GM Cellion's Devastation Ark

Game Master Cellion

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Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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.


Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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?


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 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)

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 17 | SP 119, HP 104, RP 8/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+7 R+9 W+15 | Init +8 | Perception+25, Sense Motive+25; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 3/6; 3rd 1/6; 4th 0/5; 5th 5/5; 6th 2/2 | abs. zero ice carbine 31/40 | resistant aegis☐ | healing touch☐ | farsight☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | 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 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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.


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 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)

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 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/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 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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)

I've got the BESSSSSST of both worlds


Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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.

Exo-Guardians

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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 kalo wild warden mystic 17 | SP 119, HP 104, RP 8/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+7 R+9 W+15 | Init +8 | Perception+25, Sense Motive+25; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 3/6; 3rd 1/6; 4th 0/5; 5th 5/5; 6th 2/2 | abs. zero ice carbine 31/40 | resistant aegis☐ | healing touch☐ | farsight☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | 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 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!

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 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?

Second Seekers (Jadnura)

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)

I won't be able to post through the weekend. Sorry, feel free to bot me.

Exo-Guardians

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...


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

Sounds good to me. Though you will want to upgrade it to tier 15!


Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

That would be fun!

Second Seekers (Jadnura)

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)

Nice!

Exo-Guardians

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!

Exo-Guardians

2 people marked this as a favorite.
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...


3 people marked this as a favorite.
Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Merry Christmas, y'all! It's been great playing with you all this year.


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

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?

Exo-Guardians

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?

Second Seekers (Jadnura)

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)

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. :)


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

Last Version of the Sunrise Maiden from Dead Suns:
SUNRISE MAIDEN (TIER 9)
Medium explorer
Speed 12; Maneuverability good (turn 1); Drift 1
AC 18; TL 14 [AC 27; TL 23 w/ Jelico pilot]
HP 75; DT n/a; CT 15
Ablative Armor 40 THP (F/P/S/A: 10/10/10/10)
Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)
Attack (Forward) heavy nuclear missile launcher (10d8) [L-20, Speed 8, irradiate medium, Limited Fire 5]
Attack (Turret) heavy laser cannon (4d8) [M-10]

Power Core(s) Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 8 armor, mk 5 defences, mk 2 tetranode computer (tier 3); Security anti-hacking systems mk 1 (DC +1); Expansion Bays cargo hold (2), escape pods, recreation suite (hac)

Modifiers +2 any four checks per round, +4 Computers to scan;

Exo-Guardians

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...

Exo-Guardians

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.

Exo-Guardians

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?


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

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.


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Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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.

Sheet, please let me know what you think.


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

Thanks Shocca!


1 person marked this as a favorite.
Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[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.

Key Points:

M12 thrusters
Mk 14 armor
Mk 3 tetranode computer
Luxurious quarters
Mk 14 defenses

Escape Pods
Sealed Environment Chamber
Cargo Hold
Superior Shields 600

Heavy Turret (upgrade)
Light Turret
Heavy Turret (upgrade)
Light Aft
Persistent particle beam - Turret
Heavy antimatter missile launcher - Turret
Light plasma cannon - Port
Light plasma cannon - Starboard
Light plasma torpedo launcher - Aft
Light plasma torpedo launcher - Front

Second Seekers (Jadnura)

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)

Love it! The Sunrise Maiden is fire!

Nice job, Shocca.

Exo-Guardians

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.


male kalo wild warden mystic 17 | SP 119, HP 104, RP 8/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+7 R+9 W+15 | Init +8 | Perception+25, Sense Motive+25; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 3/6; 3rd 1/6; 4th 0/5; 5th 5/5; 6th 2/2 | abs. zero ice carbine 31/40 | resistant aegis☐ | healing touch☐ | farsight☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | Active Conditions: None

How expensive was the water-room? (just hoping it wasn't a lot of BP for one character's preference, especially since it's not really required)


Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Only 1 BP! There wasn't too much we need those rooms for anyway, since we're mostly just using the ship as a taxi and fighter.


male kalo wild warden mystic 17 | SP 119, HP 104, RP 8/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+7 R+9 W+15 | Init +8 | Perception+25, Sense Motive+25; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 3/6; 3rd 1/6; 4th 0/5; 5th 5/5; 6th 2/2 | abs. zero ice carbine 31/40 | resistant aegis☐ | healing touch☐ | farsight☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | Active Conditions: None

Fair enough, thank you! Ajithu promises to share it with whomever can hold their breath long enough :D

Second Seekers (Jadnura)

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)

My wife had surgery this week and I'm trying to catch up. Please feel free to bot me until I'm back.


male kalo wild warden mystic 17 | SP 119, HP 104, RP 8/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+7 R+9 W+15 | Init +8 | Perception+25, Sense Motive+25; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 3/6; 3rd 1/6; 4th 0/5; 5th 5/5; 6th 2/2 | abs. zero ice carbine 31/40 | resistant aegis☐ | healing touch☐ | farsight☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | Active Conditions: None

Hope she recoveries quickly!

Second Seekers (Jadnura)

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?

I'm regretting not having flying--


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

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.


Shoccaar Nemmac Female CG Ikeshti Biohacker 17 | SP 187/187 HP 107/107 | RP 10/10 |EAC 37 KAC 38, Res (Elec) 12| Biohacks: 9/9, Medications: 8/8, Sparks 3/3, Tranq 0/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +15; Ref +13; Will +13 | Init: +12 | Perc: +28, SM: +28
BOT ME:
[dice=Needler @ ]1d20+24[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Yeah... I'd say retreat since Shocca will need to turn off the trap anyways.

Exo-Guardians

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.

Exo-Guardians

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.

Exo-Guardians

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?


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

Works OK for me? Give it another try. Maybe google was down for a bit.

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