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I can't make the bluff check.
Spectre's head swivels toward Ted.
"I find it highly optimal when you turn me invisible," he states with flat affect.
"I am a pizza delivery drone," he lies.
bluff to assist: 1d20 - 1 ⇒ (17) - 1 = 16
If given a bluff to buff, I would activate my force shield.

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Arcalinte facepalms as the others begin waffling. Then he draws himself up and looks the commander in the eye.
"Your Corpse Fleet has tried time and again to take use down, and yet here we are, in the heart of your own flagship! Your hubris is your weakness; even if you were to take the Stellar Degenerator and murder Mataras, there are billions of stars in this galaxy. The dawn brings new light, and with it new life. You'll never be able to darken them all, and life will find a way to return, flourish, and take the battle to you again, and again, and again! And before you boast about how you'll win every time and you're immortal, think on this: we got THIS far on the first attempt to stop you...and there's more people like us, just as cunning and powerful and good...How long will you last with an entire galaxy of them united against you?"
Bluff?: 1d20 + 4 ⇒ (13) + 4 = 17

GM Cellion |

Looks like Jelico can't make it either. So in that case, you're not able to prep or activate any of those items pre-combat.
The commander offers a skeletal approximation of a sigh as Isu, Ted and Spec speak "Foolishness in the face of death. Very well." Then when Arc delivers his impassioned speech, the commander replies "You underestimate our determination. Allow me to show you."
Isu: 1d20 + 6 ⇒ (20) + 6 = 26
Spectre: 1d20 + 8 ⇒ (12) + 8 = 20
Ted: 1d20 + 5 ⇒ (3) + 5 = 8
Jelico: 1d20 + 3 ⇒ (5) + 3 = 8
-----------------------
Enemy: 1d20 + 8 ⇒ (12) + 8 = 20
Enemy: 1d20 + 5 ⇒ (16) + 5 = 21
|||| INIT ||||
Isu
Blue Commando
Red Commando
Yellow Commando
Green Commando
White Gatecrasher
Spectre
Fleet Commander Serovox (flying 30ft up)
Pink Baykok
Light blue Baykok
Ted
Arc
Jelico

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"Hold... hold... They have a bad angle on us. Force them to move..."
Isu will continue to stand where he is, providing cover for the others. He activates his white force field.
Not sure what to do with the move action. Is there any equivalent of a Take Cover? I could lean around the doorframe and try to get a extra point of AC for the incoming attacks?

GM Cellion |

I don't think there's an equivalent of take cover, but there should be! Love that action in 2E.
1d20 + 17 ⇒ (3) + 17 = 20 1d4 + 12 ⇒ (2) + 12 = 14
1d20 + 17 ⇒ (10) + 17 = 27 1d4 + 12 ⇒ (4) + 12 = 16
1d20 + 17 ⇒ (4) + 17 = 21 1d4 + 12 ⇒ (2) + 12 = 14
1d20 + 16 ⇒ (7) + 16 = 23 1d4 ⇒ 4
Arc Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Isu Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Spec Reflex: 1d20 + 16 ⇒ (9) + 16 = 25
Ted Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Jelico Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Ted and Arc are too slow to evade, but the rest of you at least manage to get some cover. (25 E dmg to Ted and Arc, 12 to everyone else. Shout if you have electricity resistance!) Three of the commandos step in, swinging taclashes at Isu. But between the cover of the doorway and Isu's heavy armor, none of the attacks land.
|||| INIT ||||
Spectre (12 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok
Light blue Baykok
Ted (25 dmg)
Arc (25 dmg)
Jelico (12 dmg)
Isu (3 forcefield)
Blue Commando
Red Commando
Yellow Commando
Green Commando
White Gatecrasher

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Spectre boosts his weapon and tries to snap off a shot at a grunt in front of Isu. The targeting is tricky.
Conqueror (white star-class, electric and fire)(boosted, ignore concealment, deadly aim) (weapon focus): 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 163d12 + 12 + 2d6 + 4 ⇒ (2, 10, 6) + 12 + (1, 2) + 4 = 37
This was a bad one to lose initiative on!

GM Cellion |

1d20 + 21 ⇒ (20) + 21 = 41 6d8 + 18 ⇒ (1, 3, 2, 6, 2, 1) + 18 = 33
9d6 ⇒ (5, 6, 6, 3, 1, 4, 6, 6, 3) = 40
Isu Fort: 1d20 + 11 ⇒ (1) + 11 = 12
Isu Fort: 1d20 + 11 ⇒ (12) + 11 = 23
The first spectral spike spreads negative energy into Isu's body, briefly paralyzing him. (For 1 round)
Serovox floats through the air and calmly points a finger at your team. With a flash of green light, a fiery bead streaks through the open doorway your group is standing around. The bead sails past Isu and Ted before erupting into an explosive blast! (Ted recognizes while Serovox is casting that the spell is explosive blast)
Spec Reflex: 1d20 + 16 ⇒ (17) + 16 = 33
Arc Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Isu Reflex: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Ted Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Jelico Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Spec and Jelico manage to dodge the worst of the flames, but the rest of the party takes them head-on. (40 fire dmg to Isu and Ted, 25 to Arc after resist, 20 to Spec and Jelico)
|||| INIT ||||
Ted (65 dmg)
Arc (50 dmg)
Jelico (32 dmg)
Isu (73 dmg, 0 FF, paralyzed this round)
Blue Commando
Red Commando
Yellow Commando
Green Commando
White Gatecrasher
Spectre (32 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (flying 20 ft up)
Light blue Baykok (flying 20 ft up)

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Ted's top tackles Serovox's fiery bead and bursts in to a rain of goo.
Using Reactive Counter to Dispel Magic on the Explosive Blast and then Cast Grease (if rules permit).
Dispel Check: 1d20 + 12 ⇒ (11) + 12 = 23
DC is 11 + other spellcaster's caster level
Whenever an opponent you’re aware of casts a spell, as a reaction you can cast dispel magic or greater dispel magic in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast dispel magic or greater dispel magic in this way.
You must know dispel magic or greater dispel magic to select this magic hack.
DISPEL MAGIC M3 T3
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature, object, spell, or spellcaster
Duration instantaneous
Saving Throw none; Spell Resistance no
Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster’s spell. The DC is equal to 11 + the other spellcaster’s caster level. If the check is successful and the target is in range, the spell fails and has no result.
It doesn't seem that Reactive Counter uses any type of action nor changes Ted's position in the combat sequence? So I'll post his normal round action, but feel free to ignore it if I missed a rule.
"We'll get shredded out there."
Grease on the area in front of the door to slow down the commandos. For the two commandos in the grease, Ref DC 17 or fall prone.
GREASE T1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area or Targets one 10-ft. square or one object
Duration 1 minute/level (D)
Saving Throw Reflex partial, see text; Spell Resistance no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

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Isu is frozen in place! His eye flit around in a bit of panic.
I have no pure mental action I can do

GM Cellion |

Reactive counter uses up your reaction, so you've still got your normal complement of actions on your turn. Also, any bonus to your caster level you might've missed? You just barely missed the counter DC.
Also, I forgot to mention this yesterday, but I'm currently traveling and will likely not be able to fit in a proper update post until I get back next Tuesday. So unfortunately we'll have a little slowdown here until then.

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I don't see any way in Star Jammer to get a bonus to the dispel magic roll... :( Maybe an aid other? Or maybe since is the first time our whole campaign that Ted has been able to use this skill? An early Christmas present? Is the enemy really a 13th level caster or maybe they multi-classed and so not >13th level caster but instead 12th level caster and 1 level of Super Annoying? Could Ted spend a resolve point for a +1 bonus? Expend two spell slots? Ok, I'm grasping for straws now... Why hasn't Ted's Explosive Blasts ever hurt this bad? Oh... right... PCs can't ever roll above average, right Isu? HA!

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Arcalinte draws his pistol and takes a shot at the yellow trooper by the door.
Liquidator Disintegrator Pistol: 1d20 + 17 ⇒ (19) + 17 = 361d10 + 12 ⇒ (3) + 12 = 15

GM Cellion |

@Ted: I thought there might be something that bumped up your caster level for the sake of dispel checks (I believe there is an item that does so for spell durations at least). Unfortunately the foe is definitely at least a 13th level caster. No can do on the other suggestions, but you'll have more shots to counter Serovox's spells coming up!
@Jelico: I've delayed you to act at the same time as Spec.
1d20 + 9 ⇒ (9) + 9 = 18
-
1d20 + 17 ⇒ (4) + 17 = 21 1d4 + 12 ⇒ (2) + 12 = 14
1d20 + 17 ⇒ (15) + 17 = 32 1d4 + 12 ⇒ (1) + 12 = 13
1d20 + 17 ⇒ (20) + 17 = 37 2d4 + 24 ⇒ (3, 4) + 24 = 31
1d20 + 19 ⇒ (7) + 19 = 26 2d10 + 12 ⇒ (10, 1) + 12 = 23
Three of the commandos respond by swinging taclashes at the paralyzed kasatha in the doorway. One strikes only armor, but the second delivers a shallow cute (2 dmg after DR) and the third a more serious wound (Crit for 12 dmg after DR). In the back, the gatecrasher begins making a low huffing noise as it charges and releases another electric blast from its cannon.
Arc Ref: 1d20 + 9 ⇒ (5) + 9 = 14
Isu Ref: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Spec Ref: 1d20 + 16 ⇒ (1) + 16 = 17
Jelico Ref: 1d20 + 8 ⇒ (10) + 8 = 18
The whole team - other than Ted who'd moved to safety earlier - moves too slowly and gets caught in the devastating burst of lightning. (23 electric damage)
Spec and Jelico are up
|||| INIT ||||
Ted (65 dmg)
Arc (73 dmg)
Isu (110 dmg, 0 FF)
Blue Commando
Red Commando
Yellow Commando (15 dmg)
Green Commando
White Gatecrasher
Spectre (55 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (flying 20 ft up)
Light blue Baykok (flying 20 ft up)

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With the odds of success diminishing with each successive blast, Spectre begins to fire on the frontline enemies. But the explosions and damage sustained throw off his targeting matrix.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 2 ⇒ (5) + 16 - 2 - 2 = 173d12 + 12 + 4 ⇒ (8, 2, 8) + 12 + 4 = 34
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 2 ⇒ (2) + 16 - 2 - 2 = 143d12 + 12 + 4 ⇒ (3, 2, 3) + 12 + 4 = 24

GM Cellion |

1d20 + 19 ⇒ (15) + 19 = 34 3d8 + 9 ⇒ (5, 8, 5) + 9 = 27
The two baykoks hover in place, continuing their attacks against Isu. This time his armor and the cover of the doorway are enough to block and deflect both spectral needles. His paralysis wears off and he's able to act!
Serovox flexes his hand once more, and a spell spins out around him. He vanishes from sight! (Ted recognizes the spell as greater invisibility)
|||| INIT ||||
Ted (65 dmg)
Arc (73 dmg)
Isu (110 dmg, 0 FF)
Blue Commando
Red Commando
Yellow Commando (15 dmg)
Green Commando
White Gatecrasher
Spectre (55 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up, invisible)
Pink Baykok (flying 20 ft up)
Light blue Baykok (flying 20 ft up)
Buffs: Haste

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"GAHHHHHHHHHHHHHHHHHHHHHHH!" Isu was straining against his paralysis and all of a sudden he just surges forwards and starts swinging like a wild man.
Forcefield continues to fast heal 4 each round-- if I didn't get hit last round that means it should be 8 now.
greater cleave for 2 RP against 4 foes. My movement is going to provoke from Blue and Green
Blue: 1d20 + 17 ⇒ (20) + 17 = 375d8 + 19 ⇒ (6, 5, 4, 4, 8) + 19 = 46
Red: 1d20 + 17 ⇒ (17) + 17 = 345d8 + 19 ⇒ (6, 3, 7, 1, 6) + 19 = 42
Green: 1d20 + 17 ⇒ (18) + 17 = 355d8 + 19 ⇒ (3, 6, 5, 8, 3) + 19 = 44
Yellow: 1d20 + 17 ⇒ (17) + 17 = 345d8 + 19 ⇒ (3, 7, 3, 1, 2) + 19 = 35
wooo hooo! Streak broken! My best turn ever
crit damage on Blue: 5d8 + 19 ⇒ (3, 4, 1, 6, 7) + 19 = 40
wound crit effect: 1d20 ⇒ 17
Blue possibly loses an arm.... some type of Reflex save can negage that... see Severe Wound crit

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Seeing Isu break free and lead the charge, Arcalinte reaches out with gravity to crush the red Corpse Trooper!
Crush! Red needs to make a DC 20 Fortitude save or be staggered for a round.

GM Cellion |

1d20 + 17 ⇒ (14) + 17 = 31
1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (14) + 9 = 23
Ted still up
|||| INIT ||||
Ted (65 dmg)
Arc (73 dmg)
Isu (110 dmg, 8 FF)
Blue Commando (86 dmg, dis'armed')
Red Commando (42 dmg)
Yellow Commando (50 dmg)
Green Commando (44 dmg)
White Gatecrasher
Spectre (55 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up, invisible)
Pink Baykok (flying 20 ft up)
Light blue Baykok (flying 20 ft up)
Buffs: Haste

GM Cellion |

Will bot Ted with as good of an action as I can manage, if we don't hear from him by tomorrow evening.

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Ted's top tries to redraw the outline of the commander's form as it goes invisible.
Dispel Check: 1d20 + 12 ⇒ (20) + 12 = 32
DC is 11 + other spellcaster's caster level
He then fires on the blue commando.
Disruption Rifle, Minor (Boosted): 1d20 + 15 ⇒ (13) + 15 = 28
damage (Sonic): 4d8 ⇒ (4, 8, 4, 3) = 19
mystic strike makes it a magic weapon; charges 30/40

GM Cellion |

1d20 + 19 ⇒ (14) + 19 = 33
1d20 + 19 ⇒ (11) + 19 = 30
1d20 + 19 ⇒ (3) + 19 = 22 2d12 + 10 ⇒ (2, 10) + 10 = 22
The three commandos, acknowledging the danger posed by the warrior in power armor before them, turn their taclashes to trying to pull the spear out of Isu's grasp. Though a couple of them manage to get a brief hold on the weapon, Isu is easily able to break free and keep his grip. To the north, the gatecrasher fires one more deadly electric blast from his cannon before slowly wading forward and hefting a rocket-powered hammer. The burst of electricity catches Isu, Arc and Spec, but misses Jelico and Ted this time.
Arc Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Isu Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Spec Reflex: 1d20 + 16 ⇒ (6) + 16 = 22
Spec dodges some of it, but Isu and Arc find themselves surrounded by arcing lightning. (22 electricity damage to both, and 11 to Spec)
|||| INIT ||||
Ted (65 dmg)
Arc (95 dmg)
Isu (124 dmg, 0 FF)
Red Commando (42 dmg)
Yellow Commando (50 dmg)
Green Commando (44 dmg)
White Gatecrasher
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up, invisible)
Pink Baykok (flying 20 ft up)
Light blue Baykok (flying 20 ft up)
Buffs: Haste

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Jellico remains where he is and casts Cosmic Eddy, focusing on the northern part of the next room.
I'm mostly trying to get the flyers out of the air but it's a 20ft radius AOE, so it'll get some of the others too. I can't really draw it out on the map, but I'd like to get the flyers and as many of the others as I can.
Cosmic Eddy DC 19: 4d6 ⇒ (6, 4, 6, 3) = 19

GM Cellion |

Jelico, I've placed it! Also, botting Spec:
Spec takes two shots at the injured yellow commando through the door, then backs off to not be in easy range for another electric or fiery burst.
Conqueror full atk: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30 Damage (F/E): 3d12 + 12 ⇒ (9, 10, 10) + 12 = 41
Conqueror full atk: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14 Damage (F/E): 3d12 + 12 ⇒ (11, 8, 3) + 12 = 34
----
1d20 + 11 ⇒ (6) + 11 = 17
1d20 + 16 ⇒ (5) + 16 = 21
1d20 + 12 ⇒ (5) + 12 = 17
-
1d20 + 17 ⇒ (10) + 17 = 27
1d20 + 17 ⇒ (5) + 17 = 22
1d20 + 8 ⇒ (5) + 8 = 13
-
1d20 + 21 ⇒ (16) + 21 = 37 3d8 + 9 ⇒ (7, 7, 3) + 9 = 26
1d20 + 21 ⇒ (5) + 21 = 26 3d8 + 9 ⇒ (8, 4, 2) + 9 = 23
Spec's first plasma blast scores a blazing hit against the yellow commando, but his follow-up flies well off course. The two baykoks fly out of the eddy and aim their rifles through the doorway. One tries to fire at Arc, the second at Jelico. Both shots are tricky through the doorway, but the first baykok manages to find a path - a spectral needle stabs into Arc's leg. (Dealing 21 dmg after DR)
Arc Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Arc avoids getting paralyzed. As you watch, Serovox's minor wound from the eddy heals back up. He points a finger at Isu and attempts another spell!
Isu Will: 1d20 + 10 ⇒ (10) + 10 = 20
Isu finds his limbs growing stiff and his movements more jerky. (Unless Ted manages to counter this one, you're under the effects of Rewire Flesh. Each round at the start of your turn you'll make a Fort save or take 3d6 slashing dmg. Either way, your movement speed is halved and you're flatfooted for the duration.)
|||| INIT ||||
Ted (65 dmg)
Arc (116 dmg)
Isu (124 dmg, 4 FF)
Red Commando (42 dmg)
Yellow Commando (91 dmg)
Green Commando (44 dmg)
White Gatecrasher (19 dmg)
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (19 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)
Buffs: Haste

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Dispel Check[/dice: 1d20 + 12 ⇒ (4) + 12 = 16
DC is 11 + other spellcaster's caster level; Uggg, sorry Isu, missed that one. Only got two more dispel attempts left...
Ted moves and fires at pink.
Disruption Rifle, Minor: 1d20 + 15 ⇒ (16) + 15 = 31
damage (Sonic): 3d8 ⇒ (5, 6, 8) = 19
mystic strike makes it a magic weapon; charges 15/40; forgot to subtract -2 in the roll for a range increment.

GM Cellion |

Though he doesn't manage to break Serovox's spell, a rippling blast from Ted cracks several of the pink baykok's bones.
|||| INIT ||||
Ted (65 dmg)
Arc (116 dmg)
Isu (124 dmg, 4 FF)
Red Commando (42 dmg)
Yellow Commando (91 dmg)
Green Commando (44 dmg)
White Gatecrasher (19 dmg)
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (38 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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Isu grunts through the pain... what else is there to do?
He swings and cleaves, attempting to finish off the commandos.
yellow: 1d20 + 17 ⇒ (7) + 17 = 245d8 + 19 ⇒ (7, 1, 4, 3, 2) + 19 = 36
red: 1d20 + 17 ⇒ (10) + 17 = 275d8 + 19 ⇒ (7, 8, 8, 5, 3) + 19 = 50
green: 1d20 + 17 ⇒ (19) + 17 = 365d8 + 19 ⇒ (2, 7, 6, 4, 3) + 19 = 41

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Arcalinte raises his hand and conjures a small singularity, which swirls and pulses as it pulls the enemies towards them, and Isu's waiting weapons!
Black Hole: all enemies within 30 ft. need to beat a DC 20 Fortitude save or be pulled 20 ft. towards me.

GM Cellion |

Isu Fort vs ongoing rewire flesh dmg: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 3d6 ⇒ (1, 3, 4) = 8 Fully prevented by DR!
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 12 ⇒ (7) + 12 = 19
-
1d20 + 19 ⇒ (2) + 19 = 21
1d20 + 19 ⇒ (6) + 19 = 25
-
1d20 + 22 ⇒ (7) + 22 = 29 3d10 + 18 ⇒ (1, 4, 1) + 18 = 24
The two commandos continue their attempts to disarm Isu, but again find no luck in wresting the weapon free. The gatecrasher, not one for subtlety, bellows "SMASH!" and swings out with his enormous hammer. Isu barely manages to deflect the momentous attack, leading it to smash against the greasy deck.
|||| INIT ||||
Ted (65 dmg)
Arc (116 dmg)
Isu (124 dmg, 8 FF)
Red Commando (92 dmg)
Green Commando (85 dmg)
White Gatecrasher (19 dmg)
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (38 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

GM Cellion |

Not sure how many spells Jelico has left, so I'll refrain from botting.

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"See if you can push them back into the storm!" Jellico yells. "It'll be there for a bit yet and can hurt them if they go back in it."
He tries to help Isu out a little bit and throws a barrage of shooting stars at the Red commando.
Shooting Stars: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10

GM Cellion |

Botting Spec:
Spec aims his weapon at the massive gatecrasher and fires!
Conqueror: 1d20 + 16 ⇒ (14) + 16 = 30 Damage (E+F): 3d12 + 12 ⇒ (4, 6, 3) + 12 = 25
1d20 + 21 ⇒ (8) + 21 = 29 3d8 + 9 ⇒ (1, 2, 8) + 9 = 20
4d6 ⇒ (3, 2, 4, 1) = 10
The baykok's return their aim to Isu as he starts slicing his way through the front line. They fire, but both spectral needles bounce off his armor. Serovox waves his staff and casts another spell while staying within the eddy. As the spell releases, an acidic cloud forms around one of Isu's legs. (This is the green circle on the map)
Isu Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
The acid manages to infiltrate past his force field and armor and starts to burn his flesh. 10 acid dmg up front, plus 10 acid damage at the end of your next turn.
|||| INIT ||||
Ted (65 dmg)
Arc (116 dmg)
Isu (126 dmg, 0 FF, rewired flesh, lingering acid 10A dmg @ end of turn)
Green Commando (85 dmg)
White Gatecrasher (44 dmg)
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (38 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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Ted attempts to counter the acid cloud.
Dispel Check: 1d20 + 12 ⇒ (18) + 12 = 30
DC is 11 + other spellcaster's caster level
And fires on Serovox.
Disruption Rifle, Minor (Boosted): 1d20 + 15 ⇒ (17) + 15 = 32
damage (Sonic): 4d8 ⇒ (1, 3, 4, 1) = 9
9 damage... pathetic... mystic strike makes it a magic weapon. 5/40 charges remaining

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Isu tries to end Green and then cleave over to the Gatecrasher.
green: 1d20 + 17 ⇒ (4) + 17 = 215d8 + 19 ⇒ (1, 7, 6, 4, 7) + 19 = 44
gatecrasher: 1d20 + 17 ⇒ (13) + 17 = 305d8 + 19 ⇒ (8, 6, 2, 3, 1) + 19 = 39

GM Cellion |

Isu Fort vs ongoing rewire flesh dmg: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 3d6 ⇒ (2, 1, 2) = 5
While Isu slices clean through green and badly injures the gatecrasher, Ted manages to disrupt another spell and deal a minor wound to Serovox. Although Isu's body feels half-seized up, his grit and training prevent any significant wounds from the ongoing transmutation.
Ted, looks like you don't have line of sight to Serovox (who is the north-most token right now) for the attack - I probably missed this on previous rounds. You've got a spare move action though, so please move yourself somewhere that works for ya.
|||| INIT ||||
Ted (65 dmg)
Arc (116 dmg)
Isu (124 dmg, 12 FF, rewired flesh)
White Gatecrasher (83 dmg)
Spectre (66 dmg)
Jelico (55 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (38 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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Arcalinte ignites his blade and squeezes around Isu to attack the gatecrasher!
Plasma Sheath! (Fire/Holy): 1d20 + 19 ⇒ (5) + 19 = 242d8 + 18 + 6 ⇒ (7, 1) + 18 + 6 = 32

GM Cellion |

1d20 + 15 ⇒ (19) + 15 = 34 2d12 + 10 ⇒ (8, 11) + 10 = 29
This ranged attack is aimed just behind Isu and catches Jelico, Isu and Ted in the burst. It also provokes AoOs from Isu and Arc.
The hammer swing comes in at the worst possible angle for Isu. As he struggles to defend against it, the blow catches a weak point in the power armor's casing. Isu is flung several feet up into the air before he crashes back down to the ground! (Crit for 61 points of damage after DR, plus you're knocked prone) The cannon goes off a moment later, showering three of the heroes with lightning.
Isu Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
Ted Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Jelico Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Even debilitated as he is, Isu is able to roll out of the way of some of the lightning. Ted gets more badly electrocuted, and Jelico is able to use a nearby console to shield himself. (29 dmg to Ted, 14 dmg to Jelico and Isu)
|||| INIT ||||
Ted (94 dmg)
Arc (116 dmg)
Isu (187 dmg, 0 FF, rewired flesh, prone)
White Gatecrasher (83 dmg)
Spectre (66 dmg)
Jelico (69 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (38 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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Jellico squeezes off two shots at White.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (14) + 9 + 4 + 1 - 4 = 24
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (12) + 9 + 4 + 1 - 4 = 22
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

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With his companions reeling, Spectre rushes forward and takes a shot at the enemy he can see through the doorway. hot pink?
The shot is clean, striking it straight in the chest.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 313d12 + 12 + 4 ⇒ (2, 12, 10) + 12 + 4 = 40

GM Cellion |

1d20 + 21 ⇒ (1) + 21 = 22 3d8 + 9 ⇒ (7, 3, 1) + 9 = 20
Serovox's earlier wound from Ted's disruption rifle fully repairs itself. The elebrian commander points down at the ground behind Arc and Isu, and traces a line with his finger. However, other than him briefly being surrounded by magical runes hanging in the air, nothing obvious seems to happen.
The two baykoks continue raining their spectral barbs upon the party's frontliners. This time they split their fire. The shot against Arc just barely misses due to the cover he has from the gatecrasher. The shot against Isu is way off target.
|||| INIT ||||
Ted (94 dmg)
Arc (116 dmg)
Isu (187 dmg, 0 FF, rewired flesh, prone)
White Gatecrasher (113 dmg)
Spectre (66 dmg)
Jelico (69 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (78 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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mysticism: 1d20 + 24 ⇒ (5) + 24 = 29
Ted swaps out his weapon's battery pack and throws his top at light blue.
Magic Missile: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

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Isu stares up at the ceiling. "Well self, this one guesses that all things end. The good thing about an undead overlord of the universe is that the pizza Cult will get shut down.

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Isu groans as he stands up. Still hasted, at least he does it quickly, and it sets him up to rain a hail of blows down on the Gatecrasher.
Arcalinte!: 1d20 + 17 - 6 ⇒ (14) + 17 - 6 = 255d8 + 19 ⇒ (6, 6, 1, 5, 2) + 19 = 39
Is the!: 1d20 + 17 - 6 ⇒ (2) + 17 - 6 = 135d8 + 19 ⇒ (3, 3, 5, 3, 3) + 19 = 36
Spear's Name!: 1d20 + 17 - 6 ⇒ (18) + 17 - 6 = 295d8 + 19 ⇒ (6, 8, 6, 8, 2) + 19 = 49

GM Cellion |

Botting Arc:
Arc takes a full attack against the gatecrasher.
Plasma Sheathed full attack: 1d20 + 16 ⇒ (15) + 16 = 31 Damage (H/F): 2d8 + 18 + 6 ⇒ (2, 4) + 18 + 6 = 30
Plasma Sheathed full attack: 1d20 + 16 ⇒ (11) + 16 = 27 Damage (F): 2d8 + 18 + 6 ⇒ (7, 5) + 18 + 6 = 36
Isu Fort vs. ongoing rewire flesh: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 3d6 ⇒ (4, 3, 1) = 8
--------
Ted finds something unusual happening when he directs his top forward. It releases three streaks of force... but they hit something invisible right in the doorway, bounce off, and dissipate. It seems there's some kind of powerful invisible barrier separating Isu and Arc from the rest of the group!
On the fore side of the barrier, Arc and Isu join forces and deliver a furious barrage of fiery strikes against the gatecrasher. Overwhelmed by four new burning wounds, it topples backwards with a tremendous crash!
No more enemies in the initiative tracker between the two halves of the party! Spec and Jelico are up. Note that you no longer have line of effect to the bridge. Though the barrier is invisible, I've put in a yellow line to show how far it extends.
|||| INIT ||||
Ted (94 dmg)
Arc (116 dmg)
Isu (187 dmg, 4 FF, rewired flesh)
Spectre (66 dmg)
Jelico (69 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (78 dmg, flying 20 ft up)
Light blue Baykok (19 dmg, flying 20 ft up)

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Still with a clear shot at a baykok, Spectre tries to take some pressure off of Isu by firing at it twice.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (4) + 16 - 2 - 4 = 143d12 + 12 + 4 ⇒ (11, 5, 1) + 12 + 4 = 33
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, deadly aim): 1d20 + 16 - 2 - 4 ⇒ (13) + 16 - 2 - 4 = 233d12 + 12 + 4 ⇒ (1, 10, 5) + 12 + 4 = 32

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I should forget to post more often if your bot rolls are gonna be that good, Cellion! :P
Arcalinte, seeing the most immediate foes are airborne, takes a moment to grab the serum from his pack and hand it to Isu.
"Drink, you need it more than I do."