GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
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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


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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.

Probably should take Skill Synergy at some point to make Culture and Intimidate, so I can understand Ignan and get my Darth Vader on!


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

We were right on the ball tonight! Wow!

Exo-Guardians

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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.

Yay, not on fire!

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 oh WHY do my rolls continue to be cursed?!


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:

I will be traveling/camping through Sunday, so expect my posts to be somewhat delayed (depending on signal strength and battery power).

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.

GAH NOT AGAIN! >:(


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

oh no


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

Update on my trip, I'm actually going to be traveling until the 29th.


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:

Arghhhh...the dice are not responding properly to Captain Flint’s heroic intent...


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

:<

This string of bad PC rolls is making things look really dicey. Hopefully Marisol's return from traveling tomorrow will also bring about a turn in your collective luck!

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.

I just got my copy of the Character Operations Manual and HOLY HECK IT'S AWESOME! :D

SOLARIANS CAN NOW MAKE A SOLAR GUN!


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

Oh that sounds sweet!

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.

SUN GUN! SGUN!!!


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

the first thing that came to mind

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.
Marisol Welkin wrote:
the first thing that came to mind

What.

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.

I like how we're all #eattherich after exploring this ship! :P


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

hell yeah

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.

NOW things are getting interesting! 0.o


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:

Belmarniss I need you to drop more tantilizing hints about the Character Operations Manual. What goodies are we all in for?

Exo-Guardians

2 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.

Ask and ye shall receive, ESPECIALLY since I just got my hard copy this afternoon!

Character Operations Manual SPOILERS!:
One thing that stood out to me is a Magic Hack that lets technomancers cast construct-fixing spells on organics! I think Belmarniss will pick that up at some point! ;)

Something YOU may be interested in, Ordyt, is the new Crusader Connection for mystics. Technically it's in the Human species entry, but it's available to Sarenites like you and as a planar scion you're sort of human to an extent! It gives you Advanced Weapon Proficiency (or another combat feat if you already have that) at first level, and gives you abilities that let you attack people who harm your allies, get fusions like axiomatic, holy, merciful and returning and bonuses on saves against fear and diseases that you can later share with allies. Basically, it makes your mystic a space paladin!

There's also some new starship roles! The new Chief Mate position lets you use Acrobatics or Athletics to do things that can help other starship roles, like help the pilot make hard turns, rip off access panels so the engineer can do their job faster, manually adjust the scanners so the Science officer can get a clearer read on an enemy or help the gunners shoot more accurately. This opens up a LOT of possibilities for fighty-types to contribute to Starship Combat besides manning a gun!


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

With the using Athletics to help make hard turns I'm envisioning the Chief Mate just running from port to starboard and back to help the ship roll over, like that scene in Pirates of the Caribbean.


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

I have my fingers crossed for lots of new spells to fill out gaps in the technomancer list. Most of the new spells released post CRB have been very narrow or not allowed in Society play. Maybe a 2nd level AoE damage spell? Something area-control-related? Single target debuffs?

I'm still miffed that they banned Baleful polymorph AND Incompetence AND Mental Block. *shakes fist*


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:

Oooh, yeah the Crusader mystic connection sounds perfect for Ordyt! Can't wait to get my own copy...

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.
GM Cellion wrote:

I have my fingers crossed for lots of new spells to fill out gaps in the technomancer list. Most of the new spells released post CRB have been very narrow or not allowed in Society play. Maybe a 2nd level AoE damage spell? Something area-control-related? Single target debuffs?

I'm still miffed that they banned Baleful polymorph AND Incompetence AND Mental Block. *shakes fist*

These may interest you!:
Laser Net (Technomancer 2)

School: Conjuration
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: lasers in a 20-ft.-radius spread
Duration: 1 minute/level (D)
Saving Throw: Reflex negates, see text; Spell Resistance no

This spell creates a net of dangerous lasers between two solid points. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. Otherwise, the spell fails.

Creatures that move through the laser net must succeed at a Reflex saving throw or take 1d6+1 fire damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive a +2 circumstance bonus to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn take a –2 penalty to the saving throw.

Infect Blood (Technomancer 3)
School: Transmutation
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: 1 round/level
Saving Throw: Fortitude half; see text; Spell Resistance: yes

You alter the target’s internal chemistry, causing their body to reject its composition. The target takes 3d8 damage each round, but can attempt a Fortitude save for half damage, and has the sickened condition for the duration.

Smog Bank (Technomancer 3)
School: Conjuration (creation)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 10 minutes/level
Saving Throw: Fortitude negates, see text; Spell Resistance no

You create a noxious cloud similar to fog cloud that is harmful to living creatures. Smog bank obscures sight just as fog cloud does. Living creatures without environmental protections that are in the area when the spell is cast or who enter the area must attempt a Fortitude save or be sickened for as long as they remain in the cloud and for 1d4+1 rounds thereafter.

Gravity Well (Mystic 4, Technomancer 4, Witchwarper 4)
School conjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area 20-ft. radius
Duration 1 round/level (D)
Saving Throw Reflex negates, see text; Spell Resistance yes

You alter the gravity in an area, making a central point of high gravity that pulls creatures toward it. Each creature in the area when the spell takes effect is knocked prone unless it succeeds at a Reflex saving throw. Any creature that starts its turn in the area must succeed at a Reflex saving throw or be drawn 15 feet closer to the center of the area. This movement provokes attacks of opportunity. Creatures adjacent to the spell’s origin point take a –2 penalty to the save to avoid being pulled.


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

Thanks for the spoilers Bel! Pretty disappointing though :<

Salty commentary on spoilered spells:
Laser Net has got to be the worst Web-variant I've seen in a long time. Even if the enemy charges right through it, its on average ~20 damage due to the reflex negates. It does nothing to anyone standing still in it, and if you place it on an enemy, they're rarely going to be taking more than 3d6+3 on the way out even if they have to move (if they're at the center of a 20ft radius circle, the edge can't be more than 15ft away from them).

Infect Blood seems to be on-demand "target creature becomes sickened for rounds per level" with no save. But its vaguely written, which makes me think it'll be banned for Society play.

Smog Bank is just Cloud of seasickness that also gets auto-beaten by environmental protections as a 3rd level spell (character level 7th)? Jeez we've fallen a long way from PF1E's stinking cloud when it comes to area denial.

Gravity well seems great. Huge shame that its a 4th level spell and therefore miles away from something my Society character will be able to cast. Not sure what the point of the -2 penalty is. If you're already adjacent to the spell's origin point, you can't be pulled any closer anyway.

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.

It seems I end up becoming the straight man in any game I play with you Cellion!

Though I like that in the other one, it's because my character's friends are goofballs, while here it's just that Belmarniss repeatedly has her gravitas undercut by her terrible luck. :P


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 cracking into the Character Operations Manual and I already know what Sammad's 6th level improvisation will be.

Sweet envoy stuff:

Inspiring Oration (Ex)
You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier.
Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.


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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 all, sorry I've been inactive for a few days. I was very sick and didn't have the mental energy to do much but sleep.


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

Oh, sorry to hear that. Are you feeling better now, at least?


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:

...from the recruitment thread, may or may not be common knowledge...

“The sun has a strange psychic aura - one that presses down oppressively on races with telepathy Races with telepathy find themselves feeling anxious, irritable, and pessimistic with unpleasant regularity as the psychic pressure builds and fades. Maybe your character has telepathy, or your character is interested in this phenomenon.”


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. Still not 100% but I'm well enough to work again now. Thank you!


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

Glad to hear you're feeling better Marisol.

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.

I finally have a mental image of Belmarniss' junksword! It's sort of a mashup of different kewl swords I've found across the web. The blade looks like it's made of circuit-board like this picture, but shaped like Perseus' Harpe sword from Greek myth (a straight sword with a hook-like projection forking off near the point), but twhile the crossguard of the hilt is a sunburst like the sword in this pic and a grip and pommel like the one on this piece of Warframe fanart. Pretty rockin' combo, right (I probably put WAY too much thought into this)?!


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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
Star-Knight Belmarniss Rycast wrote:
(I probably put WAY too much thought into this)?!

impossible


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:

Assuming we picked up everything that wasn't nailed down, here is the list of possible loot from the adventure so far: loot.

We still need some items identified and appraised. I will try to make the sheet editable so people can claim items they want.


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

Note that the sale price is Starfinder is (a staggeringly brutal) 10% of purchase price.

Also, thanks for putting that together Flint!


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:

Note that the sale price is Starfinder is (a staggeringly brutal) 10% of purchase price.

Also, thanks for putting that together Flint!

Wow, didn't catch that--I am much more familiar with Pathfinder than Starfinder. In this case, I am assuming that anything we don't want to specifically claim from the ship is going to be gladly kept and studied by the scientists--but what that means for our "honorarium", I have no idea. I'll update the spreadsheet.


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

So Mechanic 2 isn't particularly mind blowing in what choices are available, but the Mechanic Trick I picked up is Energy Shield, which will give me Int+Level temporary HP once every 10-minute rest. Should help keep me not dead, what with my sad sad HP and SP totals.


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:

With the Mystic [Crusader Connection] level Ordyt can provide healing and will be focusing on melee combat. He's a poor shot with guns so his ranged fighting will probably rely more on Mind Thrust than guns.

I was considering getting a shield as well, thoughts?


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 probably needs a missile weapon, but such is not his specialty. If the items found on the ship are available inexpensively (as in we only get 1/10 price if we "sell" them), I think I would pick the grappler with the cable to go with it, then the azimuth laser pistol.

@Ordyt, a shield sounds like a great idea if it works with your weapon. What we really need is your healing capability or a LOT of healing serums...


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 stuck between a couple of ideas for my second level improvisation. Some that look useful include Brace Yourselves, Get 'Em, and Watch your Step.

Also a new one from Operations Manual:

Phalanx Fighting:
Whenever you or an ally within 10 feet is using a shield, as a move action you can grant yourself and all allies within 10 feet the benefits of that shield until the start of your next turn.

Does anyone have favorites or other suggestions?

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.

Belmarniss is all leveled up!

Ordyt, you may not be able to use a shield if you're sticking with two-handed weapons like pikes and that hammer you got.


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 had considered that. Possibly taking Quick Draw next level and switching as necessary, or waiting until a better one-handed weapon presents itself.

If someone else is taking a shield, Ordyt would strongly consider taking Phalanx Fighting as well!


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:

I don't see Flint using a shield unless they have a variant that works like an armored gauntlet or something--it would not fit his "image".


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 is leveled up, save for picking his 2nd level improvisation.


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

As a general request, if you're using anything from the COM, please run it by me to OK. I've been reading through a lot of the content and there's some wacky powerful stuff in there that I'd like to hold off on using.


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:

...could we also get some items identified and appraised in the intervening 3 days? There is that bracelet Mari is wearing that is magic, then there are several ?loot? items we need valued.


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

Are you asking to hold onto everything? From earlier comments, I was assuming anything not claimed was being turned over to the scientists.

BTW, I've added prices to the loot log. The bracelet Marisol picked up doesn't have a price for... reasons :>


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:

@GM, is the Crusader Connection okay? That's the only COM option Ordyt is definitely taking thus far.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Ordyt wrote:
@GM, is the Crusader Connection okay? That's the only COM option Ordyt is definitely taking thus far.

Yep, I just read it over and it looks A-OK. Sworn Protector and Divine Protection look sweet, but not problematic. The other abilities seem on theme and aren't delivering anything you couldn't be achieving already.

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