A Shining Planet Known as Golarion

Game Master rando1000

Combat Map

Exploration Map


301 to 347 of 347 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Cherry Bomb wrote:
So Tin Man from his position in the door should be able to fire one of its weapons at one.

I suppose since James's crouched (not providing cover), they attacked the one in front of James?

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Yes Tin Man is Medium creature


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Technically (I ask because of the chair) can James charge for +2 to Attack?

If not, he can move around to behind the Cyleerin and flank for +2?

Can you tell I'm terrified of the for roller?!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:

Technically (I ask because of the chair) can James charge for +2 to Attack?

If not, he can move around to behind the Cyleerin and flank for +2?

Can you tell I'm terrified of the for roller?!

No on the charging (you're not 10' away), yes on the flanking (but only with a melee weapon).


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

I'm assuming trip attack is considered melee unless you have some sort of Agile Maneuvers feat?

+1 to melee attack
+4 improved trip
+2 flank

Captain pretty much brought it down... But, assuming I beat its CMD... get your licks in!


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0

rip in pieces


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Alzura Frostflare wrote:
rip in pieces

What's the -4 for? Prone gives +4 to melee... I'll leave flank up to DM, but I believe it's active. Another +2.

Mr Debuff, at your service!


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Anyone near Delray Beach, FL?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:


What's the -4 for? Prone gives +4 to melee... I'll leave flank up to DM, but I believe it's active. Another +2.

Correct on both counts. Will make my response accordingly.


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0
James "Joyride" Maxwell wrote:

What's the -4 for? Prone gives +4 to melee... I'll leave flank up to DM, but I believe it's active. Another +2.

Mr Debuff, at your service!

The -4 was for full attacking. I left it up to the GM to apply any bonuses largely out of laziness because I was posting from my phone and the map wasn't updated so I wasn't sure about flanking lol

Full Attack:

You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. These weapons have the unwieldy special property (see page 182).

Certain weapons have special individualized full attacks. For instance, some weapons have a fully automatic attack mode. Sometimes special full attacks, such as the soldier’s onslaught class feature, require specialized training in order to gain their benefits.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9
Alzura Frostflare wrote:
James "Joyride" Maxwell wrote:
What's the -4 for?..
The -4 was for full attacking...

Thanks! That's actually good to know/be reminded of... I forgot we don't to the Pathfinder additional attacks. +6/+1


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Sorry, just finished a couple major projects up at work. Will post tomorrow.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Burlap 'LongTail' wrote:

”Pop the hatch, Juliet. I’ll clear it.”

Reminder Burlap is down quite a few SR. You can have used Resolve to heal it if you want. There was enough time while people were searching.


SHIP MAP | PIC :: Ysoki Soldier 3 | SP:24 HP:23 RP:5 | EAC:16 KAC:17 CMD:24| F+4 R+5 W+3 | Init +4 | PER +5 (darkvision 60’)

Gotcha. I'll do that. Looks like it is 1 RP to boost my SP to max.


Vesk Mechanic 3|SP 24 HP 24 RP |EAC:14 KAC:14 CMD: |

Fun.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Burlap 'LongTail' wrote:
Gotcha. I'll do that. Looks like it is 1 RP to boost my SP to max.

Correct.


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 15/15 HP 19/19 RP 6/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

Fellow gamers, we're going out of town for a week, I should be back and able to post next Saturday!


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

It's a silly thing, but I named Joyride after James Clerk Maxwell, physicist and Mathematician.

Maxwell is best known for his research in electromagnetic radiation, which unites the sciences of electricity, magnetism and optics.

Electricity flows through many metals because of the movement of electrons amongst the atoms of the metal. Moving electrons also produce a magnetic field, the strength of which depends on the number of moving electrons.

Electromagnets combine electricity and magnetism within one device, and fluctuating electron movements create electromagnetic waves.

Maxwell saw analogies between the speeds of travel of electromagnetic waves and of light, and devised four important mathematical equations which formulated these and other relationships between electricity and magnetism.

Some of Maxwell's results prompted Albert Einstein's research in relativity. Einstein is quoted as saying: 'One scientific epoch ended and another began with James Clerk Maxwell'.

Originally, the character was a Mechanic (physical science)/Hacker. I think this character has NO science, so he's free to make stuff up!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Vaëlorin wrote:
Fellow gamers, we're going out of town for a week, I should be back and able to post next Saturday!

Noted; will bot as necessary. Won't let anything horrible happen to you in the meantime.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Do James' envoy instincts give him any indication the entity could be reasoned/negotiated with?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d20 + 7 + 1d6 ⇒ (19) + 7 + (1) = 27

WOW.

Okay, yes, in fact. You believe the ghost, or whatever it is, is in great pain. It did not scream at you out of malice, but because it is desperate. That said, it is dangerous in that it seems to not really understand what it's connection is to the "real world". Communication might be possible, but not directly.


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0

Damn. This ship is full of racists that hate ratflok.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Alzura Frostflare wrote:
Damn. This ship is full of racists that hate ratflok.

Lol!


1 person marked this as a favorite.
Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 15/15 HP 19/19 RP 6/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

I'm back! I looks like you found the ghost!


SHIP MAP | PIC :: Ysoki Soldier 3 | SP:24 HP:23 RP:5 | EAC:16 KAC:17 CMD:24| F+4 R+5 W+3 | Init +4 | PER +5 (darkvision 60’)
Alzura Frostflare wrote:
Damn. This ship is full of racists that hate ratflok.

Burlap needs to wear a disguise to hide his race. I'm thinking a mousetache will do. :P


Vesk Mechanic 3|SP 24 HP 24 RP |EAC:14 KAC:14 CMD: |

Dont forget a top hat and monocle


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Do we know, have we identified... what the root cause was?


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Too much PsyOps content going around. But, speculation is fun.

I mean we said she looks pretty fresh/healthy... but her clothes are reflective of the years.

I think she's the one that said there were 3 cyleerin.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Cherry is a Robotist


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:
I think she's the one that said there were 3 cyleerin.

That was DM error. I forgot how many you fought. It was intended to be 2. Don't want to give too much away, but you are pretty certain there are no "living" Cyleerin onboard, at this point.

As far as her health, there IS a reason for that, though no one has come up with it yet in a suggestion.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 21/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | F +1 R +9 W +5 | Init +9

Always keep'em guessin'... :)


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Kellidi Princess (Kellidi large cruiser) - Tier 2
Large Freighter
Speed 4; Maneuverability average (turn 2); Drift 1
AC 10; TL 10
HP 150; DT —; CT 30
Shields Basic 20; forward 5, port 5, starboard 5, aft 5
Attack (Forward) light laser cannon x 2 (2d4)
Power Core Arcus Ultra (150 PCU); Drift Engine Signal Basic; cut-rate sensors, mk 1 armor, mk 1 defenses; Expansion Bays cargo hold; Modifiers –2 Computers, +2 Piloting; Complement 10 (minimum 4, maximum 20)
Common Crew Quarters for 10
Passenger Quarters for 30


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 15/15 HP 19/19 RP 6/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

I'll leave it to those smarter than me, to determine if any of that is useful for the Betty.


SHIP MAP | PIC :: Ysoki Soldier 3 | SP:24 HP:23 RP:5 | EAC:16 KAC:17 CMD:24| F+4 R+5 W+3 | Init +4 | PER +5 (darkvision 60’)

Betty's gear is better. She's also at her max Build Points right now. The only thing we might consider doing down the road when we level up (and she gets more BP) is installing a couple of additional hardpoints and mount the light lasers in them. But, at this moment, if we can tow the new ship back to the fleet, I think we'd be better off leaving the lasers where they are. IF we have to cannibalize and abandon the ship, tearing out the lasers and whatever else can be repurposed (as UBPs) or distributed among the fleet seems like a good call.


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0
rando1000 wrote:
Remember, this woman has been on this ship since before the Cyleerin attacks that destroyed the colonies. She doesn't seem to know anything about them as she expressed excitement about returning to the colony worlds.

Ehh, she probably doesn't need to know everyone she loves is dead at this juncture. Alzura is a pessimist these days, so she'll prioritize operational security over trying to comfort the (ostensibly) stranded colonist.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Alzura Frostflare wrote:


Ehh, she probably doesn't need to know everyone she loves is dead at this juncture. Alzura is a pessimist these days, so she'll prioritize operational security over trying to comfort the (ostensibly) stranded colonist.

Fair, just wanted to make sure you were doing that on purpose before I responded in character.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Does anyone want anything for themselves or the ship from the salvage? Anything not claimed will be totaled up and split among the PCs. Additionally, you'll get 500 CR each from the Council for returning the passenger ship to the fleet.


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 15/15 HP 19/19 RP 6/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

What's on the Library Chip?


SHIP MAP | PIC :: Ysoki Soldier 3 | SP:24 HP:23 RP:5 | EAC:16 KAC:17 CMD:24| F+4 R+5 W+3 | Init +4 | PER +5 (darkvision 60’)

Burlap will take one of the Cyleerin Laser Rifles. I assume that comes with a single battery in it?

Is the rifle based on one of the standard laser rifles or is it unique to the Cyleerin?

Edit: I'll also take 1 Emergency Kit... since poor Burlap is suffering racial attacks. :P


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0

They got any fancy alien booze left over? It hasn't come up yet, but Alzura may have a drinking problem.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Burlap 'LongTail' wrote:

Burlap will take one of the Cyleerin Laser Rifles. I assume that comes with a single battery in it?

Is the rifle based on one of the standard laser rifles or is it unique to the Cyleerin?

Treat it as Laser Rifle, Corona (2d6), and yes, comes with a battery.


Vesk Mechanic 3|SP 24 HP 24 RP |EAC:14 KAC:14 CMD: |

Cause A Library Chip would be great, as well as the Emergency Kits wouldnt be horrible.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Alzura Frostflare wrote:
They got any fancy alien booze left over? It hasn't come up yet, but Alzura may have a drinking problem.

23 Bottles of "fine" intoxicants (probably more like mid-tier, but it's not bad stuff) from various Golarion-races (Elves, Humans, etc), plus any of the core Starfinder races. Alzura can claim as many as she'd like.


1 person marked this as a favorite.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

We've basically completed Adventure 1. You can assume you reach the fleet safely with the salvage ship in tow. Absent any objections, I'm going to allow anyone who's mentioned keeping specific loot (either for themselves or the ship) to lay claim to it. I'll total up the resulting remaining wealth and give you the amount your character can add to their sheet. Being that Clarissa is an NPC, I'll handle upping her wealth at level behind the scenes. She will not get a share of the treasure unless someone wishes to allocate a specific piece of equipment to her.

It will take me a few days to get the intro to the next adventure up. Probably this weekend sometime.


Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0
rando1000 wrote:
Alzura Frostflare wrote:
They got any fancy alien booze left over? It hasn't come up yet, but Alzura may have a drinking problem.
23 Bottles of "fine" intoxicants (probably more like mid-tier, but it's not bad stuff) from various Golarion-races (Elves, Humans, etc), plus any of the core Starfinder races. Alzura can claim as many as she'd like.

Aww yiss.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Here's what I've come up with:

Claimed Party Loot
6 Emergency Kits (for the ship, claimed by Cherry)
1 Culinary Synthesizer Mk 1 (for the ship, claimed by Cherry)
1 Library Chip (claimed by Cherry)
1 Cyleerin Rifle (claimed by Burlap)
10 bottles of superior intoxicant (2 gone; claimed by Alzura)
2 Tier 2 Antibiotics (claimed by GM for Clarissa)
2 Tier 2 Antitoxins (claimed by GM for Clarissa)

660 CR for salvage + 500 CR for mission completion/returning with a ship = 1160 CR each PC


SHIP MAP | PIC :: Ysoki Soldier 3 | SP:24 HP:23 RP:5 | EAC:16 KAC:17 CMD:24| F+4 R+5 W+3 | Init +4 | PER +5 (darkvision 60’)

WOOT! Rolling in credits! This close to buying my L20 Zenith Artillery Laser. :p

301 to 347 of 347 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / A Shining Planet Known as Golarion Discussion All Messageboards

Want to post a reply? Sign in.