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FullStarFullStarFullStarFullStar Venture-Lieutenant, Tennessee—Nashville 365 posts (3,496 including aliases). No reviews. No lists. No wishlists. 27 Organized Play characters. 12 aliases.


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I'm still here and interested. I can lock in with my Envoy or wait to see if we have others that want to play. Either way, I'm excited :)


Well, I have a Envoy I think should be in-tier, or I have a Solarian. Either should work, or I can see what I can wrangle up.


Hey there, it sounds like you might have room for another player? If so, I'd be interested in playing :)

I do have a variety of level 3-4s to choose from depending on what the group needs are.

**** Venture-Lieutenant, Tennessee—Nashville aka Wolfspirit

Dracomicron wrote:


As tiny melee creatures with 6 hit points, they often die just getting in range to attack, since they have to be in someone's space to threaten them and every skittermander with a melee weapon (which should be all of them... they have six arms!) can make an attack of opportunity.

In my session of this, I just added a new creeper each round with full actions, and it didn't constitute a significant threat. Nako kills one on any hit with her doshko that manages not roll a 1 for the damage die.

Ah, yes. The "They're tiny so they have to move into the space to attack" definitely was something that was missed in the session I played ;)

**** Venture-Lieutenant, Tennessee—Nashville aka Wolfspirit

I'm going to be GMing this soon and was wondering if there was a consensus on how the "Shadow Creeper Regeneration" works? One round after a shadow creeper is destroyed, another comes through the thin spot between the planes in the center of the room. Basically it's a question of how fast and how many actions they get.

I just played it and the GM's interpretation was that essentially each of the 6 had an initiative and if one was destroyed, it another would pop back in the next time its initiative was up and immediately have a full round of actions. That got hairy really quick, even with 6 players.

My interpretation would be that after one is destroyed, following the next turn of the character that destroyed it another would crawl into the center as their Move Action, allowing them a single Move / Standard for that round.

Did anyone else interpret it differently?


I'm interested to join in the play (testing) ;)


Oh, yeah. I fully anticipate there being some -long- looks in his direction.


Well, I'm 95% settled on playing a Space Goblin Technomancer. Only a few things to iron out, such as whether or not to do a Soldier dip (mostly for the hilarious image of a goblin carrying around a Heavy Rifle as big as he is.) Given that it isn't certain how far the campaign is going to go, I'll probably go the simpler route.

On Starship Combat, you would still be better off as a backup gunner with a +1 assuming their are two guns to operate. A +1 still crits. Overall, having bases covered is important, but I anticipate there being a lot more non-starship than starship combat.


I do think it's a bit ridiculous that so often conversations about Starship Combat start out with <Strength or Wisdom based character>: "So, my character has nothing they can do to meaningfully contribute to the Starship..." <Party>: "They can be Captain. They would cause the least amount of damage to the party there..." Unfortunately I don't see that changing anytime soon, so...

Zoran is going to be a better captain than Lenny, but if Zoran invested in Piloting they would be a significantly better backup gunner than Lenny would. That would be up to you two on what tweaks (if any) you would want to make to your character.

For myself, at this point I'm pretty sure I'm going to run a Technomancer. It would be between that or Mystic, and I've never gotten to play a Technomancer. I could be convinced otherwise, though.

With that, here's my brief look at Ship Roles:

Agent Eclipse - Zoran Duvahl - Envoy (Ranged): Captain (Backup gunner?)

Cellion - Pippimi - Soldier (Melee): Gunner

PaleDim - Lenny Shiroyuki - Solarian (Melee, Weapon): Backup Gunner (Captain?)

Remnar - z45719 - Mechanic (Ranged, Exocortex): Science or Engineer

Kuey - Davrin Emalon - Operative: Pilot

Wolfspirit: ?? - Technomancer?: Science or Engineer


Lenny Shiroyuki wrote:
Greetings Wolfspirit, who ran my very first PbP game (a we-be-goblins sometime last fall).

Yep. I recognize a few names from the group :)

If you were interested Lenny, one thing which could shore up your space combat would be using the bonus from Solarian for Diplomacy and taking a rank in Diplomacy. That would make Captain an option, even though an envoy is usually better


Huzzah! I'm out gaming at the moment but will post character thoughts later. I'm generally pretty flexible to fill in whatever gap we have in the party


Player Handle: Wolfspirit
GM Handle, if applicable: GM Wolfspirit
Character Class / Preferred race:
I have several ideas and can be flexible based on the the party composition, such as an Android(?) Technomancer musician, Baddass (Vesk or Nuar?) Solider, a Mystic, or an envoy of some sort. I'm fairly flexible.

Have you played or GM'd this AP book before? : GMed x2
Have you played or GM'd book 2 or 3 of this AP before?: No
Have you played in a scenario featuring starships before? : Captain Brobdingnagian ;)


You recall that the Vat Garden is a ysoki-operated garden; you are also aware that the ysoki surreptitiously accept corpses to help grow their plants. You also know that Eoxians are undead; having turned themselves to escape a planet-wide calamity. They are still members of the Pact Worlds, though, and still considered civilized.

The Vat Gardens are not difficult to locate: any resident of the Downlow can point you in the direction. The station passageways open into an enormous sunken pool filled with a riotous growth of plants. A narrow walkway leading to other parts of Downlow encircles the overgrown vat, and a spire of some kind of machinery stands in its center. For such a busy section of Downlow, the area is surprisingly quiet. Two ladders and a steep staircase pierce the foliage and lead down into the vat.

The floor of the Vat Garden is 15 feet lower than the walkway surrounding it, and the foliage is so thick that creatures in the vat have total concealment (50% miss chance) from creatures up on the walkway. Within the vat, the orderly rows of plants provide concealment (20% miss chance) to opponents more than 10 feet away; enemies closer than this do not benefit from concealment. The two ladders and steep staircase leading down into the vat are easy to navigate, but the PCs can also climb down the plants themselves with a successful DC 15 Athletics check.

You note that there are three individuals in the dense brush: two men and a woman.

Red Dice:

Gargalus Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Iseph Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Hishrizzik Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Sorkalazril Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Delta 5 Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Red Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
White Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Blue Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Next up: Hishrizzik !

Combat table:

<= ! -- means you're up!
Goodies: n/a
Baddies: n/a

Active Global Conditions: None.

Round 1


  • : Hishrizzik : <= !
  • --Enemy: Blue
  • : Delta 5
  • --Enemy: Red / White
  • : Gargalus
  • : Iseph
  • : Sorkalazril


Also Here is a template you can use for the stat block.


Hopefully with the number of scenarios bumping up, we'll be able to have more level 3 tables. However with the content drought, yeah, it's been hard to get there without chain running the repeatables (which I've started doing.) Of course, now you really can get a level 3 just from repeatable content, so that should help.


Thanks for running things :)


Raatchet wrote:

[dice=Engineering]1d20+12

"Guys!! I believe I see a way to sabotage three-armed ugly so that the poison gas breaches his armor...!!"

The OTHER goblins, meaning not the big one ;)

**** Venture-Lieutenant, Tennessee—Nashville aka Wolfspirit

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And here I was debating trying to make the run on a 5th star... guess I should hold that thought ;)

**** Venture-Lieutenant, Tennessee—Nashville aka Wolfspirit

Clearly "personas" are an important aspect of this scenario, but it's a little unclear how each character gets their persona and how much they're supposed to play to it. Is this supposed to be a player invented persona, or just what a GM observes and describes

My thought is to have Wazasha give a brief overview ("Remember, it's important to play to the audience! You're heroes, so make sure to be relatable!") Though I'm not sure if they should even know that the "anti-hero" option even exists.

Did anyone have any thoughts?


Central time (US) here.


Joven Kevallah wrote:
Looks like there is a time frame to when you can delete your post. I cannot delete it now. Just fyi

Yeah, I think it's about an hour.


What classes do we have from people that signed up and are confirmed? Here's what I'm seeing:
Operative
Envoy
Mystic
Operative
Mechanic

It sounds like I should run either my "tanky" character or technomancer.


Hudathan Swarmbait wrote:
We will miss you, Redelia! Thanks for taking over, Wolfspirit! Do you need extra time to look over the scenario, or is the normal start date fine with you?

I'll be fine to start as normal. I'll look over things this weekend and be good to go.


I made an update to the map. I need to know whether you're investigating the tracks, or going north.


Shaudius wrote:

Looks like Tyrone the Barathu is the lucky winner for this one.

Player Name/Alias: Shaudius
Character Name: Tyrone
Character Level: 1
PFS # / Character #: 34831-717
Faction: Dataphile
Perception Modifier: +1
Initiative Modifier: +5
What is your favorite color: Incandescent Blue
What is your quest Day Job (if any) Roll: 1d20+10]

What class are you playing?


There is a signup sheet here This game is row 98.

As for factions, you just say what you are running with your character.


I'm one of the players already signed up (FYI: if you're interested, make sure to sign up!) I'm flexible as to what I can play.


Did Shadius decide what they were playing?


So we have an Operative, Mystic, Soldier, and I'm assuming a few more yet to dot in? Looking to cover bases, I have an Envoy, Technomancer, or Mechanic I could run.


Dotting in. I can be versatile in what I play :)


X5NSA wrote:

Second noob question (Obozaya is counting):

** spoiler omitted **

Not the GM, but not really a spoiler:
"Hacking" in Starfinder seems to be a question of plot. I've seen some materials where you need to be at a terminal, or others where it was assumed you could do it remotely. In general, it's almost always appropriate to ask the GM "Can I hack <current objective> remotely?".

Like Shadowrun, though, there are definitely corps you do -not- want to mess with.


Well, if someone wants to call dibs on pilot, I do have a captain character I can play, particularly since Wei Jei the Learner is in the game ;)

One way or another I'll have things rolling tonight.


I just tried this, and it appears to work:

Go to the Campaign Info tab.
In the upper right hand corner click Edit this Campaign.
Under the Description fields there should be a list of the associated Threads. Click Unset for the Discussion Thread.
Click Save Changes.

You should be able to then create a new Discussion Thread, then associate it to the Campaign.


Ok, Raia, did you have a preference between an operative / pilot type or a envoy / captain type? Clearly neither is required, but those are the gaps I see. I'll post up with a character this evening after a PnP game :)


I can play an Operative, Envoy, or Melee something, depending on what's needed. One of my favorite Operatives is an almost unfair pilot, though I'm not sure if that's the kind of introduction Ewok wants to give to space combat. It does make things go a lot quicker though ;)


Marking as inactive. Thanks everyone!


Just poking in.

Character Class: TBD (I can fill in whatever gap there is)
Have you played this quest pack before: Roughly 3 times
Have you played in a scenario featuring starships before: At least 6 Starfighter combats


FYI, I submitted the game and got the character sheets set up. I've uploaded them Here. I named the individual files after the character that it's being put on.

It should also be noted that this Module only gives one Prestige Point, but gives a solid amount of gold and things you can buy for the difficulty

Thanks again for playing, and let me know if there is anything else anyone needs!


GM Lazyclownfish wrote:
Wolfspirit wrote:
Question regarding feat taxes. How are you planning on handling "feat tax" feats granted as class features? I can see a couple of options from "there is no change" to "get a free feat from a list of feats" to "get a feat you are eligible for".
Let's start with the conservative option, so no free feats. But I'll think about it and maybe change my mind after work.

Sounds good. I was mostly curious, so take your time


Question regarding feat taxes. How are you planning on handling "feat tax" feats granted as class features? I can see a couple of options from "there is no change" to "get a free feat from a list of feats" to "get a feat you are eligible for".


XP and Prestige Points are variable. You pretty much with always either get 1 XP for a Scenario (or a short module like Free RPG Day such as We Be Goblins) or 3 XP for a longer module / AP. Prestige Point maximum is determined by the material.

The rewards you get are the same regardless of whether you used a Pregen (unless the character had a faction special, or a boon, etc.) If you played a pregen, they are awarded to your character when they are in the level range for the chronicle sheet.


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GM Lazyclownfish wrote:
Interestingly, there aren't very many important doors in the whole story, so it should be easy to omit many that don't matter. Who closes the doors in dungeons anyway?

You would be surprised at how many doors some Paizo modules / APs can have. It got to the point in my gaming group that we started making jokes about how "Ahead you see more doors, but one does not simply walk into More Doors."


GM Lazyclownfish wrote:

So, here are my plans:

<snip>

Leaders of cats, unite!

That all sounds pretty good. I'm a huge fan of proactive posting and pushing the adventure along. I haven't seen the specific dungeons from this adventure set, but I do know that areas with lots of doors that usually just slow things a bit on a tabletop are horrendous on PbP, so skipping those to get to the meatier chunks might be good (as well as standard protocols.)

I do appreciate that you have put thought into things :)


Out of curiosity, what do you do to improve the flow of dungeon crawls in PbP? I've run a number of scenarios in PbP, but it seems like as soon as we get to a dungeon things grind from a brisk pace to a halt, even with a "rule of two" decision-making.


Rolling Memories for interest:
Memories Like the Corner of My Mind: 1d3 + 1 ⇒ (2) + 1 = 3


The maps are fairly easy; you can copy them out of the PDF. I tend to put them in Google Drawings. If you want some GM tips, let me know.


Yeah, that's the way I was planning on structuring things, with the added "gentle-beings agreement" :)


Yeah, I'll shoot you a PM later. I'd actually had some thoughts for a "Starfinder Academy" with some GM shared prep to try and push repeatable content while we wait for a sustainable number of scenarios.


GM Ewok wrote:

If Redelia approves, I must be onto something! Thanks for the support.

Any takers?

I might take you up on that. I currently have a standing offer for another game, but once that's squared away and my current PbP is complete in a week I might be free up.


The most obvious route for Ryphorians is Mystic; they're the only class that particularly wants to have a Wisdom bonus.

Going 8 STR, 16 DEX, 12 CON, 10 INT, 16 WIS, 10 CHA (with a bonus point somewhere from a Theme) is probably going to be a pretty common Ryphorian Mystic stat spread. Longarm Proficiency and either Improved Initiative, Weapon Focus, Mobility, or a Save Feat are pretty solid (if somewhat boring) starting feats, and the bonus feat lets you get two now.

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