GM Nomadical's Heart of the Foe (Inactive)

Game Master Nomadical

Maps, slides, and handouts


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Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

While we wait to start, please allow me to lay out the ground rules, which are designed for fairness and consistency, while keeping the game moving at a pace to ensure we finish on time.

⚔ Please make it obvious what buffs you have active and what your AC is.

⚔ Miss is always low if a miss chance applies. For example, if there is a 50% miss chance on a melee attack, a result of 1-50 on d100 is a miss.

⚔ I roll group initiative and track character actions. Unless you state you are waiting for another to act, I will adjudicate those actions in the order they were posted as those posting later have the benefit of acting based on what’s come before in the thread.

⚔ You may delay to a later position in the initiative sequence as usual.

⚔ If I make a mistake, please let me know, and I will try to make it right. If it’s too far back, too complex to correct, or too minor to matter, we may have to accept it and move on, with the understanding that I will be fair and equitable.

⚔ I generally prefer PCs to roll their own saving throws, miss chances, and Attacks of Opportunity (AoO). It keeps the game moving, and by reducing my workload it means I may be able to make a quick post when I otherwise wouldn’t have had time.

⚔ I like a relatively fast-paced scenario, However, do be aware that my posting can be irregular. I find when a game loses momentum, the fun is quickly sucked out of it, so I will do my best to keep it moving.

⚔ As such, if you do not post an action within 24 hours from when I invite you to post, I reserve the right to take actions for your character (botting). However, because of my highly unpredictable and erratic work and sleep schedule, that 24 hours is not a hard limit by any means. I encourage, but do not insist, that you have some botting instructions and/or dice macros in your character’s profile especially if you have specific things that they always or never do in combat or have very complex dice rolls for combat.

⚔ If at all possible, please let me know if something comes up that prevents you from posting. Likewise, I will do my best to update you all if I will be much more than 24 hours before my next post.

My unusual life, for those that are unfamiliar:

I’m a long-haul international cargo airline pilot. Many of my work days are spent sleeping as much as I can right up to the wake-up call before a flight, flying one or more 8 to 16 hour legs, then falling into bed at the next hotel. My employer’s jets do not have wifi because the boxes we carry don’t need to check their email or watch movies in flight. So it’s not unusual for me to not be able to post for 30+ hours on occasion. However, when I’m not sleeping or flying, I’m off duty in a hotel somewhere in the world with no responsibilities, and that’s when I can post as much as I need to and keep the game moving along.

Questions? Just let me know. Let's have fun!

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

Please visit the Google slides and drop a token on the cover page, then mosey on over to the Gameplay thread and dot in.

@Tokno: We “dot in” by making any kind of post in the Gameplay thread using the character alias that you want to use for this game. Then after the page refreshes, you can actually just delete the post. You’ll start seeing updates to the threads and be added to the Characters page once you’ve posted into Gameplay, even if you delete said first post. Alternately, of course, you can go ahead and make your character intro post, but maybe don’t delete that one.

Player Name:
Character Name:
Character Level:
SFS Number:
Faction:
Discord name (if you have one):

Anything weird or tricksy about your character that I should know, especially always-on abilities that give you rolls (like Trap Spotter, etc.)

I'm only asking for a Discord name as an alternate method of communication in case we have extended or frequent issues with the Paizo forums as happened during a PBP con a couple years ago or recently with the whole Cookie Fiasco. If you don't Discord, that's okay; as I said, it's just a backup.

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Player Name: Farol
Character Name: Aravon
Character Level: 5
SFS Number: 2359780-709
Faction: SS Jadnura
Discord name (if you have one): Farol#6865

I think you know it all GM! Nothing out of ordinary beside Smiley.

@GM thanks for running this game and having me at your table!

@Team - good to see you all! I think I know most of you.

@Tokno - nice to meet you! I hope you will enjoy this game ;)

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Player Name: The Ragi
Character Name: Staar
Character Level: 5
SFS Number: 291669-708
Faction: Exo-guardians
Discord name :TheRagi#1539

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Player Name: Zsolt Szatloczki
Character Name: Gammer Greenspan
Character Level: 5
SFS Number: 208315-704
Faction: Second Seekers - LE
Discord name: Dooser#7181

Second Seekers (Luwazi Elsebo)

Male LN Dwarf Mechanic 7 |SP 42/56 HP 48/48 | RP 8/8 | EAC 25; KAC 26 | Fort +7 (+2 vs posion); Ref +13; Will +5 (+2 vs spell and SLAs) | Init: +8 | Perc: +13, SM: +8|Darkvision

Player Name: Zoomba
Character Name: Darin d'Xin
Character Level: 6
SFS Number: 127063-705
Faction: Dataphiles
Discord name (if you have one): Zoomba#4771

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Player Name: Tim Emrick
Character Name: Toknomonicon
Character Level: 3rd
SFS Number: 93564-703
Faction: Acquisitives
Discord name: Tim Emrick (he/his)#9242

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Player Name: Sedoriku
Character Name: Ceolor Xusha
Character Level: 6
SFS Number: 108507-702
Faction: SS (Luwazi)
Discord name (if you have one): Sedoriku#0496

Anything weird or tricksy about your character that I should know, especially always-on abilities that give you rolls (like Trap Spotter, etc.):
Nothing too unusual but the ability to roll two skills with either an automatic aid or a +8 modifier even if he is untrained. He can also using Charming Veneer or Churn Fluids if needed.

Grand Lodge

1 person marked this as a favorite.
Lightning Strikes, Stars Fall (Op VIII)

Welcome everyone! I'll give Aravon a day to post an intro, and either way will move to the mission brief tomorrow.

Acquisitives

1 person marked this as a favorite.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

I forgot to change my last post to the Tokno alias, and now I can't edit it. Sorry! At least it's clear who it's about.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

No worries! Happens to all of us sometimes, and certainly more often when you're new to PBP.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

I constantly get my GM alias mixed up in threads by forgetting to change it before posting, but double checking your posts after posting isn't a bad idea. Helps catch typos or mistakes like rolling a d2 instead of a d20.

As for boons, anyone bringing a hireling? Ceolor has the Efficient Administrator boon which gives them a boost, but otherwise I can slot a different ally boon.

Ally: Efficient Administrator (+3 to other allies’ Ally Boon skill check rolls, +1 to Ally Boon combat attacks, DCs, and saving throws) OR Gun runner (10% discount on grenades for the scenario)
Faction: Second Seekers (Luwazi Elsebo) Champion, Improved (Earn Reputation, reagin 1 resolve point when succeeding at an Aid Another on a skill check or succeeding at a Sense Motive check written into a scenario.)
Personal: Scoured Stars Survivor (reduce RP cost to stabilize by 1, then regain 2d6 hit points)
Promotional: None
Social: Athaeum Insight (Trained in Culture Moot and can reroll 1 skill check to recall knowledge)
Starship: Defender of the Fleet (Finest X to be chosen later if needed)
Slotless:Team Spirit (reduces Fame cost for Raise Dead by 2), Abysshead Download (Annoying, inappropriately timed advertisements from devices) and more.

He will also be selling his Freebooter Armor II for 472 credits
and buying Vesk Brigandine Armor III for 8,800 credits and a Called weapon fusion (120 credits) for his weapon crystal just in case the level 5 fusion seal he has doesn't apply to his now level 6 solar flare even though the crystal is level 3 or 4.

Second Seekers (Luwazi Elsebo)

Male LN Dwarf Mechanic 7 |SP 42/56 HP 48/48 | RP 8/8 | EAC 25; KAC 26 | Fort +7 (+2 vs posion); Ref +13; Will +5 (+2 vs spell and SLAs) | Init: +8 | Perc: +13, SM: +8|Darkvision

Personal: Dwarf Admittance
Social: Scoured Stars Memorial
Ally: Preservation of AA-126D (Got my friend Kharl on Comms with a +10 to Culture, Life Sci, and Mysticism)
Starship: Defender of the Fleet Know this doesn't have the Starship tag on it, but you never know how off the rails things might get :P)
Faction: Dataphile's Champion
Unslotted: Scoured Stars Explorer (Elite)

And if the Seekers armories have one available, would like to purchase a thunderstrike snapwhip.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

I have nothing worthy of mentioning - just exo-guardians champ for me.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Promotional Boon: T-Shirt Reroll

Faction Boon: SS - Luwazi Elsebo Champion - Tier 1

Personal Boon: Halfling Admittance

Ally Boon: High Society Influence

Social Boon: Athaeum Insight

Starship Boon: Enhanced Shield Regeneration (1/Combat Spend 1 RP to regain SS Tier X Rep. Shield Points)

Slotless Boon: Marked Field Agent

Slotless Boon: Triunite Technotheurgy

Gammer will purchase:
Mobile Hotelier
Environmental Clothes-Combined Cold Weather & Dust Storms
Starfinder Backpack
2 Consumer Backpacks
2 Detonators
12 Frag Grenades Mk1/Explosives
2 Sprayflesh
6 Medpatches
Extra Battery (20 Ch)
Efficient Bandolier

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Gammer, I don't think a medpatch would do anything to help you with your current skill modifier, unless you plan on handing them off to other people to use on you if needed.

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Personal: Half-Orc Admittance
Faction: SS Champion, Improved
Social: Savior of the Scoured Stars
Ally: Prof Hireling (Life Science, Mysticism, Physical Science) +9

I think the above are the most important ones.

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Ally: Tune-Bot 2000
Faction: Acquisitives Champion
Personal: --
Promotional: Promotional Reroll
Social: Known Quality
Starship: N/A
Slotless: Envar's Gift, Marked Field Agent

(Envar’s Gift: 1/day, as swift action, create barrage of pop-up holovids & jingles until start of next turn, giving any non-allied creatures who can see or hear it the fascinated condition for 1 turn.)

Purchases:
Reconfigurable clothing (travel outfit, environmental outfit [x4: heat, dust, cold, radiation])
Serum of healing mk 1 (x5)
Standard batteries (x2)

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]
Ceolor Xusha wrote:
Gammer, I don't think a medpatch would do anything to help you with your current skill modifier, unless you plan on handing them off to other people to use on you if needed.

Gammer has Medical Expert which allows him to use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action (DC 25). Normally it takes 1 minute to treat deadly wounds. He can do it in Combat if necessary and can use it for treat disease, treat drugs or poison tasks as well.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)
Darin d'Xin wrote:
And if the Seekers armories have one available, would like to purchase a thunderstrike snapwhip.

Sure, there's nothing that says they wouldn't.

Darin d'Xin wrote:

Starship: Defender of the Fleet Know this doesn't have the Starship tag on it, but you never know how off the rails things might get :P)

It also doesn't have the Vehicle tag, but the author has admitted that it probably should have. With that in mind, if you have any Vehicle related boons, feel free to swap out if you want. (I should have said that up front, sorry.)

Looks like we've got a couple Hirelings. I'll ask that you add the bonus from Ceolor's boon to those rolls yourself, rather than making me remember, please.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Forgot to put Flash Grenades Mk1 on the list. Since the Jinsul have multiple eyes, he will pick up 4.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none
Staar wrote:

Piloting is not a trained-only skill

------

Ceolor Xusha wrote:
I wish I had had the Galaxy exploration Manual when making Ceolor, the electron variation of Stellar alignment would have fit him soooo much better.
Electrical Attunement (also called Electromagnetic attunement in the entry) is from Tech Revolution, actually - and it does look pretty great! I wish there was a 'reroll (at least) one character' everytime they put out a new book, all my PCs are so old-fashioned in comparison... and we have Galactic Magic coming up soon, which should put another huge spin in character creation

Bah, you're right it is from Tech Revolution. Mixed Exploration up as the most recent book. I'm very luck Ceolor Was just within range of being able to change him to a solar flare solarion when that came out. He was originally just a CRB armor with a gun Solarion. But Electrical attunement would fit so well with his concept of racing around he battlefield using Blazing Orbit.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

This scenario is the only time that you get punished whether you use OR don’t use environmental protections. I don’t agree with how it’s written, but it’s Society so I’ll run as written, though I reserve the right to simplify the checks for PBP.

Essentially you have two choices, and you’re damned if you do, and damned if you don’t.

You can use your environmental protections, which assumes some kind of sealed helmet visor. (If you have some other mechanically specific thing, like a force field visor, etc, let me know.) In this case the storm causes “ashen snow to cling to the
armor’s helmet, obscuring vision.” This results in penalties to Perception checks and any enemies you meet have concealment until you wipe off the visor. Clearing off the snow is a move action, and doesn’t expose you to the cold. Again, if you have blindsight or something that would ignore this condition, let me know.

The other option is no helmet. “If a PC is not wearing armor or has the environmental protections on their armor lowered, then every 10 minutes they must succeed at a Fortitude save (DC = 15 + 1 per previous check [note, per previous check, not per previous failure]) or take 1d6 nonlethal cold damage.” You can tell from where you landed that you’re looking at several hours to your target zone. At 6d6 per hour. Yeah.

In the interest of common sense and reducing the stupidly insane number of checks, I’ll assume that you’re wearing your helmets and will wipe them off if you encounter hostiles. If you want to do something else, or have some means of mitigating this situation, I’m all for creative solutions.

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Is there any chance of a quick rest before this impending hike? Tokno's nearly out of SP from that crash.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

You can take a rest if you wish. This scenario requires that a 10-minute rest actually takes 20 minutes to "seek out or set up temporary shelter." Also, you cannot rest if you have taken any non-lethal damage from the cold (scenario rule.)

But I think that since Tokno is level 3, and you are playing in the high-tier, it might be worth it now before you head out.

One thing about PBP is that a lot of stuff gets time-stutter retconed because someone posts something, but then hours (or even days) later someone asks if they could have done a thing first. The fact that most games only ask that you post once a day means that several posts could have happened while you were offline, but there was no way you would have done the thing everyone else did without doing your thing first. So just say so, either in Discussion or build it into your gameplay post Of course, as long as it isn't too meta.

In this case, certainly, if Tokno needs a rest, that could certainly have happened before my post that has you hiking through the post-apocalyptic wasteland.

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Cool, thanks, that's what I needed to know.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)
Gammer Greenspan wrote:
GM Nomadical wrote:
I'm not disputing your math, but how did you come up with an hour? The scenario doesn't suggest a time, so is there something in the CRB or elsewhere that drives that?

CRB Pg.142 under Engineering Skill for Repair item. The amount of time this takes typically depends on the complexity of the object. The DC of the check is determined by the GM and based on the complexity of the object. ...If the object or piece of equipment is damaged but not broken, you can repair it at no cost. ...The DC for an Engineering check to repair an item is based on the complexity of the object. The following chart provides base DCs by complexity and examples of such items. The GM may adjust these DCs and times to reflect other circumstances.

The chart at the end of the paragraph shows - Item: Equipment | Example: Weapon or Suit of Armor | Time - 1 hour | DC: 15 + 1.5 X Item Lvl. ((Vesk Brigantine III Armor Level (8). DC:15 + (1.5 X 8) = 27.))

If the scenario doesn't give details then is it meant to just be salvaged for scrap or treasure credits? Or can we determine that there are enough pieces from multiple suits to make one good suit as stated in the description you gave? If that is the case, can we just modify it per the CRB Pg. 196 Adjusting Armor?
If you get secondhand armor that wasn’t tailored for you, you can have it adjusted, which requires a successful Engineering check (DC = 10 + 2 × the armor’s level). Alternatively, you can spend 10% of the armor’s purchase price to have it adjusted by a professional—typically an armorsmith or anyone with multiple ranks in Engineering. There is no time stated for adjusting armor from what I could find.

I think we're getting too far down in the weeds. The scenario clearly intended that the armor be usable. It didn't say anything about the DC to repair it, nor did it say anything about the time. And time is a critical factor throughout this scenario, and certainly in this section. In case you hadn't noticed, I've been labeling the skill check sections as "Hour x."

I don't think the author meant to require that you spend an hour just to use the armor. Ten minutes to install an upgrade with no check, sure. But not an hour. Let's put this to rest. It's usable, as is the deflective reinforcement upgrade. You've paid the time cost as included in the rest you took. Divvy it out, and move on.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]
GM Nomadical wrote:
I don't think the author meant to require that you spend an hour just to use the armor. Ten minutes to install an upgrade with no check, sure. But not an hour. Let's put this to rest. It's usable, as is the deflective reinforcement upgrade. You've paid the time cost as included in the rest you took. Divvy it out, and move on.

Sounds good to me. Tokno gets the Vesk Brigadine III. It is Light Armor +10/+10 with +5 Max Dex & 2 Upgrade Slots. Staar gets the Deflective Reinforcement Armor Upgrade. She gets DR 5/—. In addition, her armor check penalty is reduced by 2 when she attempts an Acrobatics check to escape.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Hey guys, tomorrow is going to be a busy day doing larp, I might not have time to post, but I'll make sure to pick things up on Sunday morning.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

@Tokno, no, none of your Culture checks have been successes in their own right. I've been using them as Aid Another rolls to squeeze successes out of others' rolls that were close.

@Ceolor, no problem. I have a class all day on Saturday, (freediving refresher in Carlyle Bay, Barbados), so I probably won't get a chance to post until late Saturday or early Sunday anyway. Have fun larping! (something I've never done, but should try some day)

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

@GM: I didn't think so, but thought it worth mentioning so we're both thinking about it going forward.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

@Gammer: Explosives. I've never seen anyone use them, so I looked it up.

CRB pg 218 says: Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. ... If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness.

Engineering Skill, pg 141, says: You can use Engineering to arm an explosive using a detonator (see page 218). This takes 1 minute to connect the detonator and set the explosive. The DC of this check is typically 10.

Also, what you knew was that an attack against a 5' section of wall has an effect. But your Red X isn't near any of the walls, so it will just be a grenade.

Given that Gammer's Engineering is sufficiently high to tap the DC, he'd know it would take 1 minute to rig up the detonator to the backpack of grenades to function as an explosive charge. If you want to retcon his whole round, go ahead.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

If you like exploding stuff, check these new options from Tech Revolution:

Mechanic alternate class feature: Experimental Explosives (Ex)

Demolitions

All SFS legal.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Yeah, they do not have pricing for explosives but says they can be the same as a frag grenade for the same purpose. So that is what he purchased. During the trip through the Drift, Gammer took the two packs of 6 frag grenades/explosives and programmed them each to a detonator. It says you can connect a maximum of 6 to one detonator. The explosion from the blast radius should do damage to the structure. If you don't allow it then I'll retcon my action.

Did not know about or have a copy of Tech Revolution. Thanks for sharing. May have to create a character just for that.

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)
Gammer Greenspan wrote:
During the trip through the Drift, Gammer took the two packs of 6 frag grenades/explosives and programmed them each to a detonator.

Went back to your posts, and you did indeed say that Gammer did that. Well planned! I'll allow it. And I agree, another move action to retrieve the detonator, and then a standard to activate it.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Sounds good!

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

Escaping the jinsul horde functions as a modified version of the vehicle chase rules (Starfinder CRB pg. 282). However, because you succeeded at enough Engineering checks earlier, you can commandeer the street crawler from the jinsuls you just defeated. This functions as a level 2 vehicle with EAC 14, KAC 15, HP 24 (12), and a +0 modifier to Piloting checks. It allows the PCs to treat the encounter as a conventional vehicle chase, with one PC using the Piloting skill to make Pilot actions instead of any listed Leader actions, while passenger PCs can take full actions during the chase. (Driving the street crawler won’t allow the PCs to automatically flee as the jinsul swarm is cropping up everywhere, so added speed doesn’t ensure escape)

If you don’t want to do that, then the encounter is a quite a bit more complicated. Instead of having one Pilot, each round a PC acts as the Leader, and there are different Leader skills for each Zone. See the table on this slide. If you take the street crawler, I’ll cover the Leader column, since that will no longer apply.

I’ve looked at your characters. Darin has a +15 Piloting (Gammer has +14), and both of those beat any of the rest of the Leader skills from any other character. I’d highly recommend going with the street crawler and the conventional vehicle chase rules, but it’s up to you.

Modified chase rules (Not using the street crawler):

Each round the PCs must pick a leader to perform Leader actions, which function as Pilot actions but require a specific skill for each zone.

See the table on this slide.

The PCs are considered to have a vehicle item level equal to their average party level (5) for the purposes of Leader action DCs. The leader’s decisions direct the PCs’ course while escaping their pursuer, which represents the entire horde of jinsuls closing in on them.

Each PC must spend a move action to follow the leader’s commands, unless the PCs are using the street crawler (see above); otherwise, PCs can use standard actions to attack the incoming jinsuls or otherwise assist in the escape, including retrying a failed Leader action with a –4 penalty.

The PCs and the jinsul horde both start in the battleground zone, and the PCs automatically act first. All active hazards have the same attack bonus and damage output (+14 and 6d8 damage in Subtier 5–6). An active hazard targets a random PC involved in the chase, or the PCs’ vehicle if they are piloting one.

Your success in the earlier investigation provides you with additional options during the chase:

Your understanding of jinsul Culture during allows you to exploit the jinsuls’ cultural taboos to automatically keep pace in a Blood Ritual zone even if the Leader/Pilot action fails. The PCs can also double the bonuses of the narrow gap route in the tunnels zone, thanks to their understanding of jinsul subterranean infrastructure.

Your success at Mysticism checks during the investigation allows you to slightly predict incoming lightning strikes in the stormy field zone, allowing you to redirect the lightning strike hazard to attack the jinsul horde instead of the PCs as a new Trick Leader/Pilot action.

Your excellent Perception and Stealth checks after encountering the first group of jinsuls, lets you predict the horde’s behavior, providing a +2 bonus to KAC against engaging and a +2 bonus on any trick Leader/Pilot action.

Okay, so if it’s not obvious, the author went out of his way to make this as complicated as possible. Having the crawler really simplifies it, and as an added bonus the low Item Level of the crawler makes the checks to succeed at Piloting and Tricks trivial.

I’ll wait till a majority posts their preference for Street Crawler or Not, then will advance that in Gameplay.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

+1 crawler.

Wayfinders

Male Halfling Operative / 6th
Stats:
SP 42/42, HP 38/38, RP 8/8 | EAC 23, KAC 24 | F +4, R +13, W +7 | Init. +11 | Perc. +14 |Def: Evasion, Holo. Clone | [dice=SK]1d20+9[/dice] [dice=dmg]1d4+3[/dice] [dice=TSP]1d20+9[/dice] [dice=Dmg]1d8+3[/dice]

Definitely Street Crawler.

Second Seekers (Luwazi Elsebo)

Male LN Dwarf Mechanic 7 |SP 42/56 HP 48/48 | RP 8/8 | EAC 25; KAC 26 | Fort +7 (+2 vs posion); Ref +13; Will +5 (+2 vs spell and SLAs) | Init: +8 | Perc: +13, SM: +8|Darkvision

Darin's happy to drive

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Crawler.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

I am all for the simpler option crawler works fine!

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Crawler!

Acquisitives

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Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

FYI, I have a family member getting surgery this afternoon, so I might be a bit scarce the next couple of days.

If you end up waiting on me in order to finish a chase round, assume Tokno takes a shot with his pistol (+4 attack, 1d6+1 E nonlethal, crit arc 2). If any other PCs get hurt by an enemy (rather than a hazard), he'll use inspiring boost (regain 11 SP) as his standard instead.

Second Seekers (Luwazi Elsebo)

Male LN Dwarf Mechanic 7 |SP 42/56 HP 48/48 | RP 8/8 | EAC 25; KAC 26 | Fort +7 (+2 vs posion); Ref +13; Will +5 (+2 vs spell and SLAs) | Init: +8 | Perc: +13, SM: +8|Darkvision

Hope it goes well

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

So the appointment turned out to be a surgery consult, not the actually surgery yet, which won't be for a few more weeks. So...postponed stress.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none
Toknomonicon wrote:
So the appointment turned out to be a surgery consult, not the actually surgery yet, which won't be for a few more weeks. So...postponed stress.

Glad that it isn't happening for a little bit but also delayed stress isn't good stress. I hope things do go well when it does happen.

Acquisitives

Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used

Can we learn anything about the kohkleim's resistances, weaknesses, etc., from skill checks or talking with Ekkerah? I'm trying to determine how critical the cold iron ammo will be, because having them include it in the adventure makes it sound that way.

I'm inclined to go for options a) the spoilered loot cash and d) assisting the prisoners. Ironically, the weapons listed with a) are probably better for outfitting freed captives than those in d) (which are all advanced melee and longarms, which not all characters are proficient with) but I'm guessing we'd need to choose d) to get the prisoners' help at all?

From the weapons caches Tokno's really only interested in a pistol (his current small arms are both energy), some ammo, and the ring (he currently has a Mk 1) for himself. He's proficient with grenades, but is lousy at throwing them, since that uses Str. And why deny Gammer his love of boom? ;)

Grand Lodge

Lightning Strikes, Stars Fall (Op VIII)

Fair question, Tokno.

The scenario has a comment about giving you 3 pieces of info about the kohkleim based on your earlier successes, but it doesn't say when you would get that. I'll post something shortly.

Second Seekers (Luwazi Elsebo)

Male LN Dwarf Mechanic 7 |SP 42/56 HP 48/48 | RP 8/8 | EAC 25; KAC 26 | Fort +7 (+2 vs posion); Ref +13; Will +5 (+2 vs spell and SLAs) | Init: +8 | Perc: +13, SM: +8|Darkvision

Darin definitely thinks the gear would be useful: that demon has some pretty broad resistances and cold iron round would be helpful.

As for the other 'boon', somewhat split on options c and d. I don't think any of us is a sniper, right? (though nice they included a chance for those builds to shine here)

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