Alba Divenaar

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47 posts. Organized Play character for Cellion.



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I really enjoy looking through the various Paizo APs in the store and checking out what people have to say about each book, in order to work out what to run next. After a few months of not doing so, I wanted to take a look at some of the newer 2E APs and found that lots of reviews appear to be either missing or hidden in some fashion, judging by the addition of empty lines throughout the review tab.

I know Paizo was dealing with an epidemic of serial "1 star" reviewers that don't leave a comment. Did they go through and just wipe out all those reviews?


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Interstellar Species came with a few spells, scattered among the various species entries. I figured I'd highlight the new options and give some commentary, as I've done for several past books. Would love to hear what other people think of these new spells too!

Overall, there's some fantastic flavor and neat effects. For effectiveness, Change of Seasons and Crystal Mine seem like standouts.
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Artificial Geyser (Technomancer 2) There's already something weird going on with this spell, as its a 20-ft line, but has a range of 60 ft. There's no word on if the line is intended to work like the flexible line weapon property (you can start it from any point in range), so as it stands right now its a bit ambiguous. The damage is nothing special (rocket dash at the same level deals 5d6 in a line, vs. 3d8+1d6 burn for this spell), but its very odd that it deals slashing rather than bludgeoning dmg.

Biomechanical Symbiosis (Technomancer 2,4,6) This is an odd raxalite-related spell, granting a fairly unimpressive amount of fast healing and some electricity resistance. It performs a little better when cast on plants. Its key functionality is granting technomancers very narrow access to the remove condition line of effects (only when cast on plants). The situation where all these effects are needed at once seems like it should be pretty rare.

Change of Seasons (Precog, Witchwarper 2) Huge spell! Inflicts vulnerability to cold or fire, which equals +50% damage from that damage type. With a little coordination from your team, this can effectively amplify your team's entire damage output against solo targets by 50%. Particularly good because even if the creature saves, they're affected for 1 round. Can also be used to turn an immunity into a resistance temporarily, but I expect the biggest value will come from creating vulnerabilities. I can see this as a good filler spell at higher levels, performing really well damage wise in a lower level slot since it scales with the damage output done by your allies.

Change of Seasons, Greater (Precog, Witchwarper 4) Just amps the effect if the target had resistance or immunity. A fairly modest upgrade on a good spell.

Crystal Eruption (Mystic 2, Witchwarper 2) Some minor initial damage, but the key role here is to make a cone into punishing difficult terrain. At the end of the day the 1d4 damage from moving into an affected square is pretty forgettable, but if well positioned this can stack up. A cone shape is pretty good for jamming up wider corridors.

Crystal Mine (Technomancer 4, Witchwarper 4) While the mines are individually unimpressive, it seems fairly easy to place them such that an opposing melee combatant has to trigger all three on the way in to reach your allies. These are hidden too, and the DC to spot them is not a gimme, so it seems quite likely most creatures will just cause them to go off. 12d8 total damage across 3 10-ft bursts is quite good for this level. Heat Leech is a level higher and only does 13d8. The ultimate payoff is casting this spell when you want to entrench a position. The mines remain for minutes/lvl, so you can precast them if you are expecting foes to arrive at your defended location.

Memory Prism (Mystic 4, Precog 4) More a narrative spell than a practical one, but the 24 hour duration makes it difficult to ferry a particular memory to someone on the other end of a Drift trip. Very surprising that this is a 4th level spell when Share Memory is 1st. Am I missing something?

Mental Muscle (Everyone 2) Seems like it should be really broken, since it lets you use your mental stats in place of physical stats, but a combination of very short duration (1 round) and the way starfinder allows you to bump up several stats as you level means that builds that want this typically also aren't gaining that much from it (basically, if you're a technomancer wading regularly into melee, you probably have a decent STR score already to land those touch spells).

Mental Muscle, Greater (Everyone 4) Lasts somewhat longer, but costs a standard action and a resolve point. Duration really isn't long enough that you can precast it, and the benefits don't seem to be big enough to be worth the in-combat cast.

Phantasmal Maze (Mystic 3, Witchwarper 3) A solid and super thematic area control illusion. Even successfully saving against it you'll take a minor debuff, while failing will give a round or two of the victim slowly wading its way through with guarded steps. The only downside is that a cleverly described holographic image that foes fail their saves against will probably do just as well, without costing a 3rd level slot.

Preserved Path (Mystic 1, Precog 1) A minor spell, probably too niche to be of use in 99% of adventures.

Psychic Sonar (Mystic 1-6) For a "sonar", this deals considerable damage. Against enemy groups, this is a one-two punch over sequential turns (though it'll probably feel terrible if every foe saves successfully). Nowhere near as much damage overall in comparison to the premiere aoe blasts at lower levels, but at high levels its pretty potent. The utility of tracking the creatures hit by it seems pretty minor when all spellcasters can buff up with see invisibility.

Spell Redirection (Precog 1-5, Witchwarper 1-5) Does what it says on the tin, more or less, but can only redirect spells to yourself. Unfortunately, the precog and (especially) witchwarper tend to have mediocre fort and will saves, so its difficult to use this to consistently reduce the danger to your party as whole. May be good as a niche option to cover allies that are temporarily vulnerable.

Storm-deflecting Sphere (Mystic 3, Technomancer 3) Similar thematically to the spell Harness Lightning from galactic magic, but this provides only personal protection in the form of electricity resistance. It's "discharge" option is quite weak for a 3rd level spell, but it takes only a reaction. Resistant Armor at this level only grants Resist 5, but it applies to multiple energy types and is selectable. Given how narrow this is, I think I'd rather rely on resistant armor unless I absolutely knew a campaign would be lousy with electricity.

Volcanic Wrath (Mystic, Witchwarper 1-6) A nice, modest, scaling fireball. Damage is a touch lower, but it leaves behind difficult terrain. Polar Vortex is a good bit stronger (dealing 9d6 vs 7d6 damage for the 3rd level version) while also leaving difficult terrain, but it doesn't scale all the way up and down. Splitting damage between bludgeoning and fire might prove problematic if foes have both resistances and get to double dip.


I'm currently brainstorming a snare-based character build, and while I hope to have opportunities to successfully set up snares in choke points, I expect that there'll be plenty of times where that doesn't end up being possible. Foes will end up intentionally or unintentionally bypassing snares, and that means falling back on fighting them the old fashioned way. Or, alternatively, it means finding ways to push foes into snares mid-fight! That brings me to my question.

What is the most effective and reliable class for pushing foes around? (Either based on theorycrafting or experience). What's important to me is that it is relatively action-efficient, reliable, doesn't cost more than a couple feats at most, and starts working at a reasonably low level (<7). Here's what I've seen so far:

My initial impression is that the fighter with aggressive block has the most reliable (and lowest action-cost) shoving possible, especially after you get the two follow-up feats. However, this is a very reactive approach, and not only do you have little recourse if foes don't attack you, but it also requires you to get in melee. Brutish shove is a lot less reliable, but a lot more proactive.

Outside of the fighter, some clerics have pushing gust, which pushes even on a successful save, but it doesn't do anything other than that and therefore isn't a very efficient use of a turn. Arcane and primal get hydraulic push, which is a lot nicer of a one-two punch, but its far from reliable.

Any more ideas?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Welcome! Come on in and get yourselves nice and comfy. Before long we're going to get started with Devastation Ark! In the mean time, let's get some introductions rolling if you haven't crossed paths on the boards here before. Once you're nice and situated, we've got a whole bunch of things to go over.

Right now I've got four of you here, but we may yet get a fifth coming.
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Player's Guide
You can find a custom player's guide for Devastation Ark right at this link. This should cover the narrative set up for the Devastation Ark trilogy, as well as give you the character building rules. I tried to cover all the important topics, but if there's something I missed, don't hesitate to ask and I can add it.

House Rules
It's mentioned in the player's guide, but I'm planning on using this game to test out a few house rules. I have high hopes for them, but if we get into using them and it feels like they're having a negative impact on the game, we can always drop them. You can check them out via the player's guide, or right here.

Building the Party
So far, no one has yet mentioned a character or class they're really locked into, so it sounds like you'll have some discussion about who plays what over the next week or so before we start. Note that I'm happy to make minor accommodations within the starship combat rules, like letting people use Wis for Gunnery in place of Dex, if it means people get to play the characters and classes they're interested in. So don't feel you need to give up on something just to cover starship combat bases.

Expectations
Everyone here has played in a game I GM'd before, but if you need a refresher on my expectations, you can check out my GM Alias' profile. Be good and kind to one another, make use of discussion or PMs to engage with your fellow players and GM rather than staying quiet about things you're unhappy or unsure about, and stay active and always pushing the game forward with every post.

I'm looking to get us started around the 18th of April.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

... slowly waking up ...


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The Galaxy Exploration Manual brought tons of new class options, including a small selection of new spells to play with. I spent some time last year talking through and evaluating new spell options in Near Space and got a lot out of the exercise, so I thought I'd repeat the exercise and try to spark some discussion about these new spells as well! You too can follow along on Archives of Nethys if you don't have access to the book.
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Cairn Form (Mystic 2, Witchwarper 2) - As a personal spell that lasts rounds/level, this needs to be pretty strong to make up for the whole round you spend buffing during combat. Unfortunately, the unarmed attack is no better than you'd get via a racial natural weapon, and the DR and resistance to combat maneuvers is on the minor side. For spellcasters who want to tangle in melee, there are stronger ways to do so, and I suspect people using this spell will be disappointed in its clunkiness mid-combat.

Control Winds (Mystic 1-4, Witchwarper 1-4) - The spell description seems a little confused. When it talks about the spell ending or getting dismissed, it mentions creating an instantaneous line-shaped burst, but then it references creatures entering or starting their turn in said line, which would be impossible if it is instantaneous. Otherwise, this spell is a niche defensive and control option. The 1st and 2nd level versions are not able to do too much, but the 3rd level version in particular imposes a hefty penalty on kinetic ranged attacks, allowing you to counter certain types of foes. Unfortunately, there are many situations where this would be a dud, making this a difficult choice as a permanent spell known.

Extra Sense (Everyone 1-3) - The closest comparison is probably polymorph, which can provide the same valuable senses but for significantly shorter durations and ranges until much higher levels. This one lasts a really long time, long enough to take you through multiple 10-min rests at higher levels. Although invisible foes have played a smaller role in Starfinder than in Pathfinder (in my experience), having the tools on hand to counter them is always good, and this is a particularly efficient tool.

Starwalk (Everyone 0) - Cute cantrip! Moving in zero-g is awkward at the earliest levels, where you're often clambering over surfaces, anchoring yourself with your armor, or jumping off and going off-kilter. This basically solves those problems for you. Personal Gravity (Tech. 2, Witch. 2), once you have it, obsoletes this spell pretty solidly, but until then this should be pretty useful for adventures that drop you into zero-g environments.

Tectonic Shift (Everyone 1-3) - The 1st level version just has too limited of an effect, and while the 2nd level version improves and lengthens the debuff, there are easier ways to leave a foe shaken for 1d4 rounds. The "fail by 5 or more" clause is unlikely to come up too often based on my experience. Most level-appropriate foes have only a 25-50% chance to fail their save against your spells, which means a 5-25% chance to fail but 5 or more. The 3rd level version turns this spell into an anti-group tool and makes it much more viable, but it still looks a little unappealing next to all-star control spells like slow and fear 3.

Uncanny Eruption (Witchwarper 4) - A good comparison point is Wall of Fire, which is the same level spell and serves a similar damage-based area denial purpose. The base damage of both spells is low, only 2d6 per round, little more than a scratch at the time you can cast them. Wall of fire's directionality and opaqueness makes it easier to place in a way that disadvantages foes but not allies. Uncanny eruption's bursts are random, but they fill a large area - potentially catching allies as well on most normal maps, meanwhile wall of fire's damage from passing through is likely to hit only enemies if you placed your wall well. Uncanny Eruption is also less of a threat because it allows saving throws (Fort and Reflex) vs. the automatic damage from Wall of Fire. I think overall, wall of fire is the more useful area denial spell, but you can't deny the coolness of creating an exploding caldera on the battlefield.

Void Whispers (Mystic 0, Witchwarper 0) - What a cantrip! I wonder if this was intended to be a higher level spell instead. Duration being 1round/3levels should probably have a (minimum 1 round), otherwise this cantrip does nothing at 1st or 2nd level. The blanket FAQ ruling that forced movement provokes means that this spell essentially staggers a foe and grants a free AoO on that foe for your allies, eventually for multiple rounds. That's massively better than any other cantrip. And that doesn't even get into the chance this spell has to confuse other creatures nearby. Can creatures seal up their armor to avoid hearing the whispers? If not, the "friendly fire" aspect of this spell might leave it trickier to use effectively.

Wonder Warp (Everyone 4) - Essentially makes something like a wild magic zone. This kind of effect is hit or miss depending on the group. Some folks like the zaniness and enjoy rolling with the weird effects that pop up, others find the random effects frustrating. Several of the effects are just plain fun, though a few seem a little backwards (succeed at a will save and the summoned aeon that's hostile to you sticks around, fail the save and it disappears). As a note, for this spell "Range: 30ft" and "Area: 60ft radius sphere centered on you" disagree, so the GM'll have to pick one to roll with.


Spotted a good question over on the TTRPG Stack Exchange.

Can a weapon accessory be mounted on a solarian's solar flare?

As far as I've been able to see, there's nothing explicitly stopping you from doing so, unlike fusions, that must be added to a solarian weapon crystal rather than the weapon directly. However, when you consider that your solar flare can be:

Quote:
"a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light"

...that doesn't exactly sound like a weapon with a rail on it.

Is there some text anywhere that establishes whether or not weapon accessories and solar flares are compatible, or is this GM discretion territory?


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Recently I've been playing approximately equal amounts of Pathfinder 1E, Pathfinder 2E and Starfinder. That means I've had ample opportunity to compare the three systems in how they function and feel to play. My experience has been through playing APs and Society in all three systems. And what has stood out to me is how startlingly "predictable" the Starfinder combats were.

If I had to characterize the feel of the three systems, it'd be:

  • Pathfinder 1E Swingy and dramatic, but weighted heavily in favor of the PCs (spell effects regularly have a chance of outright removing characters from combat, damage is so high that fights are over quickly, crits often result in outright dead characters. Combat math favors the PCs overwhelmingly, meaning that dramatic swings rarely happen in the foes' favor)
  • Pathfinder 2E Swingy and dramatic, but very forgiving (spell effects occasionally have a chance of outright removing characters from combat, damage is high and crits are frequent but combats are somewhat slower than PF1, characters often KO'd but rarely die due to forgiving mechanics once on the ground. Combat math favors the PCs much less, but death+dying rules favor them massively)
  • Starfinder Steady and consistent, weighted somewhat in PC favor, very forgiving (spell effects that can remove characters from combat are rare, damage is low in comparison to HP pools and crits are rare, characters are rarely KO'd and rarely die due to forgiving mechanics once on the ground. Combat math favors the PCs less than 1E, but more than 2E. Death and Dying rules favor the PCs massively.)

    Basically, Starfinder is the least spicy of the three systems.

    In my experience, combat rarely surprises you or introduces complications that require you to change your tactics or run triage. In boss encounters, knowledge that your RP will save you if you get KO'd causes PCs to stay and attack even when their HP is going down faster than the foe's. In other encounters, PCs typically plant their feet and engage in their preferred combat tactic at range, or maximize full attacks in melee, confident that they can take hits while dishing out damage faster than foes can. There's very little reaction or response to what the foes are doing.

    My thought process in bringing this up is threefold:

    Do you see this in your own games?
    Does this have an effect on your enjoyment of APs or SFS?
    If you're a GM that has noticed this, how have you been spicing up your encounters?


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    So the gunslinger's firearms have a consistent 1 action cost to reload and don't hold magazines of rounds. This means you're going to be spending a not-insignificant portion of your turns reloading, especially if you go with the Way of the Sniper or Pistolero. Its a pretty steep cost that tends to make crossbows unappealing for most characters in the Core Rules.

    The class has several ways to lessen the burden, some inherited from Ranger.

  • Risky Reload saves you the action cost, but introduces a misfire chance.
  • Firearm Ace (Ranger's Crossbow Ace) gives you some bonus damage on your next attack after reloading
  • Quick Draw saves you the action cost by not reloading at all, but only makes sense if you have doubling rings and a steady supply of one-handed weapons.
  • Running Reload lets you combine reloading with moving, giving some action economy value.
  • Reloading Strike (6th level) for the Way of the Drifter saves you the reload action if you're alternating melee and ranged attacks.

    Since basically every gunslinger will be looking to pick up some way to lessen the burden of reloading, should one or more of these feats be baked into the base chassis of the Gunslinger? (This is a similar issue to the bomber alchemist that has a number of almost mandatory feats)

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    Another thought:

    Way of the Pistolero description wrote:
    You might leave a hand free, fight with twin pistols, or duel at any range like a musketeer with pistol and blade.

    While fighting with one hand free is clear enough, it is very difficult for the Pistolero to fight with twin pistols or with a pistol and blade. Without a free hand and without access to Reloading Strike, you don't have a way to take the Interact action needed to reload without first dropping one weapon.

    Dual wielding Pistolero have one somewhat awkward solution to this problem: Doubling rings and Quick Draw with a steady supply of already loaded weapons. However, the better solution would be if the class had access to Dual-Weapon Reload from the existing archetype.


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    Really fantastic to see all these updates live on the FAQ! Thanks for all the hard work in making them happen.


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    In March 2017, our group began a Play by Post of Curse of the Crimson Throne. While we've had some turnover over the course of the campaign, we are now in the last third of Book 4 with a solid and energetic group of players. In the past we've had some stellar GMs leading the way. Unfortunately, we now find ourselves without a GM to pick up the reins and bring us through the last third of the campaign.

    We are looking for a GM willing to run us through the remainder of Book 4 and the last two books of Curse of the Crimson Throne.

    Some facts about our group, as a means of enticing would be GMs:

  • Historically, everyone in the current crop of players has had a steady posting rate (6-8 posts/week). We're pretty good about pushing the action forwards and proceeding without any prods from the GM.
  • We're fairly action/combat focused instead of roleplay focused, but we manage to weave in in-character drama and development without derailing the adventure or demanding anything special from the GM.
  • We have 6500+ posts under our belts as evidence that we won't suddenly begin turning flaky.

    What we'd like to see in a GM:

  • Someone capable of posting frequently to keep the pace rolling.
  • Someone who is willing to run "by the book" without too many house rules or unexpected twists
  • Someone who has at least some experience with mid-to-high level Pathfinder 1E.

    You can find our Campaign Thread here. I suggest page 216 if you'd like to see what our posting and playing styles are like.

    Shout if you have any questions!


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    So now that I've had time to digest the rules, build a few nanocytes, and even play a game with a nanocyte alongside other classes, I figured it was time to dump my impressions out into the survey (and of course put them here on the playtest boards as well). My play experience is with a 5th level Regeneration Faculty Swarm Strike nanocyte, playing through SFS 1-25 (Beacon Code Dilemma).

    Overall, I thought the particular nanocyte I played was pretty fun, and it felt distinct enough from other martial characters thanks to some unique tricks. The class has enough depth that I had several other ideas for character builds I'd like to try as well.

    Here's some categorized thoughts on the various aspects of the class and the class options available to choose from. Fair warning that each section is big and the post as a whole is a bit of a monster. I've summarized some thoughts at the end of each spoiler.
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    Nanocyte Class Chassis:
  • HP and SP being 6/level seemed more than adequate given the CON Key Ability Score. Speaking of CON though, Constitution is an awkward Key Ability Score. By providing an incentive to pick up a lot of CON, the resulting character is weak with skills (none of which scale with CON), poor in Starship Combat, and sturdy in regular combat to a degree that saps drama out of encounters. The Vanguard already fills the "unkillable melee combatant" archetype, and there's nothing about nanites as a concept that screams good constitution to me. I would love for this to be WIS or INT or CHA key ability score, leaning towards WIS because it feels underrepresented among martials. I can see good thematic arguments for both INT and CHA.
  • The class skill selection makes sense, though it does imply a more "learned" character that somehow understands nanites as a science rather than using them through force of will. Given the nanocyte's combat role and Key Ability score, you never end up being particularly good at any skills, playing second fiddle to most other classes. My 5th level nanocyte did a lot of aiding another.
  • Nanite Surges are decently plentiful, especially from 11th level onward. Some builds are much much hungrier for nanite surges than others, but I think the base scaling is fine. Letting you trade RP -> Nanite Surges seems like overkill. At 20th level, you can easily have 16 nanite surges + 16 RP x2 + any bonus surges from knacks + any bonus RP from feats/abilities x2 + 10 surges from Living Legion. All told, you end up with >60 surges every day. At 5th level, I already felt like I had quite a few to play with, even though I only had 7 plus any extras from trading RP.
  • I quite like the Sheath Array. It fits a mental image of an augmenting nanosuit pretty well. But mechanically its quite frustrating. It grants a number of useful passive bonuses, but that's all it does on its own. You have to switch out of it to do cool things. For example, imagine you're exploring, and you want to jump over a chasm. You'd think that the sheath array might be able to help you with that, because its augmenting your physical capabilities, and it does (a bit), but your better solution is to drop sheath to use the gear array to produce bionic knees. Doesn't feel right that the "enhance the body" array is dropped in order to actually enhance the body. It would be nice if sheath array natively allowed you to form cybernetic augmentations, rather than that being an aspect of the gear array.
  • Cloud array doesn't really do much by default (though concealment seems nice at higher levels). Its also *really* clunky to control. You can't move it very far from yourself, it doesn't move with you at all, and spending a move action to reconfigure means that you can't move yourself on the same round if you also want to attack. Moving your cloud and then guarded stepping feels like a downer of a turn.
  • I love the concept of the Gear array but the limitations on it (especially nanite investment's mechanics and the rules around when and how you select forms) felt unintuitive and annoying. Other folks on the forums here have covered the way the rules currently don't work. But here's some other feel bad moments: Imagine leveling up before you had a chance to absorb new items - you're stuck with picking low cost forms despite your level up. I'd like if you could select forms you don't yet have the level or nanite investment for! Let me choose anything as a known form, and then actually creating the object is when my character's investment is checked.
  • And Nanite Investment! Really unintuitive with how its value is equal to just the most recently gobbled item. Really really unintuitive with how you can add some extra UPBs, but, you know, not TOO many.
  • Wow Defensive Dispersal feels positively busted. Every time I used this, I felt like I was doing something unfair. You can't die while you have nanite surges available. It prevents a ridiculous amount of damage, and that reduction stacks with DR, temp HP and your other defensive mechanics. Its stronger and more flexible than the Vanguard's mitigate too, since you can use it more or less on demand rather than relying on the ebb and flow of EP.
  • Manifold Array felt like something I shouldn't have to wait for 7th level for, but maybe I'm just being spoiled. Is it intended that the level penalty for a secondary array doesn't matter when creating gear? The gear array only determines which gear you KNOW how to make using your level, not which gear you're actually able to form.

    Overall, the base chassis in-play felt defensively oriented, pretty flexible, and resilient. Some mechanics worked in clunky ways that I wasn't a fan of, but as a whole it wasn't too bad. I never used the cloud array on my Swarm Strike nanocyte, as losing sheath array felt like "shields down", while the cloud did basically nothing for me. My Will save was in the gutter despite spending a feat on it, but I never needed to use it in the adventure I played.


  • Faculties:
  • Discorporation is great. Its full of really thematic and exciting abilities. Turning yourself into a cloud or puddle of nanites is right on the money. Infiltration, scouting and escape all benefit from this faculty, and its just good clean fun. The "Reactive Spray" ability talks about "significant damage" which I don't think is a defined term anywhere. Maybe they meant "significant enemy".
  • Infestation misses the mark for me. The image of a ravenous nanite mist being manipulated in combat is awesome. But what we have here does not allow you to do that as a primary combat style. The action economy, low damage, and high resource cost make the malignant mist a secondary action you'll take some combats that'll provide some incidental damage and later also debuff. What I'd really love is a dedicated cloud nanite attacker who spends their standard actions moving and attacking with their swarm of nanites for damage closer to a spellcaster's AoEs. I'm also surprised that this deals piercing damage when previous nanite related effects all dealt acid damage.
  • Obliteration doesn't feel like it has anything to do with nanites. In general, unexciting. The 1st level ability is mostly worse than full attacking. The 5th level is definitely useful, but not very nanite-related. The 9th level ability adds a negligible amount of damage 1/round with restrictions and a save. The 13th level ability is a solarian 7th level ability mixed with a 5th level sharpshooter soldier ability. The 17th level ability makes the 9th level ability a little better. Overall, it doesn't feel like anything particularly nanite-like is happening here. Even just a "when you reduce a creature to 0 HP, it disintegrates" ability would do wonders for flavor, if not power.
  • Redirection suffers from some clumsy action economy. Seeking strike requires you to set up a nanite cloud (that is already limited in how far away it can be from you) then spend another move action just to get a minor bonus. Taking a full attack will almost always be better, and doesn't require set up. Particle push on the other hand is awesome. Bend Bullet is flavorful, but suffers again from the clunky action economy of seeking strike. Rebounding Strike is powerful, providing mostly free retaliatory damage. Particle Tsunami is a neat capstone, giving you another cool trick to your arsenal. Overall, if not for seeking strike, this would be a great Faculty with neat flavor and mechanics. Though, it does feel a little like a Vanguard Discipline instead of something I'd expect nanites to do.
  • Regeneration feels surprisingly powerful. Reactive Repair has low action economy cost and delivers equal or more SP restoration (over time) than an Envoy, with fewer restrictions. For allies under fire, this provides extra value by granting regenerating temp HP. Nanosurgeon is minor, but flavorful, letting you treat people with your nanites. Flesh donor is a neat tool for evening out damage and focusing healing where its needed. From the Brink is an at-will Breath of Life with some restrictions (neat!). And the capstone provides even more free healing at no action economy cost. So much flexible healing that can be done while still taking offensive action! Probably too strong?

    I had Regeneration as my character's faculty and felt I could run right into the thick of things with the confidence that I'd be up to full SP or close abouts by the end of combat. It just cost so little (1 surge/combat + swift action) that I'd always have it up. The other Regeneration faculty abilities look fun too, especially for a build that sits at range and uses the cloud array.
    Otherwise, the faculties were pretty hit and miss for me. Some didn't really grab my attention with mechanics or flavor (Obliteration), while others had mechanical clunkiness and low impact that made them unappealing (Infestation and Redirection).


  • Knacks:
    Just some thoughts I had while working out which to take for my character, and which I'd want to take if I kept leveling them up.

  • 2nd level (the good): Myriad Forms I briefly considered but there just isn't enough desirable minor forms that made this something I'd want. Still, I like having this as an option. Swarm Strike was really solid, giving a nice scaling attack that deals flexible damage and lets you focus on your key stat. I made good use of it. Versatile Nanites seems like the best way to give your character a chance to participate in out-of-combat skill challenges. I like the flexibility.
  • 2nd level (the rest): Abundant Nanites seems like overkill past the very lowest levels, considering how many surges per day you eventually have access to. Agile Host is kinda boring and worse than taking improved initiative for most (or all) of the time you have your character. Esoteric Edge seems like it might enable some specific character concept, but it didn't really do anything for me. Split Manifestation seems like a good thing to have as an option, but again it didn't interest me. Surgical Host seemed sort of useful, but the benefits were really minor considering that most of what you get can be accomplished by spending a few credits.
  • 6th level (the good): Instant Architect really inspires me. It feels like a cool tactical ability (as it lets you make cover for you and your allies at a distance) while also giving a handful of universally useful utility "forms". I particularly like the idea of sealing up doorways to delay or separate foes. Sensory Nanites provide a weaker blindsense than say the equivalent Vanguard or Operative talents, but the flavor is top notch - you probe around with your cloud array to find invisible things.
  • 6th level (the rest): Enhanced Immunities suffers from Fort effects rarely having a partial effect on successful save. The worst Fort effects are diseases and poisons for the most part, and thanks to all the Fort-related benefits already in the class chassis, they don't particularly worry me. Facial Reconfig feels like a good nanite-related power, but the lack of disguise bonus associated with it (and difficulty of investing in cha with this class), leaves it with an easily detected disguise. Heavy Armor and Weapon edges are OK, but seem out of place at 6th level knacks. If I've built my stats for heavy armor, I'll want that much earlier. Hungry Nanites are A+ thematically, but with a 1/10minRest frequency and a Fort save to negate, I'm skeptical how often I'll get more than a few points of bleed damage a couple of times per day out of them. I can't help but compare to bleeding shot on the operative.
  • 10th level (the good): Adaptable Weaponry likely enables some interesting maneuver-related builds (grapple on a reach weapon?) and provides some minor flexibility. I'd definitely consider it on a higher level nanocyte. Alacritous Form looks great. More move speed is always good and 1/day personal haste for a brief boost as a free action is even better. I'm a little disappointed that some move speed isn't baseline for the sheath form, and that this knack is only available from 10th. All-Seeing Nanites is something I'd definitely want to grab, considering both the overall value of blindsight and the awesome narrative ability to let you track people you tag. Defensive Doppelganger seems like a no-brainer for ranged nanocytes that are already using the cloud for concealment. Stacking defensive abilities like this should leave the nanocyte feeling very comfy indeed. Speaking of stacking defensive abilities, Group Dispersal seems bonkers to me. Now you can grant a whole cooperating team the benefits of your incredible defensive dispersal.
  • 10th level (the rest): Biometric Theft is what I feel Facial Reconfig should have been, granting a solid bonus to make up for your poor CHA and letting you impersonate people. Shame it takes 3 knacks to get there. For an intrigue campaign or infiltration heavy game, I might consider this, but otherwise its too much of an investment. Feasting Nanites sounds really powerful until you remember than hungry nanites is 1/rest and grants a Fort save, meaning that this will *sometimes* heal 10 or 20 stamina before the foe you affected falls. Sometimes this SP healing will just be wasted. Rapid Reshape appears to be an editing error, as its ability to form a nanite array as a swift action is just a baseline capability. Thousand Stitches doesn't let you bypass the 1/day restriction on Treat Wounds, but more importantly, I find SP healing way more important than HP healing in Starfinder.
  • 14th level (the good): Menacing Pall provides a really cool effect that feels high level. Attacking with melee weapons at a distance and getting flanking or other neat positioning bonuses. But even more than the mechanical benefit, there's something about weapons forming out of the scary cloud to attack people. :)
  • 14th level (the rest): Charge Vampire seems like something nanites should be able to do, but its not exciting as a 14th level ability. Most of the time it won't change anything in a combat (since it won't drain enough charges). Deconstructor seems really good in the potential "Against the Machine God" adventure path, but otherwise underwhelming as a 14th level knack. I'm not sure why nanites should be particularly well suited for taking down inanimate objects rather than flesh.
  • 18th level: I like the 18th level abilities thematically, between turning into a nanite fog and teleporting around your cloud, but I don't have a good sense of how well adapted they are for the challenges of that level range since I have yet to play or GM that high.

    Overall, there are enough attractive knacks for multiple interesting characters. I think low levels could use more neat, thematically interesting knacks instead of "feat-cheaters". I'm surprised there's no knack for adding more major forms. I would love more knacks like Instant Architect, which I think is my favorite overall knack.


  • One thing I was very surprised by when reading the mech rules was:

    Tech Revolution Playtest wrote:
    For the purpose of resolving effects, treat a mech as a vehicle, though use mechs’ different rules for movement, operation, and damage detailed in the Mech Combat section starting on page 12.

    This one rule, to treat the mech as a vehicle for the purpose of resolving effects, introduces a lot of puzzles. Mechs have been designed in such a way that they don't interact with the vehicle rules at all except for this one specific statement. They don't use the rules for piloting vehicles, such as top speeds, race actions, ramming maneuvers, vehicle headings, collision damage, etc. They don't have the stats a vehicle would have. Effects that target vehicles often try to adjust stats that mechs don't even use.

    A mech in combat functions exactly like a really big construct creature. It has actions like a creature (except it can gain more with multiple pilots), moves like a creature, attacks like a creature, makes saves like a creature, and so on.
    ----------

    So why don't they just treat it as a creature with the creature type construct (technological)? After all, there are currently Alien Archive creatures that are essentially giant mechs, like the Tripod or Siege Robot. Other than being piloted, any player mech is essentially the same kind of tactical combatant as any of these creatures. The construct type would grant mechs all the logical construct immunities that they deserve, like immunity to mind-affecting, immunity to Fort save effects that don't function on objects, and so on.

    The only thing that would need to be specified is that a mech can't take actions when it doesn't have at least one pilot. Something like the following new subtype:

    (Subordinate): Creatures with the subordinate subtype are treated as unconscious while they are not being actively controlled or piloted by another creature. Subordinate creatures use the INT, WIS and CHA modifiers of their pilots (if there are multiple pilots, use the highest of each modifier).


    While reading the Nanocyte, I was struck by some similarities to the Vanguard and I started paying attention to the various means the class has to avoid or mitigate damage. What I found was that it had a lot, and the methods available were intentionally or unintentionally designed to "stack", leading to a Nanocyte that would be exceptionally difficult to kill. Here are the four parts to this super survivability toolkit:

  • Like all full BAB classes, the Nanocyte has the best access to the Enhanced Resistance feat. Typeless DR equal to the character's level is very strong mitigation, as most people who've played martial characters in Starfinder can likely agree on.
  • The Nanocyte has Defensive Disperal from 2nd level. For the low cost of one nanite surge and a reaction, the damage of an incoming attack is reduced by level + CON mod. This is stronger than the Vanguard's mitigate ability in sheer reduction, and it can be used more "on demand" than the Vanguard, who relies on an ebb and flow of entropy points.
  • The Nanocyte can spend a nanite surge on the Sheath Form to grant themselves temp HP equal to their level that lasts until spent or the form is lost.
  • The Nanocyte with the Regeneration faculty has Reactive Repair, a 1st level ability that allows them to spend a surge and a swift action to gain fast healing 1 for one minute. Interestingly, this fast healing applies to Stamina rather than HP, making it far more immediately useful. The amount of fast healing rises to a max of 5 at 17th level. Additionally, every time the fast healing successfully restores SP, the Nanocyte gains a small amount of temp HP.

    These abilities all work to complement one another. At higher levels where nanite surges are plentiful and can be regained or added to via RP, the Nanocyte can completely absorb/reduce incoming damage for many rounds.

    Survivability Example:
    A 10th level Nanocyte focusing on Swarm Strike (a build that has CON as its main stat) is fighting a CR13 Driftdead Amalgam. The 10th level Nanocyte has DR10/- and 10 temp HP from Sheath.

    The Amalgam moves in and attacks, dealing an average of 38 damage if it's attack lands. The DR brings that to 28, they spend a reaction to dispersal and reduce it to 12 (reduction of 10 + 6 from CON), and the temp HP absorbs all but 2 points of damage. On their turn they reactive repair and heal 3 SP and gain 5 temp HP. They attack and guarded step back to keep the foe from making more than one attack.

    Next turn they do the same. Total damage reduction ends up being 26 between DR and dispersal, then 8 more between fast healing and bonus temp HP. The amalgam can barely scratch them while they have nanite surges available (And at this level they have 10+ and can spend resolve points for more)

    This is boss-level enemy of APL+3 fighting an otherwise naked Nanocyte, and they can't do much more than scratch them, for possibly up to 10 rounds.

    This is not to say that the Nanocyte is impossible to kill. Will saves are going to be an Achilles heel that can shut a Nanocyte down entirely. But the overlapping reductions, buffers and regeneration are beyond what most classes are bringing to the table.

    I'm looking forward to giving this build a try in a game and seeing whether or not it really is as immortal as it appears to be on paper.


  • 10 people marked this as FAQ candidate.

    Not sure how I missed this, but there seems to be something missing in the entry for Riot Grenades in the Armory book. As an example, here's the explode description for Riot Grenade I:

    explode (staggered; 10 ft.)

    How long does the staggered condition from these last? The grenade description is silent. I was hoping there was some universal rule that caused conditions without a duration to default to 1 round, but I haven't been able to find something like that.

    My only guess is that the writer might've been thinking of the staggered critical hit effect, which has a 1 round duration baked in.

    Any thoughts? Have I missed some explanation somewhere? Does this need an FAQ?
    -----------
    The Cryo grenades in the CRB similarly don't show a duration, which suggests to me that there's some universal rule I'm missing.


    6 people marked this as a favorite.

    Let's talk about the new spells in the new Near Space book! Xenocrat did a neat post over here back when the Character Operations Manual came out that helped to highlight problematic, fun, and not-so-fun new spells soon after the book came out. Now that Near Space is out, it's time to do the same.

    Near Space has a lot fewer spells to talk about, but some of them are quite interesting!
    --------

    Verdant Code (Witchwarper 1, Technomancer 1) - This one is in the ghoran section rather than with the rest of the spells. Quite a strange spell and quite tricky to parse how it works. You trigger a computer to sprout an enormous wave of sharp plant life that fills a really big area for a low level spell. A very potent damaging AoE spell for 1st level, but thanks to its targeting requirement, it can be difficult to get it to land (if targeting a foe's computer, they get an extra Will save to negate the spell entirely). The crowd control potential is also very high. Clever and prepared PCs can deal serious damage while also splitting up enemy parties when they successfully save. Very good as a 1st level spell. Maybe too good.

    Acidic Mist (Mystic 1, Witchwarper 1) - Excellent area damage for a low level spell. In a tight environment, you may be able to trap enemies inside if your melee allies stand at the edges of the mist. The moment a creature takes more than one turn of damage from this spell, it starts way outperforming things like Overheat, which has trickier targeting, a smaller effective area, and only a single burst of damage. Doesn't block sight, so any enemies you trap inside are easy pickings.

    Alter Enhancement (Witchwarper 2) - Very good tool for tackling unexpected challenges, but the duration means its effectively limited to combat. Can only swap to armor upgrades and fusions from the CRB, but that still gives you access to swapping between jetpacks and thermal capacitors, for example.

    Daegoxian Spore Cloud (Mystic 3) - Doesn't block line of sight. Since fascinate breaks on observing an "obvious threat" and grants a new save when an enemy approaches, this may not control foes for very long, even if they fail their save.

    Dampening Field (Everyone 2) - Very narrow spell. As far as I can find, there are currently two creatures whose only senses are blindsight (sound) or vibration. All other creatures have some other sense. Seemingly only useful in conjunction with invisibility to improve infiltration potential. Anyone have any clever ideas on how to use this?

    Death Affinity (Mystic 3, Witchwarper 3) - Hoooo boy. Long duration and an enormous list of immunities and enhancement bonuses. The disadvantage of being targeted by effects that only target undead is relatively minor unless against well prepared opponents. The exhausted condition upon expiry can be cleared/reduced with a lesser restoration, conveniently also on the mystic list. Extremely powerful defensive buff.

    Defrex Hardiness (Mystic 1) - For the low cost of a 1st level slot, this grants a scaling dollop of DR/- for minutes at a time while also providing a retributive effect every time the recipient is hit by an adjacent creature. Blows the Resistant Armor line of spells out of the water by granting more DR for a far lower level slot. Once you're at mid levels, there's no reason not to buff every ally not already suited up with the Enhanced Resistance feat, and refresh it whenever. Starfinder spell design previously has shied away from granting bonuses that scale with caster level, so this feels like a mistake that slipped through. Definitely in the too good category.

    Junk Restraints (Technomancer 4) - Ouch. For a 4th level spell that requires set up (junk in range), this is a single target entangle spell that gets negated on a successful save. Since this doesn't specify that it holds the victim in place, a melee creature affected by it can even continue to fight while debuffed. Really quite awful. Compares incredibly unfavorably to the mystic spell Umbral Tendrils, which: doesn't require set up, affects an AoE, entangles on a failed save, and deals some damage too. Umbral Tendrils is also one level lower.

    Junk Shard (Technomancer 1, Witchwarper 1) - I'm not sure why Paizo is so committed to the idea that technomancers should be about creating and reshaping junk... In any case, this spell deals average single target damage slightly worse than Mind Thrust, and on par with the standard action magic missile (after calculating expected rates of successful saving throw). Low range, but it leaves behind junk to combo with your other spells if you're a technomancer. Nothing mind blowing, but a fine low level damage spell.

    Modify Outcome (Witchwarper 4) - Once 4th level slots are no longer premium slots (ie, once you have 6th level spells), you're always going to want to have a few of these. Almost free in terms of action economy, and activatable after you know an ally has failed. This kind of effect is tremendously strong insurance against disaster. Significantly better than the 3rd level Probability Prediction, since it is used reactively and only on a known failure.

    Personal Gravity (Technomancer 2, Witchwarper 2) - While in zero-g, does this let you choose the orientation of your personal gravity? What if you move from one region of gravity to another? Do you choose again how it affects you? There are many such questions that will come up any time you use this spell. That said, its quite good. More or less eliminates having to make tricky skill checks to move competently in zero-g, lightens gravity to protect you from falls or help you jump, or even just helps you move on high gravity worlds. Probably best as a spell gem in your toolkit than as a known spell.

    Planned Obsolescence (Witchwarper 3) - Slapping the archaic property on weapons reduces their damage by 5 against PCs. Not a bad debuff, but possibly not a very relevant one if the enemy has another weapon. Turning armor archaic removes its personal comm and environmental protections, in addition to deactivating its armor upgrades. Depending on the environment you're in, this can be a save or die due to its negation of radiation or toxic environment protection. One mode or the other will definitely have a use, which makes this a fairly solid spell.

    Polar Vortex (Mystic 3, Witchwarper 3) - Note that the devs FAQ'd that this is a 3rd level spell. Same damage, range, and area (more or less) as explosive blast, but also: makes the area difficult terrain, blocks non-energy ranged weapon attacks (wind gives them a -8 penalty), ignores spell resistance, and serves to control flying creatures. The split damage type between bludgeoning and cold means it'll be resisted more often, but otherwise its a big upgrade over explosive blast, packing area control together with high damage. Poor explosive blast looks a little sad now.

    Reanimate Construct (Mystic 4, Technomancer 4) - Since this functions as animate dead, I assume you have to pay the credit cost for animating creatures, even if it doesn't say so explicitly. It's unclear if you can reanimate a construct whose CR is higher than half your level. I assume not, since that's a restriction that's in animate dead. This may make it tricky to use this spell, as you're rarely fighting and destroying robots whose CRs are half your party level. Otherwise, a friendly low-CR robot slave is a great scout and poor combatant. A clever spellcaster can find a way to make good use of infinite duration allies like this :).

    Summon Drift Beacons (Everyone 6) - It's a narrative shaping spell, either used by NPCs or used once a campaign by players in a big power-play moment where they summon their fleet of allies to engage the enemy fleet while they do something else. Cool, but not for general use.

    Supercharge Armor (Technomancer 2) - Hardness doubling and light shedding is pretty unimpressive, but it grants a good amount of temporary hit points. Unfortunately, the low duration means trading a standard action in combat to negate or partially negate an enemy hit, and only if the creature you buffed is the one getting beaten up. Not great. Compares terribly to Defrex Hardiness (on the duration, spell level, and amount of damage potentially prevented fronts) but Defrex Hardiness is busted, so take that with a grain of salt. At high levels when you can prebuff and engage combats at your leisure, this becomes a staple thanks to its scaling temp HP and low spell level.

    ----

    Mystics and Witchwarpers seem to have won out this time with some very solid defensive spells, and a few offensive ones that make the technomancer blasts look a little old and crusty. Only a few things that look immediately problematic. In my own games, I probably would want to ban Death Affinity and Defrex Hardiness.

    So what do you guys think? What do you like? What are you concerned about existing out in the wild? What do you think will get ban hammered for SFS?


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi all and welcome to this table of SFS1-26, Truth of the Seeker for Outpost III! Looks like we have a small group this time around, and a few people that are undecided as to which character they're bringing. It looks like there's one high tier and one low tier character so far. Since it *is* a 4-man group, playing down for the single high level will likely be the safer option, though you guys can decide which combo you want to do.

    Once you work out what character you'd like to bring, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Favorite Color of Skittermander

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay as well when you're ready. I'll be dropping a initial scene setting tomorrow.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    En Avant!
    ---
    Dot in here please


    Hi All! I'm coming in with a complicated set of questions around one very strangely written spell...

    Starfinder CRB wrote:

    Entropic Grasp T3

    School transmutation
    Casting Time 1 standard action
    Range touch

    Targets one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round
    Duration see text
    Saving Throw Fortitude negates (object); Spell Resistance no

    Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can’t fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.

    You can employ entropic grasp in combat by making a melee attack against your opponent’s EAC. If you hit, you instantaneously reduce a manufactured armor’s KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor’s armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage.

    Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item.

    Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.

    Casting this spell doesn’t provoke attacks of opportunity.

    Has anyone used this spell? If so, have you thought about any of the following questions and worked out reasonable answers for them?:

  • A starship is a very large manufactured object. An automatic door in a building is also a large manufactured object. When do these objects count as being attended? As written, this spell seems to be able to vaporize any secure door of any hardness, punching a 3ft radius hole in it.
  • What is the Engineering skill check to restore a damaged armor? How long does it take and what are the DCs?
  • When making a sunder maneuver using this spell, do you add bonuses for Improved Combat Maneuver to your attack roll?
  • Does damage from the sunder maneuver bypass hardness? (As written no, but this means it has a good chance of having no effect at higher levels)
  • How does this spell have a different duration if cast in combat? For example: if during combat I want to vaporize the space station's airlock door, why does that only use up one round vs. using up the whole spell if I want to do that out of combat?
  • Does the part about "the target can attempt a save to negate each melee attack" apply to the attack vs. manufactured creatures? What about the attack vs. an opponent's armor to reduce its AC? What about the sunder maneuver? I'm not clear if its intended to apply to all of these or not based on the wording.
  • Does the "nonmagical" target restriction apply to attempts to sunder or reduce AC?


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Dot in with your character alias, then check discussion if you haven't.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Welcome all! If you've gotten selected, chime in here and get yourself settled in nice and comfy. Feel free to make your own OOC introductions and get to know one another. We'll be here a while :)
    There's a few items to sort out before we get started.

    -----
    Starship Roles and Character Rebuilds
    In selecting PCs, I've made some effort to ensure there is some variety in what the party is capable of, getting a mix of ranged, melee, skills, and magic. But what I wasn't able to resolve was getting a well balanced Starship crew. As a result, I'd like to open the floor for your guys to make adjustments to your characters (if you'd like) to cover skills or get starship roles filled.

    To ease the character build burden on this mystic and solarian heavy party, I'm instituting the following house rule:

    For the purposes of Gunnery checks, you may use either Dex or Wis as your skill modifier.

    Character Corrections
    A few of you have some errors in character creation. I'll run you through those soon so you can get them corrected before we start.

    Collective Backstory Generation
    So this AP starts with all the PCs already knowing each other (at least as acquaintances, if not longer term) and working together on a rickety Starship. Take a look at each others' backstories and star working out how you might have ended up together!

    The adventure itself will start with you handling a very mundane task - delivering a shipment from Absalom Station to the Dawnshore Spaceport within the Sun's Burning Archipelago. But this very humdrum task will quickly be interrupted by a crisis that thrusts your characters into an adventure that'll take them all over the Sun.

    Burning Archipelago? Mataras? Whats all this?
    The Burning Archipelago is the initial focus of this AP - a set of cities floating in magical bubbles within the outer surface layer of the sun. These bubbles magically maintain a habitable interior and shield the cities within from the sun's radiation and blinding brightness. When a starship approaches the appropriate area of the sun, a narrow tunnel opens an entrance to the Burning Archipelago, specifically to the Dawnshore Spaceport; the outer end of the tunnel is guarded by the Sunrise Station, which is garrisoned by the Sarenite Dawn Patrol, who checks whether visitors have legitimate business in the Burning Archipelago or not, and keeps watch for any suspicious individuals.

    Each of the Burning Archipelago's bubbles has its own unique flavor. Cities include the heavily religious central bubble of Dawnshore, containing the Radiant Cathedral of Sarenrae, as well as the more corporate Fireside or scientifically-focused Stellacuna. The bubbles are connected to each other and kept in a static formation by energy tethers. At the ends of each tether are magical membranes which all vessels must go through if they want to enter or exit the bubble. Linecrawler ferries hug the tethers, while those in a hurry can charter sunskimmers, vehicles built to harness solar winds.

    You can read more about the Sun in The Starfinder CRB, but I'd recommend skipping the Pact Worlds writeup - in part because of spoilers, and in part because I may be making some minor adjustments that will contradict minor elements of what's written in there.

    Building a Starship?
    So you get to start with a Starship in this AP. I'll leave it up to you guys if you want to build a Tier 1 Starship from scratch using the normal starship building rules, or if you want to select one of the prebuilt ships from the various books to use instead. Archives of Nethys has a good selection of ships to choose from if you want to try that.


    All is not peaceful in the roiling heart of the Pact Worlds' sun!

    A mysterious entity from the plane of fire has set their eyes on the star, intent on seizing it for themselves. But unable to explore the depths of their star, the people of the Pact Worlds remain unaware of the threat. Can the heroes piece together the clues to what’s happening in time? Or will their extraplanar nemesis' mysterious plan change the nature of the Pact Worlds forever?
    ------------------------------
    What is this?
    Welcome to this recruitment for the Dawn of Flame AP played in PbP here on the forums. This is a 1-12 Starfinder Adventure Path that brings PCs from the surface of the Pact Worlds' sun down into its inner depths, eventually facing down strange and alien threats from other planes. Its a bit more science-fantasy than the other APs, but not dramatically so.

    ------------------------------
    About Me:
    I'm an experienced Starfinder GM here on the boards, currently GMing a long-running Dead Suns campaign as well as the occasional Starfinder Society game. I run consistent, reliable games with a higher than average focus on roleplay. I enjoy expanding and extrapolating upon the content in an AP to shape it around the characters that the players bring to the table - and to that end, I like GMing for players that engage themselves with the setting, narrative, and the stories brought by their fellow players.

    ------------------------------
    Recruitment Details:
    This will be a fairly fast moving play-by-post, running 1-2 GM posts per day every day including weekends. I expect players to keep up 1 post per day minimum - more if possible or if the situation warrants it. I'll warn from the get-go that I will replace players that can't keep this pace up long term (though as usual, if you have conflicts and vacations that stop you from posting for a few days, just give the group a heads up and it'll be no problem). Note that I'm looking to recruit four active players for this game rather than the more typical six for PbP.

    This game will include SFS credit, run in Campaign mode, if players are interested.

    -------------------------------
    Character Creation:

  • Make a 1st level character, with standard wealth (1000 credits)
  • All CRB Classes OK.
  • Most races OK. If its not from the CRB, ask. Most will be approved.
  • Other character options and equipment can be from any non-AP book. Once we get started, options from Dawn of Flame will also be allowed.

  • Give me a one to two paragraph summary of what your character is about - their personality, background, or whatever detail you feel is important. Express Yourself! I'll be using these one or two paragraphs to get a feel for your character, as well as for your writing style. You can have more than two paragraphs of backstory, but put any further detail in your profile instead of in this thread.
  • Note that this campaign starts with the PCs already working together with their own (rickety) starship. Make sure you're not bringing a lone wolf character, someone who doesn't play nice with others, or someone who wouldn't be willing to work (at least in the beginning) for a group of scientists.
  • Note that while there isn't a player's guide to DoF, there are a few major thematic elements that you can use to either make a character better match the story at hand, or make a character whose background and/or personality plays off those thematics somehow. See the following spoiler for a brief summary.
    Dawn of Fire Themes:
    The Sun is beautiful and life-giving, but also mysterious and dangerous. While the Pact Worlds rely on their sun for much of the energy that powers their technology, few understand it very well, and even those are only aware of the outermost layers. Maybe you live within the Burning Archipelago, the magical bubble cities that lie within the sun's outermost layer? Maybe you study the sun and its mysteries? Maybe you stand to benefit from exploiting its power? The possibilities are many!

    As a celestial body, the sun is of interest for both Solarians and the followers of Sarenrae Both groups keep a physical presence near the sun and have great stakes in what might transpire in or near it.

    The sun has a strange psychic aura - one that presses down oppressively on races with telepathy Races with telepathy find themselves feeling anxious, irritable, and pessimistic with unpleasant regularity as the psychic pressure builds and fades. Maybe your character has telepathy, or your character is interested in this phenomenon.

    While no one knows for certain, some people theorize that there are unknown aliens that live within the sun's harsh environments. While most people consider such theories as fanciful, one organization, the Deep Cultures Institute, takes such investigation quite seriously. They hope to delve into the depths of the sun themselves and find these aliens if they exist. Perhaps your character shares these aspirations? Or perhaps they have their own reasons to be interested in extending a hand to unknown alien species?


    -------------------------------
    Once you make a character with the above rules and have put its details in your profile, also include answers to the following questions with your application:
  • What's your experience with PbP and/or Starfinder?
  • If you've played PbP before, link me two gameplay posts you've made that you're proud of or think are you playing at your best. If you haven't played PbP before, find me one or two gameplay posts by someone else here on the forums and tell me what you like about them.
  • Do you agree to keep up with the 1+ posts per day described above, and acknowledge that if you can't maintain that you'll be replaced?
  • If you have vacation or other reasons to be away for a while, I'll want to bot you. Are you OK with being botted?
  • Anything else I should know about you or your character?

    -------------------------------

    Recruitment will be open until Sunday 8th September, 9PM EST.
    Let me know if you have any questions!


  • With the final volume of Starfinder's Dawn of Flame adventure path finally released, I'd like to gauge the appetite here on the forums for a PbP run of this Path. Surprisingly, I haven't been able to find ANYONE running a recruitment for this AP on the forums thus far. Not sure if this is just a matter of no GM stepping up to the challenge, or if people aren't that into the themes.

    Spoiler-lite blurb for Dawn of Flame wrote:
    All is not peaceful in the roiling heart of the Pact Worlds' sun! A mysterious entity from the plane of fire has set their eyes on the star, intent on seizing it for themselves. But unable to explore the depths of their star, the people of the Pact Worlds remain unaware of the threat. Can the heroes piece together the clues to what’s happening in time? Or will their extraplanar nemesis' mysterious plan change the nature of the Pact Worlds forever?

    I'm thinking of running this as a fast-moving Play by Post for 4 players. If there's enough interest, I would start recruitment some time in the next week.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-16 Dreaming of the Future for PbP Gameday VII! We'll be getting started in about a week from now at the beginning of the Gameday proper. While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Dot in here. Game will start at the beginning of Gameday VII (26th Aug)


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-20 Duskmire Accord 9 for PbP Gameday VII! We're still a few weeks away from the start, but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Go ahead and dot in. We'll start at the start of the Gameday.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi all and welcome to this table of 2-00, Fate of the Scoured God! Its a while before we start, but never too early to get the paperwork out of the way.
    The game starts August 26th at the beginning of Gameday! In the mean time, please give me some answers to the questions below and get yourself dotted in to the gameplay thread.

    GENERAL INFORMATION:
    Have you played/GM'd any of the following? Please point out which ones you've specifically played on the character you're bringing to this game.

    SFS 1-04, Cries from the Drift
    SFS 1-05, The First Mandate
    SFS 1-11, The Pursuit of the Scoured Past
    SFS 1-13, On the Trail of History
    SFS 1-27, Return to Sender
    SFS 1-34, Heart of the Foe

    Do you have an up-to-date botting spoiler in your profile? (Specials run FAST, so this is all but mandatory if we don't want to be waiting on folks)

    Do you promise to give me and your fellow players a heads-up in discussion if you're going to be unable to post for multiple days?

    What's been your favorite SFS scenario with this character, and why? (give us a link to a particular moment if you'd like)

    CHRONICLE INFORMATION:

    Player Name:
    Character Name:
    Class and Level:
    Character Number:
    Slotted Faction:
    Day Job:


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Please deliver thine stealthy dots to this gameplay thread. Then apply thy powers of deletion to thine stealthy dots such that they are erased for all time.


    7 people marked this as FAQ candidate. 2 people marked this as a favorite.

    So one of my solarian players recently pointed out a vagueness in the rules for solarian revelations.

    Some revelations have text in their second half that gives you a bonus or makes them better when you are 'attuned or fully attuned'. For example:

    Gravity Anchor (Su) wrote:
    When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.

    Based on the verbiage in the Graviton Mode and Photon Mode entries for the Solarian, I'd always assumed that these powers got their attunement benefits whenever you were attuned to the mode that matched the power. Ie, you got the attunement benefit of Gravity Anchor only while attuned to Graviton, since its a graviton power.

    However, my player pointed out that it doesn't say this explicitly anywhere. Instead, he argued that the attuned or fully attuned clause is intended to limit the improved version of the revelation to only combat against significant enemies.

    How are people ruling on this? Is there some description or entry I missed that clarifies it?


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    This morning, each of you received a summons to your comms from Zigvigix, leader of the Starfinder Society's Exo-Guardians faction. His message was uncharacteristically terse and somber - just that he needed a group to investigate an internal Starfinder affair, and that you were high up on his list of people he could trust. The message ended by specifying that you were to find Zigvigix at the warehouse in the Downlow District that now serves as the faction's increasingly permanent base of operations.

    ---

    As you enter, you find the building buzzing with activity. A smell of ozone wafts through the conditioned air of the warehouse. Makeshift offices full of equipment and furniture are in the process of having more permanent walls erected around them. Construction crews outside are working on the installation of heavy blast doors to replace the original building's security shutters. In the back of the building, you notice a heavily augmented host shirren conversing with a rather short and grumpy looking vesk. The shirren, Zigvigix, notices each of you as you arrive and telepathically sends a greeting in the middle of their conversation.

    'Hello! Welcome! Give me a bit, this gal's a tad touchy about interruptions.'
    ---

    Feel free to greet and introduce yourselves as you arrive, I'll start with the briefing once we have most people checked in.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-30 Survivor's Salvation! We'll be starting shortly, but as you wander in please feel free to enjoy a free beverage sample from our swim up bar. Oh, and please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played 1-01 or 1-04 on this character? (If you haven't it's not a big deal)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    6 people marked this as a favorite.

    With the confirmation from Owen KC Stephens that operative weapons used for a combat maneuver allow you to apply your DEX mod to a grapple check, I was inspired to make a 5th level Vanguard Skittermander build focused on grappling.

    5th level Grapplemander:
    Grapplemander
    Female Skittermander Vanguard (Boundary) 5
    NG Small Humanoid (Skittermander)
    Init +9; Senses Perception +X; low-light-vision, darkvision 60ft.
    --------------------
    Defense
    --------------------
    KAC 25, EAC 23
    HP 44, SP 55, RP 5
    Fort +7, Ref +9, Will +3
    --------------------
    Offense
    --------------------
    Base Atk +5
    Speed 25 ft.
    Melee (grapple)
    Harmonic Vibrogarrote >Entropic Strike< +19 vs. EAC+8 (1d6+8 Fo; force, conceal, grapple, operative, powered, throttle, block. Critical: deafen)
    (As a throttle weapon, this only does damage on grapple attempts)
    --------------------
    Statistics
    --------------------
    ====Abilities====
    Str 10 Dex 19+2 Con 16 Int 10 Wis 12 Cha 13

    ====Feats====
    Improved Maneuver (Sunder)
    Improved Combat Maneuver (Grapple): +4 on grapple attempts.
    Weapon Focus (Advanced Melee Weapons): +1 to attack rolls with advanced melee weapons.
    Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

    ====Combat Gear====
    Harmonic Vibrogarrote, Tac. Starknife (Called), Vesk Overplate I (Infrared Sensors), Field Tactical Shield.
    Other Gear
    Standard kit of stuff. Ring of Resistance Mk 1 (Will).

    ====Racial Capabilities====
    Grappler: Skittermanders get +2 to grapple checks.
    Hyper: 1/day can take an extra move action.
    Low-light Vision: Low-light vision.
    Six-Armed: You have 6 arms.

    --------------------
    Special Abilities
    --------------------
    Entropic Pool
    Aspect (Boundary)
    Aspect Insight -> Sunder, +2 perception
    Aspect Embodiment Once per combat, when an attack misses you or hits you but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.
    Mitigate
    Vanguard Disciplines -> Constant Vigilance, Interfere
    Reactive 1/day take additional reaction.
    Weapon Specialization!
    Entropic Attunement -> Force

    Being able to target EAC with your maneuvers stacks with all the other goodies that being a grappling skittermander gets you, making your grapples (and pins) very likely to land. When you land a grapple, you do throttle damage based on your entropic strike, which scales far better than any normal throttle weapon, granting better dice at high levels and higher weapon specialization scaling. Furthermore, the block property of your weapon improves your AC against your grapple-target's attempts to escape the grapple.

    Against combatant foes of the same level as you, you can expect 75% chance to land a grapple and 50% chance to pin!

    Since grapple uses a standard action, once you're in melee you can spend your remaining move action on positioning a shield against your grapple target. You can position the shield for another +1 to AC, bringing your KAC+8 up to an eye-watering 35. A CR5 creature's +14-+15 to hit will have a very hard time breaking through that.


    The current dying rules in update 1.5 and 1.6 are quite a bit better than the ones we started with at the beginning of the playtest, but they still have a number of problems from my perspective. Of these, I think the most critical ones are:

  • The system adds unnecessary complexity to play. There are multiple additional conditions to track that interact with one another. Between dying stacking up via initial damage, critical hits, additional hits, failing saves, and interacting with wounded, there's a lot to remember. The player has to track two new conditions: wounded and dying.
  • It lacks even a veneer of verisimilitude. There's little difference between a strong hit knocking you into dying and a weak one doing so. Being at 1 HP and taking 50 damage from a dragon and being at 1 hp and taking 2 damage from a villager is treated identically by the system.
  • Incoming damage while dying is handled too crudely Persistent damage is extremely good at killing you. While unconscious, incidentally burning for 1 point of damage each round makes the recovery roll minigame almost impossible to win by ticking up your dying condition by 1 every round. And much like above, there's no difference between a dragon striking you with its claw once each round and taking 1 persistent fire damage, your dying value ticks up by 1 either way.
  • Hero points short-circuit the whole system. Hero points are so effective at preventing death that its almost impossible to die.

    -------

    Considering this, I'd like to propose an alternative set of dying rules that makes use of negative HP, ala PF1E, but incorporating some of the PF2E design goals.

    Alternate Dying Rules:
    Getting Knocked Out:
    When you take damage that drops your HP to 0 or lower, you are knocked out. When this happens you:
    1) Fall unconscious (gaining the unconscious condition). If it was currently your turn, your turn ends.
    2) Immediately move your initiative position to directly before the creature or effect that knocked you out.
    3) If the damage was lethal damage, you gain the dying condition.
    4) Nonlethal damage applied against a target with positive or 0 HP can never reduce the target below 0 HP, and does not cause them to gain the dying condition.
    (If the target of nonlethal damage was already at negative HP, the nonlethal damage is treated as lethal damage)

    Dying:
    While you have the dying condition, you are at death's door. At the beginning of each of your turns, you must make a Fortitude save or die. The DC for this saving throw is equal to half your current negative HP (ie. if you are at -15 HP, the Fortitude save is DC7). A natural 1 is not an automatic failure or critical failure on this save.

    Massive Damage:
    If you ever take damage in excess of your maximum HP (referred to as taking massive damage), you must immediately make a Fortitude saving throw. If you fail this saving throw, you die. The DC for this Fortitude saving throw is equal to half your current negative HP, or an extreme difficulty saving throw for your character's level, whichever is more difficult.

    Heroic Endurance:
    Whenever you would need to make a Fortitude saving throw or die, you can choose to spend 1 Hero Point to automatically succeed at the saving throw. If this saving throw was required due to massive damage, you must instead spend 3 hero points to automatically succeed.

    Recovering from Death's Door:
    There are three basic ways to recover from the dying condition:
    1) If you remain dying and unconscious for 10 minutes, at the end of that period you lose the dying and unconscious conditions and return to 1 HP. (To determine if you die during an extended period of remaining within a dying state, take a 1 on your Fortitude save vs. death)
    2) At the beginning of your turn while unconscious and dying (before making your save vs. death), you may spend 3 hero points to immediately lose the dying and unconscious conditions and return to 1 HP.
    3) If while unconscious and dying you are healed to 1 HP or higher by any effect, you lose the dying and unconscious conditions.
    ------

    Here are the advantages (as I see them) of this proposed system:

  • Less Tracking The only pool you track is your HP, something you already had to track before.
  • Rules are simple to remember While unconscious, you make a Fort save at the start of your turn whose DC is easy to calculate using the info the player has at hand: half their current negative HP. You don't need special rules for handling crits while unconscious, outcome tables for recovery rolls, or any other rules.
  • Hero points can keep you alive, but don't cause HP ping-pong In a tight spot, a hero point will give you another round on the verge of death for your allies to pull through with some healing. It's only by burning 3 hero points that you can quickly get back into the fray: a considerable cost.
  • No counting on luck to bring you back to consciousness via recovery flat checks If you're not too far into the negatives, you return to consciousness after 10 minutes on your own. If you *are* far into the negatives your team needs to help you out.
  • When you're close to death, different amounts of damage are scary in a logical way Taking 50 damage when you're already down is appropriately frightening, rather than easy to disregard. Taking 1 point of persistent damage when already down is negligible, rather than a death sentence.

    Like PF2E's existing system, these alternate dying rules give PCs leeway when knocked unconscious, providing time for PCs to rush to each other's aid in heroic fashion. Going straight from fighting to perma-death is very unlikely. OTOH: From using these in one session with my players, they make dying a little more "sticky", it takes a little more effort from the party to bring a dying teammate back into the fight, reducing the amount of ping-ponging into and out of an unconscious state.

    Thoughts? Suggestions? Is this an improvement or does the Update 1.5 system work well for you?


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi all and welcome to this table of SFS1-09, LIVE EXPLORATION EXTREME! Looks like we have a bit of a mixed level group, so we'll have to sort that out before starting.

    Once you work out what character you'd like to bring, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Favorite Flavor of Zo! Refreshing~, the Zo!-branded soda drink sensation sweeping the Pact Words

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay as well when you're ready.
    (For you newbies, "dotting into gameplay" involves making any post in the gameplay thread and then deleting your post. This causes the gameplay and discussion threads to show up on the Campaign tab of your profile and is a good way to make sure you're not missing any posts!)


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Ouvre-toi!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-05 The First Mandate for PbP Gameday 2018! We're still a while out from the start (on the 13th of August), but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay as well when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Thread Go!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Thread UP!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-16 Dreaming of the Future for PbP Gameday 2018! We're still a while out from the start (on the 13th of August), but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to this table of 1-10 The Really Friendly Streets. I'm really looking forward to running this Exceptionally Benign scenario for all of you guys. While we start getting organized, I'd like to get the following from each of you:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played the SFS Into the Unknown Quests this character?
    8. If your character was asked what their ONE FEAR is, what would they say?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Adeat Thread


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Dot at your convenience.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to the higher tier table of 1-12 Ashes of Discovery. I'll be staggering the start of the two tables a little bit (I didn't expect this one to fire so quickly!). In the mean time, I need the following from each of you for later use:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played SFS 1-01 with this character?
    8. What is your favorite color (from 1 to 10)?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Please dot in when ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Hi and welcome all to the lower tier table of 1-12 Ashes of Discovery. In the mean time, I need to following from each of you for later use:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played SFS 1-01 with this character?
    8. What is your favorite color (from 1 to 10)?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Adeat thread.

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