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"For the Sun and the Fury," Arcalinte says, a bit more resigned than enthusiastic as he pushes past Isu to descend the stairs.
Move 25 ft.

GM Cellion |

2d6 ⇒ (3, 2) = 5
2d6 ⇒ (1, 6) = 7
-
1d20 + 12 ⇒ (3) + 12 = 15 1d4 + 6 ⇒ (2) + 6 = 8
1d20 + 12 ⇒ (4) + 12 = 16 1d4 + 6 ⇒ (3) + 6 = 9
-
1d20 + 17 ⇒ (8) + 17 = 25
In retaliation, the cultists draw and lob incendiaries at your group. Yellow's grenade lands between Ted and Spec, bursting into a spiral of liquid flame. Red's fiery charge bursts between Arc and Isu instead.
Spec Reflex: 1d20 + 14 ⇒ (11) + 14 = 25 (2 dmg)
Ted Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 (5 dmg, and d6 ongoing burn)
Arc Reflex: 1d20 + 7 ⇒ (5) + 7 = 12 (0 dmg thanks to resist)
Isu Reflex: 1d20 + 5 ⇒ (5) + 5 = 10 (2 dmg thanks to resist, and d6 ongoing burn)
As this is happening, three smoky shades rise up from the ground back in the hallway. The blue one emerges ready to attack Isu but finds him missing, and instead moves over to menace Ted. The pink and green ones rise around Jelico and immediately reach out with their tendrils. Jelico manages to dodge away from both.
A final ghostly, roughly humanoid figure rises up from the ground next to the kish hologram. Violent purple light leaks from its form, eddies of color that are quickly engulfed by darkness. A raspy voice, the same one you heard in the hallway, billows from the shade "The weapon is ours. You cannot oppose the universe's desire for death. For the instrument of the Devourer to consume it." She extends her hand and a black beam lances through the air at Isu, narrowly missing him.
Ted Ongoing burn damage: 1d6 ⇒ 6
Isu Ongoing burn damage: 1d6 ⇒ 5 fully prevented, so burn ends
||||INIT ||||
Isu (51 dmg)
Arc (54 dmg)
Ted (24 dmg, burn d6)
Jelico (72 dmg, ReflArmor)
Spec (80 dmg, 21 thp)
Yellow Cultist (76 dmg)
Red Cultist
Blue Shade
Green Shade
Purple Shade
Malice

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Ted flashes away from the ghost and stuffs his top in to Uncle Jangly's grenade. He lobs the grenade between the cultists and the hologram.
Target Red cultist with nanobots; Confusion 9 rounds; DC 17 Fort for 1/2 damage and negate cofunsion
nanobot damage: 4d8 ⇒ (3, 5, 4, 2) = 14
Grenade save: Ref vs 20={10+5(1/2 grenade lvl)+5(dex bonus)}
Grenade to hit: 1d20 + 6 ⇒ (16) + 6 = 22
Grenade, Frag IV (level 10): 6d6 ⇒ (2, 3, 5, 1, 6, 3) = 20
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes
You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.
Casting this spell doesn’t provoke attacks of opportunity.
Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.
Flash Teleport (Sp)
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

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"Jelico, get in here, don't take all of them by yourself!"
Isu moves forward 30 feet further into the room and swings at red.
Xavra: 1d20 + 14 ⇒ (6) + 14 = 204d8 + 16 ⇒ (3, 7, 1, 7) + 16 = 34

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This isn't good. Jellico thinks to himself as he dodges the shades' strikes.
Jellico hears Isu calling for him and decides to take the risk of running further in. He tries his best to move around the shades and get into the room. Probably provoking from everyone
Moving a few steps in, he throws a few Shooting Stars the shade standing in the doorway.
Shooting Star: 2d4 + 2 ⇒ (1, 2) + 2 = 5

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Spectre continues laying down wilting fire, trying to finish off the wounded cultist. If he's down with the first shot, turn the second on Red.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus): 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 273d12 + 9 ⇒ (6, 8, 7) + 9 = 30
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus): 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 296d12 + 18 ⇒ (12, 11, 8, 3, 6, 1) + 18 = 59
Wound: 1d20 ⇒ 12
11-13 Eye (sensory) Ref Lost eye, -2 Perception

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"Dammit, we walked right into their trap," Arcalinte curses as the shades reveal themselves. He does an about-face and shoves through the rest of the party to keep them from getting flanked.
Move 25 feet. Stellar Mode (Photon): 1

GM Cellion |

Ted, don't forget that while you're burning, you get a save at the end of each turn. I'll roll this one.
Ted Reflex vs. burn: 1d20 + 8 ⇒ (9) + 8 = 17 No longer burning.
---
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 9 ⇒ (3) + 9 = 12
-
1d20 + 12 ⇒ (17) + 12 = 29 1d4 + 6 ⇒ (3) + 6 = 9
1d20 + 12 ⇒ (19) + 12 = 31 1d4 + 6 ⇒ (4) + 6 = 10
1d20 + 12 ⇒ (1) + 12 = 13 1d4 + 6 ⇒ (4) + 6 = 10
-
1d20 + 10 ⇒ (19) + 10 = 29 1d10 + 7 ⇒ (2) + 7 = 9
1d20 + 10 ⇒ (13) + 10 = 23 1d10 + 7 ⇒ (7) + 7 = 14
-
1d20 + 12 ⇒ (6) + 12 = 18 1d4 + 6 ⇒ (3) + 6 = 9
1d20 + 12 ⇒ (5) + 12 = 17 1d4 + 6 ⇒ (1) + 6 = 7
1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 1d4 + 6 ⇒ (2) + 6 = 8
7d10 ⇒ (4, 8, 2, 10, 6, 10, 6) = 46
All three shades attempt to grasp at Jelico as he flees, and two deadly tendrils pass through his body (Dealing 9 and 10 acid dmg respectively, in case you want to trigger reflecting armor) The pair of magic missiles collide with the closest of the shades, slightly injuring it.
Spec's first plasma blast finally takes down the yellow cultist, while the second chars the red cultist's face. As the jet of plasma fades, you see the gruesome burn wounds have left the confused cultist lacking one eye.
The red cultist, dreadfully injured both mentally and physically, loses track of Isu in his confusion. He raises a pistol and fires twice upon Spec, despite the cover the droid has. Jets of acid from his weapon splash both against the wall and Spec's energy shield. (Dealing 9 dmg to your temp hp. This attack provokes an AoO from Isu)
Meanwhile the lesser shades converge upon Arc. While he's able to dodge most of the slow tendrils, the final shade catches him in a flank and delivers a minor wound. (8 acid dmg) The final shade, Malice, floats slowly through the air, rising up until she's almost at the ceiling. With a dismissive gesture, she points at Spec "The Devourer's dreams will be your dreams as well."
Spec Will (vs. Mind-affecting): 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
A surge of nightmarish imagery invades Spec's logical processing circuits, supernaturally tearing them down. (Successful save, still taking 23 mental damage. Weirdly, I think temp hp still gets to apply here.)
||||INIT ||||
Isu (51 dmg)
Arc (62 dmg)
Ted (24 dmg)
Jelico (91 dmg, ReflArmor)
Spec (91 dmg)
Red Cultist (93 dmg, confused)
Blue Shade (5 dmg)
Green Shade
Purple Shade
Malice

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Thanks for the save, Cellion ;)
Ted feeds a battery to his top and hurls it towards Malice.
20' radius Explosive Blast right up by Malice against the north wall so that it catches red and pink too, but not Isu nor Jelli/Arc/green. Save DC 18 Ref for half.
Explosive Blast damage (fire): 9d6 ⇒ (5, 1, 1, 4, 3, 4, 4, 2, 1) = 25
EXPLOSIVE BLAST T3
School evocation (fire)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You magically transform a used battery into a powerful explosive device, propelling it in a straight Line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.

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AoO: 1d20 + 14 ⇒ (19) + 14 = 334d8 + 16 ⇒ (2, 8, 4, 1) + 16 = 31
Isu moves forward 10 feet, trying to set himself up for a greater spinning cleave. this will provoke from red, unless I just killed him
Now in range of Malice and the other two, Isu spins out with Xavra, trying to catch all of them.
You said Malice is near the ceiling but I am not sure how high that is. If I can't reach her, please let me know so I can keep this resolve point.
Xavra against red: 1d20 + 14 ⇒ (8) + 14 = 224d8 + 16 ⇒ (2, 3, 3, 8) + 16 = 32
Xavra against purple: 1d20 + 14 ⇒ (8) + 14 = 224d8 + 16 ⇒ (7, 1, 8, 1) + 16 = 33
Xavra against Malice: 1d20 + 14 ⇒ (20) + 14 = 344d8 + 16 ⇒ (5, 6, 7, 2) + 16 = 36
oh man, crit against Malice but only if I succeed in hitting the other two... extra damage: 4d8 + 16 ⇒ (8, 1, 1, 8) + 16 = 34

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Recognizing Malice as the greatest remaining threat, Spectre trains his combat tracking on her, then opens fire with a very accurate shot.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 ⇒ (16) + 15 = 313d12 + 9 ⇒ (3, 9, 1) + 9 = 22

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Arcalinte ignites his blade and attacks the shade right before him.
Plasma Sheath!: 1d20 + 15 ⇒ (2) + 15 = 172d8 + 15 + 3 ⇒ (6, 7) + 15 + 3 = 31
Photon Mode: 1

GM Cellion |

Aww, sadly, that Xavra slash is meeting some crit immunity. The ceiling is 20 ft high from the lower floor, but you can reach her thanks to your size and reach!
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (18) + 4 = 22
-
1d20 + 12 ⇒ (14) + 12 = 26 1d4 + 6 ⇒ (2) + 6 = 8
1d20 + 12 ⇒ (3) + 12 = 15 1d4 + 6 ⇒ (2) + 6 = 8
1d20 + 12 ⇒ (19) + 12 = 31 1d4 + 6 ⇒ (4) + 6 = 10
-
Isu's blade slices directly through the purple shade, which reforms after the edge passes through, and then cleanly bisects Malice as well. The greater shade flares her violet light and suddenly a retaliatory blast of psychic energy assaults Isu, but he easily shrugs it off. (Hits you with share pain)
Isu Will: 1d20 + 10 ⇒ (17) + 10 = 27
Spec's attack connects with Malice as well, blazing through the shade's body. Arc's attack just barely misses the green shade as it drifts out of reach.
The blue shade carefully drifts closer to Spec, trailing dissolving smoke through his chassis (Dealing 8 acid dmg) The green shade attempts the same against Arc, but misses. The purple shade carefully approaches Isu and plunges a tendril through his power armor (Dealing 10 acid dmg)
Not interested in tangling longer with Isu, Malice floats through the northern wall (provoking AoO) and repositions to the north of Arc, Spec and Jelico. She reaches a smoky hand towards Isu and...
Isu Will: 1d20 + 10 ⇒ (4) + 10 = 14
exerts a powerful mental pressure upon him, freezing him in place! (Succumbed to hold person. At the end of your turn you can make a new save vs. DC20 to end the effect early)
BTW, if anyone has an anti-incorporeal effect that I'm missing, let me know.
||||INIT ||||
Isu (61 dmg, paralyzed)
Arc (62 dmg)
Ted (24 dmg)
Jelico (91 dmg, ReflArmor x2)
Spec (99 dmg)
Blue Shade (5 dmg)
Green Shade
Purple Shade (28 dmg)
Malice (35 dmg)

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I have mystic strike; I couldn't tell from your description if you counted it or not. Also, my hammer has the disruption property so I will start using that if I can get unstuck

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Xavra AoO against Malice: 1d20 + 14 ⇒ (6) + 14 = 204d8 + 16 ⇒ (4, 8, 5, 4) + 16 = 37
will save: 1d20 + 5 ⇒ (6) + 5 = 11
Isu is hit by a spell that he can't break from!

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Ted pulls his pistol and fires in to the purple shade.
Liquidator Disintegrator Pistol: 1d20 + 10 ⇒ (2) + 10 = 12
damage (acid): 1d10 + 4 ⇒ (6) + 4 = 10
mystic strike makes it a magic weapon

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Hoping the others will keep the shades off him, Spectre ignores his significant damage to continue firing at Malice.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 193d12 + 9 ⇒ (3, 2, 2) + 9 = 16
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 283d12 + 9 ⇒ (9, 4, 8) + 9 = 30

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Jellico takes a step back, out of the shade's range, and fires a round of Shooting Stars at the nearest blue enemy.
Shooting Stars: 2d4 + 2 ⇒ (4, 1) + 2 = 7
Standing his ground now, he fires off a full round of Stars, trying desperately to get rid of the closest threat. blue again
Shooting Stars: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

GM Cellion |

Yep, I've been accounting for mystic strike. I believe everyone in the party can do half damage. Just want to make sure I'm not missing something that lets people do full dmg.
1d20 + 12 ⇒ (4) + 12 = 16 1d4 + 6 ⇒ (1) + 6 = 7
1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14 1d4 + 6 ⇒ (4) + 6 = 10
1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26 1d4 + 6 ⇒ (1) + 6 = 7
7d10 ⇒ (5, 4, 2, 5, 2, 9, 8) = 35
Isu's quick, opportunistic swing narrowly misses Malice as she retreats. A disintegration shot from Ted splashes against a nearby console, earning a stream of admonitions in kishalee from the hologram. Although Spec's first plasma blast misses, the second connects with Malice, burning some of the smoke that makes up her body away. Jelico's missiles slam with perfect precision into the blue shade, weakening it further but not finishing it off.
The blue shade advances carefully after Jelico and Spec, whipping a smoke trail across the droid's body (Dealing 8 acid dmg) The green shade attempts to take advantage of Arc's precarious position, but the solarian leaps out of the way of its tendril attack. On the main floor, the purple shade delivers a frenzied assault against the vulnerable Isu. His armor holds against the first tendril, but a second attack starts dissolving his skin. (Dealing 7 acid dmg)
Malice raises both of her "hands" into the air and then calls out "Devourer, I lay waste in your name" as she focuses her mental magic upon Spec once more.
Spec Will: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
With determination, Spec powers through the psychic attack (Taking 17 damage)
||||INIT ||||
Isu (68 dmg, paralyzed)
Arc (62 dmg x2)
Ted (24 dmg)
Jelico (91 dmg, ReflArmor)
Spec (124 dmg)
Blue Shade (23 dmg)
Green Shade
Purple Shade (28 dmg)
Malice (50 dmg)

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will save: 1d20 + 10 ⇒ (4) + 10 = 14
whoops, I rolled with my reflex save last time. I just figured it was my will that sucked but actually soliders/mysticisms are good at will saves. Still, that is a 6 and now a 4 to break free

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Ted stabs his top in to his palm, drawing magical nano energy in to the toy.
Inject Nanobots in order to throw a grenade at Malice next turn

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Alarming arcs of electricity span Spectre's torso. The droid, battered and near destruction, keeps his fire trained on the source of his pain, Malice.
"Initiating--self--des--" he begins to say, but his audio cuts out.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 143d12 + 9 ⇒ (10, 7, 8) + 9 = 34
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 143d12 + 9 ⇒ (7, 4, 4) + 9 = 24
I die in 6 hp.

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Arcalinte tries to beat back the blue spectre attacking the party so he can focus on Malice.
Full Attack 1 (Fire/Holy): 1d20 + 12 ⇒ (14) + 12 = 262d8 + 15 + 3 ⇒ (6, 5) + 15 + 3 = 29
Full Attack 2 (Fire only): 1d20 + 12 ⇒ (20) + 12 = 322d8 + 15 + 3 ⇒ (3, 2) + 15 + 3 = 23

GM Cellion |

Arc, looks like you missed that I had a "x2" on you to take two turns. I'm going to assume you wanted to continue focusing on the blue spectre and bot you thusly.
Arc (Fire/holy): 1d20 + 12 ⇒ (6) + 12 = 18 2d8 + 15 + 3 ⇒ (8, 8) + 15 + 3 = 34
Arc (Fire): 1d20 + 12 ⇒ (15) + 12 = 27 2d8 + 15 + 3 ⇒ (6, 6) + 15 + 3 = 30
---
1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21 1d4 + 6 ⇒ (1) + 6 = 7
1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28 2d4 + 12 ⇒ (3, 4) + 12 = 19
-
1d20 + 17 ⇒ (15) + 17 = 32 3d6 ⇒ (3, 6, 2) = 11
1d20 + 17 ⇒ (10) + 17 = 27 2d6 ⇒ (3, 4) = 7
1d20 + 17 ⇒ (1) + 17 = 18 2d6 ⇒ (2, 6) = 8
1d20 + 17 ⇒ (15) + 17 = 32 2d6 ⇒ (6, 3) = 9
Arc's plasma-sheathed blade cuts arc after arc through the blue shade, evaporating some smoke with each swing. Its only after three slashes that he's able to eradicate it. His final slash weakens the green shade.
The green shade attempts to retaliate by lashing out with a tendril, but Arc is once more too quick on his feet. On the main floor, the purple shade continues to take advantage of the paralyzed Isu, tearing in with acidic tendrils. (One hit and one crit for 26 total acid dmg)
Now with a clear view of your group, Malice forms a black disk of swirling force between her hands and fires it at Arc. It collides, grinding away at him before bouncing off and striking Jelico, missing Ted and striking Spec. (11 force dmg to Arc, 7 to Jelico, 9 to Spec) The impact of the force disk is enough to send the droid down sparking.
||||INIT ||||
Isu (94 dmg, paralyzed)
Arc (73 dmg)
Ted (24 dmg)
Jelico (98 dmg, ReflArmor x2)
Spec (0|0|6, prone, dying)
Green Shade (15 dmg)
Purple Shade (28 dmg)
Malice (50 dmg)

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"Spec, get up!" Ted yells as he arcs a charged grenade at Malice.
nanobot damage: 4d8 ⇒ (6, 4, 6, 2) = 18
DC 17 Fort for half damage and avoid confusion
Jangly's Grenade, Frag IV (P): 6d6 ⇒ (6, 1, 1, 1, 2, 5) = 16
15' radius to get Malice and maybe green and not Arc?
grenade throw w/ range penalty: 1d20 - 2 ⇒ (13) - 2 = 11
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes
You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.
Casting this spell doesn’t provoke attacks of opportunity.
Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

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Whoops! Didn't see that! Thanks, Cellion!
Arcalinte, breathing a sigh of relief as one shade falls, focuses his attention on the other!
"FOR THE SUN AND THE FURY!"
Full Attack 1 (Fire/Holy): 1d20 + 12 ⇒ (6) + 12 = 182d8 + 15 + 3 ⇒ (3, 3) + 15 + 3 = 24
Full Attack 2 (Fire only): 1d20 + 12 ⇒ (3) + 12 = 152d8 + 15 + 3 ⇒ (8, 1) + 15 + 3 = 27

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Jellico moves to the other side of Spec. He kneels by his fallen companion and channels the might of Desna into him.
2nd level Mystic Cure: 3d8 + 4 ⇒ (5, 7, 1) + 4 = 17

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will save: 1d20 + 10 ⇒ (4) + 10 = 14
This one...is failing....

GM Cellion |

@Ted: You can definitely target to avoid hitting Arc.
1d20 + 8 ⇒ (10) + 8 = 18
Jelico's healing magic shocks Spec into consciousness. Jelico, you've still got a second turn to play with. Spec, you're conscious and can take your turn this round.
||||INIT ||||
Isu (94 dmg, paralyzed)
Arc (73 dmg)
Ted (24 dmg)
Jelico (98 dmg, ReflArmor)
Spec (0|17|6, prone)
Green Shade (35 dmg)
Purple Shade (28 dmg)
Malice (54 dmg)

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Jellico stands up and moves further into the the control room, drawing his pistol as he goes. Rounding the corner, he levels his gun and gets off a shot toward the shade attacking Isu.
Arc Static Pistol hit: 1d20 + 5 + 3 + 1 ⇒ (1) + 5 + 3 + 1 = 10
Arc Static Pistol damage: 1d6 + 3 ⇒ (6) + 3 = 9
Sorry Isu. I need Greater Remove Condition to get you out of your paralyzation . I only have Lesser.

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"Re-booting internal systems," Spectre drones from the ground as he begins to stir.
Light comes into his eyes and he stands, then draws his fallen weapon.
Thanks, Jelico. I think I have dropped my weapon, so I pick it up and stand.

GM Cellion |

Arc, no actions left this round. If you'd like to keep the supernova damage for next round, go for it. Don't forget to give me a DC and whether you're using the 10ft or 15ft version.
1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24 1d4 + 6 ⇒ (4) + 6 = 10
1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16 1d4 + 6 ⇒ (1) + 6 = 7
-
1d20 + 17 ⇒ (9) + 17 = 26 3d6 ⇒ (3, 3, 4) = 10
1d20 + 17 ⇒ (18) + 17 = 35 2d6 ⇒ (6, 5) = 11
1d20 + 17 ⇒ (13) + 17 = 30 2d6 ⇒ (6, 1) = 7
1d20 + 17 ⇒ (9) + 17 = 26 2d6 ⇒ (5, 6) = 11
Driven by single-minded fervor, the green and purple shades continue their assaults upon Arc and Isu. Dissolving tendrils snake out, causing small acid burns underneath the armors of the two heroes (Dealing 8 dmg to Arc, 10 dmg to Isu) Isu's armor repels the purple shade well enough that its can't deliver a more effective attack.
Malice, crackling with violent power, hurls another swirling black disk at the party. This time, she aims right for Spectre, frustrated at his recovery and determined to fix the issue. Her disk lands and ricochets to Ted, Arc and Isu in turn, losing too much momentum to reach the far away Jelico. (Dealing 10 force dmg to Spec, 11 to Ted, 7 to Arc and 11 to Isu) To her visible fury, Spec remains standing.
||||INIT ||||
Isu (115 dmg, paralyzed)
Arc (88 dmg)
Ted (35 dmg)
Jelico (98 dmg, ReflArmor)
Spec (0|7|6)
Green Shade (35 dmg)
Purple Shade (28 dmg)
Malice (54 dmg)

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Ted's top crackles with power as it slams in to Malice.
Magic Missile: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10
School evocation (force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.

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Jellico moves farther into the room. He focuses on the shade attacking Isu and shots a Mind Thrust toward hit.
2nd Level Mind Thrust, DC 17: 4d10 ⇒ (2, 10, 9, 9) = 30

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1d20 + 10 ⇒ (20) + 10 = 30
Finally, Isu breaks free, and he is storming mad.

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Whatever has not malfunctioned in Spectre's internal hardware keeps his weapon trained on Malice. Sparks escape from his torso as he fires two more times.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 163d12 + 9 ⇒ (11, 12, 2) + 9 = 34
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 223d12 + 9 ⇒ (2, 6, 9) + 9 = 26

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Arc, no actions left this round. If you'd like to keep the supernova damage for next round, go for it. Don't forget to give me a DC and whether you're using the 10ft or 15ft version.
I did NOT realize my range for Supernova had extended to 15 feet. But I'll use the 10 ft so I don't burn my friends!
Arcalinte seethes as he takes Malice's attack, unleashing the solar fire within.
Using the Supernova damage from last round, DC 17 Reflex I believe?

GM Cellion |

-
1d20 + 4 ⇒ (12) + 4 = 16
-
1d20 + 12 ⇒ (11) + 12 = 23 1d4 + 6 ⇒ (1) + 6 = 7
1d20 + 12 ⇒ (17) + 12 = 29 1d4 + 6 ⇒ (2) + 6 = 8
Only Spec's second shot manages to strike true against Malice, blazing a path through her body before the smoke gathers back together. Malice opens up a psychic channel in response and shunts the pain back toward Spec...
Spec Will: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
...but thanks to his artificial nature, he resists the effect! (Android Constructed trait saves the day)
Arc's supernova engulfs the green shade, eating away at its smoke, but not quite fiercely enough to eradicate it. The green shade lashes out at him in retaliation, but doesn't manage to connect. The purple shade on the other hand reaches out once more into Isu, dissolving more flesh (Dealing 8 acid dmg) Malice, her smoke beginning to ebb away, turns to a more defensive posture and attempts to lock Arc in place.
Arc Will: 1d20 + 6 ⇒ (5) + 6 = 11
Her mental magic seizes him, paralyzing him in place. (End of your turn each turn you can make a new Will save to end the effect)
||||INIT ||||
Isu (123 dmg)
Arc (88 dmg, paralyzed)
Ted (35 dmg)
Jelico (98 dmg, ReflArmor)
Spec (0|7|6)
Green Shade (48 dmg)
Purple Shade (35 dmg)
Malice (77 dmg)

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"GAHHH!" Breaking free of his paralysis, Isu takes a guarded step and cleaves the green and purple shade.
green: 1d20 + 14 ⇒ (20) + 14 = 344d8 + 16 ⇒ (3, 4, 2, 8) + 16 = 33
extra damage on crit: 4d8 + 16 ⇒ (5, 7, 3, 5) + 16 = 36
followed by purple cleave: 1d20 + 14 ⇒ (8) + 14 = 224d8 + 16 ⇒ (1, 8, 3, 4) + 16 = 32

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Still somehow remaining on his feet, Spectre maintains fire concentrated on Malice.
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 193d12 + 9 ⇒ (12, 12, 10) + 9 = 43
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking): 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 273d12 + 9 ⇒ (6, 11, 7) + 9 = 33

GM Cellion |

Spec, you don't have line of sight on Malice since she backed away. I'll assume you move and fire once with your first attack instead.
Arc Will vs Paralysis: 1d20 + 6 ⇒ (17) + 6 = 23
Spec follows after Malice, catching her with a blistering beam from his conqueror. She lashes back with a final attempt to share pain...
Spec Will: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
...manifesting as a psychic surge through the droid's circuits. (Dealing 9 points of damage) Spec collapses once more. Although the droid is down, Malice isn't faring too much better. The smoke of her body is growing thin. She releases an echoing scream against Ted!
Ted Will: 1d20 + 8 ⇒ (3) + 8 = 11
Which clouds his mind with blistering pain. (You're currently suffering inflict pain for 9 rounds) Malice backs away.
Arc breaks out of his paralysis!
||||INIT ||||
Isu (123 dmg)
Arc (88 dmg)
Ted (35 dmg, -2 to some rolls 9 rds)
Jelico (98 dmg, ReflArmor)
Spec (0|0|6, prone, dying)
Malice (102 dmg)

GM Cellion |

More missiles smash into Malice, but she remains floating.
||||INIT ||||
Isu (123 dmg)
Arc (88 dmg)
Ted (35 dmg, -2 to some rolls 9 rds)
Jelico (98 dmg, ReflArmor)
Spec (0|0|6, prone, dying)
Malice (112 dmg)

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For those not able to log in, clear your cookies. I wish I saw that tip in discussion but I was only checking gameplay thus I am posting this here for those who were as silly as me.

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"Everyone! Out in the hall. We need to keep her in one place by only giving her targets in one place."
double moves

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Jellico moves out of the room and kneels down by Spec. He channels the power of Desna through his body and into his teammate.
3rd Level Mystic Cure: 5d8 + 4 ⇒ (6, 1, 7, 7, 8) + 4 = 33