What are the lights like in this room? Can Xylian overload them? Or wireless hack a computer to shut them off? I bet Jin can whoop this guy in the dark :P
@Xylian: The adventure doesn't provide me any detail on lighting, so I'm going to assume it's normal overhead lighting. I am told the ceilings are 12' high. I don't think they're computer controlled, but depending on how your overload works, that might be a possibility.
@Xylian: The adventure doesn't provide me any detail on lighting
Well that's just laziness on Paizo's part. :P
Overload says "you can cause a short in an electronic device", so maybe Overload the elfs gun >>> overload the light switch to make it dark?
Doth anyone else have another idea?
I'll post in Gameplay in 12-24 hours. Big final session of a three-year RL Curse of the Crimson Throne campaign today is taking a lot of prep time. Fingers-crossed they do well!
m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
> Amaldriel is activating his haste circuit so he can move and still do a full attack...
> Haste Circuit (Magic)
You can activate the haste circuit as a swift action to gain the benefits of a haste spell...
> Full Action
A full action consumes all your effort during your turn, meaning if you choose to take a full action, you can’t take any other standard, move, or swift actions that turn. The most common full action is the full attack.
It seems to me that our elf could not activate this update and make a full attack in one round. This is the difference between the rules from PF1, where swift action could be combined with a full attack.
Somewhere between Pf1e and Starfinder, Paizo hired someone who really likes rogues. You go from 1e where rogues are absolutly terrible, to Starfinder where they're broken. Then you have 2E where they're solid but not busted. Still easily one of the better classes though.
Also did yall see Paizo is releasing, like "Starfinder Unchained"? Not a new game, but updates and fixes to the rules. TBH I didn't expect Paizo to support Starfinder very long, but they've released like four new classes since we started on this adventure.
Yeah, in my homebrew games I don't actually allow Operatives. They're just so good at every skill, they never fail trick attack, and they have so many special abilities that they sort of steal everyone else's schtick.
I'm really curious to see Starfinder Enhanced, especially if it can improve starship combat!
Level 7, huzzah! Xylian is complete! I will be taking Powered Armor Proficiency with the level 7 feat and Heavy Weapons Proficiency with the level 7 Exocortex bonus feat. Xylian will craft a Sci-Shield Unit when we get back to the ship and start using the big ice cannon we found!
!! My beautiful duckling has become a glorious swan !!And he learned Aklo.
There might be credsticks if we go back through the building on our way out and loot it rather than skipping a lot like we did.
Also, I put all the loot from Amaldriel on the loot sheet, and since we now have two advanced lashunta tempweave, I am going to take the one that Amaldriel was wearing.
I want to keep the purple force field upgrade that was on it, but if someone else wants the haste circuit upgrade or the jump jet upgrade, we can uninstall and reinstall them somewhere else. That way we can spread out the loot a little even though not sure any of the rest of you wear light armor.
Xylian will be switching to light armor since you can't wear heavy armor with power armor. He doesn't full attack so he won't want the Haste thingy. Would probably be strongest on Jin?
And I'm fine to go back looking through for loot or clues from the cultists
Just noticed something when putting the tempweave on my character...
Advanced Lashunta Tempweave has 3 upgrade slots, but haste takes 1, force field takes 2, and jump jets take 1, which is a total of 4. So this is impossible armor.
Is it some ability where he got an extra slot, or did the module just get it wrong?
Also, because it takes 2 slots, the force field doesn't seem as cool to me, so if someone else wants that (basically 5 temp hp that renew themselves by 2 each round for 10 rounds), that is also up for grabs. I might want to keep the jump jets instead, unless someone else has their heart set on that one.
Xylian... there is another advanced Lashunta Tempweave on line 33 of our loot sheet. Feel free to grab it. I think it is the best light armor we've seen so far.
Yeah, I think it must just be a boo-boo with the stat block, as I don't see any special class features that would give Amaldriel an extra armor upgrade slot. Impossible armor--I told you Operatives get all the nice things :)
m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
The funny situation with operatives is that up to level 7 they are almost useless in battle (you need to succeed in two checks for one attack to inflict at least some significant damage!), and starting from level 7 they become killing machines.
> Yeah, in my homebrew games I don't actually allow Operatives.
It seems to me that alternative class options that take away the trick attack balance this class well... And make it more interesting for the player. Constantly doing the same thing in battle is very boring, I tried.
Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5
I played an operative in an AP campaign.
It could be a fun character, but in combat it was always the same thing: trick attack every turn. There never seemed to be a reason to do anything else.
Playing another AP with this same group, and I chose a spellcaster. I'll be doing something different every turn. Moreover, I purposefully chose NOT to take magic missile!
m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
I have just finished the level up, and Tulgram's new scientific field of study is Thermoregulation. It's hard to come up with something more thematic .)
PS We need cold damage now. I will make them... burn... cold!
As noted in Gameplay, the Near Space academic network sponsoring your expedition to Mataras has requested a progress report. This is your bonus XP opportunity for Chapter Four. To earn it, you can write an in-character 3-5 paragraph overview of the current situation from your PC's (and role's) perspective. The bonus XP is equal to a CR 7 award. This is completely optional, so please have fun with it if you'd like, but don't stress about it otherwise.
Lead Biologist/Team Medic (Tulgram):
Discuss any new discoveries involving alien lifeforms and provide an update on the physical health and fitness of the team (i.e., do you have concerns about any expedition member's ability to continue?).
Lead Physicist (Xylian Xuvaats):
Discuss any new scientific discoveries (theories, materials, etc.) and provide a conclusion as to whether further research is warranted.
Lead Engineer (Hani):
Discuss any new alien technologies or devices that have been found, and provide a conclusion as to whether additional discoveries are likely if the expedition were to continue.
Cultural Liaison (Zharis):
Discuss how the expedition has been received by the Burning Archipelago locals and whether it remains a viable staging area for further research.
Security Specialist (Jin):
Provide an assessment of the current threat level facing the expedition and provide a recommendation as to whether the risk vs reward ratio remains tolerable.
Just a quick note to say that what Nib and Taeress said is true. If your PCs wouldn't want to go on this mission (as the GM forums for this chapter indicate, the adventure hook isn't the best here, as it makes the potential risk might seem higher than the reward), it doesn't mean the end of the campaign--so please don't feel forced to go, metagame-wise. (I pride myself on not being a rail-roady GM, and I can always come up with an alternative)
Thanks. :) ... I don't see any equivalent to an Ioun torch unfortunately. The Carousing drone has customizable lighting effects though, so that is a possibility. It just unfortunately costs 2000 credits.
This helps though, because we do have some drones already:
A drone can be upgraded with any one of the following technological items by paying 125% of the item’s price: flashlight, grappler, lantern, laser microphone, motion detector, scanner, or X-ray visor. The price of buying and installing one upgrade includes the price of replacing an old upgrade on a drone, if applicable.
Looks like we can add "upgrades" to existing drones. When I first read it I thought that was the same as drone modifications, which are disallowed, but I think those are specific to the mechanic class... so the rules are basically to prevent the mechanic class from being replaced by average anyone-can-buy drones, but are still upgradable with the "mundane" things above, which includes "scanners" (which is the video camera category) as well as lighting elements (flashlight, lantern).
I'm probably not gonna have time to look at ship stuff for a few days. I think the blorp we fought in the sun kinda ran circles around us, so we probably wanna upgrade engines and weapons, then use whatever points are left for sensors and shields?
Everyone feel free to throw out suggestions about what to use the money for. I know Jin said he needs a weapon upgrade... how much for that? We know we need light, but not sure what else.
m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
We. Need. Serums.
Also, Zharis, I would like to ask you to give me a haste update. You want Tulgram to quickly reach the place of battle and beat a lot. And his speed of 20 feet is a hindrance to this.
Also, those of you who will take new weapons - please take cold damage if possible. You will have good synergy with my new ability.
Looks like we can add "upgrades" to existing drones. When I first read it I thought that was the same as drone modifications, which are disallowed, but I think those are specific to the mechanic class... so the rules are basically to prevent the mechanic class from being replaced by average anyone-can-buy drones, but are still upgradable with the "mundane" things above, which includes "scanners" (which is the video camera category) as well as lighting elements (flashlight, lantern).
Does that sound correct to you, GM?
Yep, sounds right to me.
Re: Haggling. Sure, go for it! The AP even gives me a new picture of Beran in this chapter, so now I have an excuse to use it. :)
Oh, I should add that Otlo estimates the trip to Ezorod will take about six days.
Tulgram, last time we bought serums we got one each and gave you 7. I used mine, but that is the only note on the loot sheet. Are all the rest of them used up?
Okay, you get the haste circuit... I'll replace it by buying a "Light Projector" Armor Upgrade, which seems like it could be useful on this trip:
"This set of powerful lights includes a compact but long-lasting battery. While activated, a light projector increases the light level by one step in a 100-foot cone or a 50-foot radius. You can activate or deactivate the light projector or switch between the two light modes as a move action."
m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
> Tulgram, last time we bought serums we got one each and gave you 7. I used mine, but that is the only note on the loot sheet. Are all the rest of them used up?
Yep. All were spent during the cultists' attack. Somewhere in the game thread there is a post where I reported that there is no more healing for us .)
Interesting one, works like the one I got, but upgraded to handle magical darkness, in case that is what is going on. I'm definitely for it, depending on what else people want.
14,000 credits
Weapon for Jin -- ?
Brightlight Projector -- 3,000
Many serums -- ? (depends on what else we buy, but so we know what we are working with, 1,000 buys 20 MK1 (1d8) or 2 MK2 (3d8) and 3 MK1 serums)
Extra light sources... might need something for everyone just in case.
Well, we definitely can't do all of that, unless you want to go back and hit the casino again first. :)
[Which is an interesting idea... are we allowed to do this?]
I guess maybe we should just divide up at least part of the money so people can invest in what they want. If we give everyone 2,500 credits, then we'll still have 4,000 for the Brightlight projector and 20 MK1 serums.