GM Cellion's Devastation Ark
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Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
If anyone wants somethin' to watch/listen to, the folks over at Narrative Declaration are playing Junker's Delight, GMed by Starfinder's Acting Creative Director Thurston Hillman himself!
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
That's pretty sweet! I'll have to check that out.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Narrative Declaration is HILARIOUS! If you're familiar with the Warhammer 40K parody series "If The Emperor Had a Text-to-Speech Device," all the players were writers/voice actors for it (as well as Alfabusa's new productions, Hunter: The Parenting and Half Life: Zero Viscosity), and the host of the streams, Payton Smith (aka Zoran The Bear), used to be Paizo's Social Media Producer!
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
How much non-lethal firepower we got?

Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
So if we had another shot, Shocca can use her Physical Science/Engineering/Computers knowledge in partnership with Ajithu's Mysticism.
I can add 8d4 nonlethal to my 8d6+13 lethal for free-ish, but that's really rolling the dice. lol. Or we could go full Lethal and hope I heal him before he bleeds out. I can also use my second and third round of combat to try and hit Ispenzia with a Tranquilizer Dart.
Round 1-Reduce his Fortitude by 2
Round 2 & 3 - Smack him with a Tranq Dart and hope that I hit and he fails a DC 42* Fortitude save
*Yeah, that seems really high to me so I calculated it twice. But... DC = 10 + 1-1/2 × your biohacker level (22) + your key ability score modifier (7) +3 for having a Potent Injection Weapon. So maybe I can just skip the first round action and go straight for the Tranqs. Or... maybe I need to hit him with a -2 AC dart to make hitting more likely. Unlike most of my tricks, these ones don't come back when I miss.
Long story short: I have two Save or Die Sleep chances. After that I got just the normal -4 to hit business.
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
Looks like Achlyss can Trip and Sunder well, though not sure if those will be helpful against a Contemplative. But that's all I'm seeing for Nonlethal for him.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
I am REALLY getting sick of chase scenes. First Izu, now Ispenzia! >:(
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
haha while they're frustrating from a character standpoint I think they're so fun as as player! It's cool to be able to use the high level equipment & spells we have to overcome what would be a straight loss in a lower level. (or maybe I'm just enjoying not bleeding out during this Chase...)
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
well it appears we could catch Ispenzia, so whoever wants to join Ajithu may :)
Unless anybody elected to not take it, the party should have the same fly speed for the same 15h duration.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Ajithu-Ko wrote: Unless anybody elected to not take it, the party should have the same fly speed for the same 15h duration. I thought you only cast it once? In any case, the 5th level version only targets yourself, not other people. Its the starfinder version of the classic overland flight spell.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
Hrm... I must've mixed up the target increases with haste. Darnit.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Lovely time to roll a nat 1. >:(
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Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Okay, I was NOT expecting that. Now what?!
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Now what indeed! As a small reminder since it's been quite a while since you opened it, you did find some spell gems of raise dead in the cache Cambrisa left for you.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
I do plan on posting, but still sort of processing what happened, and if/how it represents a "wall" in this encounter that we're not supposed to pass (convincing Ispenzia of anything, getting her to acknowledge or see anything, or defeating her).

Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
I'm happy to discuss our of character if you guys are feeling a bit unclear on what your options are. This is definitely not intended to be a wall, but your actions have made some approaches and potential resolutions more difficult. As I hope I've made very clear, leaving is also an option for you if you feel the costs are too high, even if it isn't a particularly appealing one.
In general, Ispenzia is close to being killed and is now fighting for her perceived survival. You have more than enough firepower to take her down (nonlethally or otherwise), though that does risk the fight continuing on. As I mentioned when the fight started, she's currently hostile so you won't be able to convince her without giving her some cooling off time. Unfortunately that was followed by attacking her, so at a minimum you've made that particular DC to convince her higher for future attempts. Showing her direct evidence in a calm setting would bring that DC back down.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
truly just actions, or actions and diplomacy rolls? It's the inability to convince Ispenzia that their actions had consequences that was interesting.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
GM Cellion wrote: Now what indeed! As a small reminder since it's been quite a while since you opened it, you did find some spell gems of raise dead in the cache Cambrisa left for you. Well, that's a relief. At least I don't have to make a new character so late in the campaign...
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Ajithu-Ko wrote: truly just actions, or actions and diplomacy rolls? It's the inability to convince Ispenzia that their actions had consequences that was interesting. It's technically possible to convince Ispenzia initially with diplomacy, but she's incredibly full of herself. I was more talking about what happened after the initially failed diplomacy check.
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Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Happy Reunion to all my fellow Akitonians and Happy Fifthday to everyone else! Hope you have yourselves a Thanksgiving dinner that couldn't be beat!
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
So at this point the only realistic options I see are: keep fighting or run. (Obviously raising Arc ASAP either way.) I definitely want to keep fighting and take Ispenzia out; that saves this neighborhood from his dangerous "help". BUT... that probably means we have to fight those demons while in our weakened state.
Ajithu, I think you're the only spell caster among our group. (So you better never die, lol.)

male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
Ajithu is out of 5th-level spells. Ispenzia has a ridiculously high save (Ajithu's DCs just aren't challenging her at all, and she could have spell resistance after that).
Enervation, e.g., is vs her EAC which seems like a better shot to me than trying to get her to fail a save (just not happening).
Finally, I don't know how to do this over PbP smoothly but Ajithu has usurp spell that he ought to be trying to use to counteract some of Ispenzia's magic. Since we haven't really moved on in posting, is there any reason he couldn't have used it then.
That or at least dispel magic with counterspell should be an option?
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
For usurp spell or counterspell, just give me a reminder that you've got it ready and intend to use it, or give me some conditions where you always intend to use it. I'd rather not try to undo actions once they've happened, and leaving time open for counterspell posting would slow things down quite a bit.
Unfortunately in this case, what Ispenzia did to Arc was not a spell, but a supernatural ability. You can certainly try to ready a counter or cast an usurp spell against her next spell.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
I think in this high-tension situation with Ispenzia, if we continue combat, Ajithu will be on-edge enough to usurp first, then counter anything she tries again.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
Okay, let's see how this goes. Onward.
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
Sorry, y'all! This week and next are quite busy for my fam as we're prepping to move. But I'll do my best to keep up this week.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Despite being dead, I must say, these working-class devils are hilarious!
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Huh...our rolls continue to be mediocre. >:(
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
Yeah... oh well, it's just the universe at stake!
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Well, not really the universe per se...just Absalom Station and the Pact Worlds. :P
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
lol just the center of the universe then. :) imagine some poor cargo runner, following their starstone compass back home with a full ship of goods... and arriving to see this mess.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Thank Sarenrae for high modifiers.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Merry First Choices, everybody! Seems like this song feels more and more relevant to me every year.
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
Wow, I totally forgot about that song! Great choice. I hope everyone is able to have a wonderful time with family and friends this week.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
How high are the buildings around us? Eg if Ajithu wanted to jetpack or teleport up to one could he still see the battlefield?
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Soooooo...do we wanna look for another party member to round things out while we wait and see if Achlyss is returning? I know it's late in the game, and Cellion IS adjusting the encounters according to our reduced size, but I'm starting to feel our resources are getting strained, especially since I've been taken down in both of our most recent encounters, so it's been TWO party members carrying things instead of three.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
The challenge of that last encounter felt just right to me. I have no idea how it would have gone without the confusion though.
That said, I'm not against adding a 4th, but it seems like it would be hard to convince someone to play the 2nd half of an AP.

Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
It does seem like we've unfortunately lost Achlyss. If people want to go fishing for a fourth, I can ask around. You're definitely right Ajithu that it's tough to find good candidates midway through an AP. I think the AP will be very doable with 3 with the right adjustments to encounters, and I'm also open to character build changes if you guys would like to adjust to better work as a trio.
As a heads up, I'm travelling overseas until this time next week. I brought my non work laptop along so it should be mostly business as usual with pbp, but there may be a couple gaps.
Also, speaking to the current "Starstone Crisis" gauntlet, it's by nature quite a marathon, as you've seen! Luckily the level up does get you a few additional spell slots to use, and thanks to the house rule you can recover a few spell slots on a 10-min rest (you can assume your most recent 10 minute rest happened right after the level up, so you can get back 2 5th level slots!)
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
How does having a new spell level work middle-of-day? Should Ajithu start with 0/2 or 2/2 6th-level spells?
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
2/2 definitely (especially in this situation)
Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 9/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 7/9, Medications: 8/8, Sparks 2/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
Yeah, losing a front liner definitely affects our party dynamic! But if we think cleverly and rotate Ajithu and I out taking damage we should be able to make this work...
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Great, now we've got a perpetually hungry baby to keep safe while we explore!
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Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
Sorry this took so long, but I have Arcalinte's level up finished!
Level 16:
Class Taken: Solarian
Hit Points: 7
Stamina Points: 7+2
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Sense Motive (1) Stealth (1)
Stellar Revelation: Soul Furnace
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
Hello, this is an FYI that I'll be away in nature without access to computers this weekend, 2/17-2/18. I will return late Sunday (US/Pacific time) and resume posting. As this is just the weekend, I expect minimal disruption to the games I'm in.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
GM Cellion wrote: Sure, definitely counterspellable (assuming you readied a counterspell or have a feature that allows counterspelling as a reaction) and dispellable. If you're dispelling, the effect is on Korrev for targeting purposes. Refreshing myself on it, it looks like it needed to be a readied action to reactively dispel to the original casting. Otherwise it will have to be a targeted casting next round.
Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30
May we retcon having Achlyss' cable, GM?
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
We might be very low on options here.
male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 8/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | spells-1st 7/7; 2nd 7/7; 3rd 0/6; 4th 6/6; 5th 6/6; 6th 3/6 | abs. zero ice carbine 40/40 | resistant aegis☑ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☑ | Active Conditions: None
I take it heroic surges start next round?
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Normally yes, but the party could use the extra help this round. Feel free to throw one out there!
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