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![]() I think you're trying to turn Implements into something they aren't the way people tried to do the same thing with Eidolons. They don't need more customization. You can flavor them however you want, but the feature value and variation they add comes from the 9 different ones you can choose from as you add more to your character. The fact you can pick 3 eventually and mix and match them as you see fit is already more variation than any other class gets in forming their core style. Remember that implements are the equivalent of rackets, instincts, and things. You aren't going to see any more variety than besides what you pick, just like summoners pick their buddy and that's it. Now there will likely be more feats that interact with them the way you can pick up feats that change debilitating strike on a rogue based on your racket, or barbarians get better animal powers, but they likely aren't in this playtest because that wasn't something Paizo wants to test. ![]()
![]() Quite the opposite of your attempt to twist my point. I'm saying heal is so unnecessary that by level 15 I have found you don't need it at all. And before that you can absolutely get by without it. The current folks I'm playing low level PFS with are a fighter, an arcane witch, a paladin, and a swashbuckler. We've been fine. My level 10 Primal Sorcerer has probably cast it 10-12 times. I think from what I've seen in this thread people are heavily overvaluing heal. It's a good spell, don't get me wrong, but it's not as critical as it's being made out to be. Proper battlefield control, buffs, and debuffs go a lot further in getting a group through encounters than heal does. ![]()
![]() Well this is a lot I only skimmed over. The only thing I'll add, as having leveled a primal sorcerer to level 10 in PFS, and having played a cleric/bard to 20 in home games. The higher level I got the less I was using Heal. In fact, I'm pretty sure I can count the number of times I used a heal spell past level 16 on one hand. ![]()
![]() The problem with poisons is you get stuck in the niche of only being able to poison in order to be good at it. A lot of things you regularly find while adventuring are immune to poisons, and a lot of what's left tends to have a high fort save. And to date except for 1 inhaled poison they all target fort saves. I've watched a friend play a poison alchemist up to 10 so far, and he's just becoming increasingly more frustrated by PFS content he can't do anything in because of it. ![]()
![]() Honestly the biggest issue I feel like I'm having with the summoner at the moment is a combination of Boost Eidolon and shared MAP. Boost Eidolon being so necessary for the Eidolon remaining relevant is only half the reason people feel like they have to cast it every round. The other is you just don't have much else to do. If you do anything that causes MAP (Spell attacks and Cantrip attacks, Martial melee or ranged abilities) you and your eidolon get in each others ways. Either the Eidolon is going to miss because no boost and MAP, or you're going to miss because weaker proficiencies and MAP. And you have a very limited spell use for an adventuring day. Most of which will often have 3-5 combats, so you can'ta fford to use more than one spell a combat. So that really just leaves you with Electric Arc, Daze, or casting Boost. So most people stuff the summoner in back, have them spam boost, and treat the eidolon like a 3-action martial. ------ Now I love the flavor of the summoner and the concept for the mechanics, but as is mechanically I just don't see a point to them. I can play a 3-action martial that has more options and does things better than the eidolon. And if I want to do the team stuff with a pet, druid just does that better. They don't share MAP so if they want to use a spell attack spell, they can. Or they can take on a battle form and get into the fight. So I'd like to see an interpretation of the summoner with independent MAP and see how that plays out (too strong, too weak, unnecessary.) That would at least give the option to say, step into melee and swing to some potential benefit. You might not be boosting, but giving yourself flank makes up for a lot of that and if you hit you can make up the damage. Or being able to pull out a bow or use produce flame if you want as options. So yeah, there's my big thought for the moment. ![]()
![]() Any character choice that says as determined by GM, if it's not something allowed by Campaign leadership in PFS, is not allowed. You have to go by the actually, explicitly allowed option. The table GM doesn't count as the GM for such choices. So in PFS you must use a creature that you have legal access to with the mount special ability. Right now the only creature you have that option with is a Horse, so all Cavaliers get horses. Until leadership expands that list somehow you can't choose anything else and your character would be illegal. ![]()
![]() Honestly, if you really go look at the list of uncommon spells it makes a lot of sense. As Eric said, the majority of the uncommon spells break or bypass narratives. They give you things like the ability to teleport right past story, or use a quick casting divination to solve the mystery of a plot. They're really hard to write a narrative around and limit what GMs (or authors in PFS's case) can do. By limiting access to them it opens up a world of additional story options for scenarios in PFS. And if you consider that you might like PFS more because that can make the games you play in much more interesting. And as Nefreet said, we don't even know what uncommon spells are going to be accessible. I've found there hasn't been a single spell I looked at and decided I really wanted that wasn't common. Unless you're super into divination magic, I think you'll find it's pretty rare for yourself as well. ![]()
Female Elf Sorcerer 9 | HP 87/87 | AC 24 | F +16 R +16 W +16 | Perc +13 | Stealth +14 |
Active Effects: speed 30ft | Hero Points - 1 | focus 1/1 |Staff 5/5 | Spells lvl 1-4/4 |lvl 2-4/4 |lvl 3-4/4|Lvl 4-4/4|Lvl 5-3/3
![]() As the others have pointed out, a lot of character growth and development tends to be organic as you create the character. This one started off as just a Primal Sorcerer. Then I thought, why don't I take the Aspis Agent background and decided it would be because she was an Ekujae elf that had worked with them until she realized they were enslaving her people after I did some research on the Mwangi and saw that was a thing. She became a Magic Warrior because after I read the class I thought, what better way for a person that wanted to make amends for what she did to a people that hate her then to don the mask of their traditional heroes so she could spend her life making amends in anonymity. And everything kept going from there as she's done adventures. I even have a nice little personal backstory about how she became Wolf specifically that I made up just for me to help me shape how she'll act. I also tend to base a lot of character behaviors off of different characters I've enjoyed and wanted to emulate. ![]()
![]() From the Organized Play Online Discord's clarification section: Scenario 1-17 The Thorned Monarch only list 9 potential Treasure Bundles.
So just do that instead and even if they screw up on the bundles badly they get a door prize! ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() No problem, Numbat! Thank you for running again and my chronicle looks good! ![]()
![]() The cove is full of very shallow areas of the coral reef, shallow enough to be hazards during the fight. It's as close to the cave in that alcove that's safe. Remember, ships don't go to shore anyways unless they intend to beach themselves. They either use a dock that comes out far enough into the water, or they use launches to ferry people back and forth. So they're anchored in the cove as safe as they can be until the tide starts to turn waiting for you to get the people out to them. ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Boon: 1d20 ⇒ 16
No downtime for me! And no veteran on this character. Thank you for running GM Numbat! It was a lot of fun and I didn't even realize we had gotten to the end, since I was enjoying myself so much. And thanks for everyone being partners in crime as well. ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() I'm gonna bet on a 17, just because it's messing with you. As the others deal with the other two oozes and return to help Valikar they are met with a scene. An EPIC SCENE of daring battle, two grand combatants (A grumpy vesk and a pile of sludge) battling and harrying each other with mighty blows that accomplish little. Goop and fists flying, roars and splurting sounds crying out, and the earth not really doing much of anything beneath their feet. Despite having accomplished nothing but distracting the creature this entire time, Valikar seems to be all in all pretty amused by the whole affair. "No cold! Only fists!" Full attacking again! AoO as available Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (9) + 10 = 19
Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (15) + 10 = 25
Spoiler: AoO: 1d20 + 14 ⇒ (20) + 14 = 34 Damage: 1d4 + 21 ⇒ (1) + 21 = 22 Crit Damage: 1d4 + 21 ⇒ (1) + 21 = 22 Everyone gets a +1 to ranged attacks to anything he's in melee with. Anything attacking him from range when he's in melee he has a +2 AC against If the attack hits he and anyone adjacent to him gets a +1 to AC vs green's melee attacks for 1 round. Anything that succeeds in striking him takes 2d6 electrical damage. And he has step-up and strike. Damage Shield Electric: 2d6 ⇒ (5, 6) = 11 ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar takes the hit from yellow, the slashing legs having trouble piercing his toughened, scarred hide. And immediately after a cascade of blaster fire rains down onto the Jinsul around him. He does the cool thing, of course, and stands tall in the middle of it like he's not even phased by the chaos. During a priest pause in his team's assault he steps up towards the pink tinted Jinsul, winds a fist back, and attempts to give the thing a nasty hook into whatever it considers a jaw. Valikar takes 9 less damage from the attack due to his DR. He steps up to pink as a move, and standards to swing at it. Hammer Fist: 1d20 + 14 ⇒ (1) + 14 = 15
Only to have no idea what it's jaw is and miss entirely as a bit of dirt from the fracas gets in his eye! AoO and repeat of his List of effects: Hammer Fist: 1d20 + 14 ⇒ (11) + 14 = 25 Damage: 1d4 + 21 ⇒ (2) + 21 = 23 +1 to ranged attacks against anything he is in melee with!
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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Well I'm glad it helped on more than one front! There's really no other choice on this character for PbP with all the little situational riders he has from feats and gear. ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() "Hmm. So much for a stealth operation." He glanced over a shoulder and the heads of the others to stare at the door the Jinsul were trying to break their way through. "Oh well. Forwards it is." One of his shoulders rolled until he popped. Then he let out a half-roar, half cry of excitement and barreled his way towards the two scorpion robots, one of his gauntlet-clad fists aimed to smash into the top of the green one's head. Move action to new location, standard to attack it. Sorry about the laundry list below. Hammer Fist(Magical Bludgeoning): 1d20 + 14 ⇒ (20) + 14 = 34
Everyone gets a +1 to ranged attacks to anything he's in melee with.
If Struck Damage: 2d6 ⇒ (4, 1) = 5 AoO if needed: Hammer Fist(Magical Bludgeoning): 1d20 + 14 ⇒ (4) + 14 = 18 Damage: 1d4 + 21 ⇒ (2) + 21 = 23 ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar has never let a set of stairs slow him down. He's never let a lack of stairs slow him down either. He doesn't even miss a beat as he enters the stairwell and immediately begins taking the steps two or three at a time, his ysoki tag-along clinging for dear life to his armor plating. And when the others notice some hidden elevator nearby and get up without any effort he won't even be bothered by it, just happy he got a warm-up in. Valikar takes 10 to climb for a 39 or 44 on metal. If this is an extreme situation there is a roll below. Climb: 1d20 + 29 ⇒ (15) + 29 = 44+5 on metal surfaces ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Presuming Skeeter has max ranks we should have an AC of 22 and a TL of 24. ![]()
Ysoki Priest Mystic 9 | SP 55/55 HP 56/56 | RP 12/12 | EAC 26; KAC 28; CMD 36 | Fort +4; Ref +7; Will +13 | Init: +3 | Perc: +20, SM: +18 | Speed 50ft | Active conditions:
Active Spells:: Spells: Lvl 1 - 5/7 Lvl 2 - 6/6 Lvl 3 - 2/4 | Ammo: LP 12/12
![]() Culture (Priest of Lao Shu Po): 1d20 + 19 + 5 ⇒ (13) + 19 + 5 = 37
Everyone can read everything under the spoilers! Doc will gladly give the entire party a wealth of information on both the shadow plane and Lao Shu Po, as well as what she's heard about Silent Strike. To Benoit she tilts her head just so and raises an eyebrow. "Oh, you're being dramatic. We just need to play the game our way while playing it Silent Strike's way. They promised we'd live, and we'd only die anyways if we went in unprepared... or incompetent. You could argue that we'd deserve it in that case." She pulls a flashlight out from one of her pouches and flicks it on and off several times. "Look here. Even something as simple as this will scare of shadow creatures..." She paused just a hair and when she spoke again there was a slightly ominous tone to it. "Have a little faith." ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() No RP, I'm about to head to work. Sorry Numbat, I didn't want to jump ahead and post without knowing if you wanted us to go ahead and resolve all actions at once or in phases. I'll do a more IC post later, but here are shots for round 1 and 2. Round 1 Particle Beam:
Attack + Computers: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 Particle Damage: 8d6 ⇒ (3, 3, 6, 2, 3, 1, 5, 3) = 26 Round 2 Particle Beam: Attack + Computers: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 Particle Damage: 8d6 ⇒ (5, 4, 3, 1, 2, 2, 3, 1) = 21 ![]()
![]() When we ran this at my site over the weekend me and the other table GM decided to rule that the PCs could only get 1 progress point from each trial, so a maximum of 4 points per day. Ultimately we were just guessing as the update isn't out yet, but this limited the PCs to 4 successes per day including the 3 from overland. So they needed 8 to win and it gave them the chance to fail 50% of the time and still succeed. And honestly even with me rolling Stormy weather every day they still got 16 points. ![]()
![]() The group I ran for put the Hat of Disguise on Marcon. They then returned to the king and enacted a second play, this one of their adventures into the sewers and temple. They finished it with them finding the deed and handing it to the king... where they actually gave it to him. When inquired about why their team of 4 was now a team of 5 they asked what the king meant, there had been 5 of them the whole time. They passed their deception check and the confused king brushed it off to sing about the deed. They walked back to the lodge and turned Marcon over. ![]()
![]() I have to agree with Sebastian and Tineke. I didn't have to do anything more than point out there was a group, and my players wanted to approach them. And as they got close I described them a bit more, their gear, and the lack of a proper watch. Then they were certain they wanted to talk to the nobles and see what these city slickers were up to. Not a moment of hesitation or dissent. ![]()
![]() Incorrect, as I read it the HH rep functions the same as faction specific rep I SFS. It doesn’t say you have to be a horizon hunter to get the +1. Just if they meet the Hunter faction goal then everyone gets that rep. So someone that slotted Horizon hunter faction boon that gets primary and secondary as well as meeting the Horizon Hunter goal gets a total of 5 Horizon Hunter rep.
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Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna watches with some dismay that despite Larraz's best efforts the skeletons keep putting Medium Dave down onto the floor rather brutally. She sucks in her breath and glances to their new 'recruit' to the team. "Get a hold of yourself and get Medium Dave back together. We aren't done yet." She then turns her attention on the Necromancer and mocks his expression with a little quirk of her own lips. "You over estimate your position, wet one. Stay quiet." She points her hand at the emo looking fool again and a much more intense blast of water bursts from her fingers with enough force to slam him into the wall. Then she shapes a few droplets from her fingers and pulls a scroll from her waist. Two actions to cast Hydraulic Push again. WHICH CRITS. Damage is below and he's knocked back 10ft instead of 5. Last action to draw my scroll of heal. Hydraulic Push: 1d20 + 7 ⇒ (8) + 7 = 15
Hydraulic Push Crit Damage: 6d6 ⇒ (4, 4, 2, 5, 2, 5) = 22 ![]()
Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna returns to the first floor with a small collection of dusty, worn jewelry in hand. She pauses when she doesn't see anyone in the immediate area, eyes scanning about in confusion. Medium Dave's muffled words eventually catch her attention and she moves down the entry hall until she finds him in the lounge. With a frown she tucks the jewelry away and considers the scene. "Did you find someone, Medium Dave? You have probably scared them. Big Dave may be larger, but you are still big yourself." She does her best to seem a bit more personable, which isn't a significant difference in her demeanor, and takes several steps into the room. "If you are a pathfinder or a member of the college we have come to recover you. If you are somebody else, then you are lucky because we will take you out of here as well." "But please do not hide, we do not have long and must collect a very large statue." Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19 ![]()
![]() Look at it this way, if you're campaigning are you going to try and sway the mass of young and impressionable new starfinders? The ones easier to talk around to your ideas? Or would you be trying to get support of the older, grizzled ones that are set in their ways? It's much less likely you're going to convince the older group to vote for you. They're more experienced and know what they're concerned with. Everyone gets to vote, the scenario is just about the campaign, and new guys are the ones being focused on for that. ![]()
Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna will pocket the wayfinder she found and watch Skorpa wander away from the body to rummage. With a sigh she'll go over to the likely "Potsmasher" and pull out another sack to carefully move their remains into so she can join them with the human body, Clement or Osprey. Then she'll step outside and see the sign over the inn that no one has bothered to collect. With pursed lips she'll march her way over to the front of the place and pull that down to take with them as well, it seemed a marker of what the town once was. It's then that she'll noticed Dargon stepping out with the oats. "Give them here. I will talk with the horse as well." Or talk at it, really. She doubted it was much for conversation. Horse Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27 With the bag in hand she'll wander away from the town square, using some strips of leather to fashion the bag into something of a feed bag. When she finds where the horse is wandering she'll do her best to relax herself, holding out her little project towards. "Come here then. You are probably hungry in this place. If you come with me I will take you somewhere you can get more." And as the horse draws closer she can get a good look at its barding, reaching up a hand to stroke it along its neck and side. "We shall be friends. Yes?" Society on the Horse's barding markings: 1d20 + 5 ⇒ (11) + 5 = 16 Assuming it takes a liking to her she will lead it back towards the armory. "Someone fix this cart and the horse can draw it. Good for carrying things." She herself will wander into the apothecary to see if there's anything she can rummage up inside. So gathering the Body of probably Potsmasher, getting the sign, talking to the horse, and spending 10 minutes to rummage at the apothecary. ![]()
Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna watches the display of martial prowess as the barbarous and rangery members of the party begin to tear through zombie flesh. When Skorpa moves between her and one of the undead only to knock its head clean off she raises an eyebrow at him. Then she smirks ever so slightly. "Gentleman. But a show off. Now stay still." She turns her hand over and curls her fingers up to make a peace sign before reaches over his shoulder to use it like a brace. A moment later electricity dances along her fingertips for a breath, then arcs away to collide with two of the zombies. 2 actions to cast electric arc at #1 and #2! No third action. They both need basic reflex saves! Electric Arc DC 17: 1d4 + 4 ⇒ (3) + 4 = 7 ![]()
Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna considers the creatures Jorgran has pointed out, then after some consideration she nods. "I don't sneak. Everyone go ahead. I shall give them a merry chase." And before anyone can try to protest she's off in the other direction, pulling out flint and tinder as she goes. When she's well away from the group she intends to set a small portion of the forest on fire. The dying life needed a chance to start over and the smoke would hopefully lure the undead the entirely wrong way. Set-up Check: Deception: 1d20 + 7 ⇒ (2) + 7 = 9 Hero Point: 1d20 + 7 ⇒ (18) + 7 = 25 Because the dice roller HATES me with these 2's! ![]()
Female Elf Sorcerer 1 | HP 13/13 | AC 15 | F +4 R +5 W +6 | Perc +4 | Stealth +0 |
Active Effects: speed 30ft | Hero Points - 0 | focus 1/1 | spells lvl 1-0/3
![]() Veyanna is quiet during the briefing, attention half on the others in the room as they went about their preparations and half on her finger as she follows the short line between Caliphas and Goldenflame. "I know this place. People back home would mention it. A good place to travel and work with when studying. Or it was." She looks at the collection of sacks they've been provided with, then to her new teammates. "They always mention a statue of a creature called Jingh that serves Iomedae at the college. We should get it. And the local chapel in town will have the local records." She scoops up several of the sacks to stuff into her travel pack. "We will find as many people as we can. Ours or others." "Venture Captain, how long is this trip?" ![]()
![]() With all of the above, The Jet Dash Feat lets you jump twice as high and far as normal. So they might be doubling their result instead of just how far they can go (Works the same either way for distance/height but would technically be wrong if there's just a set check in the scenario for something). ![]()
CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells: Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)
Heroism, Whispering Lore, Longstrider ![]() "No offense to one so wise as yourself, Tenth-By Third. But isn't this precisely what Abadar hopes to achieve? To overcome out base instincts?" Seren seems completely out of sorts from her normal sloppy self. Her stance is rigid as stone and her hands are clasped together behind her back, while nearly closed eyes flitter about as if seeing something else entirely. There's the faint shimmer of something standing just behind her, arms wrapped around the waif so that its hands can settle on the symbol of Abadar at her belt. "In my lifetime serving him his goal has always been to help us reach beyond our base nature. To achieve more, create order, and spread civilization. Are we fallible? Of course. We cannot grow if we do not make mistakes, and we make them more often as others might, for we only have so much time to grow. But even beings of the planes make mistakes." "We met an inevitable during are trip that was violating protocol and behaving irrational because it did not grasp the engram it held. We found a devil breaking protocols without punishment because he sought power and none of Axis had listened to words that he was violating the law. Basing Hao Jin's judgement on the perceived flaws of others is unjust." "Judge her on her own growth and merits. She has err'ed, but she has also strictly adhered to the will of Axis for centuries to make amends. And even sought council and permission to act to correct the damage to the tapestry for an unwillingness to make a mistake or disappoint this council. But she stands ready to correct past mistakes if given the chance." The spirit releases its hold on Seren and she promptly wobbles, nearly collapsing into a heap on the floor before she catches herself. She glances around, her face pale. [b]"Wha'?" I will use 10 rounds of dancing to gain my trickster spirit's benefits as a spirit bonus, Whispering lore for + 4 comp bonus, and my 1/scenario Savior of Knowledge Boon for a +5 insight bonus. Knowledge(Planes)(Spirit Aura, Spirit Bonus, Whispering Lore, Savior of Knowledge Boon, Heroism): 1d20 + 11 + 1 + 3 + 4 + 5 + 2 ⇒ (15) + 11 + 1 + 3 + 4 + 5 + 2 = 41 ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar gives Norys a good kick to the head despite Charli's assertion that the dragon was day. He stares at it for a moment, then shrugs. "Woops." When the others start debating how to get back out of the bridge he reaches over and tries to grab Naylor, chucked the android over one shoulder. Then he proceeds to climb back up towards the hole faster than most people could move on the ground. "Out we go. Keep your arms and legs inside the ride at all times. Thank you." He then stomps his way over to the hover loader, where he can dump Naylor off and go back to the hole to lower a cable and offer a hand to anyone else that needs it. ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() The second attack will miss KAC thanks to the borrowed armor. And with Brob's useful encouragement to heal my other stamina damage, I'm only down 3 now. Valikar tries to duck under the first bite, the dragon's teeth scraping along the back of his new armor as arcs of electricity shoot off into the air. He stops in his assault to try and peer over his shoulder at the damage. "Waste of good armor. I hope it looks impressive." His Ysoki companion Doc Kemple lets out a polite cough and points at the big dragon still bearing down on him, and his head snaps back around just in time to see the attack coming. On pure reflex he lifts a gauntlet up between himself and Norys, letting her jaw catch around his forearm where her teeth can gnaw harmlessly. Seeing an opportunity, he brings his other hand around overhead to slam down atop Norys's jaw and crush her teeth against his guard. He grunts through the attack and gives Brob what appears to be a sneer, but should be assumed a grin. "Don't worry. I'm tougher." Hammer Fist: 1d20 + 13 + 2 - 2 - 4 ⇒ (9) + 13 + 2 - 2 - 4 = 18
Electrical damage for Norys landing a hit on me from my Electrostatic field. Electric: 2d6 ⇒ (2, 3) = 5 ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() "Hey." His tone is rather flat and nonplussed as the dragon skirts around him. The big vesk lets out a rather heavy sigh and rolls his shoulder before turning around and stomping his way back across the bridge. Ice and snow crunch under his boots, and so do some of the survival panels on the command station and he climbs right over it. [b]"You talk a lot. Stop running. I have abandonment issues." He pulls back a fist again, and this time tries to use the height of the console to give him the angle to hook Norys across the face. Move to new location. Standard to smack the dragon. +4 AC vs AoOs from mobility. +1 AC against melee attacks if I hit her. Hammer Fist - Magic Interposing( Shaken, Get'em): 1d20 + 13 - 2 + 2 ⇒ (6) + 13 - 2 + 2 = 19
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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Will Save(Bonus vs Fear): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Valikar hesitates on approaching the dragon, but only for just a moment. Once she breathes on the parts of the party he deems to label under "squishy and fleshy sorts" he takes a careful step in under Norys's guard, his arms up protectively against any sudden surprises. As his boots stomp in close he peers up at the dragon's head and just stares a moment before speaking. "I'm not any good at witty battle banter." Then one of his hands snaps out in a rabbit punch right for the bigger lizard's guts. Guarded step to the dragon, and a standard to attack it. If my attack hits I and any allies adjacent to me get +1 to AC vs her melee attacks. Hammer Fist(Get'em, Shaken): 1d20 + 13 + 2 - 2 ⇒ (16) + 13 + 2 - 2 = 29
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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar lumbers his way across the hall so he's at the western entrance to the power core room. "I get around fast. You're both tiny. If you start screaming I'll drag you out." And that was that. He'd make sure his borrowed armor was fitting snugly at the gauntlets and that his heat guards were active before grunting and readying to open his door. He'd glance over his shoulder at the others still with him. "Watch out for back drafts." This seemed like a bit of a crazy plan to him, but he liked crazy plans. ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() While Valikar has some level of engineer skill, it's nowhere near the level of Neon or Raatchet. So he stays by the door watching the core and trying to determine if there's any particular pattern to what part of the room will be flooded with Plasma. "Think we can go around this? It doesn't seem safe. And I like not being baked." ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar will let Neon help him with transferring his armor upgrades over while he switches from the worn out Kyokor plate into the shiny, gold trimmed ceramic armor they picked up. It takes him a few minutes of work to get things snapped into place, even with the help of Doc Kemple and with Neon handling the more intricate parts. "I'm fine with it. We don't need any gnome-cicles." I put my new ACs in parenthesis next to my usual. ![]()
Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells: LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1
Haste ![]() Godfrey stands there for a moment in consideration, hands set on his hips and slightly glazed eyes coming back into focus upon Tchekua as he realizes he's being addressed. In no small part due to Gwynnis nudging him hard in the side to help him realize he needs to pay attention. "Correct me if I am wrong, friends. But she was not exploring the outer planes, she was here serving long and arduous penance for the creation of her tapestry! Denied access to any information of its well-being." He throws both arms high into the air and poses before the bird-fellow. "Truly and verily, it was that very same penance which pulled the information she would need to salvage the tapestry from her mind, so even if she knew she could not act!" He shifted again, slumping low and curling down almost in defeat. "And the moment she knew of the trouble she leaped, I say!" And so did the paladin despite his heavy armor, jumping high and energetically. "To risk her own status among all of you to help us ensure the safety of these people and their homes. There was no hesitation to fulfilling her responsibility!" And Sir Godfrey would break into an interpretive dance demonstrating in great detail the agony of the decision she had to work through and how she prioritized meeting her obligations to those people even over her own well-being. He would narrate himself, of course, since no one else would manage it as they likely had no idea what he was going to do next. He'd end posed, bent at the waist, arms wide, and standing on one leg before bowing before Tchekua. "The Defense Rests!" And he did, he needed some water. Perform(Dance): 1d20 + 16 ⇒ (8) + 16 = 24
You asked for this! ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar looks slightly disappointed that Charli got to not only fire the BIGGEST gun, but TWO guns. He holds onto the controls for the turret tightly, and just gives the gnome a look that on anything less prickly than a vesk might be mistaken for pouting. Despite his insistence on keeping the last gun for himself, he doesn't fire at first. He's rather distracted by all the explosions at Charli lands a couple nasty hits into the rear of the Frozen Trove ship. If he had lips, he'd have whistled. "You might be my new favorite gnome." His first favorite gnome, but she didn't need to know that. Finally remembering his job, since he refused to leave the gunner's seat, he pops off a pair of twin laser shots into the exact spot Charli hit with her particle beam. "Heh, this is my kind of negotiating. You two insult them more so they know we're friends!" Spoiler: Twin Lasers: 1d20 + 11 + 3 ⇒ (18) + 11 + 3 = 32
Damage: 5d8 ⇒ (3, 3, 5, 1, 4) = 16 ![]()
Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells:: Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6
![]() Valikar, being a vesk who understands the rules of polite combat and negotiation, chooses to fire a shot at the broad side of the dragon's ship. For it would be rude to aim right at the cockpit and hurt someone before the fun has started. He yawns softly. "Hello, I have returned your greeting. Let's punch each other in the face so we can be friends now." No way I'm hitting with that on a high tier fight! ... you know what, REROLL! Broad Arc Particle Beam: 1d20 + 11 ⇒ (4) + 11 = 15
Reroll GM bonus + 1: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 |