Lassiviren

Silken Shadow's page

24 posts. Alias of Saashaa.



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Before you submit post, take note near the bottom a section that says "How to format your text""Show" for the simple coding on these forums. If you have any out-of-character or out-of-game questions please post them in the discussion thread. LET'S DO THIS! WOO!

Post here when you see this.


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Put a post in with any text, "submit" it, and then delete it for your first time posting in this (the gameplay) thread. Before you submit post, take note near the bottom a section that says "How to format your text""Show" for the simple coding on these forums. If you have any out-of-character or out-of-game questions please post them in the discussion thread. LET'S DO THIS! WOO!


...because I don't know how to set up a pbp table without doing this...


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This is the discussion thread. More info to come.


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This is the gameplay thread. Please dot in and post in the discussion.


Hey all,

I'm recruiting for a run of 1-06. This is not a first come first served. Recruitment will close November 7th. I may end it sooner.

Please post with your character so that I can check out your character. If your character info is not in your profile, you are unlikely to be selected.

Warning: Evil NPCs will be run as evil.

Grand Archive

So, the heightened effect of this spell institutes a cooldown. Does that cooldown affect all castings? Even the 4th rank version?

For example..

A Hezrou is blocked in by a PC casting a wall of stone. It uses 5th rank Translocate to get to the other side of the wall. A PC then casts a wall of force that blocks it in to its new location.

Can the Hezrou use 4th rank Translocate to get to the other side? Or is it immune to all castings of Translocate?

Grand Archive

For clarity I am not talking about resistances.

I am speaking of Tempest-Sun Redirection and Tempest-Sun Shielding

Can those reductions to damage stack?

Also how does each interact with multiple types of damage being dealt with a single attack? Let's use a situation where 25 slashing and 25 fire damage would be dealt by a single spell effect.

Radiant Oath 4/5 5/55/5 *

Has anyone curated a list of scenarios that take place in the gravelands?

Grand Archive

Can a reaction, with the trigger of "A creature targets you with an attack and you can see the attacker." that allows you to make a stride or step, nullify an enemies strike midway?

What happens to the strike?

Grand Archive

What do yall peeps think about an eldritch trickter rogue that goes into magus dedication?

Wayfinders

What can and cannot be detected with blindsense thought?

Second Seekers (Ehu Hadif)

What ways do you know of to increase one's Str check to break?

So far I've got:
Large sized
Str ability score
Breach (weapon property)
Blast Through (vanguard discipline) [adds Con mod]

Dataphiles 4/5 5/55/5 *

Another thread got me to reading through the Starship Operations Manual and it occurred to me, why not have some of the weapons or the Training Interface Modules (TIMs) as purchasable boons in SFS? They could be starship boons wherein one could only 'slot' one. AcP-wise they would be similar to the uncommon spells/items one can purchase in 2e. Plus, it is not like starship boons would be a new thing. As they would essentially be additions to ships they have to cost something. Since BP don't have a specified credit value, why not AcP?

Thoughts?


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reporting info + day job rolls please


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dot in


closed


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Discussion thread open. This is for OOC chat and logistics. Post your reporting info when you can.


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dot in for tracking. I'll get an opening post up in the next couple days.


Hey all, I am recruiting 4 more spots for a run of 2-01. Recruitment will be up for a week. After the week I will announce the four to join. The minimum information that I require will be level and class (or role in a group if you've gotten clever with the class).

Scarab Sages

Pathfinder Starfinder Society Subscriber

I am very interested in playing the Devastation Ark with a ysoki exocortex mechanic. I'm sending feelers out for players and a GM who can post 1/day regularly.

Grand Archive 4/5 5/55/5 *

If one has gained access to an uncommon spell, do they have access to buy a wand of it?

Dataphiles 4/5 5/55/5 *

5 people marked this as a favorite.

It is curious to me that people dislike starship combat because of how boring it is and many of the same people play characters who do the same thing over and over in regular combat. I mean really?... Do you not see the inconsistency?

Secondly, it seems that regardless of the tier I play in, I have to explain or give guidance to my fellow players on how to do starship combat. Starship combat takes so long because many of you refuse to learn it (assuming because you don't like it). Starship combat may be less than exciting, but many of you make it unenjoyable. For the sake of your fellow players, will you just learn it so that you can speed through it?

Starship combat exists and likely is not leaving. Please deal with it like adults so that we all don't have to suffer through every time it comes up.

Grand Archive 4/5 5/55/5 *

8 people marked this as FAQ candidate. 1 person marked this as a favorite.

I'd like some others thoughts on how the downtime part works in society.


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Discussion


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Dot in


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Discussion


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Dot in


This is the thread for this game. If you have signed up for this game, check in here. If you would like to sign up here is the link.


This is the thread for this game. If you have signed up for this game, check in here. If you would like to sign up here is the link.

Wayfinders

I've been puzzling, what, if anything, blocks telepathy or blind(sense/sight)? Thickness of metal? Lead?

Second Seekers (Ehu Hadif)

So....I decided to play a Dragonkin. My friend is playing a Pahtra. They came up with the idea...

What would be the mechanics of the Pahtra riding the Dragonkin?

Dataphiles

I get to play again! AND Dataphiles AND Luwazi Ellsebo!? This sounds awesome!

Grand Archive 4/5 5/55/5 *

Hey there all. I have an idea of how this would go down, but wanted a little input.

As a wizard in 2e PFS, how do I add spells to my spellbook (officially)?

Dataphiles

So...how would the copaxi Gravity Adjustment ability interact with a Gravitational Harness?

Gravity Adjustment:

Copaxis retain some of their ancient connection to the gravitational forces of the universe. A copaxi can adjust their personal gravity as a standard action. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing adjustment. A copaxi can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments only affect the copaxi and anything the copaxi is carrying; they do not affect thrown weapons. The copaxi cannot adjust to or from extreme or zero gravity.

Gravitational Harness:

Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.

With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened.

A mk 2 gravitational harness functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet.

A mk 3 gravitation harness functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet.


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Dot in.


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Post here if you signed up on the gamely spreadsheet.


There is one spot left in this table. That said, if there is more interest, I can definitely run two tables.

HERE is the link to sign up. The game is on line 109.

Again, if it is full feel free to express interest to be at the next table.


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Hey all. I'll probably begin organizing about a week before the start so make sure to check back in around then.


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Hey all. I'll probably begin organizing about a week before the start so make sure to check back in around then.


1-02 maps | ◆◇↺ |

Hey all. I'll probably begin organizing about a week before the start so make sure to check back in around then.


1-02 maps | ◆◇↺ |

Hey all. I'll probably begin organizing about a week before the start so make sure to check back in around then.


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Opening


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Opening


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Opened

Full Name

Igna

Race

Init +4 | Perc +2 | SM +0 | EAC 15 | KAC 16 | vs. CM 24 | Move: 40 ft |

Classes/Levels

+2 saves vs. Fear | F +3 | R +5 | W +3 | Steward Infiltrator

Gender

LN Female Halfling | Themeless Soldier (Bombard) lvl 1 | 7/7 SP | 9/9 HP | 5/5 RP |

Size

S - 2'6" (75 cm) tall - 25 lbs. (11 kg)

Age

24 years old

Special Abilities

Grenade Expert

Alignment

LN

Deity

Follows Abadar

Location

Absalom Station

Languages

Common - Halfling

Occupation

Steward

Strength 11
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 10
Charisma 16

About Igna''

Current Adventure: 10 charges used on one of the extra batteries

SFS #101218-714
XP 1 - Fame 2 - Global Reputation 2 (Tier 0)
Slotted Faction: Second Seekers (Luwazi Elsebo)

Reputation:
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 2
Reputation with Second Seekers (Jadnura): 0
Reputation with Wayfinders: 0

Chronicles:
#2 - 1-05 - The First Mandate
#1 - 1-01 The Commencement

Boons:
Boons Slotted this Adventure
Ally:
Faction: Second Seekers (Luwazi Elsebo)
Personal: Legacy Heritage-Existing Halfling (increase one ability score 14 or lower by 2)
Promotional: Promotional Record Keeper (SFS Player Character Folio) 1/session to either:
• reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP), or
• reduce the DC of 1 starship combat check (including gunnery) by 4
Social: Faction’s Friend (get some Rep' if failed mission) (from 1-01)
Starship:
Slotless: • Marked Field Agent (the SFS hand augment) (from 1-01)
• Star Sugar Heartlove!!! (from 1-01)

All My Other (non-slotted) Boons
Promotional: • Promotional Bonus (PFS Grand Lodge pin) 1/scenario add 2d4 to a Culture check. Also treat Culture as if trained, even if no rank in it

Igna
LN Female Halfling (from Absalom Station) - Themeless - Soldier (Bombard) Stewards Infiltrator - Level 1
Small Humanoid (Halfling)
Follows Abadar
24 years old
2'6" (75 cm) tall - 25 lbs. (11 kg)

Init +4 - Perception +2 - SM+0

Defense
EAC 15 - KAC 16 - vs. CM 24

SP 7 - HP 9 - RP 5
Fort +3 - Ref +5 - Will +3 (+2 vs. fear effects ; protected vs. low level radiation & +4 vs. high levels)

Offense
Speed: 40 ft.
- Melee -
• Tactical Baton
- Ranged -
• Ember Agitator
• Grenade Launcher + Grenades

Statistics (* key ability)
Str 11 (+0), Dex* 18 (+4), Con 10 (+2), Int 10 (+0), Wis 10 (+2), Cha 16 (+3)
Base Atk +1

Feats: Light & Heavy Armor - Basic & Advanced melee weapons - Small & Longarms - Heavy & Sniper weapons - Grenades - Fleet

Skills:
˚ = ACP -0 (factored in) - c = class skill - * = trained
+10˚ *Acrobatics (c) (+2 racial counted)
+6˚ *Athletics (c) (+2 racial counted)
+3 Bluff
-- Computer
-- Culture
+4 *Diplomacy
+3 Disguise
-- Engineering (c)
+3 Intimidate (c)
-- Life Science
--Medicine (c)
-- Mysticism
+2 Perception (+2 racial counted)
-- Physical Science
+3 Piloting (c)
-- Profession (c)
+0 Sense Motive
-- Sleight of Hand
+10 * Stealth (c) (+2 racial counted) penalty -5 while moving & -10 while sniping
+0 Survival (c)

Languages: Common - Halfling

AUGMENTATIONS

Society Subdermal Graft:
Left Hand
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

EQUIPEMENT
Weapons

• Ember Agitator (Level 1 - Price 330)
Damage 1d8 F - Range 60 ft. - Critical burn 1d4 - Capacity 20 charges - Usage 1
Bulk 2 - Boost (move action - 1 extra charge - multiplied on a critical hit) 1d4

Agitator:
An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. Ember agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires.
Flame Weapons deal fire damage without using lasers or plasma.

• NIL Grenade Launcher (Level 1 - Price 280)
Damage by grenade - Range 60 ft. - No Critical - Capacity 6 grenades - Usage 1
Bulk 2 - Analog
Grenade Launcher:
NIL (an acronym for “neutronic individual launcher”) grenade launchers can be fitted with any sort of grenade as ammunition. Grenades are loaded individually, rather than in magazines. You can load different types of grenades into a NIL grenade launcher, and you can select which grenade to fire as part of the action used to make an attack.

• Grenades:
Smoke Grenade:
Level 1 - Price 40 - No Damage - Range 20 ft. - No Critical
Bulk L - Explode (smoke cloud 1 minute; 20 ft.)
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.

Grenade Expert (Ex):
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).

Homemade Grenade

• Tactical Baton (Level 1 - Price 90)
Damage 1d4 B - No Critical - Bulk L - Analog, Operative

Armor:
Second Skin (Level 1 - Price 250 - Light)
EAC Bonus +1 - KAC Bonus +2 - Max. Dex Bonus +5
Armor Check Penalty 0 - No Speed Adjustment - Upgrade Slots 1 - Bulk L
This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
boots can anchor feet to solid surface in zero-gravity, allowing to orient & return to normal footing
environmental field (24/1 hour increments - standard to turn on) cf. p. 297/298 CRB self-contained breathing, protects vs. vacuum ; smoke ; thick, thin & toxic atmospheres (including airborne poisons & disease) ; functions underwater & similar liquid environments. Allows to breathe in corrosive atmosphere. Protects vs. low levels of radiation & +4 to saves vs. higher levels. Protects vs. cold (below –20° F) & heat (over 140° F)
• comm unit (80 charges, use 1/hour) device combining minor portable computer & cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range.

Also includes calculator, flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).

IN CASE OF EMERGENCY:
worn on chest
• Mk 1 Serum of Healing (1d8)
• Medpatch
(2 x 1 L)

On Belt:
2 x Standard Batteries
3 x Serum of Healing Mk 1 (3 x L)

Carrying: 4 Bulk 9 L (5 Bulk = Encumbered)

Wealth: 393 Cr.

Appearance:
A small and frail lass, even for a Halfling, with green eyes and red hair.

Background:
Igna was raised on Absalom Station, and has joined the Stewards.

Space Combat:
Captain
+3 Bluff
+3 Diplomacy
+3 Intimidate

Engineer
n.a

Gunner
+5 Gunnery

Pilot
+4 Piloting

Science Officer
n.a

Bot the Hobbit Lass:
Ranged
• [dice=Ember Agitator vs. EAC]1d20+5[/dice] (60 ft. range)
[dice=Fire]1d8[/dice] if move action to boost add [dice=Fire]1d4[/dice]
• [dice=Grenade Launcher vs. AC 5]1d20+5[/dice] (60 ft. range)
Melee
[dice=Baton vs. KAC]1d20+5[/dice]
[dice=Bludgeoning]1d4[/dice]
Space
[dice=Captain]1d20+3[/dice]
[dice=Gunner]1d20+5[/dice]
[dice=Pilot]1d20+4[/dice]

___________________________________________________________________________ ___________
Introduction:
___________________________________________________________________________ ___________

Spoiler:
Igna is a petite lass, even for a Halfling, barely 2 1/2 feet tall (around 75 cm) and probably not weighing more than 20 some pounds (10 kilos).
Bright green eyes, red hair, and a cheerful smile, she is quite cheerful and charismatic.
She is dressed in a flexible body stocking that fits tightly against her slender body, and she has a baton attached to her belt, alongside a couple batteries, and some serums of healing.
Slung over her right shoulder is an agitator - a portable generator of microwave radiation with a bulky cylinder generator in the middle -, over her left shoulder is a grenade launcher.

She smiles as she brings two fingers up to her temple, in a brief salute:
"Hello, hello! Name's Igna, and I'm with the Stewards. But don't come asking me to get rid of your illegal docking tickets."
Then she becomes a little more serious, and points to her chest, where she has attached a serum of healing and a medpatch to her armor: "In case of emergency".

___________________________________________________________________________ ___________

EQUIPMENT TRACKING
Starting Credits - 1000 Cr.
Spent before 1st adventure:
330 Cr. - Agitator
280 Cr. - Grenade Launcher
90 Cr. - Baton
250 Cr. - Second Skin
40 Cr. - Smoke Grenade, Mk I
Left before 1st adventure: 10 Cr.
Credits from 1st adventure - 753 Cr.
Credits before adventure 2: 763 Cr.
50 Cr. - Medpatch
200 Cr. - 4 x Serums of Healing
120 Cr. - 2 x Batteries
Left before 2nd adventure: 393 Cr.