GM Cellion's Devastation Ark

Game Master Cellion

House Rules
Maps
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Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/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.


Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/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?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

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.

Second Seekers (Jadnura)

Borai Death-Touched Vanguard 14 | SP 221/221 HP 104/104 RP 11/11 | EAC 35 KAC 37; | F +17; R +15 (imp evasion); W +6 | Init +6 | Perc +22 | Entropic Strike: +20 (6d6+14+14; 10' reach)

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.

That said, we'll see how it plays out! Could prove fun!


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male kalo wild warden mystic 14 | SP 98, HP 86, RP 7/8 | EAC 31, KAC 32, CMD 40 | DR: -- Resistances: cold 5 | F+4 R+8 W+14 | Init +8 | Perc+22, Sense Motive+22; blindsight (sound 60'), low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 2/6; 3rd 3/5; 4th 3/5; 5th 3/3 | ultracold ice carbine 36/40 | enervation 1/1 | healing touch 1/1 | farsight 7/7 | spell reflector 1/1 | Active Conditions: None

I'm not dead yet! I think I'll go on a walk. I feel happpeeeeeeee!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Achlyss Sadow wrote:
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.


Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/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.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

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.

Second Seekers (Jadnura)

Borai Death-Touched Vanguard 14 | SP 221/221 HP 104/104 RP 11/11 | EAC 35 KAC 37; | F +17; R +15 (imp evasion); W +6 | Init +6 | Perc +22 | Entropic Strike: +20 (6d6+14+14; 10' reach)

No worries on including me in AoE, Arc! PLEASE do it! I have Friendly Fire (allied dmg reduced by 28) AND Uncanny Agility!

Also, when I was traveling I seemed to have missed what got through its regeneration. Could someone remind me please?


Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

I think it was Arc's fire attack.


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Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/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)

I've got the BESSSSSST of both worlds


Shoccaar Nemmac Female CG Ikeshti Biohacker 14 | SP 130/130 HP 82/82 | RP 8/9 |EAC 28 KAC 29, DR 5, Res (Cold/Fire) 10, (Elec) 9| Biohacks: 1/7, Medications: 5/6, Sparks 2/2, Tranq 1/1 | Speed: 30ft Climb 15ft; Fly 60ft | Fort +13; Ref +11; Will +11 | Init: +11 | Perc: +22, SM: +22
BOT ME:
[dice=Needler @ ]1d20+21[/dice] [dice=P Dmg]4d6+13[/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.

Exo-Guardians

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Male Half-Elf Solarian 14 | SP 98/98 HP 102/102 RP 7/7 | EAC 29(31) KAC 29(31); DR 5/- Resist Fire 15 | F +9; R +9; W +9 | Speed 25 ft. | Init +5 | Perc +21

Hey, sorry for the long delay and the wall of text after it...juggling a lot of stuff right now. T_T


male kalo wild warden mystic 14 | SP 98, HP 86, RP 7/8 | EAC 31, KAC 32, CMD 40 | DR: -- Resistances: cold 5 | F+4 R+8 W+14 | Init +8 | Perc+22, Sense Motive+22; blindsight (sound 60'), low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 2/6; 3rd 3/5; 4th 3/5; 5th 3/3 | ultracold ice carbine 36/40 | enervation 1/1 | healing touch 1/1 | farsight 7/7 | spell reflector 1/1 | Active Conditions: None

So with "all sight blocked" I think we want to be moving back down below, not further up.

Exo-Guardians

Male Half-Elf Solarian 14 | SP 98/98 HP 102/102 RP 7/7 | EAC 29(31) KAC 29(31); DR 5/- Resist Fire 15 | F +9; R +9; W +9 | Speed 25 ft. | Init +5 | Perc +21

Happy Reunion if you're on Akiton like me and Happy Fifthday if you're anywhere else in the Pact Worlds!

Hope you have a Reunion dinner that couldn't be beat!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Happy thanksgiving all!

Exo-Guardians

Male Half-Elf Solarian 14 | SP 98/98 HP 102/102 RP 7/7 | EAC 29(31) KAC 29(31); DR 5/- Resist Fire 15 | F +9; R +9; W +9 | Speed 25 ft. | Init +5 | Perc +21

Just to confirm, my turn is up right now, I'll have to wait to attack the slime in the air?

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