Pratt Bivens |
Pratt greets his new crew mates. "Why HELLO everyone! Are you all ready for this trip to this new colony? Some planet called NAKONDIS? The first thing we need to do is PIMP THIS RIDE!"
Pratt Bivens |
So, I have enjoyed starship battles in my Starfinder games, and I have enjoyed building starships.
I'm tempted to start with the inexpensive build points of a light freighter, but they aren't very durable.
The other option is an explorer frame (though it's not impossible to build a level one transport I suppose).
Any opinions?
What about armaments? I think a safe bet for an explorer is the range and flexibility of a turreted coilgun.
Blind Rook |
Still throwing my sheet together... It'll be done tomorrow, just have to purchase equipment. I'm going with sword canes and pistols for the sake of a theme.
As for Armaments for out ship, I'm happy as long as we pack a punch in the turret.
Reconstructor 287 DS |
Yes.
When you click on the initial find avatar button, in the top right there are two clickable things 'by usage' and 'by date' (i think). I you click on 'by date' it should go through SF pics soon.
hope that explanation was helpful.
Vampire GM By Day |
Pratt greets his new crew mates. "Why HELLO everyone! Are you all ready for this trip to this new colony? Some planet called NAKONDIS? The first thing we need to do is PIMP THIS RIDE!"
Seems like you are really into making that starship, and no one else seems to be volunteering, so why don't you just stat one up and see if people like it. I know when I played this, we started off with a really rinky-dink explorer because we later had room to improve upon it, so that may be the way you want to go. Of course, if we only end up doing the one book (a for sure possibility) then a less expensive frame that you can fit more in might be a better choice.
Seo-Yeon |
I need to look over the starship rules again, but as a pilot I'm certainly interested there!
I'm in Europe and mainly posting from phone over daytime, so I have to check that in the evening.
Reconstructor 287 DS |
Well, as the engineer, my life is changed little by the stats of the ship. I pretty much do the same things regardless.
Also, my stats will be finalized by tonight. (fingers crossed)
Pratt Bivens |
1 person marked this as a favorite. |
Here's what we have for our ship:
Explorer Frame
Maneuverability: Good (+1 piloting, turn 1)
Pulse Gray Power Core
100 PCU
M6 Thrusters
Speed 6, +1 piloting
Mark I armor
+1 to armor
Mark I Duonode Computer
+1 to two checks per turn
Common Crew Quarters
For now, we're sleeping on cots and fold out beds.
Mark I Defenses
+1 to target lock
Signal Basic Drift Engine
Budget Short Range Scanners
+0 to scans
Coilgun
In the turret
Light Laser Cannon
In front arc
Light Shields 50
We'll probably put 15 in front and back arc, and 10 in port and starboard.
Expansion Bays
Escape pods, passenger seating, and two cargo bays
Total of 55 build points and 98/100 PCU's. We'll get +2 to pilot checks, though she's not particularly fast.
Pratt Bivens |
I don't think we know the answer to that. Maybe we'll have to transport (or evacuate?) people.
The pragmatic answer is that passenger seating is free as far as build points and PCU's, and we already have two cargo bays. It's either another cargo bay, or passenger seating. No build point or PCU budget for anything else unless we go with fewer shields or a mononode computer.
Another cargo bay is fine though.
VampByDay |
I don't think we know the answer to that. Maybe we'll have to transport (or evacuate?) people.
The pragmatic answer is that passenger seating is free as far as build points and PCU's, and we already have two cargo bays. It's either another cargo bay, or passenger seating. No build point or PCU budget for anything else unless we go with fewer shields or a mononode computer.
Another cargo bay is fine though.
Passenger seating is fine, I just thought it was odd.
Seo-Yeon |
So, i#m thinking about the last finishing touches on this character here and have some questions for the rest of the party.
Will the envoy be the face? What's your plans? Will you be taking stuff to make people flat-footed?
Asking because that will influence my decisions.
Also, what's the biohacker doing?
With a mechanic i guess i don't need that high computer and engineering, aka taking the hacker specialization?
And has someone mysticism and can disarm magical traps?
Blind Rook |
I had not planned to take anything that did induce flat-footed. Currently, I've got Get'em and I was looking into options to make Covering Fire, Harrying Fire, and Aid Another checks more potent. Vlakas get some bonuses to them so I figured I would specialize a bit.
Skill-wise, I'm going to have a lot of things I'm decent at to help everyone else be excellent at them. If we have any glaring gaps, I'll try to fill them.
Pratt Bivens |
Still up in the air on one of my feats.
Though I won't have lots of skills, I think I can take some key ones, including bluff, stealth, perceptions, and three others.
It looks like the skill we are missing as a group is mysticism. That could cause trouble I suppose.
I won't be able to induce flat footed. That might be something to look for at later levels.
My thing will be shooting bad guys with a laser rifle. I won't be very tanky. We could be in trouble if something gets up in grill for close-in whacking.
Vampire GM By Day |
Unless the GM is feeling particularly generous, starting credits for a level 1 character are 1000.
yup 1000
If you hate buying starting gear as much as I do, here is a link to a google doc I made with a bunch of starting gear pre-priced. Just a resource, you don't have to use it.
https://docs.google.com/document/d/10N1cPc-FftcnQOqSjSYNn3JfirfX5Vxk68UHF1I RQYU/edit?usp=sharing
Seo-Yeon |
Xawn taking mysticism would make a lot of sense and probably also fits the biohacker theme i guess.
If Blind Rook covers diplomacy and Xawn mysticism i don't really need Skill Synergy to get those 2 as class skill probably.
I might take mysticism somehow anyway, because i think it's also an important knowledge skill to have.
@Blind Rook: You mean Fire Support? That sounds good, the aid anther checks of course too.
Clever Feint and clever attack on level 4 could be really on you as well though, when you are combar focused, since you hit better flat-footed.
Gets even better when we then flank :D
I have to look at trick attack and making people flat-footed for others again, but i think overall that is a great ability.
Seo-Yeon will use melee operative weapons and ranged attacks, gotta look what i can all afford in the beginning.
I thought about taking the Shuriken Assassin (Ex) exploit at level 2 and use carbonedge shuriken as ranged attacks or Weapon Focus (small arms) and Double Tap to get full level as damage on small arms, but i have to check out both options wether they are actually worth an investment or not.
Seo-Yeon |
Vampire GM By Day |
Blind Rook is right, as Double Tap is a SPECIFIC Standard action, and trick attack is a full action that includes an ATTACK. The wording is wonky, but it's the dame reason you can't charge and vital strike in Pathfinder 1st ed.
There are precious few ways to get full level to damage with trick attacks. One is being a creature with a natural attack and taking the opperative talent pistol whip.
I suggest Shuriken Assassin though, that's just fun. YOu could by some Shuriken at first level and say you're practicing with them until you get to level 2.
Blind Rook |
I would not worry too much about trick attack damage. You might not be an ABSOLUTE damage beast but you will likely be the most reliable damage dealer in the party.
Seo-Yeon |
I'm still getting familiar with Starfinder^^
Thanks for pointing that out, saves me a lot of time!
Then i'll most likely take shuriken assassin. I'm a real sucker for shuriken somehow and tried several shuriken builds in PF1.
Reconstructor 287 DS |
I support the shrunken assassin as well, if only because it is new and I'd like to see how it works.
...beep...boop...
Vampire GM By Day |
Okay guys, I’d like to get started here. So if everyone could finish up their characters if you haven’t already and head on over to the gameplay page and post your ship roll (I know there was some consternation over gunner vs captain for two of you.)
Seo-Yeon: I believe you only have a +9 to bluff, not +10. 1 rank+3 class skill +3 skill focus +2 charisma. Operative’s edge does not stack with skill focus as they are both insight bonuses.
Rook: I know you have your base character up but it’d be nice to see your feats and skill bonuses.
Xawn: I don’t think you’ve posted your feat
Pratt: I don’t see your feats or gear. Also your ability scores seem odd, as you can’t start with a score above an 18 and you currently have a 16 point buy instead of the normal 10z
Pratt Bivens |
Heheh. Entered a "19" instead of "10" for wisdom.
I'll have my skills complete in a bit, and I'll enter my feats and gear as well--it's all committed to paper, just not online.
Vampire GM By Day |
Gah, I had my skills finished, gear entered, and feats in and the forums ate it.
Back at it after I do my assigned kitchen duties peeling potatoes at home.
Paizo will not save changes (FOR SOME REASON) if you are on the screen for entering your PC information for more than 10 minuets are so (annoyingly, same with reviews). What I've learned to do is always Select all and copy before submitting, that way if the time limit is passed, all that info is just a paste command away.
Blind Rook |
Rook: I know you have your base character up but it’d be nice to see your feats and skill bonuses.
There's a link to my Myth-Weavers sheet in the stat block, it has all the information you might need.
Pratt Bivens |
Okay. Pratt's skills, feats, and gears are all entered. I'd like to add some more to the online character sheet, but I think everything is there that we need to get started.
Pratt Bivens |
I would think it will be preferable to have Rook assume the duties of Captain. Pratt may occasional think of himself as captain, but that's beside the point.
Pratt will man that turreted coilgun when necessary.
Seo-Yeon |
Seo-Yeon wrote:Done and should be correct now.
More tomorrow.Hate to be a stickler, but it looks like you started with way more than 1000 credits.
The sniper rifle+laser pistol+armor alone is 950 credits.
That's fair to be a stickler there.
Sorry for the inconvenience, kid is sick again second time shortly in a row, seems like cold and stomach flu season started here, so i did a lot of stuff interrupted and sleepily.Will go over it again today.
VampByDay |
Vampire GM By Day wrote:Seo-Yeon wrote:Done and should be correct now.
More tomorrow.Hate to be a stickler, but it looks like you started with way more than 1000 credits.
The sniper rifle+laser pistol+armor alone is 950 credits.
That's fair to be a stickler there.
Sorry for the inconvenience, kid is sick again second time shortly in a row, seems like cold and stomach flu season started here, so i did a lot of stuff interrupted and sleepily.
Will go over it again today.
Sorry to hear your kid is sick. I hope they get better soon. Also hope you get some good night’s sleep. Feel free to use the pregenerated gear lists I’ve made (linked earlier).
Seo-Yeon |
Thanks he's already better, but that wasn't restive weekend^^
Seems if i leave away the sniper rifle everything works out.
Also didn't pick a feat yet i saw.
Put a rank in mysticism, so it's not untrained, but not sure if i need it as a class skill.
Seo-Yeon |
This is my first ship combat and i have some question, mainly about how we proceed here.
@GM rolling initiative is fine, i think that's even favorable to everyone rolls for themselves.
Can we get the starship description on the campaign page? That would be very nice for now.
When i see this right we have 2 guns. Will the gunner use both or only the turret or how dowe want to handle this?
I'm gonna go ahead and assume we are in the helms phase now and decide on a maneuver as well as fire the lasers. That makes some sense to me, i hope everyone is fine with this.
If not, please let's discuss it here and find a good way to progress!