[SFS_GM Skeemo] 1–29 Honorbound Emissaries (Inactive)

Game Master Christopher Wasko

Maps and Slides



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Please post the following:

Player Name:
Character Name (class, level, theme):
PFS ID:
Starting reputation with factions:
Starting fame:
Downtime Activity (with roll, if applicable):
Other relevant info the GM should know:

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases:
Boons slotted for this scenario
Relevant boons: Second Seekers (Luwazi Elsebo) Champion (Faction)
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

Player Name: Saashaa
Character Name (class, level, theme): Soldier , 9 , Death-Touched
PFS ID: 78886-703
Starting reputation with factions: SS LE 46, SS Jad 5, Exo 5
Starting fame: 22
Downtime Activity (with roll, if applicable): n/a
Other relevant info the GM should know: n/a

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases: n/a
Boons slotted for this scenario
Relevant boons: Second Seekers (Luwazi Elsebo) Champion (Faction)
- Ally: Efficient Administrator
- Faction: SS Jad
- Personal: Legacy Heritage
- Promotional: Shirt
- Social: Uniter
- Starship:
- Slotless: Seeker of Knowledge

Exo-Guardians

Male Vesk Solarian 7/ Soldier 1 | SP 72/72, HP 57/62, RP 8/10 | KAC 25, EAC 23 | Fort +9, Ref +6, Will +7 | Init +6 | Perc +5

Player Name: Kigvan
Character Name (class, level, theme): kKigvan of the Holy Light, Soldier 1/Solarion 7 Solar Disciple
PFS ID: 53636-701
Starting reputation with factions: Exo-Guardians 34, Wayfinders 2
Starting fame: 26
Downtime Activity (with roll, if applicable): Profession Mercenary [dice=1d20+13[/dice]

Purchases: n/a
Boons slotted for this scenario
- Ally: Elite Hireling Access, Set 1, Steve the Skittermander
- Faction: Exo-Guardian Champion Improved
- Personal:
- Promotional: Promotional Re-Roll (Shirt)
- Social: Faction’s Friend
- Starship:
- Slotless: Marked Field Agent, Starfinder Insignia, Starfinder Society Care Package (Tattoo of the Starfinder)

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Do we need a specific boon?

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

I Will post twomorrow.


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Forgot to mention in my first post: as the scenario title suggests, the Honorbound Allies boon from 1-04 should be slotted as an Ally boon for this adventure by anyone who has it.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Will get myself posted within the next 24 hours! And I will slot that honor bound allies boon!

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5
kKigvan The Light wrote:


Boons slotted for this scenario
- Ally: Elite Hireling Access, Set 1, Steve the Skittermander

I will swap out my hireling Ally with Honorbound Allies boon. then

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Player Name: bigboom
Character Name (class, level, theme): Raatchet (mechanic 7, themeless)
PFS ID: 194657-701
Starting reputation with factions:
Dataphiles Rep: 38
Wayfinders Rep: 1
Exo-Guradians Rep: 2
Second Seekers (Luwazi): 2
Second Seekers (Jadnura): 2
Acquisitives: 2
Starting fame: 37
Downtime Activity (with roll, if applicable): Corporate Professional: 1d20 + 15 ⇒ (16) + 15 = 31 = 62 credits
Other relevant info the GM should know:

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases: environmental clothing (radiation)
Boons slotted for this scenario
- Ally: Honorbound Allies
- Faction: Dataphiles
- Personal: Scoured Stars Survivor
- Promotional: Starfinder t-shirt
- Social: Scoured Stars Memorial
- Starship: Defender of the fleet
- Slotless: Surviving companion, private vault, scoured stars veteran, abysshead download, salvation's delver, marked field agent, starfinder care package

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Purchases:
1) environment clothing (radiation), 10
2) radiation badge, 100
3) radiation buffer, 200
4) tetrad certified translator, 500
5) four defiant fusions applied to each lvl 1 weapon, 480

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

Player Name: Andrew Harasty
Character Name (class, level, theme): Dart Handman -- Solarian 7 (gladiator)
PFS ID: 3645-701
Starting reputation with factions: Exo-guardian 45, Second Seeker (Luwazi) 4
Starting fame: 31
Downtime Activity (with roll, if applicable): Day job Profession (Evangelist): 1d20 + 12 ⇒ (11) + 12 = 23
Other relevant info the GM should know:

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases: NONE
Boons slotted for this scenario
Relevant boons: Second Seekers (Luwazi Elsebo) Champion (Faction)
- Ally: Honor Bound Ally
- Faction: Exo-Guardain Improved
- Personal: Devolved Evolution -- flight
- Promotional: T- shirt re-roll
- Social: Scoured Stars Memorial
- Starship:

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

I Will post tonight.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

Ally Boon: Effiecient Administrator
Faction Boon: Second Seekers (Jad)
Promotional Boon: Shirt
Social Boon: Uniter
Starship Boon: Rugged Hull
Personal Boon: Legacy Heritage

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement
GM Skeemo wrote:

Please post the following:

Player Name: Gayel Nord
Character Name (class, level, theme): L.I.B.R.E (Mystic (star-shaman), 8, Ace pilot
PFS ID: 43907-702
Starting reputation with factions: 39 exoguadian
Starting fame: 31
Downtime Activity (with roll, if applicable):Qabarat University admittance
Other relevant info the GM should know:skittershot boon

Please post the following info, although decisions may be adjusted following your adventure briefing.

Purchases: Thermal capacitor amor upgrade (3,600)library chip x3 (750), Silver Sword cane ultra thin (7300), tool kit for survival (20) Fusion guild contact (3 fame) ring of resistance (reflex) 735. radiation badge, radiation armor slot
Boons slotted for this scenario
Relevant boons: Second Seekers (Luwazi Elsebo) Champion (Faction)
- Ally: Honorboon allies
- Faction: exoguardian (when you mean relevant you mean it has an effect?)
- Personal: Scoured star survivor.
- Promotional:
- Social: Fusion guild contact (ensnaring)
- Starship: Defender fleet: finest computers.
- Slotless:

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities
Raatchet wrote:

Purchases:

1) environment clothing (radiation), 10
2) radiation badge, 100
3) radiation buffer, 200
4) tetrad certified translator, 500
5) four defiant fusions applied to each lvl 1 weapon, 480

Oh and just to be clear, Raatchet's armor cannot fit both the jetpack and the radiation buffer. So he'll have the jetpack installed by default. However, if the radiation badge begins indicating the presence of radiation, he may take some time to swap them out, depending on the circumstances.

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Sorry, about the lack of posting, had a long last couple of days.


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I have quite a bit of travel on the docket coming up: this weekend I'll be going to Michigan for a wedding, then on the 2nd I fly to Ireland for a two-week performance tour through the 15th. I'll have my computer and will do my darnedest to keep up with all my games, but if posting becomes brief, slows down, or stops during this timeline that's why. Sorry for the inconvenience!

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Do damage résistance works because of the type?

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

IT does

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Special Abilities
Extraordinary, Spell-like, and Supernatural Abilities
Regaining Daily-use Abilities and Spells
Ability Descriptions
A number of creatures and characters with a variety of classes gain the use of special abilities. These abilities range from ones that can be activated in a way similar to spells to more static abilities that grant special senses or traits.

Extraordinary, Spell-like, and Supernatural Abilities
Many abilities available to characters or monsters are classified as extraordinary, spell-like, or supernatural. Depending on which category they fall into, these abilities function as described below.

Extraordinary Abilities (Ex)
Extraordinary abilities are nonmagical. They cannot be disrupted in combat as spells can, they are not subject to dispelling, and they function normally in areas where magic is suppressed or negated. Despite not qualifying as magical, some extraordinary abilities may break the laws of physics.

The text of an extraordinary ability indicates what type of action is required to use it, as well as how often the creature can use it. If an extraordinary ability doesn’t specify what type of action is required to activate it, it requires a standard action.

The DC of an extraordinary ability is typically equal to 10 + half the level of the creature using it + the creature’s relevant ability score modifier, as detailed in the ability’s description. Extraordinary abilities are often denoted with the abbreviation “Ex” in parentheses next to the ability’s name.

Spell-Like Abilities (Sp)
Spell-like abilities are magical abilities that function very much like spells do (see Casting Spells). The main difference is that you gained the ability through a different means than normal spellcasters gain spells. A spell-like ability has a casting time of a standard action unless noted otherwise in the ability or spell description. Usually, a spell-like ability either can be used a specific number of times per day, can be used at will, or can affect a creature constantly. If a spell requires an expenditure of credits or Resolve Points as part of its casting, a creature that can cast the spell as a spell-like ability does not need to pay such costs. Creatures with spell-like abilities that can be made permanent still must pay any costs and take the listed amount of time to do so. In all other ways, a spell-like ability functions just like a spell.

Because it functions like a spell, using a spell-like ability in a threatened square usually provokes attacks of opportunity unless the text of the ability or the spell it emulates specifically says otherwise.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated.

Just as for spells, a spell-like ability’s caster level determines the ability’s power (see Caster Level. If no caster level is specified in the ability’s description, the caster level is equal to the creature’s character level or CR. The DC of a spell-like ability is typically equal to 10 + the spell’s level + the Charisma modifier of the creature using it. If a class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character could cast at the class level the ability is granted.

Spell-like abilities are often denoted with the abbreviation “Sp” in parentheses next to the ability’s name.

Supernatural Abilities (Su)
Supernatural abilities are magical but differ from spells in key ways. Unlike spells, which can be interrupted while being cast, supernatural abilities can’t be disrupted in combat. They aren’t subject to spell resistance or dispel magic, but they don’t function in areas where magic is suppressed or negated. The text of a supernatural ability indicates what type of action is required to use it, as well as how often it can be used. If a supernatural ability doesn’t specify what type of action is required to activate it, it requires a standard action.

The DC of a supernatural ability is typically equal to 10 + half the level of the creature using it + the creature’s relevant ability score modifier, as detailed in the ability’s description.

Supernatural abilities are often denoted with the abbreviation “Su” in parentheses next to the ability’s name.

Regaining Daily-use Abilities and Spells
Some abilities have a limited number of uses per day. To regain uses of these abilities, 24 hours must have passed since you last regained uses of your abilities, and you must have rested for 8 continuous hours during that period.

You do not have to sleep for every minute of the rest period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you have to rest before regaining uses of your abilities. If for some reason you do not need to sleep, you still must have 8 hours of restful calm before regaining uses of your abilities.

Spellcasters such as mystics and technomancers follow the same rules to regain their daily spell slots, but they must spend 15 minutes concentrating after the rest period to ready their minds to regain their daily allotments of spell slots. Without such a period of concentration, spellcasters do not regain spell slots used up the day before.

Ability Descriptions
Special abilities that are common in Starfinder are described below. The ability’s source typically indicates whether it is extraordinary, spell-like, or supernatural. In general, if an ability’s source does not indicate its type, the ability is extraordinary.

Blindsense
Blindsense is the ability to use an imprecise nonvisual sense (or a combination of senses; see page 260) to operate effectively without vision. Blindsense operates out to a range specified in the creature’s description.

A creature with blindsense typically perceives using a specific sense, which is indicated in parentheses after the blindsense entry in the creature’s statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses sound to perceive through its blindsense becomes deaf—the creature loses access entirely to its blindsense. The typical senses through which creatures with blindsense can perceive are emotion, life, scent, sound, thought, and vibration.

If you have the blindsense special ability and succeed at a Perception check to notice an unseen creature, you become aware of the creature’s location. Blindsense negates the bonuses to Stealth checks that an unseen creature would otherwise receive, but unseen creatures still have total concealment against the attacks of creatures with blindsense, and creatures with blindsense are still flat-footed against the attacks of unseen creatures. See Dealing with Unseen Creatures on page 261 for more information.

Blindsight
Blindsight is a precise nonvisual sense (or a combination of senses; see page 260) that functions as a more potent version of blindsense. Blindsight operates out to a range specified in the creature’s description.

A creature with blindsight typically perceives using a specific sense, which is indicated in parentheses after the blindsight entry in the creature’s statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses scent to perceive through its blindsight loses its sense of smell— the creature loses access entirely to its blindsight. The typical senses through which creatures with blindsight can perceive are emotion, life, scent, sound, thought, and vibration.

If you have blindsight and succeed at a Perception check to notice a hidden creature, you are observing the creature. Blindsight negates concealment, displacement, invisibility, magical darkness, and similar effects, though a creature with blindsight still can’t perceive ethereal creatures (see the ethereal jaunt spell on page 354). A creature with blindsight cannot be blinded (see page 273) and is not subject to gaze attacks (see the Starfinder Alien Archive).

Blindsight is still limited in many ways compared to normal vision. Blindsight never allows a creature to distinguish color or visual contrast, though it might be able to make out other features depending on the sense. A creature cannot read written text with blindsight, though it could still use tactile communication. Blindsight works underwater and in fog or smoke, but it typically does not work in a vacuum (although this depends on the nature of the sense; for instance, emotion-based blindsight would work in a vacuum).

Damage Reduction (DR)
Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. Damage reduction (DR) applies to kinetic damage—any bludgeoning, piercing, or slashing damage—that a character takes, regardless of that damage’s source. It does not apply against damage with no damage type or any other damage type, including acid, cold, electricity, fire, or sonic, though these can be mitigated by energy resistance (see page 264).

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

What happening?


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I'm back from the wedding and setting up for the next trip. As I mentioned, posting will likely be slow, inconsistent, and short while I'm overseas until the 15th. I'll do my best to keep pace, but I'll be subject to WiFi availability and time constraints, so bear with me.

I'll have the next post up this afternoon.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement
GM Skeemo wrote:

I'm back from the wedding and setting up for the next trip. As I mentioned, posting will likely be slow, inconsistent, and short while I'm overseas until the 15th. I'll do my best to keep pace, but I'll be subject to WiFi availability and time constraints, so bear with me.

I'll have the next post up this afternoon.

Oh Sorry!


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Busy travel day today. Will try to post an update tomorrow afternoon.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Hi everyone.

I have a pleasure to play this adventure.

But, I was hoping that we finish this adventure before Gameday. And with how the game advances, i must admit I have some doubts. Does somebody else is like me?

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

You do what you feel you need to.


1 person marked this as a favorite.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Just got back onto WiFi, sorry for the delay. GameDay isn't until August 26th and we've already finished the first two "encounters," so we are on track to finish before the downbeat even with my travel interferences.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement
GM Skeemo wrote:
Just got back onto WiFi, sorry for the delay. GameDay isn't until August 26th and we've already finished the first two "encounters," so we are on track to finish before the downbeat even with my travel interferences.

Thanks to reassure me.

I have FAULTY memory. I forgot about your last message. Sorry.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

Sadly, that is not how Share language works. The spell allows the caster to share a language (or two) that they know with the target.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Oh yes.... I forgot.


1 person marked this as a favorite.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Apologies, the last few days of travel were exhausting. I’m home now and posting should become much more consistent. There will be an update today once I finish grocery shopping.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Does that mean?

Walk the Void (Su) 1st Level
You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location

She can fly? And does she see the stars?

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Just a possible remind that we are in a vaccum.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Yes, this star shaman ability applies here. She can also see the stars.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

Cover bonuses to AC can range from +2 to +8 depending on how the GM rules it. More often than not a -4 to that does completely get rid of it, but not always. That does however bring up a good point though.

GM, if the shot is incurring a higher level of cover I would like to know. Also to note, Drei fires versus EAC not KAC.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Dart, we are in zero gravity.

Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero- gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.

If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.

Also, we are in a vaccum. Do you what something for that?

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Raatchet, we are are in a vacuum in zero gravity. Are you sure jet pack will work?

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

What the réflex is for?

Second Seekers (Luwazi Elsebo)

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Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire
L.I.B.R.E. wrote:
Raatchet, we are are in a vacuum in zero gravity. Are you sure jet pack will work?
L.I.B.R.E. wrote:
Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected.

Exo-Guardians

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Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

@LIBRE Well I have a +19 in Athletics . But I should have stated that :)

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

Starting this Saturday I will be very infrequent. I will be out with limited internet though I should be able to pop in once a day. Feel free to bot me as needed to keep things going.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

I forgot to do a guarded step on the map.

If red dies, the Curse goes to the other solarian.


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I’ll post tomorrow, today was insane.

Exo-Guardians

Female CG Android Ace pilot mystic 8 | SP 64/64 HP 56/56| RP 7/9|resist fire and cold 5 DR 6| EAC 23; KAC 24 | Fort +7; Ref +7; Will +11 | Init: +9 | Perc: +19, SM: +14 | Speed 30ft | Healing touch 2/2 | Spells: 1st 3/6 2nd 5/5 3rd 3/3 | Active conditions: concealement

Fiou, thanks concealement.

I had forgot about the range. I was sure it was close.


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Headed to GenCon from Wednesday through Monday, expect radio silence during that time. We're almost done!

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 9 | SP 0/72, HP 50/63, RP 10/10 | EAC 25, KAC 26 | Fort +8, Ref +10, Will +10 | Init +10 | Perc +19 | DR 10/- | Resist 5 Cold,Fire

Also headed to GenCon. So...me too...


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Traveling until Sunday, will resume (and probably finish) Monday.

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