GM Nayr's Dawn of Flame (Inactive)

Game Master Nayr Trebrot

Combat map

Exploration map

Grillin' lizards turn order: Round 1
Lizards
Hamster
Adrius
Bal'neck
Lyrr
Eschade


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Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

I feel more like Science Officer than Engineer.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

I think Lyrr should man the turret. Eschade can switch between science officer and engineer whenever she wants to do something different.

Lyrr can also do one or the other if we end up depleting all of the missiles.

An engineer could decide to boost power to the thrusters, giving us some more speed to close distance this round. A science officer can help us to learn more about the enemy ship, its weapons and defenses.

It could also coordinate the weapons to hit specific systems on the opposing ship. Maybe we want to disable its weapons rather than destroy it outright, the science officer can make that happen.

Largely, I think science officer is more important than engineer, unless we start taking damage and systems start glitching. Then we need an engineer to make repairs.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Regardless, we need to have all of our roles defined for the first round. Engineering Phase comes before the Helm Phase. If someone wants to be Engineer this round, they'll get to be the first to act.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Ok, yep, Science Officer.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Sounds good. What position are you taking this round Lyrr?


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Having read...umm...quickly scanned the poorly laid out Starship Combat section of the d20PFSRD/Starjammer site it seems the Science Officer is pretty limited, whereas the Magic Officer seems to be the precog/mystic role Eschade plays outside of Starship Combat. Is the Magic Officer a thing? Or just a glitchblip of that site? If it is a thing I think Magic Officer is more Eschade’s...role.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Not in the CRB.

Might be in one of the supplemental rulebooks. There is a section of Magic Officer actions on Starjammer, if that is what you want to do.

Some of them might be useful, like increasing the range of the forward laser cannons for this first round.

Mostly the magic officer seems to be a bit of an engineer and a bit of a science officer with a limited subset of their actions rebranded as something else and using Mysticism instead of Engineering/Computers.

It appears that all Magic Officer actions are during the Engineering Phase.

Up to you. The only way we are going to learn what is useful and what isn't is by running through a few combats.


N | Android cyberborn technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 13 | Fort +1; Ref +3; Will +2 | Init: +3 | Perc: +0, SM: -2; darkvision 60 ft., low-light vision | Speed 30 ft | Active conditions: None; Rifle battery: 16/20 charges |
Skills:
Computers +8, Engineering +5, Life Science +7, Piloting +7, Sleight of Hand +7

Magic Officer uses Mysticism.
Science Officer uses Computers.
Engineer uses... Engineering.

Lyrr can start on the turret and move to another station as needed, if that's what you want.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Maybe Magic Officer was added in the Character Operations Manual...


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

There has been no sign of a limit to rulebooks thus far, so you might as well go ahead and post an action.

Looks like we currently have a Pilot, 2 Gunners, and a Magic Officer.

Engineering Phase is first in the battle, so the Magic Officer has the first action.

Figure out what action you want to take and make a post.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Gotcha, thanks Urian.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Intresting... Scrying doesn't have a range. You don't get to use the +2 from the ship's computer, but not having to worry about the sensor's range is useful.


Thanks Urian....honestly, was looking for something to simplify my life, like the separate map packs that come with all Pathfinder AP's. But, I guess that Starfinder doesn't do that. It'll be a work in progress.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10
Eschade Arqaia wrote:
Just make sure to tell me when I’m up. So depending on what Phase it is, a particular crew member may be able to act depending on their various capabilities?

Engineering Phase - Engineer and Magic Officer

Helm Phase - Pilot and Science Officer
Gunnery Phase - Gunners

Captain can act in any phase. Each character acts once per round.

Each action lists the phase in which it is used.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Yep, and then there are Open Crew Actions:

Starjammer SRD wrote:

Open Crew Actions

Open crew actions are generally less specialized tasks than a typical crew action, and they can be performed regardless of a character’s role. Many open crew actions do not require any specific skill or skill check to perform and can be undertaken by anyone with at least 1 rank in Computers, Engineering, Physical Science, or Piloting.

These include:

Open Crew Actions:
Erratic Maneuvering (Open)

You trigger minor maneuvering thrusters, probe launchers, ballast vents, and other secondary systems at random to cause your starship to make small, unexpected jukes in its trajectory. This does not affect the starship’s facing or movement, but it grants a +1 circumstance bonus to your starship’s AC and TL against any opponent that performs the flyby stunt this round.

Feign Disaster (Open)

As a ploy, you can activate fake distress calls, set off false internal alarms, artificially blow outer doors of airlocks, dump trash and other debris from your ship’s jettison tubes, and intentionally leak panicked-sounding internal communications over public communication channels to convince your opponents that your ship has suffered a catastrophic failure and may imminently explode or otherwise cease functioning in a violent, spectacular manner.

Each enemy vessel’s captain (or the science officer with the highest Computers skill bonus, if the ship has no captain) must attempt a Computers check (DC = 10 + 1-1/2 × your starship’s tier) immediately after you take this action; this doesn’t take them an action. On a successful check, the enemy ship’s crew sees through your ruse and this action has no effect, but on a failed check, their crews automatically take steps to ensure that their own ship’s sensors are not blinded by the energy released by your ship’s theoretical imminent destruction. These emergency procedures impose a –2 penalty on their checks for scan and lock on actions taken against your ship, as well as on Piloting checks attempted while within 1 hex of your starship. Once used, regardless of the outcome, feign disaster can’t be used again during the same combat encounter, even against different opponents or newcomers to the battlefield.

Prioritize Calculation (Open)

You use a command terminal to temporarily suspend background computer tasks running noncritical systems throughout the ship, prioritizing the combat calculations made at one specific crew station. One crew member attempting a check this round and using a bonus from the ship’s computer can increase that bonus by 1.

Range Finding (Open)

You use any one of a number of your ship’s systems to identify the range to a specific target or spatial feature, and you relay that information to another crew member so that they are free to focus on other aspects of the task they’re attempting this round. Select one crew member filling the gunner, pilot, or science officer role. They gain +1 bonus to one attack roll or skill check of their choice related to starship combat that’s attempted before the end of this turn.

Ready Weapon System (Open)

You carefully perform comprehensive pre-firing preparations for one weapon, reading each minute detail of its systems and giving the ship’s computers time to calculate the peak moment to fire the weapon so it can deal the maximum amount of damage to your opponents’ ship. While normally no one has the time or capacity to perform these tasks in the heat of battle, you know they can be invaluable when focused on properly. Select one weapon system when you perform this task. If that weapon is not fired this round but is fired on the next round after you have readied it, it deals +1 damage on a successful attack (+2 damage for starships of tier 6 and greater).

AND then there are:

Minor Crew Actions

Starjammer SRD wrote:

Minor crew actions are computer-aided actions that allow a starship limited functionality if it doesn’t have the necessary crew to fill all the roles (for instance, the lone crew member aboard a Tiny starship might always be the pilot but may need to fire one of the vessel’s weapons in an emergency).

You can take a minor crew action regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action, as indicated in the description for each minor action. A minor crew action can be performed only once per round, and it doesn’t count as your action.

Minor Crew Actions:
Quick Rescan (Helm Phase, Minor)

You quickly check the sensors to see minor changes and updates that your starship has made available since the last time your crew scanned the your opponent’s starship. A science officer must have used the scan action in a previous round to determine information about the other starship you are looking for updates on. If you succeed at a Computers check (DC = 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures), you receive one piece of information, such as the ship’s current Hull Points or its current distribution of Shield Points. You can take this action only if no science officer actions have been taken during the helm phase (including visual identification and quick rescan).

Visual Identification (Helm Phase, Minor)

You use your ship’s visual sensors to get a much closer look at an opponent’s starship and see if you recognize the technology used to make the ship or if you remember some specific technical details of its make and model. Attempt a Computers, Engineering, or Perception check (DC = 10 + 1-1/2 × the tier of the starship being examined). If you succeed, you learn the first unknown piece of information on the list below (all basic information, all defenses, or information about one weapon). Information already obtained from a science officer’s scan action or a quick rescan minor action is not unknown. You learn only one unknown piece of information, regardless of your total check result. Subsequent successful checks reveal new pieces of information, continuing down the list below.

Basic Information: Size, speed, and maneuverability.
Defenses: Total Hull Points, total Shield Points, and power core PCU value.
Weapon: Information about one weapon, including its firing arc and the damage it deals, selected at random. Repeat this entry until all the starship’s weapons are revealed.
You can take this action only if no science officer actions have been taken during the helm phase (including visual identification and quick rescan).

So I’m just getting used to my options, Phase by Phase.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

I could be wrong, but I am assuming each player still only gets to act once per round.

It would be cool if that isn't true.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

No you are right, still only one action per round.


Yup, agreed. Kind of interesting without a captain. If you guys want to establish someone to act as captain before a combat I'm fine with that, even if it changes each time.


Right! Found it; please Lyrr - roll your damage

If the attack is made with a tracking weapon such as a missile launcher and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability). If it intercepts the target before it reaches the end of its movement, it explodes and deals damage as normal

...see....told you this was a work in progress


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

@Eschade For next round, it would be beneficial to get one more scan in. Next piece of information is weaponry and it would be great to know where the weapons are so we can attempt to avoid them.

The ship is in sensor range now, so you can do that through magic or the sensors. If you use the sensors, you get an automatic +2 from the computers. I believe you could also get one of the +1s that are available to any roll.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Gotcha, using computer better than using Mysticism as I get +2.

Where are we getting these other +1’s from?


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

The mark 1 duo node computer


Bal'nek can still take a shot; or someone else can if you like. I know he was crazy busy with work right now.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Oh, ok, still Round 1...


N | Android cyberborn technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 13 | Fort +1; Ref +3; Will +2 | Init: +3 | Perc: +0, SM: -2; darkvision 60 ft., low-light vision | Speed 30 ft | Active conditions: None; Rifle battery: 16/20 charges |
Skills:
Computers +8, Engineering +5, Life Science +7, Piloting +7, Sleight of Hand +7

Yeah. Ship combat is pretty lengthy, from everything I've seen and heard.


Yeah, and sorry...I haven't been helping it by lagging behind. One would think that being quarantined would give me more time...not so.


Male Vesk Solarion/ 1 STA: 9|HP: 13|RES 3| KAC 16| EAC 13|AC vs. CBM 24| Fort + 4, Ref + 1, Will + 2| Init + 1| Perc +8| Speed 30 ft. 20 ft. in Armor

Sorry about that, in the future I'll label my rolls Gunnery Check not Ranged Attack since there is a difference.

FYI: I based my roll bonuses on this from the AoN SRD page:

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty.

My piloting is untrained right now, so I used BAB + Dex, though the numbers would be the same right now.

I didn't include any of the bonus numbers after Dex mod since I wasn't aware if we had them.

(And I may have completely forgotten range and possible penalties. . .)

:)


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

So, nobody actually used the two +1s from the computer system in the first round. Didn't matter, we were all rolling rocks. We just need to keep track.

The whale was at short range, so no penalties there.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

In the roll I just posted I added +2 for using the computer, and added one of the +1’s. Not that it helped much...


No worries Bal'nek; we're all figuring this out together. Kind of glad we don't have a captain to further confuse things;)


Maps changed and added!


Quote:
You didn't bold anyone, but I figure that it's our go. ;)

I do that at least once out of every combat. It's hard being stupid some days.


N | Android cyberborn technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 13 | Fort +1; Ref +3; Will +2 | Init: +3 | Perc: +0, SM: -2; darkvision 60 ft., low-light vision | Speed 30 ft | Active conditions: None; Rifle battery: 16/20 charges |
Skills:
Computers +8, Engineering +5, Life Science +7, Piloting +7, Sleight of Hand +7
GM Nayr wrote:
Quote:
You didn't bold anyone, but I figure that it's our go. ;)
I do that at least once out of every combat. It's hard being stupid some days.

These days, that's all too easy.

Sometimes I just like like being an ass and point out the obvious. ;)


Someone has to do it!


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10
Urian "Hamster" wrote:

Wow! a 1, a 2, and a 3...

My next roll in another game (also a Will save) was a 4...


Lol, well lets hope you got them out of the way!


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

So Urian took 14 damage - all of his Stamina and then the rest off his HP?

Are there ways for damage to come directly from HP (i.e. bypassing Stamina)?


Correct that it goes to Stamina first, then to HP. I'm not sure yet if there's a way to bypass Stamina; but I'll keep an eye out.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Posting this to all games I am in and directed to the GMs:

I want to thank you for all of your diligence, dedication and most of all, passion for running this game for us. It takes a lot of effort to make the game and an inordinate amount of work to keep it going - to engage us, keep us corraled, on point, focused, dont forget you’re here on the map’d, that’s ok thanks for letting me know’d and all around inspired and fulfilled.

You are a true devotee, unpaid unless it be in shared enjoyment, unsung unless we speak up and undeterred unless I ask to play a half-froghemoth dhampir-scion mechagolem suit commander gestalted with a dire sorcerard. Thank you, thank you and thank you again. And no, it wasn’t me who sent you that weird PM. It was that other guy. Gal. Thing.

Anyway, thanks. Keep ‘em coming.


And thanks to all the great players that keep us going!:)


N | Android cyberborn technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 13 | Fort +1; Ref +3; Will +2 | Init: +3 | Perc: +0, SM: -2; darkvision 60 ft., low-light vision | Speed 30 ft | Active conditions: None; Rifle battery: 16/20 charges |
Skills:
Computers +8, Engineering +5, Life Science +7, Piloting +7, Sleight of Hand +7

Sorry for being absent the last few days. I've been having some dental issues, which has been causing me a lot of pain, but I'm slowly on the mend. Working on catching things up.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Gahh! Glad to hear you are feeling better!


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Bad time to need the dentist. Glad you didn't have to break out the ice skates.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10
Eschade Arqaia wrote:
Because firing guns and lazor cannons in a spaceship is smart...

Don't try to bring reality into my fantasy game!


Sorry to hear that Lyrr! But glad things are on the mend;)


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Crap! Did I honestly not purchase extra ammunition? I am going to be pretty useless in two more rounds...


Lol; I'm okay with ret-con'ing that.


Human Soldier 1 | S: 0/8 H: 0/11 R: 2/4 | EAC: 15 KAC: 17 | F: +3 R: +3 W: +2 | Init: +7 Perc: +0 | Conditions: Unconscious, Stable Cannon +5 1d10

Nevermind. I had extra rounds in PCGen, they just didn't show up on the character sheet because I needed to "equip" them, apparently.


Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5

Umm...I didn’t even think of ammo. I have 7 units to spend on Ret-Con Ammo - “when only the best... or anything really... would have done... earlier!”


N | Android cyberborn technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 13 | Fort +1; Ref +3; Will +2 | Init: +3 | Perc: +0, SM: -2; darkvision 60 ft., low-light vision | Speed 30 ft | Active conditions: None; Rifle battery: 16/20 charges |
Skills:
Computers +8, Engineering +5, Life Science +7, Piloting +7, Sleight of Hand +7

Lol... that's definitely something that I took into account with Lyrr, hence why I took the 'Transfer Charge' spell. Very handy. Drain charges off power sources as he comes across them.

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