Jaei's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.




The players have just finished book two and going into book three. They maybe heading back to absolmn station to resupply/refitted weapons and gear. I wanted to have the downside kings/astral extraction play a role in causing the player a little trouble. The during the first book the players choose to leveled the nightclub serving as the base of operation for the downside kings in the process eliminating their leadership and a large majority of their membership. . with the starfinder group. The group also went against astral extraction company returning the vessel and the drift rock to the hardscabble collective. This is roleplay gold right here I was thinking if I were this gang(which I am) I would framed them for a crime they didn't commit (as the gang), or sue them for lost of profits (as the company). Story wise during the revelations on the drift rock would have been enough to out their identities and affiliations. Give me sum good juicy puzzles that these groups can throw at the players that only good role play can solve.


The players have just finished book two and going into book three. They maybe heading back to absolmn station to resupply/refitted weapons and gear. I wanted to have the downside kings/astral extraction play a role in causing the player a little trouble. The during the first book the players choose to leveled the nightclub serving as the base of operation for the downside kings in the process eliminating their leadership and a large majority of their membership. . with the starfinder group. The group also went against astral extraction company returning the vessel and the drift rock to the hardscabble collective. This is roleplay gold right here I was thinking if I were this gang(which I am) I would framed them for a crime they didn't commit (as the gang), or sue them for lost of profits (as the company). Story wise during the revelations on the drift rock would have been enough to out their identities and affiliations. Give me sum good juicy puzzles that these groups can throw at the players that only good role play can solve.


I'm making a gun mage and trying for out different attack patterns for the character so far I got.
Fire guns, as full attack.
Sacrifice any level spell and get +spell level enchantment, or giving defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, thundering. vicious or wounding for spell level/per min
Expand 1 point and get +2 enchantment, or flaming, flaming burst, frost, icy burst,distance,nimble shot, returning,shock, shocking burst, or speed
cast a spell. While doing so, if the spell is a ranged touch, cone, line, or ray spell, fire it through the firearm which applies the gun's enhancement bonus to the spell's attack roll or to its DC but your gun can explode on you.
Also if the spell is ranged touch , you may choose to fire it through spellstrike. Doing so allows you to make a normal attack with your firearm applying firearm damage, but also applying the effects of the spell if it hits. It is probably possible to combine these two methods, but with the risk that you gun can explode.
Using spell combat. Doing a full-round action, allows you to cast a spell as well as make a normal attack with your gun.
I think there might be a way to full round attack and while still casting a spell
Have I missed any synergies, rotations or tactics.
Male Human Spellslinger 1/Trench Fighter 4/Eldritch Archer 5
Init +7; Senses constant deathwatcher; Perception +12
Defense
AC 19, touch 15, flat-footed 14 (5 Dex,4 armor)
hp 54;
Fort 8, Ref 7, Will 9
Offense
Spd 30ft.
Melee B +12/12/10/7/5 (1d6+6)
Ranged P +2/12/10/7/5 (1d8+6)
Special Attacks Arcane Gun, Mage Bullet, Ranged Spell Combat, Ranged Spell Strike
Spells Prepared
2nd—Acid Arrow, Scroching Ray, Flurry Snowballs
1st—Snowball, Mudball, Burning Hands, Mage Armor, Blur, Windy Escape
Prohibited Schools necromancy, divination, abjuration, enchantment
Tactics
Before Combat Mage Armor.
During Combat ?.
Statistics
Str 7, Dex 20, Con 10, Int 22, Wis 14, Cha 14
Base Atk +7/2; CMB +6; CMD 21
Feats Precise Shot, Point Blank Shot, Weapon Focus(Pistol), Empty Quiver Style, Two Weapon Fighting, Rapid Shot, Stabbing Shot, Empty Quiver Flexibility, Improved Two Weapon Fighting, Empty Quiver Flurry
Gear X2 Shadowshooting Reliable Pistol; Headband of Vast Int, Deathwatch eyes, Endless bandolier Gloves of Storing, 200 enchanted bullets
Special Abilities
Spell Recall(Su)
Ranged Spell Strike(Su)
Ranged Spell Combat(Ex)
Arcane Gun(Su)
Mage Bullets(Su)
Arcane Pool(Su)
Ranged Weapon Bond(Ex)
Arcane Accuracy(Su)