GM Jhaeman's "Dawn of Flame, Chapter 3: Sun Divers" (Inactive)

Game Master Jhaeman

Maps & Handouts
Ship Stats


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I won't pretend to know what pogs and blorps are, but I've moved the token :)


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My last two posts appeared out of order again, but to avoid confusion, it's the engineering phase.

Edit: Now the posts look fine. Paizo's website is so weird sometimes :)


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

You can actually have more than one engineer:

https://www.aonsrd.com/Rules.aspx?ID=193

Engineer
You work with your starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of engineers. An engineer acts during the engineering phase (see page 317). The actions an engineer can take are described starting on page 323.

Captain
"...A starship can have only one captain, and a character can assume that role only if it is currently vacant."

Gunner
"... A starship can have at most one gunner (or gunner team) per weapon mount" (The heck is a gunner team)

Pilot
"...A starship can have only one pilot, and a character can assume that role only if it is vacant."

Science Officer
"...A starship can have any number of science officers."

----------------

You find further evidence in the Patch engineer action: "...Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch."


Ok--good to know! Thanks Jin, and apologies Zharis. I've never seen a ship, regardless of size, attempt more than one Engineering check in a round, so I guess I just assumed it was one only. That's a useful thing to know we can carry forward.


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Experience Points (Instalment # 19)

Xylian:

+Previous: 12949
Computer Virus: 480
Photonic Anomaly: 640

TOTAL: 14069/15000

Zharis:

+Previous: 13149
Computer Virus: 480
Photonic Anomaly: 640

TOTAL: 14269/15000

Jin:

+Previous: 11860
Computer Virus: 480
Photonic Anomaly: 640

TOTAL: 12980/15000

Hani:

+Previous: 12460
Computer Virus: 480
Photonic Anomaly: 640

TOTAL: 13580/15000]

Tulgram:

+Previous: 11020
Computer Virus: 480
Photonic Anomaly: 640

TOTAL: 12140/15000


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Role-Specific Bonus XP Awards (Chapter Three)

Successfully completing the task assigned to your PC’s role in the expedition earns them an individual CR 5 XP award.

Lead Biologist/Team Medic (Tulgram):
While on Noma, use Life Sciences to identify two previously-unknown forms of life. For this purpose only, you may use Life Sciences on sapient or sentient creatures that would normally be identified through another skill (such as Mysticism for outsiders, Engineering for constructs, etc.).

Lead Physicist (Xylian Xuvaats):
While on Noma, use Physical Science to identify two previously-unknown non-organic materials.

Lead Engineer (Hani):
While on Noma, use Engineering to identify the function or nature of two previously-unknown types of devices or machines.

Cultural Liaison (Zharis):
While on Noma, use Diplomacy to improve two different creatures starting attitudes to Helpful or use Culture to make two significant discoveries about the history or functioning of the society.

Security Specialist (Jin):
While on Noma, use Perception to discover and alert the expedition to two different traps, hazards, or enemy combatants (in any combination) before anyone in the expedition takes damage.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Whoops... only the first attack was the AOO. Sorry for not updating the tag for the regular shot.


Weird "posts appearing out-of-order" thing again. To clarify, Xylian, Hani, and Tulgram are up.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day
GM Jhaeman wrote:
Hani, you get hit and take 22 C&P.

Good thing Hani is our hardiest team member.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

> Tulgram, I'm assuming you're not actually activating the merciful fusion to do nonlethal damage.

That's a good question! In general, by default, Tulgram always hits non-lethal. After all, he is a scientist and a slaveholder, not a murderer! But switching weapons from mode to mode is a swift action. So he can do it almost always and did in this battle, too, if he understood that non-lethal damage does not work.


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Sorry, work drama—back in the morning.


@Tulgram: Thanks, I understand the biohack. I meant the result of 36 to identify the creature--where did that number come from?


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Sorry! .)

> As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check ... You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20

My Physical Science is +16

This is one of the main features of the biohacker. He knows. There are two restrictions: the distance (later it will be higher, but still not any) and the move action.


That's it--thanks!


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Field of Study: Genetic: Inhibitor [9 rounds]: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Also this:

Biohacks: As part of your custom microlab, you keep a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. You can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, your biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. You can use biohacks to boost your allies or inhibit your foes.

(in case there is a question whether I can do this with nonliving creatures - I can)


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

They ruined that ability in a recent errata:

Character Operations Manual Errata

Page 45: In the biohacker's genetics field of study, replace the text for the inhibitor with the following.

You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, increasing the damage it takes from one energy type (your choice). If the creature takes the chosen type of energy damage, it takes additional damage of the same type equal to half your level (minimum 1). This biohack doesn't increase the damage a creature takes from natural hazards or environments, only damage from energy attacks, spells, and other abilities.

https://paizo.com/starfinder/faq


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Jin, thank you! Then it makes a significant difference, adding 2 damage is not serious. Of course, if everyone hits the same type of damage on the same target... perhaps. But it's still not interesting.

Thanks.

UPD. @GM & @Everyone

What are we going to do about it? I see two options:

1. Change the field of study.
2. Leave everything as it was before errata.

(by the way, I've been playing already 15 levels in a row in another AP, we have all this time same biohacker there, and I can't say that he create at least some kind of imbalance with this ability; however, we have never done tricks in the style of "let's all have a spare weapon with one common type of energy")

I myself will be satisfied with any option that suits the rest.

(of course it's important only if we survive)


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

We're gonna lose to a recycling bin -_-


@Tulgram: As the errata has changed the class ability in a major way after you initially selected it, if you would like to choose a new one after this encounter is over, I'll allow it. For now, we'll just go with the +2 damage to electrical attacks.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

I think I went twice in the second round, so I'd like to retcon my "second turn" in the round 2 to be my turn in round 3, if possible.


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Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Thank you for botting me. I promise I haven't totally disappeared.

Honestly, I have been hustling to get some things done for a charity benefit event I am part of. We are playing Dungeons and Dragons, benefitting a local homeless charity. There are corporate sponsors, silent auctions, etc.

I am printing lots of 3D goblins, skeletons, etc.--OHH! CROCO-DUCKIES! I'M PRINTING LOTS OF CROCODUCKIES!

I am also running one of the tables. This happens in about a week.


@Jin: Got it, thanks for your honesty!

@Hani: That's really neat! A great way to put a hobby to social good.


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Everyone, just an early FYI that on the 26th, I'll be travelling overseas for about ten days, so we'll have a little break. I'll remind you again when it gets closer.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

If someone "volunteers" to be grappled by blue, I can then attack it with my doshko.

Very risky strategy, though.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Ok, I'm in. I just want to read that yellow has fallen.


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Experience Points (Instalment # 20)

Xylian:

+Previous: 14069
Extinguisher Drone: 480
Reclaimers (x3): 1440

TOTAL: 15989/15000 LEVEL UP!

Zharis:

+Previous: 14269
Extinguisher Drone: 480
Reclaimers (x3): 1440

TOTAL: 16189/15000 LEVEL UP!

Jin:

+Previous: 12980
Extinguisher Drone: 480
Reclaimers (x3): 1440

TOTAL: 14900/15000

Hani:

+Previous: 13580
Extinguisher Drone: 480
Reclaimers (x3): 1440

TOTAL: 15500/15000 LEVEL UP!

Tulgram:

+Previous: 12140
Extinguisher Drone: 480
Reclaimers (x3): 1440
Role-Specific Bonus (Identify Two Unknown Species): 1600

TOTAL: 15660/15000 LEVEL UP!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Note: might take me the weekend to level up. Have to carve out more time than I usually have.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

I have updated Hani. He's back to leveling in mechanic. Not much new to report. Skills got better.

The tech workshop will permit the production of siccatite, so that's pretty big for us.

Of course Hani will attempt to save the 'lil guy coming toward us.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Oh! And have save travels Jhaeman!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis Level 6 Mediator Envoy (Noble Scion)

BAB +1

All Saves +1

Weekly Stipend
From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
--Lodgings, docking fees, taxes, tolls, and similar fees
--Meals or restaurant dining
--Professional services
--Transportation
--The use of recharging stations
--Invitations to exclusive events or entry into privileged locations

Inspiring Boost (Ex)
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Skill ranks: bluff, culture (2), computers, diplomacy, sense motive (5)


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Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Hmmm. I forgot about my theme ability for sixth level.

Durable Crafting (6th Level)
Your mastery of the materials you craft with has given you special insight into solid construction principles. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 4 higher instead of 2 higher. It takes you a quarter of the normal time to repair an item you crafted.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Also, don't forget to move your Resolve Points up if needed. The formula is Half level + Key Ability modifier. So, leveling to 6 should boost that first number to 3.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

I have to change the field of ыstudy and I'm thinking about neurochemistry, it fits pretty well with the processes that I sometimes describe in Tulgram's head.

The question is - can we come up with some kind of synergy with this:

> Inhibitor: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.

It is clear that this works best when paired with a mystic. But maybe envoy or someone else can also somehow apply this together with me?


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin is still stuck in level 4 land, no new toys until the next fight is done!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Not sure what kind of synergy you are talking about, Tulgram. The only magic Zharis can do is activate spell gems. When she is rich enough to afford a bunch of them, that might matter, but for now, she just has a few stabilize gems and an identify.

Jin, yeah, looks like level 6 in one more fight. :) Let's rescue the little robot from the recyclers. Then you should be there.

Also, I think with Zharis' stipend we now don't really have to worry about minor costs like charging batteries, renting transportation, lodging, and meals. Doesn't help us here, but when we get back to civilization perhaps.

... Not sure how I'm going to play where it comes from, but probably something like my father finally read my messages and did some checking... found out about my show at the casino, and got "As the Black Hole Turns" (or perhaps my entire repertoire) released in this section of the universe. It is apparently a big hit, and part of my royalties come to me directly as a steady income to take care of incidentals, but not too much because he knows I want to be independent.

To explain the money disappearing at the beginning of every week, we can just say that any royalty payments left over from the previous week's distribution get digitally donated to a worthy charity in Zharis' name (have to keep up appearances).


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

I was referring to some envoy improvisations that require a will saving throw from enemy. Ок, I understand, it's not relevant now. No problem .)

PS Speaking of gems, I prefer spell chips. You don't need to spend a move action get them because they can be slotted in your comm unit (which is a computer too), the have no bulk and if you use them regularly, it saves some money. I have a mystic who does not spend money on weapons but buys such chips in large quantities, especially with situational spells. Works well.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Huh... I don't think I know what spell chips are, but I will have to check them out. :)


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Ok, I'm back! (with a belly full of pizza and gelato) Thanks for your patience, everyone!

We left off in Gameplay with a little cliffhanger, so please feel free to describe what your character would say or do.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Phew! I was starting to get worried!


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Iiiiii forgot to level up


Experience Points (Instalment # 21)

Xylian:

+Previous: 15989
Reclaimers (x2): 320
Story Award (Rescue Speaker): 320

TOTAL: 16629/23000

Zharis:

+Previous: 16189
Reclaimers (x2): 320
Story Award (Rescue Speaker): 320

TOTAL: 16829/23000

Jin:

+Previous: 14900
Reclaimers (x2): 320
Story Award (Rescue Speaker): 320

TOTAL: 15540/15000LEVEL UP!

Hani:

+Previous: 15500
Reclaimers (x2): 320
Story Award (Rescue Speaker): 320

TOTAL: 16140/23000

Tulgram:

+Previous: 15660
Reclaimers (x2): 320
Story Award (Rescue Speaker): 320

TOTAL: 16300/23000


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Running a bit behind this weekend, but I'll catch up tomorrow morning.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Guessing we are going to need to retreat... unless we have some reason to believe that there is super cool treasure up there, doesn't seem worthwhile to risk melting. But totally okay if someone wants to risk it... as long as we find out from the GM that it is possible to survive. That's definitely cooking heat.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

I imagine we can conclude our business in the tower in less than the hour required to make a saving throw. How tall can it be/.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Well now I'm confused.

Extreme Heat wrote:


Extreme heat (air temperature over 140° F, boiling water, fire, and lava) deals lethal fire damage. Breathing air in extreme heat deals 1d6 fire damage per minute (no saving throw). In addition, a character must attempt a Fortitude saving throw every 5 minutes (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Hotter environments can deal more damage at the GM’s discretion.
Armor wrote:

Armor’s environmental protections reasonably protect you against both cold (temperatures as low as –20° F) and heat (temperatures as high as 140° F). This prevents you from having to attempt most Fortitude saving throws to avoid damage from the environment, and it prevents you from taking damage from breathing in most environments. This does not protect against cold or fire damage from other sources or against environments that deal damage without allowing a Fortitude saving throw or breathing the atmosphere (such as lava).)

So the Thermal Regulator reduces the effective temperature to "hot", which is below 140, and our armor protects from temperatures up to 140, so should be totally safe from the extreme heat?

Or not?
IDK?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I think not... might protect us from the 1d6 no save breathing part (?), since we are breathing its air if we close it up... but 140+ exceeds its specifications apparently (as high as 140... not over that), so I think we would be rolling fort saves at least.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Those with Thermal Regulator should be completely protected. I recently came across the same question in the Devastation Ark (only there was cold).

The problem is that not all of us have this update.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin can wait at the bottom of the tower while the heat-resistant rest of the party explores!

Try to toss down any enemies so he can engage them...


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

On Thermal Regulators... not sure that is true.

We made Tulgram get one when he first joined the party, and the rest of us had them already because of the solar flare activity from a previous episode. We even had an extra armor-based one in loot because I switched from basic armor with it built in to an add-on unit when I got this armor.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Holy crap... I just saw on the sold sheet:

Upgrade/Fusion Radiation buffer armor upgrade 1 $200.00 $200.00 TRUE $20.00 0
Upgrade/Fusion Thermal Regulator Armor Upgrade 4 $150.00 $600.00 TRUE $60.00 0

Looks like we sold some extras off? Did people change armor and not retain that part?

... In any case, probably doesn't matter. If the whole point is to just look over the city, not sure why it is needed... can't the drone go this high?

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