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Kibbens's page

49 posts. Alias of inxpitter.


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The jump to power level 10 was a bit disconcerting, and with so many bonuses and abilities to keep track I had a rougher time being on top of things.

Solarian is wonderfully thematically, and I had a fun time switching between attunement options. If there were a few more varied combat encounters (massive amount of minion like opponents) then I feel some of his abilities would shine a bit better.

There was a bit of crossover with the party, as one ability I was looking forward to gave haste to everyone, but it turns out that was unnecessary. Also, the black hole warping was very awesome to use and most likely my favorite ability, though as mentioned it may have been a way to approach a vehicle chase if our party wasn't as good at that.

Still, for a small Ysoki to go shooting into battle as a tiny ball of amalgous fire, it was a roaring good time.


Sorry, I always seem to be at the tail end of these. I try to post every Mon, Wed, and Fri. At least, that's my summer schedule hope at the minimum.

Kibben's eyes go wide as his blows nearly impact of Raxsorton. He pivots, using his tail to wrap around his allies leg and whips his momentum around for another full attack at Haarlock!

Full Attack: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18 Damage: 4d6 + 20 ⇒ (3, 5, 5, 2) + 20 = 35
Full Attack: 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 13 Damage: 4d6 + 20 ⇒ (4, 3, 2, 6) + 20 = 35

Anyone know the usual curse words in the Starfinder universe?


Photon Phase: 3/3

Kibben's now fully blazing with an amorphous coating of gold and orange energy, doubles down on his furious flurry of attacks, his small size hopefully giving him an edge to get through Haarlock.

Comet Hammer Full Attack: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29 Damage: 4d6 + 20 ⇒ (3, 1, 4, 6) + 20 = 34
Comet Hammer Full Attack: 1d20 + 15 - 3 ⇒ (19) + 15 - 3 = 31 Damage: 4d6 + 20 ⇒ (3, 1, 6, 6) + 20 = 36


Photon Mode: 2/3

Kibbens, activating his plasma sheath ability, almost seems to distort the air around him with the intense heat he's giving off.

Comet Hammer Attack: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 4d6 + 20 ⇒ (5, 3, 2, 6) + 20 = 36


Kibbens immediately goes attuning to Photon.

Photon Mode: 1/3

He moves to close the distance as fast as possible. Not sure if I have enough movement with fleet to close the distance.

If I'm adjacent:
I'll use my standard to activate Corona
As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.

If I'm not adjacent, I use Plasma Sheath
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.


Back as well!


"Just give me a bit," Kibbens huffs as he plops onto his rear. The glowing light that had exuded from his body had faded and the small Ysoki looked much more winded than usual.

"I'll be fine after a quick rest."

No actual hitpoint damage, and I'm on the side of wanting to recover if possible. But if we have to move fast, I'm good with that too.


Back! College is starting to move into crunch mode.

I went into photon last turn, so now I'm at Photon 2/3

Kibbens will keep hammering at the enemy, taking a full attack action

Comet Hammer Attack: 1d20 + 15 - 3 ⇒ (16) + 15 - 3 = 28 Damage: 4d6 + 20 ⇒ (6, 6, 5, 3) + 20 = 40

Comet Hammer Attack: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27 Damage: 4d6 + 20 ⇒ (1, 6, 3, 5) + 20 = 35


Whew! hoped that AoO would miss.

Damage Taken: 59

Attunement - Unattuned

Kibbens, now free from any influence, will begin the process again as his internal energies begin soaring with photon power.
Going with photon again, now Attunement Photon 1/1

He then attacks with the power of his plasma sheath.

Comet Hammer Attack: 1d20 + 15 ⇒ (2) + 15 = 17 Damage: 4d6 + 5 + 10 + 5 ⇒ (3, 6, 1, 6) + 5 + 10 + 5 = 36


Thanks for the reminders. Jumping to level 10 is quite a doosy without a lot of practice.

Damage Taken: 59

Attunement - Photon: 3/3

As if hearing a voice of inspiration from somewhere, Kibbens activates his jetpack and moves up into the sky away from his team but staying close to the enemy. Then, He activates his supernova!

Supernova Damage: 11d6 ⇒ (6, 3, 5, 6, 6, 3, 4, 1, 5, 4, 4) = 47
Reflex save for half, though I'm not sure how to calculate that...


Uh...Kibbens doesn't want to be wurm quite yet.


If we clear the area, I can nuke it with a Supernova for 12d6 damage or so, otherwise Kibbens will just keep smacking at it.


Damage Taken: 28

Attunement - Photon: 3/3

Kibbens powers through the pain and lands next to the wurm. From here, He activates his plasma sheath and gets ready to drive home some solid attacks.

Plasma Sheath: As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Attack Comet Hammer: 1d20 + 15 ⇒ (16) + 15 = 31 Damage: 4d6 + 10 + 5 ⇒ (5, 1, 5, 1) + 10 + 5 = 27

And then there's the damage from just standing next to the immolating little Ysoki. An extra 10 damage

Okay, all setup. Next turn, full attack!


Under advisement, I'll post an attunemnet trackker at the top of all my posts.

Attunement - Photon - 3/3

Kibbens, glowing brilliantly, charges forward into melee with the worm.

Activating Corona with my standard action, Any natural attack against deals 2d6 fire damage to the attacker. If I had enough movement to reach the worm, he'll take 10 fire damage at the start of his turn if he's adjacent to me.


I might be a bit biased, but I loved the boarding aspect that combined a normal combat and vehicle stuff. That said, I also agree with Jelloarm as the added physical combat probably made things much easier for us.


Not sure where I am as far as my attunement, so I'll disregard that for now.

Kibbens will hiss, a bad habit he picked up form watching some weird vids his parents discouraged. Something about being less civilized.

Nevertheless, he bounds forward and joins Loram in what he hoped to be the killing blow to the Vesk enemy.

Attack Vesk: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 4d6 + 10 + 5 ⇒ (5, 1, 6, 5) + 10 + 5 = 32


This was the turn after I used the wormholes, so i go photon attunement one.

Kibbens wrote:

Kibbens joins in with Raxsortun to attack driver.

[dice=Attack]1d20+15 [dice=Damage]4d6

This was the turn after that, so I should be at photon-2, unless you're holding me to forgetting to declare which I can understand.

Kibbens wrote:

Attuning to Photon -Now Shift 2 (I forgot to declare last post)

Kibbens will keep trying to lay on the pain, and take another swing with his hammer.

[dice=Attack]1d20+15 [dice=Damage]4d6

I don't confirm for criticals in starfinder I believe, so my damage is doubled to 32 I think...

Then my mess of actions, at the start of my turn, I should go up to photon-3 if I did this right...

Kibbens wrote:

Apologies Deneth, I'll retcon

Kibbens moves to a space where he can get the most enemies combatants next to him (in a 15 ft radius) while avoiding any allies in that space. His glowing body starts to glow brighter and streaks of orange and red seem to flare before his entire body shines in an incredible blast of energy.

Using Solar Nova, Reflex saves for half
[dice=Fire Damage]11d6

As Stellar Revelation has this line in it:

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode.
I thought I was doing this right. Could you help me understand where I went wrong?


Apologies Deneth, I'll retcon

Kibbens moves to a space where he can get the most enemies combatants next to him (in a 15 ft radius) while avoiding any allies in that space. His glowing body starts to glow brighter and streaks of orange and red seem to flare before his entire body shines in an incredible blast of energy.

Using Solar Nova, Reflex saves for half
Fire Damage: 11d6 ⇒ (3, 4, 5, 2, 6, 5, 4, 5, 5, 1, 2) = 42


Kibbens seems to flare with light as he grabs the nearest handle. And then, similar to before, the bright blob of energy seems to molt off the ysoki and float up. Kibbens looks tired, but the blob of blinding yellow and white bursts in a brilliant motion and seems to fly into, not only Kibbens, but also every nearby member of the team.

Solar Acceleration: All allies within 30 ft gain haste for one minute.

"We got 12 seconds! Before the collapse of the wormhole!" Kibbens yells.

And thanks for the crit help Jelloarm


Still getting used to this system, and now Pathfinder v2 is a thing, whoo boy!

Critical Damage: 4d6 ⇒ (1, 4, 5, 6) = 16

Welp, doubled anyway. So 16 + 16 and then add 10 for the level and my strength mod which is 5 and the total damage is 47


Attuning to Photon -Now Shift 2 (I forgot to declare last post)

Kibbens will keep trying to lay on the pain, and take another swing with his hammer.

Attack: 1d20 + 15 ⇒ (20) + 15 = 35 Damage: 4d6 ⇒ (4, 1, 6, 5) = 16

I don't confirm for criticals in starfinder I believe, so my damage is doubled to 32 I think...


Kibbens joins in with Raxsortun to attack driver.

Attack: 1d20 + 15 ⇒ (9) + 15 = 24 Damage: 4d6 ⇒ (5, 3, 1, 1) = 10


Should be at full attunement to Gravitons.

Kibbens, a swirling mass of dark energy that looks as if you were staring at the night sky with small stars twinkling in the distance, nods. His inky form seems bob and blob and a large glob of darkness seems to slip off his body to the space adjacent to him, draining all the darkness off his stellar armor and into the air. A similar blob appears with no warning on the enemy cruiser.

"The gate is open! Head on through! I can hold it for 30 seconds, so move fast!"
We have 5 rounds before it disperses.

Kibbens will charge through, begin attuning to Photon, and Attack the nearest person.

Attack: 1d20 + 15 ⇒ (13) + 15 = 28 Damage: 4d6 ⇒ (4, 2, 4, 6) = 16


I should be at 3 gravitons next round, right?

Kibbens launches another throw

Starknife Attack: 1d20 + 15 ⇒ (13) + 15 = 28 Damage: 4d4 ⇒ (4, 1, 3, 4) = 12


Silently meditating, Kibbens can't help but react when the to and fro of the vehicles begin to throw him from one side to the next.

"All right...meditation through battle then!"
Still focusing on gathering the darkness, Kibbens will throw his melee weapon with the accuracy of a guided missile.

If the target is farther than 50 ft, then I'm out of ranged capability.
Thrown Starknife Attack: 1d20 + 15 ⇒ (11) + 15 = 26 Damage: 4d4 ⇒ (2, 2, 3, 4) = 11

After the attack, the Starknife circles and returns to his hand.


Right....Well, I'll keep charaging, and the wormholes might come in handy.


Kibbens grins and starts focusing as he a inky darkness begins to cover his body, with small shimmering lights similar to stars in the obsidian liquid covering.

"Just let me charge up, and I can take a boarding party with me..." he says, while focusing.

My intention is to become fully attuned to graviton, and then activate my wormhole ability creating a pathway that everyone can move through to their vehicle.


Sorry I was gone for most of the fight, so I don't think I have any really helpful feedback.


huh, apparently I'm a badass while I'm away.

Kibbens will try and get a good strike in with his comet hammer, to end the fight.

Attack: 1d20 + 15 ⇒ (13) + 15 = 28 Damage: 4d6 + 17 ⇒ (3, 3, 1, 4) + 17 = 28


Back all! Looks like a got a bit of reading, but should be able to jump in soon.


To all my games, I am going to be leaving tomorrow for a humanitarian trip to help those in need. I will only have access to my smartphone at the time, so I will not be able to post during this time. I estimate my return to the boards in the first week of January.

If I'm a player and you find this absence unfavorable, I understand if you remove me from the game.

If I'm the GM, and you'd rather leave the game if it stalls for this long, I understand your withdrawal.

In either case, message me and we'll get things sorted out.

But I do wish everyone Merry Christmas and Happy Holidays!


"Here I come to save the day!"

Activating Solar Corona

Solar Corona:

As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.

And then moving directly towards the support group at a rate of 40 ft.


Also as a heads up, I'll be gone from Christmas day to at least the third of January. Doing a humanitarian trip to help out less fortunate people.


A brilliant fiery light starts radiating from Kibben's eyes, and a golden, almost liquid material seems to envelop his body. As he moves, small shining droplets like the dew of the sun trail him, only to be sucked back into the armor.

Going into photon mode

Kibbens rushes off to join the others.


Finals Over! Back to space!

Fireing Gravity Gun: 1d20 + 15 ⇒ (11) + 15 = 26 Damage: 6d6 ⇒ (2, 3, 6, 4, 6, 1) = 22


How embarrassing. In my sleep-deprived state, I mistakenly thought that I was assigned as a science officer. Whoops. Still don't have a complete handle of the system yet. I'll stick to gunnar.


Fogot I was a science officer, whoops.

Kibbens, focused on the destruction of the enemy ship, uses his time to initate a Lock on.

I'm not entirely sure what to roll here.


Still here, just had a hard week. Last couple before finals. Using Fire at Will!

"Firing!
Fire Gravity Gun: 1d20 + 13 ⇒ (4) + 13 = 17
Gravity Gun Damage: 6d6 ⇒ (4, 1, 6, 5, 5, 1) = 22
Fire Heavy Antimatter Launcher: 1d20 + 13 ⇒ (4) + 13 = 17
Heavy Antimatter Missile Launcher: 10d10 ⇒ (6, 4, 4, 6, 7, 3, 5, 3, 6, 5) = 49

Welp...


Kibbens hops onto his miniture console and begins pressing buttons and pulling levers, some altogether unnecessary.

"A traditional Ysoki greeting to pirates usually involves our largest gun. Permission to fire captain?"


Alright, Kibbens should be done!


I don't think my skill with guns will out do yours, but for the sake of rp, I'm going to post as I finalize my sheet today.

Being a more claws-on-ground operative, Kibbens did not like the possibility of a possible brawl between ships. He scampered onto the cold metal of the console bay and took a look.

"They're not delivering fresh coffee, that's for sure."

Kibbens hops off and scurries after Loram to help with the guns.

Just a flight of fancy, but I'm assuming its not feasible to try boarding the enemy's ship?


Okay, addressed most of the issues about weird stat and skill mix-ups. Started going through purchases and upgrades and running low on credits.

Just one last opinion on what's good and what isn't.
-Should I drop the power glove and just stick with the sintered starknife for both melee and ranged?
-Haste circuit overkill, or good investment?
-any else you spot I would be happy to hear.

Still not used to putting together high-level characters, so guidance is much appreciated.


@Deneth and Xera
You guys are life savers. Thanks for your insight.


I got the basic done (weapons, amor, MK upgrades, but a bit overwhelmed by the rest of the gear. I'll be reading between classes tomorrow, but anyone got suggestions?


Xera Driftspeaker wrote:


(Kibbens, I'm looking at you. Looks like you don't have any gear yet. Personal upgrades are on Page 212 and you can get one Mk 2 and one Mk 1. They are worth it!)

I thought I did those...did they not save? S@%#. I'll get it done.


Taking notes, no further comments.


Alison "Wraith" WhiteAngel wrote:

I'm gonna vote in favor of the destroyer. Combat with everyone missing is just boring, but combat where the science officer AND the Engineer have to do the things to constantly re-balance the shields is exciting!

Also, I should be able to turn the thing, and it'll give me something to do other than just doing Evade all the time.

Sounds fun. Hope we don’t crash and explode too quickly.


You guys are just running circles around me with your understanding. I'll read up, but I think I'll be trusting the experts for the most part.


Here as well.