[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
Yeah, we made a lot of mistakes with those AoOs at the beginning. The Reach was just unfathomably large at first. But if we make it out of this, we can retreat and sleep it off hopefully.
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
If I'm reading the house rules correctly, I think my healing would bring Ajithu back to his feet and acting normally. Cellion, am I interpreting that right?
One of the goals of the rules is actually to make sure characters don't ping-pong between conscious and unconscious (something I've seen happen in higher level games), so the trauma-shock state causes you to remain unconscious for 1 minute even if your HP rises above 0. On the flip side you do get to support the party while KO'd, so you're not entirely out of the fight.
Your healing does help though, because at the end of that minute, if Ajithu's HP is 0, he would die outright.
My only feedback on the house rule is that 10 rounds is an eternity. I doubt this battle has even been that long. Many combats last 5-6 rounds.
Yep, its intentionally long because the idea is to KO for the rest of the fight. It also gives more time to end a fight and get the victim healing so they don't die, in the event you don't have easy in-fight healing sources. That said, maybe something like 3 round would be better so that the conscious party members can try to stall to get a key member back up and in the fight? We'll see how it goes.
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
Ah, that makes sense! I almost didn't heal Ajithu because I was worried that he would just be dropped again. 10 rounds is long enough it might be impossible for someone to die. 3 or 5 rounds would be long enough to probably take someone out for the rest of the fight but still add some pressure for the PC's to finish it up or heal during the fight.
One interesting Starfinder rules hiccup I've seen with the normal dying rules is how they work with fast healing. Observe:
- You don't go below 0HP when you take the final chunk of damage that would knock you unconscious.
- Fast healing heals you at the start of your turn
- If you ever go above 0HP due to being healed, you immediately regain consciousness and are no longer dying
- You don't lose or spend RP until the end of your turn if you're unconscious
Essentially, if you have fast healing, like from repairing nanites, each time you get knocked unconscious, you instantly get back up again and get your full turn to act. You're effectively immortal unless you take massive damage or foes gang up to coup de grace you. I saw it once in SFS on a joke character. It was wild.
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
GM Cellion wrote:
...but thanks to Ajithu's distraction, she's able to slip free before they grapple her. (23 dmg after DR, you don't get grappled so you make it to your intended destination)
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
In my search for F weapons to buy at the next supply depot, I realized I forgot to buy anything Nonlethal or area of effect in addition to my lack of fire damage. I'll be way more versatile if we survive this.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Hey, sorry for the long delay and the wall of text after it...juggling a lot of stuff right now. T_T
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Happy Reunion if you're on Akiton like me and Happy Fifthday if you're anywhere else in the Pact Worlds!
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Just to confirm, my turn is up right now, I'll have to wait to attack the slime in the air?
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
I have a suggestion, if our GM will indulge me...maybe instead of a NEW customized starship, the Sunrise Maiden makes a grand return? I don't think we necessarily established who in the party "got" it after the Dead Suns crisis...
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Thanks for waiting for me, everyone! I was stranded at work for the past two nights from the winter storm. Good thing I work in a hotel. I was able to binge-watch Dragon Age: Absolution!
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
A Merry First Choices to all who celebrate it, and a great weekend to everyone else! This song...just gets more meaningful to me every year...
Alright, so while you guys are shopping, what's the verdict on the Sunrise Maiden? Do you want to customize it, or would you like me to just adapt another similar prebuilt ship as a pregen?
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Do you still have the old stats from thr Dead Suns game? That may make for a good baseline?
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Achlyss Sadow wrote:
I don't have any experience with ship design but would love to have Arc update the Sunrise Maiden. It would be a nice touch. :)
The only issue is...I have no experience in starship upgrading and statistical stuff! I just know how to pew pew...
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
May be a slight delay in posting. Stuck at the hotel because of another blizzard.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
I'm back...so how do we go about upgrading the ship? What do you advise?
However you like, following the normal starship building rules. You can keep similar attributes (for example the same ship chassis, and replace the existing weapons with more powerful versions) but ultimately it's up to you so long as you're within the BP limits and the ship has adequate power. The BP limit for tier 15 is 500, which is a heck of a lot to play with.
You can discuss in the discord if you want to work out what ship features you'd like to focus on.
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
Alright, I took a stab at it. I built it from scratch, in the theme of the Sunrise Maiden (starting with the same frame and design choices, then upgrading from there).
I've only spent 300 of the 500, and have the basics all set. So I'm thinking of just upgrading shields, armor, and such. Plus some more bonus things, like better scanners and drift engines. Our weapons are pretty solid already, though we could upgrade our backup guns.
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc
Alright, I managed to spend all of the BP, difficult as that was. We have max thrusters, maxed shields, with close to max armor and two of the maxed weapons. We even got a special water room for our air-allergic friend.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
I agree! Thank you, Shocca!
...I should probably think about buying some stuff. Not going to have much of an opportunity to do that soon, I imagine.
Borai Death-Touched Vanguard 15| SP 236/236 HP 111/111 RP 11/11 | EAC 35 KAC 37; | F +17; R +15 (imp evasion); W +8 | Init +6 | Perc +23 | Entropic Strike: +21 (7d6+14+15; 10' reach)
Since this trap seems pretty intense, I thought I'd strategize regarding our situation.
Are we going to need to come back out the way we came in? If so, should I just head back toward the exit? It seems like maybe I need to get there because we have some unexplored rooms to the east?
Yeah, the trap has some spicy damage. And as you point out, there's definitely unexplored rooms to the east. If you have a way to back out all the way to the wide platform on the west end of the room, you'd be out of range of the phase beams. Alternatively, if you have some way to quickly get all the way down to the ground level + inside the maintenance shack, you'd break line of sight as well.
Once the party manages to stabilize the reactor, someone with Engineering skill would need to fly over (or balance over) to the control panel at the eastern end of the bridge to disable the trap fully.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
Really getting frustrated with the forum's dice roller lately.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
I think Shocca's idea by squishing them together more is best, but she needs to tell the rest of the group that idea for Arcalinte to agree with her, since she specifically said she's keeping her thoughts to herself.
Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25
The map isn't working for me for some reason. "Bad gateway" or something?