Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision
Ok, so. Both the Blitz combat style and the Nimble feat (both of which I have) increase "land speed" by 10 feet. Obviously that's no going to apply to fly or swim speeds (and I don't have those anyway), but uplifted bears do have a native climb speed of 20 feet.* So...do those enhancements bump my climb speed to 40, or do they only apply to walking/running?
*And if I had thought of that before we opened the door, I'd have checked to see if someone could make me invisible, climbed up and dealt with the sniper without anyone needing to get shot at. But alas.
Alright. Statline updated. Starfinder is definitely a learning process, but I suppose it could be worse. Could be exploration activities in 2e... still not used to those ;(
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
Hello everyone! You can see this message in several games. This week is extremely stressful for me, and I will participate in the games very sporadically. Feel free to bot me when you need to.
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
Hello everyone, friends! I have sorted out my affairs, the life situation has more or less settled down and on Tuesday I will return to active participation in all the games. I hope you've been doing well here without me .)
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
I will add, in case the enemy remains conscious, that I would prefer to hold her in a grip at a distance of 10 feet (my pole allows this). It protects me from melee attacks.
As for the taking alive question... up to you. Maybe we could trade her for Vessu's brother, but that's a long shot anyway... plus she was in the torture room, so we assume that she was torturing Mehrren, so likely not someone we want to hang out with.
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
In any case, there are no two damage tracks (lethal and non-lethal), as it was in PF1e. In fact, in SF, only the last blow is important - if it was non-lethal, then the target is stable and unconscious. So the first attacks can usually be hit lethally, even if there is a goal to take alive. ps. But I also want to say that you have a super-medic next to you. The main thing is that my turn happens before the turn of the dying enemy, and in this case I will always be able to stabilize the victim.
My "it's none of my business as the GM" suggestion is always to RP these questions :) I like seeing how different personalities react to issues like this where there are plausible answers on either side.
Would nonlethal attacks work for Zharis's sake? Amhesha isn't equipped with any primarily nonlethal options, so it'd essentially, in-character, just be shooting her in the foot or something?
Nonlethal attacks are possible in Starfinder--some weapons have a nonlethal (stun) setting, and you can attempt nonlethal attacks with normally lethal weapons by taking a -4 on the attack roll.
Watch for the space that Paizo will automatically insert in it somewhere to make it unusable though. You'll have to take it out, or just use the link in my tagline.
I don't see a response to saying we were looting Grunph here (https://paizo.com/campaigns/v5748p75iw830/gameplay&page=5#210)... I think we distracted you. We did get his key card, but not sure what else he had, so prompted for that in gameplay.
For the sniper, you said she was turning over her weapon, but not what it was here: https://paizo.com/campaigns/v5748p75iw830/gameplay&page=5#210 ... and even though I know we got her into the ship and restrained, I don't think we went into it enough to get her stuff, so prompted for that in gameplay as well.
The loot page already had the loot for the three soldiers and Nurleth which were in spoilers to Tulgram, but left them in a bunch just in case he wanted to keep some of it to himself and not share with others... we don't officially know about it unless he tells us.
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
I will be on the trip for three days and most likely will be able to post again only from Tuesday. I ask you to bot me absolutely without hesitation .) Thanks!
Envoy Level 9
HP +6
Stamina +6+1 from Con
Fort save +1
Expertise rolls go up to 1d6+2
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
(no additional expertise skill because of archetype)
Mediator (Archetype) Ability:
Speaker of Many Worlds (Sp) - 9th Level
You can draw upon all known languages to make yourself understood in almost any situation. You gain the ability to cast tongues once per day as a spell-like ability. In addition, once per day as a full action, you can touch up to two willing creatures with an Intelligence modifier of at least –3 and grant them the ability to communicate with you and each other as though under the effect of tongues. This effect lasts for 1 hour or until you end it with a swift action. This is a mind-affecting affect.
Skills (10): Bluff, Diplomacy, Disguise (8)
Feat:
Trained Actor -- You do not simply don a disguise; you embody a character: When you use Disguise to change your appearance, increase the DC to pierce that disguise by half your ranks in Bluff.
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
I'll take wrack devastation blade as a backup weapon.
Level UP
Feat - Skill Synergy (Mysticism, Perception)
Special - At 9th level, your Custom Microlab functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet // A full medical lab allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the Medicine skill twice per day on each patient. It otherwise functions as an advanced medical kit.
PS And Tulgram also learned Ignan.
UPD Medical Specialist (by Medic Archetype):
Your medical mastery continues to improve; you gain the following abilities.
When you treat deadly wounds and succeed at the Medicine check by 5 or more, add your character level to the amount of Hit Points you restore.
When you treat a creature for disease, drugs, or poison and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse.
When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your Medicine check is successful, the creature can still attempt a saving throw to recover.
Also, sorry I've been a bit absent, I'm going back to school while working near full time, school just started, so it's kind of eaten my lunch this week.
m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | 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] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10
I look at this list and realize how right Tulgram was when he said that Theodore hadn't even started yet. The ring is very strong and completely broken. But yes, outside of the SFS it's great and worth taking.
I had already placed my token, stepping out of the way so that Theo could go first. It got moved so I moved it back... no additional actions until there is a response to that.
Oh, and wanted to clarify... Theo doesn't *have* to go first... he can totally refuse or whatever. Just waiting on a response, not necessarily what Zharis wants to happen.