DM Nations Dead Suns

Game Master SalaciousCrumb

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Starship Combat cheat sheet

Hippocampus

Tracking:

XP: 4350/6000 Currently Level 3

Blacklock: SP7/7 HP10/10 RP1/1
Creds: 314
Ammo: 18/20

Breaker: SP4/7 HP9/9 RP4/4
Creds: 467
Ammo: 60/60

Buzzsaw: SP7/7 HP12/12 RP3/3
Creds: 357
Ammo:

Digdig: HP10/10
Creds:
Ammo:

Gryggax SP 12/12 HP 14/14 RP 5/5 l Spells 3/3 l
Creds: 381
Ammo 20/20

Kasha: SP5/5 HP10/10 RP4/4
Creds: 422
Ammo: 20/20

Xond:SP0/8 HP9/9 RP4/4
Creds: 376
Ammo: 30/30


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The large storeroom is filled with supplies for the bar, including bottles of hard alcohol, kegs of beer, boxes of food and recreatonal stimulants. One corner holds amplifiers, musical instruments, and costumes for the club's entertainers. A single door stands along the north wall.

Three Downside King gang members are seated at a table playing cards when you enter and look up immediately and see that you are not on staff.

"Hey, you don't belong in here, this area is for staff only! Get out!" They yell to indicate that you may be lost in a rather unfriendly way.


I didn't enter when Breaker stopped me


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax fidgits with his rifle under his cloak. Conflicting thoughts flood his mind.

I hope that this does not come to violence...I could step through the door and drop them, one by one with my rifle...
By Hylax, what is happening to me?

Gryggax suggests to Breaker and Blacklock, "I don't think that diplomacy wI'll work here after we eliminated their guards. If we find the leader, and she manages to confess, we can get it on comm to Chiskisk. Let's comm Chiskisk now and let him know of the plan."


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

"An excellent idea. Let us do so. As for leverage, perhaps we could say we have information about the Level 21 Crew?"


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax agrees with Alpha-83, but he doesn't have the information about Level 21 that the rest of the group posesses.

"Exactly what information about Level 21 should I offer?" Gryggax inquires from Breaker before he proceeds to the bar.

@DM, does Gryggax know the same information about Level 21 and The Downside Kings that the rest of the group possesses?


"We know that the 21s are soft on Hardscrabble, and the Downsiders like to kill for money. We probably can't offer them whatever Astral is, so it would have to be somethin' with a personal touch...something juicy beyond just the creds, I mean." he takes some whiskey for real this time before "How about Lorespire? Offer em a way inside the Starfinder HQ...we pose as double agents."


Blacklock fiddles with his pulsecaster inside his jacket, tucking its barrel along his skinniest rib to conceal the bulk of it...

Sleight: 1d20 + 12 ⇒ (2) + 12 = 14


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax carefully strolls up to the bar after his comm to Chiskchisk explaning the plan to capture a confession from Ferani. He moves forward tightly clutching his cloak together at the middle, moving slowly and in a manner that suggests the shirren may suffer from an old injury; exuding a very timid posturing. He stops to look around quickly as his compound eyes click quietly to adjust to the bartender. His chitinous digits beckon to the bartender to come over.

"Excuse me, I need to speak with Farani Nadaz please. It is urgent!" Gryggax relays his message in a serious, but somewhat paranoid manner as if he has something really important and extremely urgent to share.

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18


DM:

perception: 1d20 ⇒ 20

The bartender stops curiously at the mention of Nadaz and gives a scowling look at Gryggax. "Who are you and where did you come from?" the muscled meathead manages to belt out before being quickly distracted by Digdig. He turns quickly to Boris and yells at the dwarf, No drones allowed in here!" he demands of Boris.

His attention falls once again upon Gryggax. "You know what?" he asks rhetorically, "Just go into the storeroom and wait there," he says, directing the shirren to enter the room that they were contemplating in the first place.

The bartender serves his next drink and then talks into the comm on his wrist with his back to Gryggax.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Boris ignores the bartender and heads back to the storeroom with Digdig following behind him.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax heads into the storeroom, cloack cinched tight and one hand free and unthreatening. Slowly he enters the room in the same timid manner that he approached the bar with.

"Greetings! I have important information for Farani Nadaz. I was told by the bartender to come into this room and wait."

Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

I didn't roll Bluff because technically, I haven't told any untrurhs here.


Is the bartender just sending us there to have us eliminated?

Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Alpha-83 follows behind Gryggax, taking on the appearance of a bodyguard. He says nothing, relying on his appearance as an Android to avoid any questions.


After Gryggax enters the storeroom, the guards stop playing cards and stand up with weapons drawn on him. They say nothing at all. A few seconds later, a tough-looking woman, strong and lithe at the same time walks in with an air of confidence. She has a semi-auto pistol on her belt as well as a set of mechanic's tools and a club.

She looks the bug up and down before saying, "So, you got something good for me, huh?"

@Gryggax, clever, for mow. @Blacklock, a TPK would end the fun for me as well. Also, as of now, only Gryggax is in the room. Please move your tokens on the map when you post. If you are unable to access the map, let me know and I can move your token for you.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Sorry, I was on my phone and couldn't access Roll20. I've moved myself into the room behind Gryggax, acting like a bodyguard.


Not sure party was ok with me bluffing or not, but if no one else steps up...

"Word is you're the best connected gang in the complex. How'd you like a few moles in Lorespire? We were about to be inducted as Starfinders, but recently have realized who wields the true power on the station...I've no doubt we could dig up quite a bit of dirt if given the chance. We're already inside..."

Bluff: 1d20 + 7 ⇒ (6) + 7 = 13


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

"That indeed is what I came to offer, madam! Plus, information that we have about Level 21," the shirren adds.

Aid Another: 1d20 - 1 ⇒ (12) - 1 = 11

That should boost Blacklock's bluff by 2, if I am not mistaken.


I’m thinking that you should have technically rolled bluff, especially since you added the L21 part, but we will go with this to move everything along.

Annoyed, but interested, Farani glares at Blacklock and Gryggax, ” Go on then, give me some information that is undeniably valuable. “

You can roll Diplomacy if information is truthful, Bluff if fake.


He nods ::Gotta flip the table...get an admission from her...::"Ambush a comin', 2 days. Society knows about how you did Kreel for Astral. They're gonna pose as a new Astral contact, and lead you right into it. Now...what if we were there instead? Could be surprising."

Bluff: 1d20 + 7 ⇒ (6) + 7 = 13 Ugh...these rolls

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Boris stands by with his arms crossed, trying to look tough.

Probably best if I just keep my trap shut. If anyone asks, I'll tell 'em I'm just a bodyguard.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax just stands by Blacklock and nods in agreement, careful not to mispeak.

My post earlier was longer, but something must have happened to it. Blacklock, I am scared to say anything here as my rolls may increase the hostility of Ferani.


DM:

Blacklock Initiative: 1d20 + 8 ⇒ (1) + 8 = 9

Buzzsaw Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Breaker Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

GryggaxInitiative: 1d20 + 3 ⇒ (12) + 3 = 15

guardsinitiative: 1d20 + 4 ⇒ (7) + 4 = 11

Hatchbusterinitiative: 1d20 + 5 ⇒ (7) + 5 = 12

Feraniinitiative: 1d20 + 6 ⇒ (20) + 6 = 26


Ferani has an idea...but then decides that she has had enough of the charade. "Vrok, we have intruders! Get in here!" Ferani immediately yells at the guards, "Check in with the front door, see how they got in!"

Ferani draws her semi-auto pistol and fires it at Gryggax grazing the mystic's arm.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d6 + 1 ⇒ (2) + 1 = 3


Round One Combat

Ferani

Breaker,Gryggax,

Hatchbuster, Guards

Buzzsaw, Blacklock

Breaker,Gryggax, you are up


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Alpha-83 sighed. They had tried their bluff, but she had seen through it. That meant a fight. He was ending up in a lot of these lately.

He pulled out the pulsecaster he'd taken off the front door guard and fired it at Ferani.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm?: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d4 ⇒ (1, 1) = 2

He then said, "Our desire was simply to talk. We really didn't want it to come to this."

He also moved himself further away from the group.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

"Spread out," yells the shirren before stretching out his arm towards the threatening vesk and muttering a confident command.

Casting Mind Thrust upon Hatchbuster.

Damage: 2d10 ⇒ (7, 5) = 12

By Hylax, why does everyone want to kill each other?


DM:

Will: 1d20 + 3 ⇒ (14) + 3 = 17

"I didn't get to be the leader of the Downside Kings by negotiating!"Ferani screamed before being struck by the pulsecaster's beam. She lets out a higher-pitched scream as Breaker's aim showed accuracy.

Hatchbuster loses concentration as he stumbles back against the wall from the sheer pain of the mental intrusion.


The top guard shoots at Gryggax, wildly missing the shot as it burns into the wall.
Attack: 1d20 + 6 ⇒ (1) + 6 = 7

The middle guard shoots at Breaker, barely missing his head and burning into the wall behind him.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14

The bottom guard shoots at Blacklock, burning him squarely in the shoulder.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d4 + 1 ⇒ (4) + 1 = 5 Blacklock loses 5 SP

Hatchbuster will-saved the mind thrust, but the action stunned him a bit and caused him half damage.You are in for the fight of your life thus far!

Boris and Blacklock, it is your turn.


Blacklock screams in pain, clutching the shoulder that meets his prosthetic. The heat from the pulsecaster caused the metal to burn his flesh badly, in addition to the weapon itself. He quickly tears at the connection, pulling loose a plate and a few wires...inside is big red button with the image of a fist giving the middle finger. A smirk goes across his face and the pain recides as he slams his hand down on this forgotten countermeasure...a high pitched whirr winds up slowly...

Images: 1d4 ⇒ 2

...and suddenly 2 more Blacklocks appear! Pulling their pulsecasters and flipping and dodging over each other rapidly the chaotic holographic images train their fire against the Downsiders. Using Holo Clone here

*click* The gun seems to misfire and Blacklock hits it with a palm a few times...

...but it was a trick and he was actually lining up a surprise shot!

Trick: 1d20 + 12 ⇒ (11) + 12 = 23
Attack Hatchbuster: 1d20 + 5 ⇒ (5) + 5 = 10 vs AC -2 if trick successful
Dmg: 1d4 ⇒ 4 E

edit sorry just realized I cant do all of that in one round of course. Can apply next round

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Boris shuffles towards the nearest guard, pulling out his starknife as he moves in. He doesn't get both actions because he's directly controlling his drone this round.

Boris directs Digdig to move into the guard's flank. It's before they've gotten to act, but his movement would normally provoke. The Xorn shaped drone spins around on its central axis, attempting to smash the thug with its hammer.

Hammer Time!: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 261d6 + 2 ⇒ (5) + 2 = 7


Round Two

Ferani, then Breaker, Gryggax

@Blacklock, I'll apply next round.


Probably a miss anyways, but forgot added trick damage
1d4 ⇒ 1


The holo clones dance around the room adding more confusion to the ensuing chaos. A scream punctuates the storeroom as the pain of DigDig’s hammer is felt once again to the fullest. The ganger’s left arm is mangled from trying to shield the drone’s attack. He seems greatly weakened.

Unsure of what exactly happened to Hatchbuster, Ferani commands her combat targeting system to lock on the encroaching threat that is Blacklock to fire another loud Snap! from the semi-automatic pistol at the operative, giving him a terrible bloody hole in the upper thigh.

Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Certain that the Vesk was the biggest threat, Gryggax had gone after him, mentally spiking the creature with terrible pain causing the synapses to fire at such an accelerated rate that they nearly explode.

Now... He is not so sure. How did the woman lock onto Blacklock after his clever and confusing trick?

Aware of the nature of his mysterious powers and the drain they place upon him, he beckons to Hylax for help.

Hylax be with me and help me put a quick end to this unbalanced evil!

Arm still outstretched, Gryggax follows his first instinct and attacks the vesk again, flooding his mind with the forceful pressure of every thought and emotion at once.

Casting Mind Thrust again on Hatchbuster.

Damage: 2d10 ⇒ (5, 5) = 10


Real or Figment, Real=1: 1d3 ⇒ 3

One of the Blacklocks is struck in the thigh, and it disintegrates into wild pulses of electrostatic energy before completely flickering out of existence.

Ignore if she had something to see thought that, wasn't sure


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Breaker eyes Ferani, and decides the Pulse caster may not be the most effective means of subduing her. He focuses his power, hacking the very strands of magic, and then looses three arcane bolts that fly towards Ferani, unerringly striking her.

Magic Missile: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

Full-round casting of Magic Missile.


DM Rolls:

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18


Hatchbuster’s eyes tighten and his teeth show prominently as his tail thrashes around wildly from the force of Gryggax’s unnerving mental intrusions. Angry about his vulnerability in this area, he lines up his Azimuth artillery laser with Gryggax and fires it in a brilliant flash across the storeroom. The tough reptoid manages to shake off some of Gryggax’s mind thrust.

While powerful, the shot taken in haste only manages to graze his upper shoulder causing great pain and emitting a smell of burnt carapace. He roars in frustration as the crowd outside begins to quiet down somewhat. The music, however, still pumps on.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d10 + 1 ⇒ (3) + 1 = 4


Ferani howls, feeling the disconcerting thrust of the technomancer’s arcane thrust which blows through with great force, not once, but thrice! Almost knocked out of the fight, she seems a bit dazed and angrily gains composure before yelling at her crew the following command. “Kill them all! We will mount their heads in victory!”


The top guard focuses now on Blacklock as there seem to be two of him. Drawing the laser pistol in a tight bead upon him , the ganger fires a shot.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 1 ⇒ (4) + 1 = 5

Of course, this is pending your illusory roll for the clones.

The middle guard shoots at Digdig.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d6 + 1 ⇒ (3) + 1 = 4

The bottom guard shoots at Breaker.

Attack: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Digdig takes a burning shot into his metal frame, while Breaker suffers a similar attack to his left torso causing searing pain and adding a little more burnt flesh smell to the room.

Still Round Two, Boris and Blacklock, inflict some damage!

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Would the middle guard provoke AoO from me and Breaker when he shot at Digdig? We have 'em flanked between us, with melee weapons out.
AoO:Digdig: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 221d6 + 3 ⇒ (3) + 3 = 6
AoO:Boris: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 + 2 ⇒ (2) + 2 = 4

If this guy is still up, then Boris let Digdig's AI take over and do what Digdig does best, which is turning suckers into smoothies with it's flailing arms of death. If the AoO's brought him down, Boris will direct Digdig to saunter over to the thug behind the table and attack them instead.

Hammertime!: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Boris will also attack the guard if he is still somehow up. If he goes down, Boris will use his action to toss his starknife at Ferani.

Starknife: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Sorry, thought I posted earlier today already...

Real vs Illusion, Real=1: 1d2 ⇒ 1

Chance lands outside of Blacklock's favor as he gets laser blasted again by a tricky gang-banger. On the bright side his last holo clone remains undamaged.

Posted my Hatchbuster attack above which is likely a miss, but if possible Id like to also take cover behind the table.


@Boris, I believe that you do get an aoo, same for Digdig, although that guard is down

Breaker's blast took much of the fire from Ferani's aggressive spirit, but now she is very angry and hurting the nearest foe, target locked on Gryggax.

Attack: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Breaker, Gryggax, you are up! Round Three


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

”Remember, Ferani needs to be alive,” Breaker says, as he turns his attention to the Vesk, looking to disarm him of his rather potent weapon.

Casting Grease on Hatchbuster’s Weapon. DC 14 Reflex Save to avoid dropping it. He then has to make the Reflex Save every time he attempts to ick it up or use it or do anything with it for the duration of the spell.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax quickly draws his laser rifle, almost as a reaction, he sights in it at the daunting vesk, heeding the words of Alpha-83.

Perhaps we should comm Chiskchisk.

He takes aim and fires at Hatchbuster.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16Damage: 1d8 + 1 ⇒ (4) + 1 = 5

I'm unsure if that hits his EAC.


DM:

Ferani

Breaker,Gryggax,

Hatchbuster, Guards

Buzzsaw, Blacklock

Rather than mess with his gun, Hatchbuster drops the weapon and draws his assault hammer, rushing to close in on Blacklock first before going after the "bug."

Hatchbuster grunts loudly as he tries hard to dispatch the odd operative whiffing in haste and completely missing his attack.

Attack: 1d20 + 8 ⇒ (6) + 8 = 14


With one guard down, the middle ganger moves back ten feet then stops to fire her pistol at Digdig. The shot hits the drone squarely into what can only be described as its mechanical torso, burning a large hole and draining it of all of its energy. Digdig is at 0HP

Attack: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d6 + 1 ⇒ (5) + 1 = 6

The top guard takes aim at Boris firing a laser blast at him. The blast is a distracted effort and merely grazes the dwarf.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Boris, then Blacklock. You are up to finish round three.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Digdig has 20 Max HP now, so it should still be up. Also, the thug that moved 10 feet back would normally have provoked from Digdig.

AoO:Digdig: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Boris direct Digdig to press the attack and move back into melee range with the thug. Digdig stomps forward, spinning its hammer arm.

Attack:Digdig: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

With his returning starknife back in hand, Boris throws the spinning blade at Hatchbuster. The blade flies out his hand, then arcs back towards Boris, who deftly catches it.

AoO:Boris: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Blacklock snaps his fingers in front of Hatchbuster's face, getting his attention. He runs a quick shell game with his pulsecaster...which hand is it in? Before blasting point blank...

Trick: 1d20 + 12 ⇒ (13) + 12 = 25
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 oy...
Dmg: 2d4 ⇒ (4, 1) = 5

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