GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Flint init]d20+2[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


551 to 600 of 1,757 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Exo-Guardians

1 person marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Okay, now I *really* feel like this is about to come crashing down on us...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

It's all about keeping those plates spinning :)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

@Sammad, Flint has done his bad cop part...waiting for you to be the good cop.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Hey all, I'm sure many of you are in a similar situation, but my posting rate is going to be very low from Thursday through Sunday. Should be back to normal starting on Monday though!


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Captain Flint Conners wrote:
@Sammad, Flint has done his bad cop part...waiting for you to be the good cop.

Are you still with us, Sammad?


2 people marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Have a wonderful Christmas all! I'll be taking a brief break and updating next time this weekend.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

If it wasn't clear, Belmarniss strongly dislikes Lu. :P


1 person marked this as a favorite.
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

My Sense Motive may only be +1, but I think even I was able to pick up on that, lol


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Just a heads-up but I'm having some trouble with my laptop's battery so I'm taking it to get a new one on Monday. The guy at the shop guestimated it could take anywhere from a couple of hours to a day or two.

I should still be able to update the games but it'll be slower. I'll keep you all posted!


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

What armaments are the Enforcers toting, if any?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Their only obvious weapons are the pistols they're wearing. They haven't drawn those pistols yet though.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Welcome back after the site issues yesterday!

For anyone who is still having difficulty logging back in after yesterday's outage - clearing cookies for Paizo.com did wonders.


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

That's what worked for me, actually. Also using Chrome's incognito mode can serve as a shortcut.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

WHY do I get back in after the site goes down to find my rolls have turned to crap?! >:(


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Hey Cellion, hypothetically speaking how would the graviton gun interact with objects? Hypothetically speaking.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I think you'd have to still hit the object, but on a successful hit, the object wouldn't get a save and you could push/pull 15ft. Unless its some object significantly larger than a creature.

Obviously, attended objects are a no go though.

I like your train of thought :)

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Wow, Cellion, you roll better for Belmarniss than *I* do! :P

Exo-Guardians

1 person marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Okay, I'm just DELIGHTED at how much fun Ordyt's having with that grav-gun! :D


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Woo! Level 6! Here's what I'm doing: 1 point each into Acrobatics, Athletics, Computers, Engineering, Medicine, Perception, and Piloting. 2 ranks into Life Science.

The mechanic trick I'm taking this level is Visual Data Processor, so now my Bypass bonus applies to Perception. Since it's an insight bonus just like Skill Focus, I'm switching my Skill Focus feat to Acrobatics. We'll see how that goes.

I also get my theme's second ability, which lets me craft tech items (not magic or hybrid) of my level+1.

Finally, since I'm now a 6th level sylph, instead of just using my Flight SLA to slow my descent, I can now cast it at 2nd level (aka I can levitate myself now).


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

So, apparently at sixth level, Flint achieves "Mantle of the Clergy," a function of his Priest theme. I am looking forward to what title you see fit to bestow on Flint, GM Cellion...Perhaps a Revered Exasperating Brother or a Holy Burning Bloviator?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Lol Flint. Maybe something 'crusader-y' given all your actions so far.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Speaking of Crusaders, Ordyt can now SMITE EVIL!

taking See Invisibility as my new Lvl2 spell, skills/hp/sp all updated, and now I'm slightly less bad at things like Disguise from my Spacefarer theme ability :)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
GM Cellion wrote:
Lol Flint. Maybe something 'crusader-y' given all your actions so far.

...Maybe something like “Burning Blade”, “Righteous Blade”, or “Avenging Blade.”

If we have some credits, I have an idea for a weapon upgrade that we could coordinate with the “promotion”, which would include the shape of the blade shifting slightly to embody a scimitar, since it is stepping up in damage this level anyway.

Exo-Guardians

3 people marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Maybe something like "Holy Vindicator" like the prestige class of old Golarion? Or maybe a "Dervish of Dawn," given Flint's charisma? Or an "Angelfire Apostle" (something I'm totally stealing for my character in Cellion's Dead Suns game!)?

Looking at some of the things aligned with Sarenrae in old Pathfinder stuff is a GREAT way to find inspiration! :3

As for Belmarniss' upgrades, her junksword's transformation into a DIY Holy Avenger is complete with the Holy Attack feature from her Star Knight Archetype, her mind has become even MORE of a fortress from Solar Disciple's Mental Gravity, and her bonuses in Computers and Mysticism from Techlore have increased to (and I realized I'd calculated her bonuses wrong, so I've fixed that). For my new spell, I've taken Instant Upgrade, so now I have more ways to buff you guys!


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad has been leveled up. Skill ranks are the same, all +1, because why mess with what works?

His Corporate Agent theme grants him the Networking ability, which allows him to gather info more quickly.

For his 6th level improvisation, I took Inspiring Oration, which allows him to heal everyone when he makes a boost, which I'm sure will come in handy at some point.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint is levelled up as well. Diplomacy is now caught up with Intimidate at +15, though only Intimidate gets the extra d6. Saves and base attack went up by one, and his weapon now does 2d6 base damage and looks more like a scimitar than a dueling sword, given his as-yet-unnamed promotion within the clergy.

His new Revelation is Distant Burst, allowing his Supernova ability to be centered up to 40 feet away from himself, and his other revelations have grown more powerful based on his level. Details are in the character sheet linked to his alias for those interested.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Sammad, what makes you think that the whole party would be beat to hell all at the same time? lol


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Mari, do you think you could transfer Flint's soulfire fusion from his current solarian weapon crystal to a new one? I think that will save him some credits.

Please excuse my maths below as I try to figure it out.

Buy Electron Least Solarian Crystal: Level 3, Stun, +1d2 Electricity Damage, 1430 Credits.

Move Soulfire Fusion (Level 1) to the new crystal, half price for level 3 fusion = 440/2 = 220 Credits.

Buy Holy Fusion (Level 2) for the new crystal, full price = 440 credits

Total = 1430 + 220 + 440 = 2090 Credits

GM Cellion -- Perhaps this would a good weapon upgrade to mark Flint's ascension to the next higher priesthood level, as it could be blessed by the Burning Mother and now look like a scimitar?

Soulfire allows Flint to add his Charisma bonus to damage with his solarian weapon.

Holy bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead.

From what Flint knows, GM Cellion, and possibly with Sammad's help, do most of these foes we have been encountering such as the Azer and ifrit, etc., count as outsiders such that the weapon would bypass their fire resistance?


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Yeah, there doesn't seem to be a skill check, someone just needs 10 minutes and to be trained in Engineering or Mysticism.


2 people marked this as a favorite.
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Hey, Cellion, just wanted to give you kudos for that whole casino heist rescue sequence. That was a lot of really complicated stuff all happening at the same time, with a party that ultimately was split into 3 different places (at least for a while). Awesome job.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Thanks Losonti! It means a lot to me to hear feedback, good or bad. One of the downsides of not having a face-to-face table is I don't get as good a sense if certain things are landing and how engaged folks are. For the casino rescue, I decided to roll with what you guys seemed to be interested in pursuing, and it because a bit hectic with a lot of stuff happening in parallel. I wasn't sure if it ended up being too confusing in PbP.

I feel bad for Sammad though, since he had a period where the camera wasn't on him for a week or two of real time while a bunch of fighting was going on. Sorry Sammad!

@Flint: Yep, you'd definitely be able to ask Sammad or do some research to learn that azers and ifrits are fire-subtyped extraplanar outsiders.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Sample Breath of Embers Mk2:

Flint as Captain
Marisol as Engineer
Ordyt as Gunner
Sammad as Pilot
Belmarniss as Science Officer

Idea is that since we only have 1 gunner, make good use of the heavy weapons in the front, the pump extra oomph into the shields instead of adding extra weapons.

Balance Shields, Armor, and Defensive Countermeasures, put a Biolock on the entry to the ship. A place to start, perhaps...

Breath of Embers Mk 2:

BREATH OF EMBERS MK2 (TIER 6)
Medium luxury transport

Speed 8; Maneuverability average (turn 2)
AC 20; TL 22

HP 85; DT n/a; CT 17

Shields Medium 200 (forward 50, port 50, starboard 50, aft 50)

Attack (Forward) linked railguns (16d4, 20 hexes)

Power Core(s) Nova Heavy (200 PCU), Nova Heavy (200 PCU); Drift Engine None; Systems advanced long-range sensors, crew quarters (luxurious), mk 4 armor, mk 6 defences, mk 2 duonode computer (tier 3); Security biometric locks; Expansion Bays cargo hold, science lab (general), medical bay, tech workshop, power core housing
Modifiers +2 to any two checks per round, +4 Computers; Complement 5

Custom Components Solar Shields (Siccatite Matrix)

Build Points cost 155, max 155 Power Core Units non-essential 379, essential 355, max 400

CREW
Captain Diplomacy +15 (6 ranks), Intimidate +15 (6 ranks)

Engineer Engineering +16 (6 ranks)

Gunner

Pilot Piloting +12 (6 ranks)

Science Officer Computers +18 (6 ranks)

CONCEPT
Steller Exploration Luxury Transport

JSON input:

{"ablativeArmorId":"none","ablativeArmorByPosition":{"forward":0,"aft":0,"p ort":0,"starboard":0},"antiHackingSystemsId":"none","antiPersonnelWeaponId" :"none","armorId":"mk-4","armorMaterialId":"none","computerCountermeasures" :{"alarm":false,"fakeShell":false,"feedback":false,"firewall":false,"lockou t":false,"shockGridId":"none","wipe":false},"computerId":"mk-2-duonode","cr ewQuartersId":"luxurious","crewSkills":{"captain":{"countOfficers":0,"hasRo le":true,"skills":{"bluff":{"modifier":0,"ranks":0},"computers":{"modifier" :0,"ranks":0},"diplomacy":{"modifier":"9","ranks":"6"},"engineering":{"modi fier":0,"ranks":0},"gunnery":{"modifier":0},"intimidate":{"modifier":"9","r anks":"6"},"perception":{"modifier":0,"ranks":0},"piloting":{"modifier":0," ranks":0}}},"engineer":{"countOfficers":1,"countOfficerCrew":0,"hasRole":tr ue,"skills":{"computers":{"modifier":"","ranks":""},"engineering":{"modifie r":"10","ranks":"6"}}},"gunner":{"countOfficers":1,"countOfficerCrew":0,"ha sRole":true,"skills":{"computers":{"modifier":0,"ranks":0},"engineering":{" modifier":0,"ranks":0},"gunnery":{"modifier":0}}},"pilot":{"countOfficers": 1,"countOfficerCrew":0,"hasRole":true,"skills":{"computers":{"modifier":0," ranks":0},"diplomacy":{"modifier":0,"ranks":0},"engineering":{"modifier":0, "ranks":0},"gunnery":{"modifier":0},"intimidate":{"modifier":0,"ranks":0}," piloting":{"modifier":"6","ranks":"6"}}},"scienceOfficer":{"countOfficers": 1,"countOfficerCrew":0,"hasRole":true,"skills":{"computers":{"modifier":"8" ,"ranks":"6"},"life-science":{"modifier":0,"ranks":0},"physical-science":{" modifier":0,"ranks":0}}},"chiefMate":{"countOfficers":1,"countOfficerCrew": 0,"hasRole":false,"skills":{"acrobatics":{"modifier":0,"ranks":0},"athletic s":{"modifier":0,"ranks":0}}},"magicOfficer":{"countOfficers":1,"countOffic erCrew":0,"hasRole":false,"skills":{"mysticism":{"modifier":0,"ranks":0}}}} ,"ctTim":0,"ctTimAll":0,"customFrameBaseId":"transport","customComponents": [{"name":"Solar Shields","notes":"Siccatite Matrix","isEssential":true,"pcuCost":"200","bpCost":0}],"dedicatedComputerId":"basic-computer","defensiveCountermeasuresId":"mk-6" ,"defensiveCountermeasuresMaterialId":"none","deflectorShieldId":"none","dr iftEngineId":"none","expansionBayIds":["cargo-hold","science-lab-general","medical-bay","tech-workshop","power-core-housing"],"fortifiedHullId":"none","frameId":" custom","hasAlgalShielding":0,"hasAutoDestruct":0,"hasBiometricLocks":true, "hasColonyShipFramework":0,"hasConsciousnessUplink":0,"hasCrew":true,"hasDa taNet":0,"hasEmergencyAccelerator":0,"hasHiveJoining":0,"hasHolographicMant le":0,"hasPowersap":0,"hasReconfigurationSystem":0,"hasRootSystem":0,"hasSe lfDestructSystem":0,"hasSpaceStationFramework":0,"isSetDefaultCrewSkillValu es":0,"isUseStrictRules":1,"powerCoreIds":["nova-heavy","nova-heavy"],"powerCoreSpecialMaterials":["none","none"],"ct NetworkNodes":0,"reinforcedBulkheadId":"none","roboticAppendageId":"none"," secondaryComputerId":"basic-computer","sensorsId":"advanced-long-range","se nsorsMaterialId":"none","shieldType":"shields","shieldsByPosition":{"forwar d":50,"aft":50,"port":50,"starboard":50},"shieldsId":"medium-200","shipConc ept":"Steller Exploration Luxury Transport","shipName":"Breath of Embers Mk2","sources":{"pw":true,"som":true},"thrustersId":"m8","thrustersMaterial Id":"none","thrustersBoosterId":"none","thrustersBoosterMaterialId":"none", "tierId":"6","version":"1.0.1","viId":"none","viHoloProjectorId":"none","vi SkillExpanderId":"none","weaponMounts":{"forward":[{"weaponId":"railgun","weight":"heavy","templateWeight":"heavy","isFromTemplate":true,"canBeLinked":true,"isLinked":true,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"},{"weaponId":"railgun","weight":"heavy","templateWeight":"heavy","isFromTemplate":true,"canBeLinked":false,"isLinked":false,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"}],"aft":[{"weaponId":"none","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"},{"weaponId":"none","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"}],"port":[],"starboar d":[],"turret":[{"weaponId":"none","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"},{"weaponId":"none","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false,"canHaveOrbitalDiscount":false,"hasOrbitalDiscount":false,"specialMaterial":"none"}]},"customFrame":{"id":"transport","name":"Luxury Transport","src":"scr","size":"Medium","maneuverability":"average","hp":70, "hpIncrement":15,"dt":"n/a","ct":14,"mounts":{"forward":["heavy","heavy"],"aft":["light","light"],"turret":["light","light"]}, "expansionBays":5,"minCrew":1,"maxCrew":6,"bpCost":"-26"}}


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

If a particle beam isn’t considered a laser/plasma/gravity weapon, it would do more damage for the same build points—16d6 instead of 16d4. If it is still considered a physical weapon, though, we only get through medium range while inside the star.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Quote:
Please claim the items you want from the loot list (or say you don't want any more) so we can sell what is not needed.

I think we're waiting on Bel and Sammad for their input.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Interest so far:

Vector graviton pistol -- Ordyt already has one...anyone else? worth 3,050 credits.

Corona laser pistol -- does 2d4 fire damage, 4270 credits.

Yellow star solar brand -- 1d8 Electricity & Fire, worth 4,250 credits

Jetpack -- Claimed by Mari

Lashunta ringwear II -- Claimed by Ordyt

Freebooter armor II -- Claimed by Mari?

Tactical arc emitter -- worth 750 credits

Void Seed -- trying to sell


2 people marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, particle beam isn't a laser/plasma/gravity weapon. See gameplay for the void seed

I'm going to chill here for a bit while you guys finish up loot distribution/selling, purchases and ship design. Then we'll dive into Book 3 Pt 2.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Cellion, how do you want to handle charges for the jetpack? For ammunition, you haven't really had us sweat it, as long as we take an action to reload, but wanted to check before I go nuts.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

@Flint I don't think this is a good AP for weapons that deal fire damage, might be better off selling the star brand and corona pistol.

I did some theory building for moving Ordyt to a Powered Armor setup so he and Flint aren't competing for the heavy armor loot. However it would cap Ordyt's speed at 30ft in most cases so I don't think I'll do that. Might still get a shield though!


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Understood. The builder uses 20 points for the Heavy Particle Beam, but the sourcebook hardcopy I have says 15 build points. Looking at AONSRD, it says 20 points as well. Must be a revision--any thoughts?

I agree selling off the star brand and corona pistol. The arc emitter is lower level too, so I would say we sell that as well. We need to see if anyone else wants the graviton pistol. Flint doesn't want it.

Another option for the ship is to load up the turret, then either ignore the heavy mounts in the front (for increased shields) or put a few low BP weapons on the heavy mounts...With just Ordyt on the guns (unless Flint hops off captaining and mans another arc), we could use being able to shoot in any arc.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

So, if we can get the Particle Beams for 15 build points (per the book) and upgrade the turrets to heavy weapons, we can use just turret weapons (ignoring the forward heavy mounts for now) and get a reasonably powerful linked attack from just one gunner.

Heavy Turret Option:

BREATH OF EMBERS MARK 2 (TIER 6)
Medium luxury transport

Speed 8; Maneuverability average (turn 2)
AC 20; TL 20

HP 85; DT n/a; CT 17

Shields Heavy 280 (forward 70, port 70, starboard 70, aft 70)

Attack (Turret) linked particle beams (16d6, 20 hexes)

Power Core(s) Nova Heavy (200 PCU), Nova Heavy (200 PCU); Drift Engine None; Systems advanced long-range sensors, crew quarters (luxurious), mk 4 armor, mk 4 defences, mk 2 duonode computer (tier 3); Expansion Bays cargo hold, science lab (general), medical bay, tech workshop, power core housing
Modifiers +2 to any two checks per round, +4 Computers; Complement 5

Custom Components Solar Shields (Siccatite Matrix)

Build Points cost 155, max 155 Power Core Units non-essential 397, essential 373, max 400

CREW
Captain Diplomacy +15 (6 ranks), Intimidate +15 (6 ranks)

Engineer Engineering +16 (6 ranks)

Gunner

Pilot Piloting +12 (6 ranks)

Science Officer Computers +18 (6 ranks)

CONCEPT
Luxury Transport, Stellar Exploration


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

@Flint: Yeah, many of the CRB weapons got errata'd for the 3rd printing, which adjusted a lot of BP costs to bring some of the super BP efficient weapons closer in line with the rest. If you're interested in what all changed, the Starfinder FAQ lists all of them. AoN has everything up to date there, with the errata included. Particle Beams are indeed 20BP now.

@Mari: I'm not going to hold you to track individual jetpack charges, however, I do want you to respect the limits of the jetpack. What I mean is that the "normal flight" mode of the jetpack only lasts for 2 minutes, so you shouldn't abuse the lack of charge tracking to have "normal flight" engaged continuously out of combat.

One thing to keep in mind for the jetpack is that turning it on is a standard action.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

No problem, just wanted to avoid the potential of an assumption clash. Maybe I'll make Ordyt carry a battery around for me. :P


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Ordyt, what is your preference? Turret weapon focus or forward arc? We will have to rework the weapons since the particle beams are 20 BP.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Sorry I didn't post sooner, I had a RL D&D game the other day, and work the day after, so I was sleep-deprived yesterday and didn't even turn on my computer.

I...kinda wanted to pilot, though. And I'm not sure what to buy.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
GM Cellion wrote:

@Flint: Yeah, many of the CRB weapons got errata'd for the 3rd printing, which adjusted a lot of BP costs to bring some of the super BP efficient weapons closer in line with the rest. If you're interested in what all changed, the Starfinder FAQ lists all of them. AoN has everything up to date there, with the errata included. Particle Beams are indeed 20BP now.

@Mari: I'm not going to hold you to track individual jetpack charges, however, I do want you to respect the limits of the jetpack. What I mean is that the "normal flight" mode of the jetpack only lasts for 2 minutes, so you shouldn't abuse the lack of charge tracking to have "normal flight" engaged continuously out of combat.

One thing to keep in mind for the jetpack is that turning it on is a standard action.

Yeah, the build points are much higher on the tracking weapons too.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I have a mild preference for beefing up the turret and spending the remaining BPs on better shields/armor/countermeasures.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Ordyt wrote:
I have a mild preference for beefing up the turret and spending the remaining BPs on better shields/armor/countermeasures.

How about this:

- Bump up the thrusters to M10 for a 10 hex speed (still +0 to pilot checks)
- Push Armor and Defensive Countermeasures to 4 (highest armor can go before affecting maneuverability, matching the TL means only one AC to remember)
- Get shields to 200 for 50 per arc outside the star, 25 per arc inside
- Upgrade the turret to heavy weapon status and put in a Particle Beam (8d6, long range)
- Put another Particle Beam in once of the existing Forward heavy mounts (so if we really need it we could use two gunners and double punch)

That uses up all our build points and puts us just under the power budget. I was wanting to put on some tracking weapons, but they all got *much* more expensive in the updated rules--thought it would be fun to have an antimatter torpedo launch tube or two up front. Other options would be to drop the front weapon and beef up shields, maybe put a flak thrower on the turret...or sacrifice some other upgrades and dump most of the build points into a linked turret particle beam.

Breath of Embers Mk2:

BREATH OF EMBERS MARK 2 (TIER 6)
Medium luxury transport

Speed 10; Maneuverability average (turn 2)
AC 20; TL 20
HP 85; DT n/a; CT 17

Shields Medium 200 (forward 50, port 50, starboard 50, aft 50)
Attack (Forward) particle beam (8d6, 20 hexes)
Attack (Turret) particle beam (8d6, 20 hexes)

Power Core(s) Nova Heavy (200 PCU), Nova Heavy (200 PCU); Drift Engine None; Systems advanced long-range sensors, crew quarters (luxurious), mk 4 armor, mk 4 defences, mk 2 duonode computer (tier 3); Expansion Bays cargo hold, science lab (general), medical bay, tech workshop, power core housing

Modifiers +2 to any two checks per round, +4 Computers; Complement 5

Custom Components Solar Shields (Siccatite Matrix)

Build Points cost 155, max 155 Power Core Units non-essential 397, essential 373, max 400

CREW
Captain Diplomacy +15 (6 ranks), Intimidate +15 (6 ranks)
Engineer Engineering +16 (6 ranks)
Gunner
Pilot Piloting +12 (6 ranks)
Science Officer Computers +18 (6 ranks)

CONCEPT
Luxury Transport, Stellar Exploration


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Captain Flint Conners wrote:

Interest so far:

Vector graviton pistol -- Ordyt already has one...anyone else? worth 3,050 credits.

Corona laser pistol -- does 2d4 fire damage, 4270 credits.

Yellow star solar brand -- 1d8 Electricity & Fire, worth 4,250 credits

Jetpack -- Claimed by Mari

Lashunta ringwear II -- Claimed by Ordyt

Freebooter armor II -- Claimed by Mari?

Tactical arc emitter -- worth 750 credits

Void Seed -- trying to sell

If we sell all the unclaimed items, we get 305 + 427 + 425 + 75 + 6000 credits = 7232 credits, or 1446 credits for each of the 5 of us.


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

I'm in favor of selling the fire weapons, especially now that we're headed into the sun.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Any suggestions as to what I should spend my dosh on?

551 to 600 of 1,757 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Cellion's Dawn of Flame AP Discussion All Messageboards

Want to post a reply? Sign in.