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Start of Discussion Thread

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Hi all! Look forward to playing and hanging with all of you!

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Hello, all. Looking forward to playing this new scenario with you.
Seggas is the subject of Sturmvanger's partner bond. Mostly it just means that they're in telepathic contact at all times but the details are below -
A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

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And a Biohacker! (See just before I asked for to put details again)
Actually it's 3 Operatives, 1 Envoy, 1 Vanguard and 1 Biohacker

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Sorry for the late jump back - needed to readjust my medicinal stash for support purposes!

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So apparently the player for Zamba lost internet, and I hadn't said anything since I was hoping they'd get it back soon since they mentioned people came to their house to fix it. But it seems so far they haven't done so. So, in the interest of time maybe we should bot Zamba through a few rounds until their internet issue is resolved?
Zamba is a biohacker so she could just move up until the robots are within 60ft then just scan them for like an automatic 23 or something. Your call on that though.

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Thanks Arboreal for passing that on. Thankfully all technology seems to be back online again.

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Which is more than can be said for Absalom Station at the moment. :)

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Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
Also, the DC for a trick attack is 20 plus the enemy's CR, so I don't think a 19 can succeed unless there's something else going on.

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20+ .... drat .. my bad .. I got 15+ on the brain.

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Jyskos Arabath wrote:Yes, but Quick Draw is a Swift right. And Trick Attacks are full actions, so that wouldn't work either unfortunately, cos Full Actions in SF take ALL actions I'm afraid!I'm not sure that is correct, at least I've never seen it done that way. I might need a reread.
A full action requires your entire turn to complete. If you take a full action, you can’t take your usual standard, move, and swift actions.
You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action.
The quickdraw feat is in fact incompatible with trick attack since full actions do not allow swift actions.

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My apologies for ghosting last week. Life overtook other things and then I was out of town for the weekend - either way, and I should have posted that I would be out for a few.

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We can certainly try .. there should only be one more encounter after this one.

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I think I found a better way to follow what is going on to help keep my posts moving.

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Thanks GM for running and everyone else for playing. Was awesome fun!!

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Thanks for running! That was a pretty harrowing scenario...nothing individually that tough until the end, but unrelenting and fast-paced. (Though it wouldn't have been as close if I'd rolled better....)
Day Job Roll--Profession (Mercenary): 1d20 + 12 ⇒ (12) + 12 = 24

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Dayjob Roll:
Profession: Con Artist: 1d20 + 7 ⇒ (4) + 7 = 11
Think I still have my shirt reroll left.
Profession: Con Artist: 1d20 + 7 ⇒ (12) + 7 = 19
19 plus my 4 Novas is 23.
So 46 Credits

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Just waiting on Inovu's DJ
Will get Chronicles out soon.

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Thanks for running this one for us! This was good fun!

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Day Job check posted - thanks for running, Phaeton! Bit of an ominous start to the season, but awesome adventure!

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Looks good, thanks a million, Phaeton!