic Archetype)

The Kish of Nejeor XI view technology as practically supernatural. Unfortunately, as an illiterate species, even the simplest of instruction manuals is beyond their comprehension. Thankfully, Kish Shamans have passed down stories from generation to generation on how to "speak" to the items of their ancestors. Upon completion of their training, apprentices gain a rudimentary understanding of how technology works by performing practiced rituals and praying to their ancestors for guidance. After many years, operating common technological items becomes as easy for a Shaman as it is for the average vidgamer. Powerful Shamans even gain such mastery that they are capable of imbuing technological items with magical powers.

Code Speaker (Ex) - 2nd Level

Your ancestors spoke a language that no longer exists, but through some sort of divine providence, you now understand what once was lost.

You learn to speak and read Kishaleen for free.

For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1

The Starship is Alive! (Su) - 4th Level

You can call upon the guidance of your ancestors to help you operate a Starship.

When you are in the Engineer or Science Officer role of starship combat, you may use Mysticism in place of either Engineering or Computers for your actions. If your starship suffers a critical damage effect to life support, your actions suffer the same penalties as a captain's would.

You don’t gain access to the highest-level connection spell you would normally have access to.

Ritualized Activation (Su) - 6th Level

You have learned, through both trial and error and supernatural guidance, that technology and magic really aren't that different.

You may use Mysticism in place of all Engineering and Computers checks, although these rolls do not benefit from any item bonuses.

You don’t gain access to the highest-level connection power you would normally have access to.

Ancestral Infusion (Su) - 9th Level

As a standard action, you can apply one of the following fusions to any 2nd-level or higher powered weapon you wield: anarchic, axiomatic, holy or unholy. By spending 1 Resolve Point, you may instead apply ghost killer to any 5th-level or higher powered weapon you wield. The weapon can not already have one of these fusions attached. The weapon fusion remains active until the end of combat. This weapon fusion does not count toward the maximum number of levels of weapons fusions a weapon can have at once.

You either don’t gain the healing touch class feature or don’t gain a feat you would otherwise gain from reaching an odd-numbered character level (see page 26); this feat could be the one normally gained at 9th level.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Thanks a lot!

So, I would lose (to make sure I get it right):
• from 2nd Level
@ lvl 10 I would have a base of 1 x 4th level spell known (instead of 2)
• from 4th level
I would lose Mystic Cure @ 4th level (and keep it @ 3rd level) which means I also lose Remove Affliction, correct? (since I get Remove Affliction when I learn the higher Mystic Cure)
• from 6th level
I would lose Steal Life (Su)
• from 9th level
I would lose a feat or Healing Touch

In what I would gain:
• 2nd level
You learn to speak and read Kishaleen for free
That means I would know Common as the default, and Kish for "free"?
• 4th & 6th level
I would use Mysticism instead of Engineering & Computers for all situations
although these rolls do not benefit from any item bonuses
I would get no bonuses to rolls via kits (no +2 etc.), but I could use a kit to remove a negative? (for example: could I take an engineering kit to not take the –2 penalty to all checks, or a hacking kit to be able to hack computers? - ie.: are those "bonuses"?
• 9th level
Spend a Standard action or an RP to attach fusion(s) till the end of the fight

Question:
• what stat does the +1 bump go to?
• what class skill is affected (becoming a class skill or getting +1)?
• any other thing (like -5 to a recall knowledge DC etc.)?


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I actually just copied and pasted the standard list of Altered or Replaced Mystic Class Features. I believe everything you listed is correct.

Kish grow up speaking "Vulgar Kishaleen", which they just refer to as "Kish". It has no written form. "Kishaleen" is essentially an entirely different language and has a written form. It's a language that is particularly useful throughout Dead Suns.

It's also a language that has some similarities to Common. That's why your group occasionally heard words that sounded familiar. The book doesn't elaborate on this. I imagine that either a future supplement (or maybe Book 6, which I haven't read yet) will.

I'm giving Kish PCs Common for free, in addition to Vulgar Kishaleen. Mostly just to make communication easier. So if you chose this Archetype, you'd speak 3 languages out of the gate (and be able to write 2).

Regarding items, I was thinking you wouldn't even need a Hacking Kit or Engineering Kit at all. You're mystically mystifying tech, rather than working with it in the typical fashion, so while you wouldn't gain any benefit from using a Datajack, you also wouldn't need a Hacking Kit.

I believe your last three questions are regarding Themes; you can keep your current Theme. What I presented above is an Archetype.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Duh... sorry, yes, I was indeed thinking of Themes for the last question

Okay, thanks for all this, I'll think things over

One question being who uses Computers/Engineering: if a bunch are super good with that it is less useful to change


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I think we're looking at a party of 4 with Thrym being the ranged soldier (who doesn't have either skill), yourself, a melee Solarion who wants to be the face of the group, and Varnais (who I believe said Operative?).

Another option would be to link two Mystical Starship Weapons in the Aft Arc and fire those as you speed away from your assailants ^_^


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Okay, I'll opt for this Archetype if we need those Skills, which it seems...

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

FWIW, I do (effectively) have both Diplomacy and Intimidate, since I built my PC around the Veiled Threat feat...?


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Huh. I've looked at Veiled Threat before, but never imagined using it as a complete replacement for Diplomacy.

With Veiled Threat, the creature is never Helpful for more than an hour. So in the rare instance where you need to befriend someone for a longer duration (like Tzayl in Book 4), you'd have to roll new Intimidate checks virtually every time you met back up.

OhEmGee. Now I can't get the stereotypical abusive-motorcycle-boyfriend-jerk image out of my head >.<

You might not have to invest in that route if the Solarion or Operative wants to be full party face. Then maybe you could switch Intimidate for Engineering, or something else. But I guess we should wait for the remaining two players to post.

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

I had not thought of it that way. That is actually quite distasteful :-/ I guess that I should rebuild him to *not* include Intimidate, at all, and re-allocate the charisma points to something else?

I suppose that I can allocate the points to Profession(Hunter Gatherer), or maybe Stealth, instead? There aren't a lot of relevant skills for a 'pre-tech' PC in Starfinder...

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Alright. I have re-jigged Thrym's build, to hopefully not be as repugnant.


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Lol

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

So, by my calculation, Kush will be Engineer, and Thrym will be the main gunner?

That leaves the Pilot, and the secondary gunner / science officer...?


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I think the Solarion will probably be Captain.

I'd imagine the Operative would be Pilot.

So then Kush could switch back and forth between Engineer, Science, and backup Mystical Gunner.

But we actually probably have two-three weeks before we begin, so we can figure it all out. Even then, I'll be prepping for PaizoCon, so the end of May will be slow.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

So then Kush could switch back and forth between Engineer, Science, and backup Mystical Gunner.
I will change to do that if no one else has Computers/Engineering.
But it is a big hit (losing 2 out 3 x 4th level spells ; losing Remove Affliction which is quite important/useful etc.).


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Ah. Gotcha.

In that case I suggest at least refitting the ship with a twin linked Mystical weapon so you have something to do.

Starship Combat is not a fun time for Mystics.

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

*shrugs*

Literally the only thing I can do, usefully, in Starship combat is be a Gunner (since I don't have Computers, Engineering, or Piloting, nor do I have a positive charisma bonus).

Alright, so, on that basis, one of the other two needs to take Piloting, and the other needs to take Computers, whilst Kush runs whichever Light Aeon Caster is facing the enemy...

I mean, you only need Pilot/Science Officer/Gunner/Gunner, right?


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I am not talking about Starship Combat.
But about everything.
To wait to see if anyone has Engineering or Computers.


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Thrym can also take Engineering or Piloting, since they're class skills.

Kish are fantastic engineers, since they're constantly turning technological debris into useful items, and the occasional rare Kish could have experience strapping wheels together and driving a vehicle as a hobby. Or something.

Every Starship role is equally important, but has different regional importance. Level 6 Captains are amazing, since they can give other crew members additional actions, and giving +4 to Initiative is indispensable.

Where I play, nobody uses Science Officers, or, usually, only on round 1 to scan the enemy, and then they take up the Engineer role.

Gunner and Pilot are the only two *necessary* roles.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I imagine (hope) they will change Science Officer stuff one day, since they were useful before they changed the Shield balancing thing. Now they are pretty useless during the fight.

Anyhow, I'll see if the group has someone with Engineering & Computers or not.
And then see if I need/want to take the Archetype.

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Shield balancing is no longer a thing? I was not aware of that :-/

I retract my statement about the Science Officer being (even vaguely) useful...


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OhMyGosh I love both of your avatars!


CG Male Kish Xenoseeker Solarian 11|SP:110 HP:82 RP:10| EAC 27 KAC 29 DR: 11/- | Speed: 50ft F9 R4 W8 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +18, Bluff +10, Culture +13, Diplomacy +18, Life Science +12, Mysticism +15, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Hi Everyone, Im the Solarian Nefreet warned you about.

I built towards being a face and captain, very interested in new culture and very capable of killing it when necessary. As far as skills go I did put some points into life science and culture. As far as space combat goes... well I'm either a great captain or an ok not the engineer.

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Alright, so, I have decided to take the 'Kish Mystic' archetype, because flavour-wise, it makes sense for my PC, even though I am essentially trading four feats for a language, since I don't have Mysticism, and don't use Powered weapons.

That said, it also enables me to free-up some credits, by jettisoning the whole 'Jarvis in my Iron Man suit' concept, as justification for learning Kishaleen.

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

@Botamo: Welcome :-)

So, we have a confirmed Captain, Primary Gunner, and Secondary Gunner.

I guess that makes the Operative our Pilot ;-)

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Hmmm...

After crunching the numbers, it saddens me, but I may need to look into using something other than a bow, if I want to stay relevant.

I will need to give this some thought.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I had not even read the powered weapon line in the Archetype.

Greetings Botamo!

(Okay, read/re-read all the GM info' up to creating our Spaceship, will look into that next, sorry for delay ; put up my character info beside avatar & keeping on making character sheet clearer etc.)


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I may just try to reach out for a 5th character, since not having an Engineer can really leave a low-AC starship dead in the water from crits.

Wayfinders

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Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

*cough* You are missing the fact that in each quadrant of our shields, we have essentially double the number of maximum hit points that our ship has ;-)

i.e. 150 shield points in *each* quadrant, Vs. 75 hull points, total.

We are, after all, essentially immune to crits until our shields are taken down.

If we start taking significant hull damage, we have bigger problems than the lack of a dedicated Engineer :-P

I will also point out that if our enemy can survive more than a couple of hits from our main gun (which does 20d6 damage), we are probably in over our heads, anyway...

Especially if the Captain starts making 'Orders', allowing the Gunner to 'Shoot' *and* 'Broadside' in one round, potentially doing 40d6 damage in one round...

I have crunched the numbers, and it is basically a terrifying miniature Death Star :-D

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Also, we are not a 'low AC' starship - assuming our pilot has max ranks in Piloting, our ship will be AC 22, TL 20, which is 'on target' for AC at this level.


CG Male Kish Xenoseeker Solarian 11|SP:110 HP:82 RP:10| EAC 27 KAC 29 DR: 11/- | Speed: 50ft F9 R4 W8 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +18, Bluff +10, Culture +13, Diplomacy +18, Life Science +12, Mysticism +15, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Oh FWIW I'm fine with however we design the ship, Botamo will love it no matter what just because its technology.


Hello dears! I'm almost finished the process of creating a character. Like I said, it's an operative ... and local High Priest of Zon-Kuthon.

See in Darkness, Blindsense 60', Perception +17 (or more*), Trapspotting, Stealth +17 (or more*) - we can guess who will go first!

(*I haven't made any purchases yet)

P.S. {Medicine + Profession (torturer) + Intimidate} are included! Have a nice flight to the superweapon! And don't worry about anything...

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

@Shandi: Do you have scope to take Piloting? We still need a pilot ;-)


@Thrym, Done!

@GM Nefreet, I think I'm finish with character creation :)

Guys, any idea where to spend the last 100 credits?

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Well, if you want some 'minor' equipment:

Binoculars (50 credits)
Industrial Backpack (25 credits)
Fire Extinguisher (15 credits)
Gear Maintenance Kit (5 credits)
Canteen (1 credit)
Hygiene Kit (3 credits)
Lighter (1 credit)

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Just checking, but you know that your weapon can't use the battery you have bought, right?

(Since it can, at best, use a '20 charge' battery... you can't put a battery with higher capacity (80) into a weapon with a lower capacity (in this case, 20).)


I didn't know. Thank you!

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

No worries! On the plus side, it does mean that you can buy a *lot* of the 'right' sort of batteries ;-)


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Little change: I do not want to embark with this character (Healer of Talavet) on a hunt for Devourer Cultists with a High Priest of Zon Kuthon cum torturer.
So I'll see I think of some other character concept...


No no no! I wouldn't want you to change your character. I've put together a fairly extreme version of this kish. If at least one of our company is uncomfortable with it, I will reduce the intensity of gloom.

Technically: 1) diabolist Varnais could torture and 'train the primitives' with fire and blood too, but no (and it came out quite good); 2) I don't think that LN Talavet has big problems with LE Zon-Kuthon. What to do if one of the tribes have SUCH traditions? It's their right.

I will move it into the theme of stealth in shadows and self-discipline through pain. And only in the last instance about the pain of others (although some of this will remain, but much less).

On my idea there is one tribe, which has very strange traditions. With them rarely conflict because it is very scary to lose a battle and then survive. Local frankly avoid them, but! respect them as the best masters of stealth. And when the local Council of Elders decides to send a mission into space to stop the end of the galaxy, reluctantly they call one champion from this tribe. No one's happy with him, but he's needed in this business.

P.S. Changed Intimidate and Profession to Disguise and Bluff. And all his skills are in the Matrix now.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Are you sure? Because I don't mind your character in itself at all.
It's just that if it is oriented torture and inflicting pain and hurting oneself and the teammates to make them better... I don't want to have a semi-constant RP quarrel through the AP w. a character of mine that is more benevolent as a healer, and interested in patching people up to make them better, rather than chopping body parts off to make them better!

It's just to find a common ground where we don't have to RP being at philosophical odds (which can be fun for a bit, but I think it'd not be fun for the run of an AP).
I think it'd work fine as you say, but if you really want to go for the more sadistic / pain inflicting aspect I'm fine with finding a way of changing things around to fit that.

re. Talavet itself, the Starfinder blurb states that "while Talavet’s church is generally easygoing and happy to work with members of other religions—for even the cruelest religions help to anchor their people—they have a long-standing feud with the church of Nyarlathotep, resenting the way that god’s faithful twist stories into deadly secrets and conspiracies."
So, as you say, I see no problem there, and, as you say, both are Lawful religions.


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I've already made all the changes. After all, I wasn't one hundred percent sure it was a good idea. The problem with absolutely evil characters is that often after three sessions it gets boring. The edges of gray are usually much more interesting. So everything is fine.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Okay, I'll not look into making some Evil Overlord Mystic or whatever they are called.

I will wait to see all the skills listed (right now it's "only" Computer missing I think) to see how to change and cover them if needed.
I might only change the theme instead of taking that Archetype, to pick Computers up.


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GM GM GM ∞ | Current Map | Pictures | Skill Matrix | Loot List

I have found a 5th player, and they will be "Computers capable".

They'll also be the only non-Kish... your Book 4 characters just met them in the final room ^_^


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (11th) | EAC: 27 , KAC: 29 , DR: 8/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +6, Ref: +7, Will: +13 | SP: 110/110, HP: 71/71, RP: 11/11 | Perc: +23 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

If we kill them in the Final Room do we get bonus XP?


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GM GM GM ∞ | Current Map | Pictures | Skill Matrix | Loot List

Sure, but I think the CR 11 Solarion will already have your hands full ^_^

Wayfinders

Male Kish Soldier(Sharpshoot/Blitz) 11| EAC: 27, KAC: 28 | DR 11/- | Fort: +10, Ref: +10, Will: +11 | SP: 121/121, HP: 82/82, RP: 12/12 | Perc: +20 (60' Darkvision) | Init: +15 | Speed: 40 ft.

Only if we don't keep confusing him ;-)

I guess that means I should jettison the anti-tech equipment build, then, if the final member is an SRO?

(Doing so actually makes sense, since all I will really be able to do, is deal damage, and using archaic weapons, even with all of my work-arounds, is still less effective...)

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