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Sorry, please disregard my previous post. I misread the part about the forcefield separating us.
Seeing that he's separated from the rest of the group, Spectre looks for a way to bypass the force field.
computers (expert rig): 1d20 + 27 ⇒ (7) + 27 = 34 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls). In addition, counts as engineering or hacking specialty kit and counts computer with a tier equal to half level with the Artificial personality, hardened, or security I upgrade module.
I realize this is probably magic, but I'm trying to see if there are any computers I can access that might show another way through.

GM Cellion |

Arc, hold that action, you'll be up in a moment.
1d20 + 21 ⇒ (6) + 21 = 27 3d8 + 9 ⇒ (5, 8, 7) + 9 = 29
9d6 ⇒ (6, 6, 4, 4, 4, 2, 5, 4, 3) = 38
Jelico, recalling knowledge doesn't take an action, so you can go twice next round.
Spec momentarily takes aim before he decides the forcefield might make his shots moot. He knows from before that the computers in this room are locked down tight and he stands little chance of achieving much with them. He also recalls that Isu is the one holding the command key card that opened the door to the bridge. The less well secured computers are those that serve as electronic locks on the doors toward the bridge. The door in the current room is open and blocked by a force field, but the same may not be true of the other door in the 'museum' room to the starboard.
Unfortunately, that door is currently out of range of his wireless hack.
So you've got the option of trying to hack open the center door to the bridge. Wireless hack is 20ft range, so I don't *think* you can make it there this round. If you can, unfortunately a 34 result is not enough to get it open. I'll let you adjust your action this round with that knowledge.
Over on the bridge, the forces of the Corpse Fleet are much reduced in number, but not in determination. The two flying baykoks reposition in the air and fire down at Arc and Isu. One spectral barb pierces through Arc's armor and into his side (Dealing 15 dmg after DR) while a second caroms off Isu.
Arc Fort vs paralysis: 1d20 + 8 ⇒ (14) + 8 = 22
Arc overcomes the momentary paralysis with ease.
Serovox beckons with his staff and speaks "You are formidable foes, I will give you that. But even so you are already tattered, quickly losing what little vital essence remains in your bodies. And now even your allies cannot reach you. There will be no shame in giving in. Your bodies will be more useful if they remain more intact, after all." He points a finger and sends another bead of fire into Arc and Isu's midst. It blossoms into a massive explosive blast!
Arc Reflex: 1d20 + 9 ⇒ (19) + 9 = 28
Isu Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Arc dodges with aplomb, barely even getting singed thanks to his resistance. Isu however finds the universe set against him. His body burns at the hottest part of the momentary inferno. (Arc takes 4 fire damage after resist, Isu takes 38. I believe that takes Isu to exactly 0, but please feel free to correct me)
|||| INIT ||||
Ted (94 dmg)
Arc (120 dmg)
Isu (221 dmg, 0 FF, rewired flesh)
Spectre (66 dmg)
Jelico (69 dmg) x2
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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"This is not going to end well..."
Ted's top erases Ted and relocates him to the other room.
Wall of Force stops Flash Teleport?
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.
INVISIBILITY T2
School illusion
Casting Time 1 standard action
Range touch
Targets one creature or object no more than 10 bulk/level
Duration 1 minute/level (D)
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object)
The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.
The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe.
Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.

GM Cellion |

As a teleport, it doesn't need line of effect, so flash teleport will get you across to the northern room A-OK.

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Cellion, the range of my wireless hack is actually 50' because of my level. Does this change anything I can find access to? Because I cannot get through the wall of force, I will at least make my way toward the other door. So that will be my move action from last round. Let me know if I can see any new consoles to access within 50' of that location.

GM Cellion |

Yep, 50ft will definitely reach all the way to the middle door, which means last round you had ample opportunity to attempt (and unfortunately fail) the hack, while successfully hacking in this time.
Ted flashes with ease into the bridge, becoming invisible in the process. Once there, he notices the briefest of turns of the Commander's head in his direction. It seems that Serovox has somehow noticed!
Meanwhile, Spec expands the search range of his wireless scan and tries to find other points to connect to. He picks up several terminal access points on the Bridge, but they seem formidably protected - likely in the same fashion as those in the control room you came from. He also connects to the door controls for the main double doors leading into the bridge. Though their security is quite complex, he pierces through deep enough to undo the lock. (I've outlined the now-unlocked door in blue. Spec, I've moved you toward the center door 30ft for last round, but you still have a move action left over this round if you want to use it)
Isu, I'm keeping track of your contingent action in discussion - just waiting to see how Arc plays it.
|||| INIT ||||
Ted (94 dmg)
Arc (120 dmg)
Isu (221 dmg, 0 FF, rewired flesh)
Spectre (66 dmg)
Jelico (69 dmg) x2
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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Seeing Isu go down, Arcalinte grimaces and pries Isu's helmet open, averting his gaze as he feels for Isu's mouth and empties the serum into it. Only once he's covered Isu's face back up sufficiently does he look to him again.
"The Dawn Brings New Light, Isu. Forgive me, I made sure to respect your people's traditions and I did not look upon your face uncovered, but I did not have a chance to ask you first."
MKI Serum of Healing: 1d8 ⇒ 8

GM Cellion |

@Spec: The bridge terminals control the piloting, guns, and scanners for the Empire of Bones, conveying commands to the distributed network of cybernetic zombies that do the direct operation of small portions of each of those systems. Essentially, you control the whole starship in combat from here.
Isu awakens, his grievous wounds healed just enough for him to regain consciousness. Once awake, he channels divine power and restores some more of his worst wounds.
I noticed that channel energy is a move action when used on yourself, so you'd still have a standard.
|||| INIT ||||
Ted (94 dmg)
Arc (120 dmg)
Isu (203 dmg, 4 FF, rewired flesh) (standard remaining)
Spectre (66 dmg)
Jelico (69 dmg) x2
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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Isu stands up... "This one can't do this all day."

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Jellico rushes out of the room and waits by the double doors for Spec to open them. "Let me know when you're ready, Spec. We need to get in there as soon as possible." Jellico casts Reflective Armor on himself as he waits on his teammate. That's 2 move actions from where I was at the beginning of the turn. And the spell is the second turn so I think I'm caught up.

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"I am as prepared as I am going to be," Spectre drones.
Do we just need to spend a move action to open the door then and we're with the others?

GM Cellion |

I'd be a move action to open the door, but I'm just going to assume that between Jelico and Spec, there's a move action left over to do so.
1d20 + 21 ⇒ (4) + 21 = 25 3d8 + 9 ⇒ (5, 5, 5) + 9 = 24
9d6 ⇒ (3, 5, 2, 3, 2, 6, 2, 6, 5) = 34
The light blue baykok fires at Spec, while the other continues its assault on Arc. Both spectral needles deflect off Spec and Arc's respective armors. Serovox aims for the two standing in the doorway and sends a fiery explosive blast in their direction!
Spec reflex: 1d20 + 16 ⇒ (8) + 16 = 24
Jelico reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Both step to the side and avoid the hottest flames, but are still partly burned. (17 fire damage to both)
|||| INIT ||||
Ted (94 dmg)
Arc (120 dmg)
Isu (203 dmg, 4 FF, rewired flesh)
Spectre (83 dmg)
Jelico (86 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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Isu considers his artillery laser, but it has a vicious rune on it; it is likely to kill him before his target.
So he lights up his jetpack (standard action...)...He then runs to the side toward Jelico.
"Sir Kent... I am nearly spent. Hit me with everything you have, please!"

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Jellico moves up next to Isu. "I've got more than one of these if needed, but I can't promise too much during battle. Once we're finished here, I'll have more time."
3rd Level Mystic Cure: 5d8 + 4 ⇒ (3, 8, 6, 5, 5) + 4 = 31

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Ted shoves his top in to his weapon and fires on the Pink Baykok.
2nd level slot to get +2 and +2d6
Disruption Rifle, Minor: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
damage (Sonic): 3d8 + 2d6 ⇒ (2, 2, 5) + (4, 3) = 16
mystic strike makes it a magic weapon; 35/40 charges remaining
Empowered Weapon (Su)
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.

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Spectre's targeting computers lock onto Serovox and the farthest Baykok while the commander speaks.
"I decline your proposal," the droid responds flatly, firing at the nearest Baykok and striking it directly in the head. Whatever dark forces hold the creature together begin seeping from the vicious wound.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 366d12 + 24 + 10 ⇒ (11, 9, 1, 8, 1, 10) + 24 + 10 = 74
Wound: 1d20 ⇒ 9
1-10 General — Bleed 1d6 bleed dmg: 1d6 ⇒ 4 78 dmg including the bleed

GM Cellion |

1d20 + 21 ⇒ (17) + 21 = 38 3d8 + 9 ⇒ (4, 7, 2) + 9 = 22
9d6 ⇒ (6, 5, 6, 3, 1, 1, 6, 5, 5) = 38
Both baykoks retaliate, flying away first to get some distance on the heroes. The spectral needle aimed at Ted deflects off his armor, but the other finds a weak point in Spec's chassis and buries itself. (Dealing 22 dmg)
Spec Fortitude: 1d20 + 11 ⇒ (2) + 11 = 13
Spec's joints seize up as the paralysis takes hold.
The blue flames in Serovox's skull blaze bright with outrage. He points a finger at the gathered group and pummels you all with another explosive blast.
Arc Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Spec Reflex w/ paralysis: 1d20 + 16 - 11 ⇒ (5) + 16 - 11 = 10
Jelico Reflex: 1d20 + 8 ⇒ (10) + 8 = 18
Isu Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Only Isu manages to adequately hunker down against the blast. The rest of the party (Ted excluded) get caught in the violent flames! (Isu takes 19, 8 of which get absorbed by his forcefield. Arc takes 23 dmg after resist. Jelico and Spec take 38 fire dmg.)
|||| INIT ||||
Ted (94 dmg)
Arc (143 dmg)
Isu (183 dmg, 0 FF, rewired flesh)
Spectre (143 dmg, paralyzed this round)
Jelico (124 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (94 dmg, flying 20 ft up)
Light blue Baykok (93 dmg, flying 20 ft up)

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"Sir Kent, keep that healing coming; either Arcalintte or myself or Spectre or... things are dire!"

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Isu runs forward and flies up at the Blue Baykok...[I think I am still hasted, that is pretty important right now to allow me to get close enough to get a single swing off]
arcalinte the spear: 1d20 + 17 ⇒ (8) + 17 = 255d8 + 19 ⇒ (8, 8, 4, 5, 6) + 19 = 50

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Sorry Spec! I only have Lesser Remove Condition so I can't help with paralysis. I've got regular Remove Affliction and regular Restoration but neither of those help with paralysis.
"Here Arc, it's your turn." Jellico says as he works some more healing magic.
Mystic Cure again: 5d8 + 4 ⇒ (1, 3, 2, 4, 5) + 4 = 19

GM Cellion |

Though its been quite a few rounds, haste should still be rolling.
Jelico restores several of Arc's considerable wounds as Isu surges forward. The burning spear pierces clean through the baykok's torso, plasma bursting out between its bones with a sudden flare. The creature explodes, its bones flying in all directions.
|||| INIT ||||
Ted (94 dmg)
Arc (124 dmg)
Isu (183 dmg, 0 FF, rewired flesh)
Spectre (143 dmg, paralyzed this round)
Jelico (124 dmg)
Fleet Commander Serovox (flying 30ft up)
Pink Baykok (94 dmg, flying 20 ft up)

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Ted throws his top at the incoming explosive blast.
Dispel Check: 1d20 + 12 ⇒ (8) + 12 = 20
DC is 11 + other spellcaster's caster level; that's the last counter Ted can attempt... :(
He then fires his overloaded rifle at the baycock.
Disruption Rifle, Minor: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
damage (Sonic): 3d8 + 2d6 ⇒ (7, 3, 5) + (3, 2) = 20
used lvl 2 spell slot to boost; mystic strike makes it a magic weapon; 30/40 charges remaining

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"Thank you, Jellico," Arcalinte says before turning back to the fight.
Dumb question, Cellion: Supernova damages all creatures within 15 feet of me, but how do we take height into account. If I use it on the floor, does that mean Serovox is out of reach at 30 feet up?

GM Cellion |

Correct - it would burst from you in a 15ft radius sphere, so you'd have to be at least 15ft up and directly beneath if you wanted it to reach him.

GM Cellion |

Just to keep us moving along, Arc, you can feel free to double up actions next turn.
The baykok fires back at Ted, this time sending a spectral needle through his armor and into his leg. (Dealing 16 damage after DR).
Ted Fort: 1d20 + 6 ⇒ (8) + 6 = 14
A chill passes through his body and he becomes paralyzed for a few moments.
(Since this prevents you from taking reactions, you will still have your dispel magic cast available to use in the future)
Serovox, finally now almost alone against the heroes arrayed against him, intones "No matter how many of my soldiers you break, I will raise more. From the remains of yourselves, from the remains of your kin... All the peoples of the Pact Worlds will find a higher purpose in death than they ever did in life." He floats away from Isu (provoking an AoO from Isu if Isu flew high enough to get Serovox in range as well) and then sweeps his hand through an intricate gesture. As soon as it completes, he vanishes.
(I've left his token at the last known location)
|||| INIT ||||
Ted (110 dmg, paralyzed this round)
Arc (124 dmg) x2
Isu (183 dmg, 0 FF, rewired flesh)
Spectre (143 dmg)
Jelico (124 dmg)
Fleet Commander Serovox (flying 30ft up, invisible)
Pink Baykok (114 dmg, flying 20 ft up)

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Ted tries to block the disappearing act.
Dispel Check: 1d20 + 12 ⇒ (15) + 12 = 27
DC is 11 + other spellcaster's caster level
Reactive Counter (Su)
Source SCOM
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.
Ohh... posted this and then realized Ted is paralyzed so this may not fly

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Though Spectre's systems are severely damaged, his echolocator exocortex mod continues to function, keeping his combat tracking locked on the target despite having no visual confirmation of location.
He fires twice at the captain, hoping to help his companions locate the foe.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (5) + 18 - 2 - 4 = 173d12 + 12 + 5 ⇒ (8, 1, 8) + 12 + 5 = 34
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (5) + 18 - 2 - 4 = 173d12 + 12 + 5 ⇒ (4, 10, 8) + 12 + 5 = 39
This post is based on the presumption that my echolocators exocortex mod functions--if not, let me know and I'll retcon. That said, looks like a couple of big fat misses regardless.

GM Cellion |

As far as I can see, it should work, though echolocators grant blindsense rather than blindsight, so you'll still have 50% miss chance unless you can some way to get around it.
And Ted, I'll certainly hold onto that counterspell check for the next thing Serovox casts.

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----AoO----
arcalinte spear: 1d20 + 17 ⇒ (3) + 17 = 205d8 + 19 ⇒ (6, 3, 6, 8, 5) + 19 = 47
------------------

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Isu takes the opportunity to charge at the remaining solider. I am able to charge without penalities and take 2 swings at -4 each
arcalinte: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 314d8 + 19 ⇒ (2, 4, 2, 6) + 19 = 33
arcalinte: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 294d8 + 19 ⇒ (2, 6, 5, 7) + 19 = 39
that should be it for him! Others, if you can't do anything magical about invisibility try healing up, or perceptions to find him!
My forcefield should be back to 8 now. Every sliver of health matters!
"Don't clump up! Stay away from each other!"

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Jellico takes Isu's advice and steps away, throwing a volly of shooting stars at the remaining Baykok as he goes.
Shooting Stars: 2d4 + 2 ⇒ (2, 3) + 2 = 7

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miss chance (high good): 1d100 ⇒ 60
miss chance (high good): 1d100 ⇒ 43
I'm guessing both shots miss even without the concealment chance, but here are rolls just in case.

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Arcalinte jets towards where Serovox was.
"I never thought I'd say this, but I'VE HAD ENOUGH WITH YOUR SPEECHES!" he says, taking to the air and unleashing his solar energy! He didn't need to see him to burn him!
"TO THE INFERNO WE GO!"
Using my move actions to get to my current position, get in the air, and do Supernova!
Supernova (Reflex DC 20, Fire/Holy damage): 12d6 ⇒ (4, 4, 1, 4, 1, 2, 6, 1, 3, 6, 5, 2) = 39

GM Cellion |

By bouncing sounds off the room, Spec is able to roughly see the location where Serovox is floating and point it out to you all. However, when he fires, the Corpse Fleet Commander easily dodges out of the way. That avails him very little as Arc approaches the location Spec is firing at and unleashes a wave of flame. You see a disturbance where the flames pass around an invisible form, just for a moment - it seems Arc's flames caught him!
On the other side of the room, Isu obliterates the pink baykok with a pair of swings. Charred chunks of bone shower the floor.
Jelico, since the baykok is no more, you don't have a target for your shooting stars, so you can go twice.
A moment after breaking out of his paralysis, Ted hears the sounds of spellcasting to the starboard side. He lashes out blindly with his dispel and catches Serovox's spell before it can take form. The magic sputters out and Serovox is left floating further away. (Spec can track location thanks to his echolocation)
Now its just you and the Commander of the entire Corpse Fleet.
|||| INIT ||||
Ted (110 dmg)
Arc (124 dmg)
Isu (183 dmg, 8 FF, rewired flesh)
Spectre (143 dmg)
Jelico (124 dmg) x2
Fleet Commander Serovox (9 dmg, flying 30ft up, invisible)

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"Where is he! Point me at him!"
I'll wait for instruction

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Ted places his top over his eyes and looks around the room, pointing and shouting when he sees the commander.
SEE INVISIBILITY M2 T2
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level (D)
You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.
The spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see.

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Isu triple moves (with haste) to where Ted points! He arrives at the location ready to attack... (but not until next turn)
(I'm still happy to take any healing available-- one hit and I'm down)

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Spectre continues directing his fire toward an anomaly in the room. But the commander is a canny target.
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (12) + 18 - 2 - 4 = 243d12 + 12 + 5 ⇒ (10, 5, 4) + 12 + 5 = 36
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 18 - 2 - 4 ⇒ (12) + 18 - 2 - 4 = 243d12 + 12 + 5 ⇒ (8, 8, 5) + 12 + 5 = 38
miss change (high good): 1d100 ⇒ 38 I do have ignore concealment--do I need to roll the miss chances or no?
miss change (high good): 1d100 ⇒ 33

GM Cellion |

That's a good question Spec! Does your ability allow you to ignore total concealment, or just regular concealment? Serovox would currently
have total concealment from you.

GM Cellion |

Arc, I think you have a standard action left after moving.
|||| INIT ||||
Ted (110 dmg)
Arc (124 dmg) (standard remaining)
Isu (183 dmg, 8 FF, rewired flesh)
Spectre (143 dmg)
Jelico (124 dmg) x2
Fleet Commander Serovox (9 dmg, flying 30ft up, invisible)

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1st turn
Jellico moves all the way up to Isu.
2nd turn
He lays his hand on Isu's back, healing a few of his wounds, but not nearly enough. "You need to stop getting hurt. I can't do too much more during battle."
Mystic Cure: 5d8 + 4 ⇒ (5, 6, 7, 4, 6) + 4 = 32

GM Cellion |

Serovox backs off from the two frontliners, then betrays his new position just briefly as he casts a spell. The fiery bead streaks from his invisible hand and blossoms into a blazing burst around Jelico, Arc and Isu.
Jelico Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Arc Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Isu Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
All three are caught exposed and are charred by the flames. (33 dmg to Isu and Jelico, 18 to Arc due to resistance)
|||| INIT ||||
Ted (110 dmg)
Arc (142 dmg)
Isu (176 dmg, 0 FF, rewired flesh)
Spectre (143 dmg)
Jelico (157 dmg)
Fleet Commander Serovox (0 dmg, flying 30ft up, invisible)

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"You see? How is this one supposed to avoid that? This one would be dying right now if not for you."
"But now we know where to go. Charge!"
Again Isu shoots forward, catching up to the undead leader and trying to impale him twice with the spear Arcalinte.
I can charge and attack twice with a -4 to hit and no AC penalities
arcalinte: 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 265d8 + 19 ⇒ (8, 7, 6, 8, 3) + 19 = 51
arcalinte: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 325d8 + 19 ⇒ (4, 3, 6, 5, 2) + 19 = 39
invisible I guess so here are two d100s
total concealment: 2d100 ⇒ (39, 78) = 117
i feel like might have him on that second attack!

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Unfortunately, looks like I can't ignore full concealment.
Spectre continues to have trouble pinning down the elusive, invisible target. Once again, his shot is errant.
Conqueror (white star-class, electric and fire)(boosted, ignore concealment, deadly aim) (weapon focus): 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 163d12 + 12 + 2d6 + 4 ⇒ (3, 11, 2) + 12 + (3, 1) + 4 = 36