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SFS 05-99 BftB
rulebook P218 wrote:
Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.
Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.
On AoN
There are equivalent rules for Divine casters as well.
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SFS 05-99 BftB
Generally yes, but it depends
PRPG Core Rulebook pg. 198 wrote: Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Full text is on AON
Disarm for example takes the place of a melee attack, so you could use it.
Grapple is a standard action, so you couldn't.
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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
"Anyone else feel... uneasy?" asks Gunnz.
Then she adds out loud. "Umm, I can't speak into your mind, although I'll play some Strawberry Machine Cake for you if you like. I like to think that talks directly to the soul!"
She switches on her external speakers, and blesses the planet with perhaps its first ever SMC soundtrack.
"What is your unfinished business? And might we help with it?"
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SFS 05-99 BftB
Except... Martial Weapon proficiency is a feat.
I think it is clear that the Gladius is intended as a lower damage, but slightly more flexible version of the shortsword.
Given the Gladius arrived after the basic rule book, it would be impossible without errata for classes like rogue to have it listed, and changes like that are outside what Paizo typically did errata for. Thus the wording of the Gladius. If someone can use a shortsword, they can use the gladius as well.
I'd certainly rule that way in a home game, and I'd be very comfortable with that rule interpretation in a PFS game as well.

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NG M Dwarf Champion-6; HP 115/115; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet
Khaul, somewhat battered, takes a certain amount of satisfaction in Myrsa at least sharing in the suffering.
"Everyone okay?" he asks, taking out a hammer as if that might he used to fix broken bones.
quick repair DC23: 1d20 + 10 ⇒ (14) + 10 = 24
Repairs 15 damage
He is more than happy to quickly look over others in the group and patch them up as well. Perhaps to everyone's relief he puts away his hammer before doing that.
medicine healing Salish, assurance, expert: 2d8 + 10 ⇒ (2, 8) + 10 = 20
medicine healing Chupko, assurance, expert: 2d8 + 10 ⇒ (3, 6) + 10 = 19
medicine healing Zibini, assurance, expert: 2d8 + 10 ⇒ (2, 6) + 10 = 18
medicine healing Khaul, assurance, expert: 2d8 + 10 ⇒ (8, 5) + 10 = 23
Looking at Tarkil and Avery he nods in appreciation at their ability to stay out of harms way.
I think that heals everyone, and even makes Myrsa a bit better. Depending on how long we have in town, he will try and finish patching her up too. With Quick repair, attempts only take one minute. So out of combat he should be able to fix her up pretty quickly.
"If we ain't goin ta get each other killed... again... " says Khaul to his shield. "We gona need to start working together a bit better."
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LG; HP 120/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);
"Look out for Salish!" calls out Myrsa, pulling Khaul over to block the bison's trample on the small gnome.... and unfortunately opening up the dwarf to a good trampling of his own.
"Ouch... ahhh/"
So Khaul takes 18 damage, as does Salish, and Myrsa takes 36
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NG M Dwarf Champion-6; HP 115/115; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet
"How about yer join in and pretend to be a spirit trapped in a shield?" asks Khaul. Pointedly.
It should be noted that in spite of the gruff words, he does take Mysra off his back and straps her back onto his arm.
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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
Well.. that is embarrassing. With the DC at 16 for unexpected shift, I still avoid a small amount of damage, but end up dazzled.
I'll change out fortuitous shift to Grim Insight.
My appologies.
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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
So Mr Crocodile can have a second attack as well as its primary bite?

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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
"Oh, oh... oh my!" stutters Slipp, whose eyes are unfocused, seeing into a world where the normal residents of Golarion cannot. Then, remembering the predicament the team is in, they reach into their pouch for a tasty bit of meat... and fling it overboard, while gesturing for something unseen to come and collect it.
Beneath the ship there is a sudden thrashing as something BIG tries to sink its teeth into the closest devil
Summon animal III: A crocodile
crocodile attack vs magenta: 1d20 + 10 ⇒ (13) + 10 = 23
P damage: 1d10 + 4 ⇒ (3) + 4 = 7 Plus grab
I'm pretty unfamiliar with summons in PFS2. It looks like they are three action spells rather than full round casts now. Does the summoned creature get an action to attack right away? And do I spend an action each round maintaining the summons?
Hopefully, if nothing else, it will encourage the two it is next to, to attack it rather than climbing onto the ship. It's stats are AC 17, HP 30

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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
Slipp quickly gets used to the monotony of a sea voyage. In someway the everchanging but always the same nature of the ocean seems to fit the gnome quite well. They sit cross-legged as far forward as they can without getting in the way of the crew. Their eyes seem to follow things that nobody else can see, something that many of the crew might find a little off-putting, especially if they are of a superstitious nature.
Slipp themselves seems to have some otherworldly quality about them. An aura of menace, if you like, that all but says "I don't want to be disturbed". And sitting, generally pushed up over their head, is a hideous demon-mask. Why anyone would wear it except perhaps at a masquerade party is unclear, but still the gnome does.
And yet... as they sit, staring out at the sea, they play. A small silver flute is rarely far from their fingers or lips. And when they play it is the sound of birds in the forest, the lullaby of waves lapping on the beach, and the joy of children playing. Quite at odds with the rest of the feeling given off by the small figure.
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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
The next creature is a small gnome. They stumble off a ship, looking a bit distracted and confused - almost as if they couldn't quite remember why they boarded the ship to begin with.
Seeing the ...ooze... annouce itself as Apoc, the gnopme lifts an eyebrow. "Well, that is not something you see everyday."
They take out a small silver flute and play a jaunty tune. As they do so, flames seem to dance along it, and the faint roar of a forest fire seems to be... just beyond hearing.
"I can be called slipp." they reply.
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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
"Right" says Slipp, rolling up their sleves.
"Arm wrestling it is."
They pull up a chair and sit down at a table.
"Ready?"
STR?: 1d20 - 1 ⇒ (3) - 1 = 2 I'm not sure if hefty hauler helps here, but on the off chance it does...
Edit: What a time for a 3!
Slipp looks a little surprised. "Best two out of three?" they ask with a grin on their face. "Though I guess that would be against the rules. You have bested me. "
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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
Gunnz points out the window at the Drake, left behind on the asteroid.
"That is *NOT* my fault. I left it in *PERFECT* condition."
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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
"Well, if there are direct orders" says Gunnz, who doesn't seem at all upset by the possibility...
And she may also have the "signature stunt(flyby)" exploit...
"Best set up the right music..." she adds.
"Let's see how they like that!"
Assuming one of the drones is kind enough to 'force' us into the dangerous stunt...
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Halfling Solider(sniper)-8; full sheet SP 104/104; HP 58/58; RP 9/9; reroll(@+2) 1/1; ; KAC 27 (DR 2/-; DR 9/Bl); EAC 23; ; F +12; R+910 W+10; Per +11; Active conditions:
Smoke was pouring from the mech as Smith's team was pouring fire into it.
Still it kept on going, taking out another grunt with a burst of automatic weapon fire. Reaching into his webbing, the sergeant found ... he was out of grenades. Again. With a sigh he lined up his rifle on the driver compartment and once again squeezed the trigger.
With the last shot striking home, Shokil tries his luck, hoping that the good sergeants heroics might rub off on his creator.
attack vs KAC,CE,Da: 1d20 + 15 + 1 - 2 ⇒ (17) + 15 + 1 - 2 = 31
P damage: 2d10 + 8 + 3 + 4 ⇒ (2, 3) + 8 + 3 + 4 = 20
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Halfling Solider(sniper)-8; full sheet SP 104/104; HP 58/58; RP 9/9; reroll(@+2) 1/1; ; KAC 27 (DR 2/-; DR 9/Bl); EAC 23; ; F +12; R+910 W+10; Per +11; Active conditions:
Shokil automatically doublechecks his seals as he lines up the lashunta in red with his rifle.
attack vs KAC: 1d20 + 15 ⇒ (6) + 15 = 21
P damage,BB: 2d10 + 8 + 3 ⇒ (3, 2) + 8 + 3 = 16
Smith snarled as the enemy leader stormed into sight. This was supposed to be his squad doing the ambushing, not the other way around. But it looked like they were expected. Smith chewed on his cigar. Nobody expected a round between the eyes... they were about to get a surprise.
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NG female human rogue scholar-9 HP 107/107; hero 0/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none
Teja eyes up the corpse as well. Then moves over to it and plants her cold iron dagger through where the hags heart should be. She then leaves it there for at least a minute.
"Some creatures can regenerate. Let's see if cold iron sitting in her heart stops that."
While the dagger is in place she looks around at the containment field. "That may need to come down before I can buy you that round of drinks."

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Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1; (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)
The elderly man works his way around the team. "The younger generation of pathfinders. Really, in my day we'd have solved this by now. "
He stares into the eyes on Fortva. "Your assignment is on the history of the Cheliax empire. Get to it.". Oddly Fortva feels a burst of energy knowing the deadline for the assignment is close.
Dream point spent to remove her fatigued condition. 1DP
He then approaches Jakoby "And you... Where did Cheliax come from? Yes.. speak up young man. Your essay on the Even-Tongued Conquest. Make it better than last time." Jakoby too feels a renewed vigor, not wanting to disappoint the old man.
Dream point spent to remove his fatigued condition 2DP
As the scholar approach's Drak he tuts he tuts to himself. "Really, the Standards of the Society... " he shakes his head, but doesn't pass the bard by. "You have some potential. Your presentation is to be on Osirion, and unification under the Four Pharaohs." He looks hard at the bard. "Well, what are you waiting for? Get to it."
Drak's weakened knees strengthen at the thought of the walking he is going to have to do to get "first hand" research.
Enfeebled removed. 3DP
He comes penultimately to Patrick. A disgusted look crosses his face. "Finally, someone I could possibly win an arm wrestle against. Of course in my youth I did cut quite the figure.."
A desk appears at which the scholar sits down, gesturing for the mage to take a seat. "And perhaps we might wrestle with words while are arms are engaged?" he suggests. "What is your feelings on the planar occultation hypothesis?"
As Patrick sits, he feels restored as well.
Enfeebled removed. 4DP
Finally he comes to Teja. "And you..." he says looking her up and down as if not knowing quite what to make of her... "You..."
She just smiles at him at says "I... am your daughter." She reaches out to him, to touch the father she has never met... but before she reach him, he fades back into the dreamscape.
Dream point spent to remove her fatigued condition 5DP
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Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;
With Atu doing a wonderful job on the controls, Liftt fights his own ghosts. Sparks fly as a blast hits nearby and he heads over to the computer to see what the damage is...
computers(aid): 1d20 + 6 ⇒ (12) + 6 = 18
I suggest Ears uses a node to help the primary check.

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Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;
"Belts on people.. this could get nasty." says a surprisingly calm Liftt through the intercom. He double checks his own belt, while Jancrast tightens hers too.
"Remember, we don't need to fight them, just get through them." she says.
"Okay, this might get rough."
Suddenly Liftt is back in the scoured stars. Jinsul ships are all around his unarmed transport. But there ahead of him just a few klicks away there is is the Starfinder team in desperate need of Evac...
Explosions dot the sky as the transport was pushed through sets of maneuvers that were well beyond its design spec. Engines whine as their energy output edges closer and closer to the "do not cross" red lines. The first pair of jinsul interceptors is left behind wondering what happened to their easy-prey, but up ahead there were three more.
These were a bit too keen, he could see that, coming in from opposite sides. If he timed it *just* right... and the two jinsul slammed into each other, the force more than their shields were capable of withstanding. They crash and burn, leaving just the jinsul leader between Liftt and the beleaguered ground-team.
Plasma blasts took on his starboard shields and Liftt dove for the ground. If he couldn't out fight the creatures, he darn well could outfly it. Sensors showed a large cave network and that was where he headed with the jinmul squad leader in hot pursuit.
The cave branched left, up, right, and more plasma bolts took out his rear shields, damaging his tail fins. For the first time he wondered if this was not going to end well. The damaged fin caught on the cave wall, hauling him right in a turn that the jinsul ship had no way of matching... and when it tried it had its own close encounter with the cave wall. Another explosion rocked the cave as Liftt flew free.
Minutes later the Starfinder team was safely abord.
"Welcome to Flight EVAC-123. Callsign Liftt will be your pilot today. Unfortunately we have no refreshments on board, which might be just as well. Weather station reports suggest significant jinsul related turbulances ahead.."
And then he is back in the Drift lane, Drifter ships dotting around him like jinsul. But this time he is not unarmed. And the Drake can take a lot more punishment than a simple transporter. Still... numbers can count against them just as much as they counted against the jinsul.
pilot, ZALLIA notes, computer: 1d20 + 19 + 1 + 2 ⇒ (6) + 19 + 1 + 2 = 28
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LG Human(1/2 O) Barbarian-3; THP 6/6 HP 53/53; hero 1/3; minor healing potion 2/2; AC 20 (19 when raging); Fort +10; Ref +6; Will +8; Perc +8; Conditions:
Because Ulvard is a Hero!
(thanks!)
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Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;
Liftt continues the tight, but elegant turn to bring the Drake out of the firing arc of the front of the remaining enemy ship. The G's start to build though and everyone feels pushed against their safety harnesses.
evade DC19: 1d20 + 19 ⇒ (15) + 19 = 34
"Firing solutions ahead"
init R4: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23
"Ut oh......" Words you never want to hear from your pilot as the drakes speed gets the better of Liftt and it starts to move as if to ram the enemy ship.
I'll have to try a flyby next turn. Not moved for R4 yet.
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Soldier-7: SP 57/70; HP 54/54; RP 8/8; mk 1 healing serum 2/2; reroll(@+2) 1/1 Shirren EAC 19; KAC 19; F+7;R +7; W +7; Per +3;
Liftt continues to hold down the button on his mining laser.
"STTTOOOPPPPPPPPPPPPPPPPPPPPPP"
attack vs EAC: 1d20 + 12 ⇒ (2) + 12 = 14
F damage: 1d10 + 6 ⇒ (6) + 6 = 12
But in his shaking fury he seems unable to continue the large device.
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NG M Dwarf Champion-6; HP 115/115; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet
Khaul hrumps. "I could do within devils and their handiwork. Demons are a problem, devils are a menace. Don't like them one bit." he mutters.
As he does so his fingers run through his beard once again, as if checking it is still there and intact.
"Might be if there are devils about we need some protection from fire. Can anyone help with that?"
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NG M Dwarf Champion-6; HP 115/115; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet
@Zhao how do you get to do crafting at L5 rather than L4? I thought we did downtime tasks at our level -2. Inquiring crafters are keen to get more coin!
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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
On one hand, I'd love to have another long term game like this. On the other, I know it can be really hard to recapture a particular type of "magic" as it flows between games. I also know I have less free time than I did seven years ago. Still feels odd saying that number.
I've not much experience with the latest version of PFS, although I'm playing it a bit more than I was a couple of years ago. Nor do I have a good feel for the various APs that are available.
I know there was a kind-of-follow-on to Shackled City, maybe that was Legacy of Fire?
Were you thinking of PF1 or FP2 for your game?
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Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);
Actually, I may have been as well now I look at it. How Embarrassing.
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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
My eldest spawn is just about to head off to university. And when we started this, he wasn't even at highschool. Lives move. Day by day they don't seem to change, but when you look back a few years... well.
This is definitely the highlight campaign of my PBP playing career. Long term, character development, fun, fights, respectful disagreements and an epic storyline that took us from orphans and rat catchers to legends.
Well done Rutseg and my fellow players. Congratulations on your wife and baby girl. These things improve lives (well, they improved mine!).
Marriage! You may have been married longer than you realise...
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SFS 05-99 BftB
That was back in AD&D. Casting certain high level spells aged you.
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Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1; (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)
What about your Abolitionist special ability. Get some tavern toughs to help us out?

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Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1; (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)
Khellek looks at the doors for a moment. He considers their hanging, and the damage to the structure around them.
"I think if you push just... no. further right..further... yes. Just there. See how this uses the principal of leverage to maximise your pressure exerted.."
engineering, T10: 10 + 27 = 37
"And hopefully minimise the time and cost to repair this. Look at it. This was a work of art. Stood for ages. " He shakes his head sadly. "Of course it was likely magically reinforced too. Those dragons did quite the number of the poor thing."
He sounds much more concerned about the fate of the old doorway than he does about most of his students.
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Core rulesets!
Seriously. I stopped GMing PFS1 non core after the umpteenth expansion (I think it was kinetheiths - I can't even spell them) added yet another unnecessarily complex mechanic to the game.
I enjoy starfinder as it is much (well, prior to vanguard anyway) simpler. It kept to the core rules more or less with just tweaks for class special abilities.
I've avoided PFSv2 for a long time as it seemed quite a change from what I was used to in PFS. But now I'm playing it and getting used to it from the other side of the screen, I might well try GMing a game at some stage.
So... biggest barrier.. unnecessary additional rules complexity from additional rule books.
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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
Croaker moves forward and fires his nova rifle at red
attack vs EAC: 1d20 + 11 ⇒ (4) + 11 = 15
Fire damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

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SFS 05-99 BftB
BK level 2 was nasty. It wasn't a TPK, I think someone survived. Though it was darn close. It was my first time ever killing any character in PFS though.
At some stage I have to run level 3, just for completeness. Too busy at the moment though.
I thought there was something about non wizards also getting access to non-core spells from chronicles. But the article on even wizards getting access was a long time ago.
There are quite a few non core spells that appear - especially in later seasons - in spellbooks and scrolls.
EDIT: Found it here
The key bit being:
Other PCs able to cast spells—spontaneously or from a divine spell list that does not depend on a spellbook—can learn spells they find in scroll form so long as they buy the scroll and expend it to add the spell to her list of legal spells; spontaneous spellcasters must still expend known spell slots in order to learn the spell. These PCs cannot learn non-Core spells from spellbooks.
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Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1; (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)
I'm happy either way.
A bard, a wizard, two clerics and a sorcerer walk into a scenario.... It sounds like the start of a bad joke.
And the wizard has the highest hp.
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LG; HP 120/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);
"Says him. He is just my bearer. Think of him as a set of legs with a beard attached."
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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
"They are just premixed!" shoots back Gunnz.
"And speaking of mixes.... listen to This!"
Whether anyone stomach will be in a state to eat anything within 24hours is another thing entirely as she puts the Spitfire through another series of tight corkscrews. "Yeah.... normally you have to pay for this type of experience!"

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Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
Gunnz grins and puts on some Music. It's kind of loud. And the acceleration. My goodness. It's like getting caught in a gravity well. Surely the Spitfire couldn't handle much of this.
"I can go faster than this, but not if we we want to keep them in front of us."
By in front it appears she means *right* in front, having positioned the Spitfire in a situation that the enemy ship may need to all but ram it.
At the last minute she pulls the spitfire into a tight spin, hoping to throw off the enemy gunners.
evade DC 22: 1d20 + 22 ⇒ (7) + 22 = 29 +2 to AC to a total of 26 AC and 28 TAC
Assuming just tier 8 here. If we got a tier 10 Pegasus then add 3 to that DC
"Let's see How they like that!"
A crashing sound can he heard from the galley, where it looks like someone forgot to secure the cornflakes.
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I also noticed Core tables of the special.. Hurrah!
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SFS 05-99 BftB
Bonekeep had special modifications for PBP due to the time limit for playing it around the table. It wasn't open for PBP play at all until somewhat recently. Of course with folk moving to PFS2, they are somewhat less precious about it these days, but I'd not want to fall afoul of the Powers That Be.
If it is okay, then I'll likely offer bonekeep L3 in core in a week or so (have a little holiday to get through first).
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SFS 05-99 BftB
Somewhere (and I've seen it, but can't find it) there was a document that summarised the changes for running Bonekeep online.
Does anyone remember where it is? In particular I'm trying to remember if Bonekeep level three was sanctioned for online (I know one and two were, as I've run them).

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SFS 05-99 BftB
In space outside Absalom Station, the hundreds of commercial and private craft that compose the station’s armada are losing the battle against the massive enemy craft. Some starships are retreating while others hang suspended in masses of silver tentacles. Debris floats nearby, indicating more starships have been destroyed or severely damaged. Even stranger, the silver craft has changed shape and now resembles a platform rather than a starship. Buildings begin sprouting up from the platform before your eyes, like mushrooms after rain—all completely silver—creating a near-perfect copy of the Lorespire Complex and the surrounding structures on Absalom Station
Gil-Oloth does a fantastic job of evading the debris as she pilots the Defiance closer, narrowly evading a massive tentacle that lashed out toward the ship.
"Right" says Ixthia. "I'll use the Defiance to try and keep it distracted... you lot... land on fake-Absalom and try to take the battle to it. I'll stick close in case you need extraction. I'm thinking you want to head toward the Lorespire complex.."
Ixthia swoops in, depositing you on a landing platform, not far from the fake Lorespire. Familiar landmarks from Absalom Station and the Society grounds are recreated in this stark, shifting, silver landscape, making it feel at once familiar and alien.
Oddly, although you are outside Absalom station, this ship/station complex seems to have its own source of gravity, allowing you to move without any real difficulty.
Map added. Put yourselves on it. I'll be back in a couple of days.
Feel free to roll init for yourselves while you are at it.
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SFS 05-99 BftB
This is *startship light* Don't worry too much about exact roles. The scenario certainly doesn't have a starship tag for it. Focus on the RP aspects and think of it as a spaceship skill challenge rather than a combat.
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SFS 05-99 BftB
No worries. I'm going to be a rusty GM. I've had a busy time, and apart from backup GMing the special, I think this is the first game I'm running this year.
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Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';
Slipp moves forward. The burning forest fire in the First World, just a small shift in reality away .... bursts through the thin walls between the realms.
produce flame touch vs blue: 1d20 + 8 ⇒ (17) + 8 = 25
fire damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10 Plus 2d4 persistent on a crit
* stride
* cast
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Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1; (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)
A reminder that Khellek is slow track for xp.
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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)
Compucast wants to tell the truth. But suggests "We could propose a modified experiment for the vault...."
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NG M Dwarf Champion-6; HP 115/115; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet
Khaul sighs, shrugs out of the heaviest of his gear and dives into the frozen water to try and rescue sailors.
"Yer'd think they'dbe leanin to swim, surrounded by water an all?"
athletics, bump: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Well, the RNG is being real kind of all sorts of my characters at the moment. Wait until I need to make a save.
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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)
DR 9/bludgeoning, sonic resist 10 and fire resist 5 should I think reduce total damage to CC by 24 to a total of 44? 26 into SP and 18 into hp. One more good hit and I'm out.
Tasting blood in his mouth, Compucast continues to try and keep the attention on him, giving the team a chance to finish her off.
"I have a tail too, but my claws are sharper."
claws: 1d20 + 14 + 2 - 4 ⇒ (20) + 14 + 2 - 4 = 32
slashing goodness: 2d3 + 42 ⇒ (3, 3) + 42 = 48
claws: 1d20 + 14 + 2 - 4 ⇒ (7) + 14 + 2 - 4 = 19 Miss I assume
He adds, cutting deep once again.
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