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


351 to 400 of 1,757 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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, noted. 5 credits off of each person's share.

Flint is buying a 5-pack of med serums. Pretty soon he should be getting a bulk discount.

I did see one item I liked, but it is not something Flint would buy for himself. Perhaps he could be awarded it instead of being given the 1000 credits...Given his propensity for getting nearly killed in roughly half the fights he is in, being awarded a Valor Medallion might be just about right by now.

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.

Frankly I think the Personal Upgrade will be the best investment, specifically to Strength, both so she can contribute more with her junksword and lorewise to compensate for the Sun's stronger gravity.


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:

Alright, going to sell the Tactical Pike & Plasma Guide after all, bringing me to 1,505 credits. Not sure if I want to buy a Personal Upgrade as well, or save up for a Minimal Speed Suspension rig.


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 a bit absent. Computer's power supply fried and I've been not feeling great lately.


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

Gonna put together a synaptic accelerator for myself to boost my Intelligence, because Mari's skull still doesn't have quite enough tech in it.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Marisol Welkin wrote:
Hey all, sorry I've been a bit absent. Computer's power supply fried and I've been not feeling great lately.

No worries. Hopefully you're feeling better soon and are able to get a replacement for that power supply!


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

They're hard to find, it seems that while folks were hoarding toilet paper, they decided to snatch up every reasonably priced power supply on the shelves as well.

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.
Marisol Welkin wrote:
Gonna put together a synaptic accelerator for myself to boost my Intelligence, because Mari's skull still doesn't have quite enough tech in it.

Imma gonna do the same, but for my muscles, so Belmarniss can be even MORE buff! :D


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:

Ordyt will go ahead and use an Ability Crystal to boost his Dex, for slightly better AC and ranged attacks.


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 done shopping, unless someone wants to pin a medal on him in lieu of the 1000 credits (see above). Perhaps we should spend the rest of the day shopping and bolstering the DCI's defenses before heading out to the warehouse the next day?


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 think speed is our ally here, and unless the DCI has a closet full of automated turrets I don't think we'll be able to do much for their security situation in a day. I'm less worried about what the Bloodshots will do with that time than I am about their mysterious employer.


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 going to get a Synaptic Accelerator for Dex, since his ranged attacks could be better, and he's gonna upgrade his armor with a quick-release sheath since I forgot to do that. Also gonna stock up on healing serums.

And I'm with Ordyt, we can't do much about security but we could head to Corona and investigate the Bloodshots.


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 Al-Fayir wrote:

Sammad is going to get a Synaptic Accelerator for Dex, since his ranged attacks could be better, and he's gonna upgrade his armor with a quick-release sheath since I forgot to do that. Also gonna stock up on healing serums.

And I'm with Ordyt, we can't do much about security but we could head to Corona and investigate the Bloodshots.

Flint has an unapplied quick release sheath that he has been holding onto since upgrading his armor. He will give it to you, Sammad.

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.

Hmm...I have enough creds for something else, but I'm not sure which I should spring for. Should I get a Resistant Hide for fire, since...you know, it's everywhere in this campaign, or a standard datajack, to improve Belmarniss' l33t hacker skillz?


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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

With how much heat you seem to get from our opponents, I think resistant hide might be more useful to you. Mari is tuned a bit more toward hacking specialization and already has a datajack, so I would worry that you might feel like you didn't get your money's worth.

Deciding to get myself a Mk1 Gravitational Harness and a Healing Serum, 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 went ahead and got an Ability Crystal for Dex. I suspect this might be a rough level for Ordyt since he doesn't get Weapon Specialization until next level...

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.

Gonna change the Synaptic Accelerator for a Synergizing Symbiote, then, for more biological goodness, one-stop-shop kind of thing!

Where ARE good places to get biological implants in the BA?

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.

Aw, no shopping/biotech injection scene?


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

So I reported the game a while back for Starfinder Society, made all the chronicles, and then completely forgot to upload them and distribute them! But better late than never. Check out the following link for your chronicles for book 1:

LINK to Chronicles

Shout if anything looks wrong and I'll update it for you.

You may notice that I've done a small bit of redacting to the flavor text on the first boon. This is just to make the text consistent with what actually ended up happening in our version of the AP.

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.

I love it when my characters are competent! :D

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.

Cellion? The extra damage from supercharge weapon only lasts for a single attack. If it were to appear on Ordyt's weapon this round, Belmarniss would need to cast it on his gun again.


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 think he was adding a missing d6 from my roll. I rolled 4d6, but I think it was supposed to be 1d6+4d6


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 may be asking himself, why did Flint wink at him in the middle of combat? The answer is below, if you want a hint or feel like you made your Sense Motive roll...

Wink:

Flint and Sammad have been supporting each other in negotiations, and lately Sammad has been more the Emissary/Ambassador/Good Cop and Flint has been more the Intimidator/Warrior/Bad Cop. In this case, Flint is trying to play the implacable warrior and give Sammad the chance to try and negotiate with the vesk from a position of strength...(bad cop/good cop).


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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

do not write down details of your criminal activities, folks

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.
Marisol Welkin wrote:
do not write down details of your criminal activities, folks

IS THAT IDRIS ELBA?!


3 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

they've overcome nano oozes, devils, and lizard people, but now the party faces its greatest challenge yet: those guys in times square that try to sell you their rap album

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.

So...will Ordyt be okay if after this Belmarniss runs back and punches that saleswoman in the face?


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 think cursing people who decline to purchase from you constitutes assault at a bare minimum, and if in the course of subduing her for arrest you punched her a few times...well these things sometimes happen...


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 decided I needed a better token for Ordyt than the weird lumpy-headed stone giant, so I used that new HeroForge paint-scheme tool and added a pair of tokens onto the maps. So that's why they're there if anyone is/was confused.

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.

Unbelievable. I get a good enough role that I might power through the curse on my attack roll, and then get a natural 1 for the damage.


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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

Nice, Ordyt. Maybe that'll teach it to put things in its mouth if it doesn't know where they've been.


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

So wow, that was just under 2 months since the last level up. You guys are zipping pretty fast through book 2. As before, let me know the broad strokes of your level ups and any abilities I should know about.

And sorry about the bad rolls against the curse. I promise you'll have more chances to throw it off soon. :)


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:

Taking another level of Mystic, so I get Weapon Specialization and a nice boost to my damage--if I hit!

I also get an ability called Sworn Protector, which lets me make bonus Attacks of Opportunity against an enemy who attacks my designated protectee. If my AoO hits they don't take damage but are off-target for 1 round.


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 took another Solarian level, picking up another resolve point, higher saves and ability DC's, etc. The Stellar Revelation he took at 4th level is Plasma Sheath, which allows him to use a move action to change his weapon's damage type to fire and adds 2 to the damage (half his level). At this point he is unbalanced towards Photon Mode, so he won't hit Zenith until the fourth round of attunement in a given battle, for what that's worth.


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

I am, unsurprisingly, taking a 4th level in Mechanic.

I get a new Mechanic Trick, which for this level will be Neural Shunt. Once a day, if I fail a save against a mind-affecting effect, I can push it off into my exocortex instead, leaving me unaffected but also without any of my exocortex abilities until the duration wears off.


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 taken a 4th level in Envoy. His new improvisation is Clever Feint, which allows him to make a Bluff check to make enemies flat-footed against his attacks, and even his allies if he succeeds.

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.

I've gained my 4th level in Technomancer/Star Knight, finally earning my Challenge feature, allowing me to move up to my speed and make a single attack against any enemy that can see and hear me and attempt to Demoralize them, using my base attack bonus in place of my Intimidate skill bonus as I don't have ranks in Intimidate yet. If I succeed at Demoralizing the enemy, as long as it's shaken its attacks are also off-target if they don't include me as a target. In exchange for this, I only gain 1 Spell Known at this level, which I'm using to upgrade my Junksword, replacing it with Life Bubble in my 1st level spells! I attac, but I also protec!


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
GM Cellion wrote:
Correct, it can load any kind of grenade you find.

hell yes

Exo-Guardians

4 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.

Nice roleplaying, everyone! :D


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

I don't know about you guys, but I love the map they made for the Eos Athletics club. There's so much interesting detail on it, from the blackened exercise equipment to the knocked over tables, and the layout is really neat.

BTW Ordyt, I think you're shorting yourself a point of damage somehow. It may be because you're not counting your full character level for weapon specialization.


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:

Oh nice! I don't just count my Mystic level?


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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

Nope, Weapon Specialization explicitly says you add your [u]character[/u] level.


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

It looks like I forgot to update myself after our recent level-up...I should rectify that.


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

BTW Bel, shouldn't your max RP be 4?


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

Flint, assuming you don't get boxed in before your next turn, you can Withdraw as a full action, so you can get the hell out of there without provoking any AoOs.

Withdraw wrote:

Withdrawing from melee combat is a full action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies don’t get to make attacks of opportunity against you when you move from that square. Unseen enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded and have no other precise senses (such as blindsight).

If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal. See Attack of Opportunity below for more information.


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:
Star-Knight Belmarniss Rycast wrote:

"And I yours, Captain," Belmarniss replies, stepping to the side to get away from the multiple hammer-wielding brutes to duel one on their own.

The yellow one that Ordyt shot.

[dice=Junksword]1d20+6
[dice=Bludgeoning+Slashing Nonlethal Damage]1d8+9

Belmarniss, did you intent to move one square to the right with that last post last turn? If so, I don’t think you moved on the map. I bring it up as it may somewhat affect the tactical situation.

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.
GM Cellion wrote:
BTW Bel, shouldn't your max RP be 4?

I thought I had to round down, but then I noticed we're at 4TH level instead of 3rd, so you're right. DERP!

Captain Flint Conners wrote:
Star-Knight Belmarniss Rycast wrote:

"And I yours, Captain," Belmarniss replies, stepping to the side to get away from the multiple hammer-wielding brutes to duel one on their own.

The yellow one that Ordyt shot.

[dice=Junksword]1d20+6
[dice=Bludgeoning+Slashing Nonlethal Damage]1d8+9

Belmarniss, did you intent to move one square to the right with that last post last turn? If so, I don’t think you moved on the map. I bring it up as it may somewhat affect the tactical situation.

I could have sworn I did. That was what I had planned to do, yes. I should try to get to bed earlier so I can post more clearly.


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, I've got a question regarding my 5th level ability, because I'm worried that, as written, it doesn't actually do anything.

Wireless Hack (Ex) wrote:
Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. [u]This counts as a standard action for the purpose of the Computers skill.[/u] You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.

The wireless hacking stuff is self-explanatory, but the issue is that, for the purposes of the Computers skill, a standard action does nothing. Hacking a system always requires at least a full action.

I could throw my swift and move actions into it, and that adds up to a full action, but I don't think that's the intent. Coordinated Assault later on gives a bonus to the mechanic and the exocortex on separate checks for when they are hacking the same system, which wouldn't make sense because the exocortex cannot ever hack something on its own and thus wouldn't get a separate check.

I tried finding answers to this in hopes that I was wildly misunderstanding it, but there's been quite a few people with the same question, and as far as I can tell it's never been clarified or errata'd by Paizo.


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

I'm so excited that we're approaching the point where the Medicine skill is both able to heal decent amounts and I can occasionally hit the DC. If we get an advanced kit I can even do it reliably!


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

Hmm, I missed your question from yesterday Mari, and its a tricky one. I would say that the Wireless Hack feature lets you do a full-round worth of hacking as a standard action. That seems to be the simplest way to handle it and the one most compatible with other rules.

Honestly I'm not a huge fan of the hacking rules as they stand. There's often very little guidance on what makes a particular piece of equipment or computer hackable (especially wirelessly). Like do I assume modern computers where there's a distinction between ones with wireless antennaes and ones with only cables? :/

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