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420 posts. Alias of Skorn.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I am well. It's good to hear from you. Take what time you need. I will be here when you are ready to resume.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

RL happens. Recharge and we will be here when you are ready to roll.

I miss the gym too. Walking a lot but it's not the same. I have moved during the pandemic and do not have a new gym yet. And prices are much higher here than where I lived before. Unsure what I will do yet.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Can't move the ship until after pilot init. Can't know what guns we are shooting until after the piloting phase. Can't do engineering until you know the results of the gunnery phase.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

This specific encounter works out like this. We win initiative a little more than half the time. When we do Noah will fly around to their back side where they cannot return fire and we try to fire through their rear shield.

When the enemy wins initiative they can fire at us but we cal also fire at them. So without a lot of bad luck (missing both shots in a round.) we win - but all that means is that we make them run off. Since they are faster than us we cannot chase them down.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5
Paeon Tel'domah wrote:

I think i am in range, 5hexes to atack with the flak thrower

After deflecting the assualt Paeon lines up to fire again,

[dice=Pew]1d20+3
[dice=hit?]3d4

Yep. You are in range. That was the plan. :) I think there are some gunnery bonuses this round. The ship gives +1 to two rolls each round and iirc they are going to guns.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Was not aware that previously launched torps could try to acquire lock. You sure that is a thing? I must admit to just not recalling this one. But I have never seen it.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Right. Just flew. No maneuvers this time. Could have flipped and burned but did not want to fly through the enemy hex as iirc that is a more difficult check. Hopping I do not need any evasion this round as they should not be able to target us.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Not completely ignoring his captain, Noah knows the best way to get away from the faster ship is to disable it. So he comes about hard to port and maneuvers behind the enemy providing a targeting solution for both the turret and the flack thrower. I suspect their rear shield is still weak. Light them up gentlemen. He encourages.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

First, both ships not facing a hex side . That needs to be corrected. Second, I think the Rictus has moved and we are up, correct?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

My read is that it needs to be in arc but not in range of the ship. It's not firing on the ship. It's firing on the torpedo as the torpedo closes. Its basically an Agis fire control system on a modern destroyer. It kills missiles and drones right before they hit.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Got it. What were Ed's and Startoad's actions in the first round? And what is planning to do the second round? I have already piloted.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We lost piloting so they move first. In the RaW there is no likelihood that we can fire at their real shield when we move first. On a good hit our weapon brings down a shield and does little else. But they can balance and restore shield energy before we fire again anyway. I have to admit that I have no idea how the new rule set you want to use works so I might be missing something. My actions are based on the rules I know. And under those rules I am certain my tactics are sound. We run/evade when we loose piloting checks and close and fight when we win. We should win 55-60% of the time.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I honestly think the best thing to do this turn to run. If they do a 180 then they can only move 6 and if they come about it will end up about the same, maybe worse. We cannot line up any arc when we move first as we have no idea where they will be. And with our current crew I am not sure we will ever have 3 gunners. Still not sure who is doing what. And I am now lost about how the new space combat system is gonna work. And I worry that the proposed changes favor the other ship design. Not intentionally of course but the outcome will be the same. lol.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Yes, we are facing away. We are butt to butt if if you will. If you click on the ship you will see a "handle" that you can grap to to turn the ship. That handle is the way we face.

So, no we will not be able to flip and fire. We lost piloting this round so we have to move first. Then they move. And THEN guns shoot. So there is almost no chance they will leave their rear shield facing us. Its both down AND they cannot target us from that facing. I suspect they will flip and come after us, but they have more move than us so they could make turns going forward and face us. But at the end of movement they will be facing us.

They have good forward facing weapons, including a torpedo launcher that does twice as much damage as our best weapon. Their man gun also does more damage than our best weapon. And they will fire at us with both this turn. But we get a chance to shoot down their torpedo IF it comes at us from our rear. That is what the flack thrower really is for. We got lucky with it and critted them. Note we cannot even shoot that weapon more than 5 hexes. Other guns are like bows and crossbows and thrown weapons in that you just take minuses to hit from longer ranges.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Hmm. Did not understand you were rolling my piloting but will go with it. The map looks skewed. Maybe it got moved by someone? I think our best chance it to run hard keeping our flack thrower ready for those torpedos we know will be on their way. Can we move forward our full move (off the current map)? Noah will begin evasive maneuvers too.

Piloting, EM DC 15: 1d20 + 10 ⇒ (18) + 10 = 28


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Humm. The current enemy ourguns us by some margin. Our best chance of victory is to be in that rear arc blind spot (that we only know about because Noah rolled a nat 20 in his science roll) every time we will the piloting check. On top of that our best weapon is turret mounted and can fire into any arc. That costs a lot more than a front mount in ship's points. We just can't remove the firing arc consideration from combat. To remove it changes space combat too much and takes away our strongest tactical advantage.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Sounds better than a turn a week, on a good week. :)


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Space combat is so slow in this game due to the phases that many on-line players skip it entirely. There are rule sets to speed it up but I have not looked them over.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Nope - we are facing away so you are using the flack thrower which does 3d4.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

From my study of Western literature I believe the expression is "Give um both barrels." Noah says from the piloting console.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I have never been an expert in these rules and have forgotten some of what I knew but I am pretty sure those torpedos have to be in firing arc as well as regular weapons to target...No?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Maybe Startoad should gun this round too? I can line up the flack thrower for a shot - our second best weapon and hardest to use. Gonna do it. Two gunners please... With no damage we do not have to have engineering. Bonuses to the guns if we can.

Noah, believing that since his ship is more heavily shielded and slower decides to take an aggressive position. Believing that the enemy cannot fire upon them Noah does not bother with evasive maneuvers.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We have the move to get behind her but that will leave us close. I think that is fine. We need to fight and some good rolls will put some damage on her hull. I am unsure who has what roll. How many gunners do we have? If only 1 then do not have to worry about bringing an arc to bear.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Piloting: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

But not first iirc. Captain shenanigans first I think.

And since they ourgun us a little bit and are faster than us, but with weaker shields we need to fight, but do so from behind them if at all possible. We need to main that turret gun at all times and maybe one other. How many crew do we have? an our "passenger" help?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Waiting for the first phase of combat to be called, which iirc is not piloting.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I am against giving them the real coordinates of the 'package". It buys us nothing and many things could go wrong. They could call a ally near by etc. Its important to me to complete that mission of delivering that package.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Issue is that the enemy is faster than us and the Light Plasma Torpedo Launcher has a range of 14. So if we are 14 hexes or closer and in the forward arc in firing phase we will likely take 3d8 damage. Note that right now we are 11 hexes away and in their forward arc. If we are within 10 hexes and in that deadly forward arc then we will also be shot at with their Light Particle Beam for another 3d6. So, again its super important that we win the piloting roll, making them move first. Some good news is that if we can get behind them they cannot fire at us.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah shares his scan data. She is fast and light Ed. Faster than us but our shields are better. She outguns us easily in the forward arc so we need to stay out of that and take advantage of our turret mounted lpb. We may have to run from their torpedos but our rear firing flack thrower should help protects us as long as we can maintain some distance. Of course we area already too close.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We are not in "Helm Phase" so I am not sure I can scan but will give it a try.

While captain types talk Noah shifts to Science mode and scans the necro vessel.

Computers: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 +2 is from the ship.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Sense Motive: 1d20 - 2 ⇒ (17) - 2 = 15

Even Noan, who was born very recently and not good at read humans recognizes the lie and threat and bluff of sure success. One of the things their necro guys would cure is your "life". And my read is that they intend to fight no matter what we say or do. I highly recommend battle stations. Maybe get a science scan before things go bad?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

If might help if you could also post the turn order. At one time I knew that but I have forgotten and with new roles it might have changed. Ed, I recommend you give any optional ship bonus to Piloting initially. Would really like them to go first to see their speed and what arc they want us in.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I am in pilot mode my captain. Someone else must handle the science officer responsibilities.

Scanning the ship is reasonable important to know armaments and firing arcs. Also, is the enemy ship so large that it takes two hexes?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I had forgotten it was dumped. Noah agreed to return the "package" and feels bound by his word. He wants to return it and feels strongly about it.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Best take their call. I suspect they will do something nefarious regardless though. And they may tip their hand when we talk. Regardless I will be ready. Noah settles into his ship's station and pulls up the piloting console.

Changes in theme grant a net +1 to piloting and -1 to Life Science.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Really need Cyberborn first and Ace Pilot second as its an Int bump vs a Dex bump. Scholar is less important to me for this build. But I think that means I do not get the +1 to piloting from Ace Pilot, right?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Ok. Wondering if I should choose Ace Pilot instead of Scholar. I think the only reason I did no initially was I knew I was not gonna be the pilot. Could be explained simply by having had a piloting module installed as part of Noah's initial booting. Or maybe Noah 1.0 was a scholar and Noah 2.) had the scholar chip replaced with piloting?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Yea, Looks like you are better than Noah as a pilot by 1 point. Its the most critical role imho too.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

from my experience Pilot is critical in a space fight. Going last = WIN.

I am happy to pilot, but don't we have an ace pilot?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Was thinking to hear what Ed thought of the cargo with is roll before responding but I guess its moot as we are not gonna let Anyone board and take a look around...


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

CULTURE: 1d20 + 5 ⇒ (2) + 5 = 7

Responding to Ed Noah expounds Its Eoxian. He goes on to translate the message and settles into the Science station.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Cool new roles. - Magic officer is based on mysticism, which puts Noah out of the running there.

He is likely a good science officer, or engineer or gunner. His relevant stats are:

COMPUTERS +13
ENGINEERING +10
LIFE SCIENCE +10▸ 2 Rank; +4 INT; +3 Class +1 Theme
BAB +2, Dex +3 - this is for gunnery I think?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

partly why I picked up Comprehend Languages. :)


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

OK. Updated. Minor change: Taking Psychokinetic hand instead of Telepathic Message since we all have come units.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

About to update my alias now.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I looked at Nanite Integration and may take it down the line. Very thematic for Noah.

Arm Extensions gives -2 to weapon attacks but also -2 to Dex and Str based checks and skill checks - so your long arms are somewhat clumsy. Agree touch attacks are not weapon based attacks though.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah levels taking a 3rd level of Technomancer and a second theme of Cyberborn

Level up includes:
+1 to computers for Cyberborn
+1 BAB
+1 to both Fort and Will Saves
Spell Focus (+1 DC of splls)
Techlore +1 (+1 insight bonus to Computers and Mysticism checks)
Weapon specialization (+ lvl to damage with longarms)
New feat
new zero level spell: Telepathic Message
new first level spell: Comprehend Language
one additional first level spell slot
8 skill points
5 hit points
5 stamina points

Unsure about what feat to take. GM Recommended retraining out of Longarms to go with Arm extensions and advanced melee combat. But after reading Arm Extensions I was disappointed as they are not combat focused at all and give you negatives on your attacks. Thinking I will keep Longarms and maybe even upgrade to Heavy Weapon Proficiency with my level 3 feat. This would put me more on the battle mage track. Maybe even work towards powered armor???


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Will look into it for sure. There is a spell that can grant item/weapon proficiency for a few rounds if I ever really need it.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

That sounds great. Adds more character depth and does not seem too OP. Looking at options now. Thinking Cyberborn for Noah's second theme. It gives an unexciting +1 to computers but some of these computer rolls are pretty make or breaky.

Seems like the general rule of full casters not multi-classing should still be in effect. While it's tempting to change over to Biohacker I think I will stay with Technomancer.

He gains a new zero level and a new first level spell. Not much new here. He will take Telepathic Message for his zeros and Comprehend Language for his new First.

Still gotta choose a feat...


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I believe we in effect have a deed to the ship. It was gifted to us by the previous owner and we have proof of that.

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