Isu Greelax Zyte
|
"STEP BACK, Arcalinte. Let it come to us; this one cannot reach it. SARENRAE!"
Pulling from his will and resolve, Isu lets a burst of healing cover him and Arc.
healing channel, costs a resolve pt: 2d8 ⇒ (3, 2) = 5
| GM Cellion |
How are you moving Arc? Because there's definitely ways you could back off without provoking.
Arcalinte Soter
|
Arcalinte swings at the marrowblight and then steps back carefully to not give them a chance to retaliate.
Attack (Fire/Holy): 1d20 + 11 ⇒ (18) + 11 = 291d10 + 11 + 3 ⇒ (3) + 11 + 3 = 17
Guarded step back.
| GM Cellion |
Botting Spectre and running Syd:
Spectre lines up a shot against the marrowblight and fires a burning beam.
Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (15) + 12 = 27 1d10 + 6 ⇒ (1) + 6 = 7
... and scorches one of its outlying limbs.
Sydney steps to the side and fires as well.
To hit (Laser pistol, corona): 1d20 + 10 ⇒ (16) + 10 = 26
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (17) + 20 = 37
Damage (Laser pistol, corona): 2d4 + 3 ⇒ (2, 3) + 3 = 8
Trick Attack Bonus Damage: 3d8 ⇒ (3, 6, 7) = 16
... burning a hole on the creature's arm and distracting it!
----
You hear a faint rustling as it moves (Unfortunately, DC35 to spot its position, which no one can reach), and you hear a dry, dusty voice ring out from the front of the hut. "Bhhhy meddling withhh thhhe Corpse Fleet, you've earned enemies that will never stop hhhunting you. Never..." The rustling continues, but you're not quite able to track where it might be moving.
||||INIT ||||
Isu (58 dmg)
Arc (67 dmg, Diseased-Latent)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)
Ted
Ellicoth (DEAD)
Marrowblight (77 dmg, flatfooted, vanished)
Bold people are up!
Ted Under
|
"Oh no you don't," Ted threatens. He grabs his top from the air and pulls it apart in to little pieces. He blows on the fine dust, billowing it to permeate the area around and in the hut. He moves to position himself to spot the marrowblight's antics.
Casting See Invisibility
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.
Isu Greelax Zyte
|
Woot! go Ted! Isu will wait a brief moment for Ted to point out the position
| GM Cellion |
Ted, looks like you didn't move on the map, so here's a 1d2 for whether you went west or south.
1d2 ⇒ 2
Ted spots a shimmering, fuzzy-edged marrowblight at the south end of the hut.
(For simplicity, we can assume that Ted is able to give you good enough directions to help the rest of the party identify the correct square. Obviously its still invisible to you, so you have 50% miss chance.)
S-P37 'Spectre'
|
Spectre adjusts his aim and fires at the location indicated by Ted.
"A handy trick," he drones.
Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (14) + 12 = 261d10 + 6 ⇒ (1) + 6 = 7
miss % (low always bad): 1d100 ⇒ 86
Arcalinte Soter
|
Arcalinte steps closer to the hut and turns to where Ted indicated.
"Don't bother trying to scare us. We're not afraid of the Corpse Fleet or of you. And I don't need to see you to turn you into ash!"
Arcalinte raises his sword over his head and the plasma flares outwards, while fire and light bursts forth from his armor.
SUPERNOVA! (Fire/Holy; DC 16 Reflex): 6d6 ⇒ (6, 2, 4, 4, 3, 3) = 22
"FOR THE SUN AND THE FURY! FOR THE STARFINDER SOCIETY!"
Isu Greelax Zyte
|
Feeling like Arc and Spec must have it handled after that impressive show, Isu tries to refresh himself and Arc with another healing burst.
heal for 1 RP: 2d8 ⇒ (2, 8) = 10
that should max out my HP but my SP is still depleted of course. I gotta get that new healer archetype!
| GM Cellion |
Listening in, all you can hear is the popping and crackling of burning undead flesh... the marrowblight is dead once more!
|||| STATUS ||||
Isu (52 dmg)
Arc (57 dmg, Diseased-Latent)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)
Ted
Ellicoth (DEAD)
Marrowblight (DEAD)
Combat Over!
Ted Under
|
we actually all survived that?! WOOT!
Ted mumbles, "hrmph" as his top begins scanning the hut and blight.
perception: 1d20 + 2 ⇒ (17) + 2 = 19
Casts detect magic
Any way to turn off blight's invisibility?
computers to turn off: 1d20 + 14 ⇒ (15) + 14 = 29
physical science to turn off: 1d20 + 13 ⇒ (13) + 13 = 26
life science to turn off: 1d20 + 13 ⇒ (16) + 13 = 29
Detect Magic
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Isu Greelax Zyte
|
Feeling relatively chipper after such an ordeal, Isu immediately enters the hut and looks around, trying to secure the premises.
perception: 1d20 + 8 ⇒ (7) + 8 = 15
S-P37 'Spectre'
|
Spectre also looks around. "It seems highly likely that we walked into an ambush. Someone knew we were coming. Perhaps the halfling ghoul alerted her cult," he suggests as he assists Isu in searching.
perception: 1d20 + 10 ⇒ (17) + 10 = 27
Isu Greelax Zyte
|
"It seems likely. It appears the Corpse Fleet and the halflings were conniving against us this whole time!"
Arcalinte Soter
|
Relieved at their victory, but spent, Arcalinte falls to his knees, jamming the tip of his sword into Eox's dead, dry ground as he leans on it.
"Knock it off, you two. More likely the Corpse Fleet's got spies in the city who saw who we were talking to and who we were tracking, and tipped them off. Stop ragging on Ms. Trux like she's some cultic mastermind."
He then shuts his eyes and his armor recedes back into his mote as he re-centers himself and recovers.
10-minute meditation break for SP!
| GM Cellion |
Ted searches the marrowblight's armor and finds the tiny switch that toggles the invisibility, which he turns off so the rest of the party can see the corpse.
You search the hut and the marrowblight's corpse while Arc rests and recovers. The marrowblight was carrying a thunderstrike streetsweeper, two high-capacity batteries, a D-Suit I, a Lightwarp Inlay armor upgrade, and a credstick with 800 credits on it.
The marrowblight's shack is fairly threadbare and devoid of any items of obvious value. In fact, the whole place amounts to a collection of junk that is either furniture crafted from preserved organic body parts or mostly worthless trophies from intruders the marrowblight has defeated in recent years. However, Spectre's acute visual sensors spot a sack made from the dried organ of some creature hidden behind one of the load-bearing bones in the building’s frame. The sack holds a jumbled stash of more than a dozen credsticks, some bent or bloodstained, taken from Xerantha’s slain foes. All together, the credsticks contain a total of 7,080 credits. In addition to these credits, you spot a datapad with a cracked screen atop one of the grisly pieces of furniture.
The datapad proves decidedly easy to access (You can break in with a natural 1, Spectre!).
Beyond the recruitment efforts, the marrowblight details its delivery of fresh raw flesh to the Commander - for use in the creation of an 'Old Fashioned War Construct'. No more is mentioned of the construct, so it's not clear if it was created in the end.
Finally, the datapad's entries end with the plan to have one final meeting with the Commander, mentioning 'This. This is the last chance to prove myself before the Commander leaves in pursuit of the Great Weapon. I hunger for more meaningful work, to fight on the front lines of the war against the living. I have done enough menial drudgery. If tonight, the Commander denies me, Skullcap Gorge will echo will her screams.'
Isu Greelax Zyte
|
"Skullcap Gorge...Skullcap Gorge.... A proper name to a death filled base of screaming fanatics. Surely there the Corpse Fleet and halfling alliance makes their pizzas and pledges to find this star destroyer weapon. Does anyone know how to get there? Maybe we first return to town and get a decents nice rest without gargantuan monsters breathing down our necks..."
S-P37 'Spectre'
|
Spectre agrees with Isu's analysis after sharing the contents of the data pad. "Is this location on planet? Or elsewhere?"
Spectre runs some calculations of the number of credits they could earn if they did capture the Corpse Fleet, the super weapon, and the halfling pizza cult. The sheer quantity of the numbers tax his processing power.
int check: 1d20 + 5 ⇒ (15) + 5 = 20 do we know where this is?
Arcalinte Soter
|
Oooo, that Lightwrap Inlay was something I was looking for for Arcalinte before! :D
Arcalinte gets up and examines what they've found.
"That inlay is...beautiful! It deserves better than to languish in this garbage pile."
He thinks on Spectre's question, wondering if any of the maps used to find the coordinates they were at had "Skullcap Gorge" as a landmark.
Culture: 1d20 + 10 ⇒ (3) + 10 = 13
| GM Cellion |
A quick infosphere search reveals that Skullcap Gorge is not too far away. In fact, you realize you must have driven past it on the way over from Orphys. You recall a canyon with sheer cliff walls made of skeletal remains... according to your map Skullcap Gorge is one of many side branches from the main canyon. In your buggies, it probably wouldn't take longer than half an hour to reach.
(Since Isu mentioned it, I'll highlight that the message you just retrieved states that Commander Vesh will be leaving the following day to head after the 'Great Weapon'. That means you only have tonight to try to catch her - resting means she gets away. You *do* have time to head back to Orphys and purchase a few items if you want.)
Ted Under
|
Ted is umndamaged but only has one spell left. Let's get her!
Ted tosses a frag grenade from hand to hand while his top flits around the explosive making sure it doesn't get dropped, "Let's blow this place."
Isu Greelax Zyte
|
Knowing Ted's proclivities for explosives, Isu scurries away from the hut. He sits down to rest and watch the Ted-based firework show.
1 RP to gain SP back. I suggest others do that same. Is anyone still down on HP besides Arc?
"Come sit, Arcalinte. Sarenrae would not want her champion to enter battle in your condition."
Two healing touches for Arc, using my ability and the staff of mystic cure. 10 HP.
S-P37 'Spectre'
|
Spectre tries to urge the others on. "We haven't much time to delay if we are to catch this Commander Vesh. Rest your flesh if you must, but we must be on our way soon."
Isu Greelax Zyte
|
"The spirit is willing, but the flesh is weak. Don't droids need to recharge batteries or anything, S-P37?. Right then. Ted, Sydney? You two need a touch of Sarenrae?"
| GM Cellion |
(By my tracking, that leaves everyone at full HP and SP except: Arc has 6 HP dmg. Spectre got caught in the earlier channel energy and I just forgot to note it in the round status)
While you've been discussing the possibilities around next steps, Sydney has been scowling up a storm at the angry blisters left behind by the acute dose of radiation she got from the ellicoth. Finally, she just takes out her laser pistol and starts spinning it between her fingers. "That was, y'know, like no problem. Big thing never even got to touch me." She waves off Isu's offer.
After a pause she adds "But I'm seeing a real s~#*ty trend here ever since we hooked up with that Starfinder guy. Undead creepers, insane cults, and whatever the hell that was." She waves at the still-radioactive corpse of the ellicoth. "And almost all the credits are going to just keeping our necks safe. Not my idea of a cushy job."
"So hey. It's time to split. You enjoy your skull death orgy or whatever. I'm gonna get myself off this planet and maybe out to somewhere like Verces. I hear they've got a real good underground race scene." She offers a brisk wave before trotting back to one of the two buggies (feel free to throw any last RP to Sydney) and kicking it into high gear, tearing her way back over the Eoxian wastes.
---
So, Orphys first or straight to Skullcap Gorge? I'm not seeing two clear votes going for either of them.
Isu Greelax Zyte
|
Isu tries to call after her. "But the halfling pizza cult! We must keep the galaxy safe! And the lesser threat of the doomsday weapon!" His words have no effect, and he scowls. "Some people live in a dreamland and take no responsibility."
Ted Under
|
Watch Syd leave, Ted wards off emotion and extends a hand shake that is ignored. He pulls back his hand, "Better make sure that general doesn't get away."
Arcalinte Soter
|
(By my tracking, that leaves everyone at full HP and SP except: Arc has 6 HP dmg. Spectre got caught in the earlier channel energy and I just forgot to note it in the round status)
While you've been discussing the possibilities around next steps, Sydney has been scowling up a storm at the angry blisters left behind by the acute dose of radiation she got from the ellicoth. Finally, she just takes out her laser pistol and starts spinning it between her fingers. "That was, y'know, like no problem. Big thing never even got to touch me." She waves off Isu's offer.
After a pause she adds "But I'm seeing a real s+$+ty trend here ever since we hooked up with that Starfinder guy. Undead creepers, insane cults, and whatever the hell that was." She waves at the still-radioactive corpse of the ellicoth. "And almost all the credits are going to just keeping our necks safe. Not my idea of a cushy job."
"So hey. It's time to split. You enjoy your skull death orgy or whatever. I'm gonna get myself off this planet and maybe out to somewhere like Verces. I hear they've got a real good underground race scene." She offers a brisk wave before trotting back to one of the two buggies (feel free to throw any last RP to Sydney) and kicking it into high gear, tearing her way back over the Eoxian wastes.
Arcalinte listens to Sydney and nods after accepting Isu's healing.
"I...understand, Sydney. I don't think any of us expected things would spiral out this way when we board the Acreon back at Absalom Station, and to speak honestly, it's been clear that you haven't been happy in the situations our investigations have led us into. You're most comfortable at the helm of a ship, not hacking your way through jungles and ruins or fighting undead terrorists on a broken world."
"At...the risk of sounding callous, you may want to leave the Sunrise Maiden in our care. While I know you've put a lot of love and care into her, the Corpse Fleet will be looking for it, so the fastest way to get the target painted on our backs off it will probably to let them chase after us in the Maiden while you make your own way."
He offers Sydney a hug before she goes.
"It's been an honor and a pleasure, Sydney. Maybe when the Cycle brings us together again, you'll be at the helm of an even better ship than the Sunrise Maiden. Say hello to Grix, Solaria, Chiskisk and Ralkawi for us, should the Cycle bring you to back to the Lorespire."
Once Sydney has departed, he turns back to the others.
"You're right, Ted. We need to send the Corpse Fleet a message. We survived fighting this giant, radioactive creature and that crazy marrowblight, we'll survive Commander Vesh too!"
Isu Greelax Zyte
|
mystic cure: 1d8 + 2 ⇒ (4) + 2 = 6
Isu reaches out and touches Spectre on the shoulder, healing him 6. "Sarenrae blesses your courage, Spectre.
With everyone fit as a fiddle, it is time to move on. Isu (and the others presumably) cross the plains again and up the steep slope to reach the buggy. Isu climbs into the buggy and reloads his sniper rifle and holds it at the ready.
"This one will bring Sarenrae's justice on these evildoers."
you guys better specifically say you are 10 minute resting, if you haven't, because Cellion don't have no mercy
| GM Cellion |
Thankfully Isu, I think everyone's either full stamina or has done their 10 min rest already. I'm also going to guess you meant to heal Arc rather than Spectre, since Specs at full HP.
---
Sydney backs off before the clingy Arc can hug her, and responds to Ted's offer of a handshake with a loose two-finger salute to the group. "Don't go dying out there." As she gets to the buggies to drive away, she also calls out "And don't you worry about the Maiden." before driving off.
Once everyone is healthy and you've distributed the loot from the Marrowblight, you pile on into the remaining buggy (perfectly sized now for 4 people!) and drive across the blasted landscape to the creepy canyon you drove through on the way over. Just like before, the towering walls of loose, interlocked skeletons loom overhead. The starry night sky above provides dim illumination this deep into the canyon and dark shadows abound around the twists and turns. However, other than yourselves and your vehicle, there is no movement. The canyon is still as a grave.
You follow the coordinates provided on the infosphere and arrive at the mouth of a side-branch to the canyon. Skullcap Gorge lies within.
Pausing here to allow folks to make any preparations they'd like before you head in.
Isu Greelax Zyte
|
percep: 1d20 + 8 ⇒ (15) + 8 = 23
survival: 1d20 + 6 ⇒ (2) + 6 = 8
"This one seems something acrid in this canyon. Sir Ted, anything to protect us from toxic fumes?"
maybe we have the life bubble on already?
S-P37 'Spectre'
|
Yes, I'll definitely take the 10 minute rest before. Thanks for the reminder.
"My sensors detect nothing out of the ordinary," Spectre says. "Perhaps you smell Ted."
The droid activates his shield, however, just in case. 11 temp hp
perception: 1d20 + 10 ⇒ (8) + 10 = 18
survival: 1d20 + 1 ⇒ (16) + 1 = 17
Arcalinte Soter
|
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Survival: 1d20 + 0 ⇒ (8) + 0 = 8
"Spectre, knock it off, insulting Ted is ultimately not profitable in the long run," Arcalinte replies, his mind so focused on what they're doing that he hasn't noticed the fumes or tracks.
Ted Under
|
"I'm no sir," Ted responds to the living, and sends his top out to everyone to encase them in a bubble of life.
I didn't see any recent post where the bubbles were applied. So, zero level spells from here on out! YA!
Just to be honest, Ted had only one spell slot left which was for a level 2 spell. Life Bubble is a level one spell. I remember something about being able to cast a lower level spell with a higher level slot, but I may be mixing rules from different games. I googled and didn't find anything definitive for Star Jammer.
LIFE BUBBLE M1 T1
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
| GM Cellion |
From what I recall, you cast life bubble on the party as you all arrived to Eox. Since there hasn't been more than a day past since then, those same life bubbles are still rolling! Hold onto that spell slot.
And yes, you can always cast lower level spells in higher level slots.
---
As you proceed into the branch from the main canyon, the towering walls of bone seem to press in ominously, grinning skulls seemingly eyeing you with glee. Up ahead, you see what appears to be the end of the ravine. A wide pool of bubbling acid abuts a sheer cliff. Several flat, stepped rocks next to the pool approximate a stairway climbing to the top of the cliff.
Map Updated. The enormous walls of bone to the north and south are 50 feet high and require a successful DC 20 Athletics check to climb. The steps leading eastward are massive, each ledge 5ft higher than the previous. I've put in their elevation relative to the canyon floor.
There's no obvious sign of the Corpse Fleet as you enter from the west. At least, there isn't until...
Isu Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Spec Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Ted Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Isu: 1d20 + 5 ⇒ (4) + 5 = 9
Spectre: 1d20 + 6 ⇒ (12) + 6 = 18
Ted: 1d20 + 2 ⇒ (20) + 2 = 22
-----------------------
Enemy: 1d20 + 6 ⇒ (12) + 6 = 18
----
SURPRISE ROUND! Arc and Isu get to act in the surprise round since they made their perception checks.
The four skeletons drop free from the walls and each one chants a spell that causes the pistol it's carrying to glow with power.
|||| INIT - Surprise Round ||||
Corpse Fleet Skeletons
Arc
Isu
Bold are up for the surprise round. Just a move or standard available.
Isu Greelax Zyte
|
Isu glances at his sniper rifle, wondering why he is always holding the wrong gun in his hands. Shrugging, he decides to get in the face of the closest enemy and set up his next attack.
movement 35 ft
Arcalinte Soter
|
"AMBUSH!" Arcalinte yells as he and Isu spot the emerging skeletons. "That is some FLARING good camouflage," he then mutters as he moves 25 ft. after Isu, calling his starknife to his hand and throwing it at the skeleton as soon as he's close!
Starknife: 1d20 + 11 ⇒ (1) + 11 = 121d4 + 11 ⇒ (2) + 11 = 13
Photon Mode: 1
| GM Cellion |
(...)Bold are up for the surprise round. Just a move or standard available.
*Looks pointedly at Arc*
---1d20 + 9 ⇒ (18) + 9 = 27 5d6 + 3 ⇒ (2, 5, 1, 3, 5) + 3 = 19
1d20 + 9 ⇒ (8) + 9 = 17 5d6 + 3 ⇒ (6, 5, 2, 6, 4) + 3 = 26
1d20 + 9 ⇒ (7) + 9 = 16 5d6 + 3 ⇒ (4, 2, 3, 6, 3) + 3 = 21
-
Vesh hefts a large sniper rifle, looking down its sight toward you in the canyon below, before calling out "This is your dead end, breathers. FIRE!" All four skeletal troopers step back and then fire their supercharged pistols at your party!
Magically empowered shots hit Arc and Spectre, blowing the two of them back slightly by the sheer force of the impacts (Dealing 18 and 19 damage, respectively, post DR). Isu and Ted are targeted as well, but their armor manages to hold up better against the assault, deflecting powered up bullets as intended.
|||| INIT - ROUND 1 ||||
Ted
Spectre (19 dmg)
Isu
Arc (18 dmg)
Bone Trooper Blue
Bone Trooper Pink
Bone Trooper Red
Bone Trooper Green
Zeera Vesh
OK, we're into normal combat rounds.
Isu Greelax Zyte
|
"TAKE COVER IF YOU CAN!" Isu does indeed take cover, by taking a guarded step right next to a bone trooper and using it as protection from the sniper rifle. Of course, he would rather put it down...
paramagetic hammer: 1d20 + 11 ⇒ (16) + 11 = 273d6 + 13 ⇒ (2, 1, 5) + 13 = 21
I have step up, and if this things tries to guarded step again, I'm going to follow him.
S-P37 'Spectre'
|
I had just activated my shield for 11 temp hp. Should I only take 8 dmg then?
Spectre's shields take most of the damage from the blasts. The droid draws his plasma rifle, and seeing an angle he might catch two of the enemy, fires a line of plasma at both of them.
Plasma Rifle (red star-class, electricity, fire) (weapon focus): 1d20 + 10 ⇒ (19) + 10 = 291d10 + 6 ⇒ (9) + 6 = 15 Looks like it could get Red and Green. If not, just Red.
| GM Cellion |
@Spec: Yep, you should have only 8 damage on you.
Ted Under
|
Ted grabs an incendiary grenade from his coat and lobs it behind the blue skeleton as he moves to take cover with the team.
save dc 14; 5 ft radius
grenade F damage: 1d6 ⇒ 2
Target takes d4 burn damage
Grenades sound so cool, but they behave like Ground Bloom fireworks. HA!
GRENADE, INCENDIARY (I–VI)
Incendiary grenades detonate in a spray of superheated plasma.
BURNING
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
Arcalinte Soter
|
DERP.
Arcalinte draws his sword and guarded steps up to the skeleton who just shot him.
"It'll take more than that to stop a Starfinder!"
Entangling Carbon Steel Curve Blade: 1d20 + 11 ⇒ (10) + 11 = 211d10 + 11 ⇒ (3) + 11 = 14
Photon Mode: 1
| GM Cellion |
-
1d20 + 2 ⇒ (7) + 2 = 9
-
1d20 + 5 ⇒ (11) + 5 = 16 1d4 + 4 ⇒ (2) + 4 = 6
3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
3d4 + 3 ⇒ (3, 3, 3) + 3 = 12
-
3d4 + 3 ⇒ (3, 3, 3) + 3 = 12
-
1d20 + 23 ⇒ (5) + 23 = 28
1d20 + 14 ⇒ (4) + 14 = 18 2d10 + 6 ⇒ (7, 3) + 6 = 16
It retaliates by swinging a claw at Isu, but the kasatha swats it aside with his hammer. It tries to guarded step away, but Isu follows in lockstep with it.
Meanwhile on the south side, Spec lays out a blistering beam of plasma that engulfs both skeletons, charring them badly. Those two skeletal soldiers chant ancient Eoxian spells and send volleys of magic missiles at Spectre. The force bolts batter Spec from every angle. (Dealing 20 total damage) The pink skeleton does the same, but sends its volley at Ted! (Ted takes 12 points of damage)
Zeera Vesh surveys the battlefield, aims carefully, and snipes at Spectre! But her aim is well off and the rifle's slug blasts a furrow near the droid's feet.
Thanks for copying in grenade mechanics Ted! It really helps to not have to go digging each time for how they work :>
|||| INIT - ROUND 2 ||||
Ted (12 dmg)
Spectre (28 dmg)
Isu
Arc (18 dmg)
Bone Trooper Blue (29 dmg, burning for d4)
Bone Trooper Pink
Bone Trooper Red (15 dmg)
Bone Trooper Green (15 dmg)
Zeera Vesh
Ted Under
|
Ted took damage?!?! That's it, we're doomed. Everyone run!!!!
"So that's what that feels like," Ted fires his pistol at the nearest skeleton.
SemiAuto Pistol, tactical attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Isu Greelax Zyte
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Isu tries to put the finishing touches on the blue one.
paramagetic hammer: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 203d6 + 13 ⇒ (6, 6, 2) + 13 = 27
paramagetic hammer: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 133d6 + 13 ⇒ (6, 6, 1) + 13 = 26
I put a full attack in here, but if I can down it with the first blow with a 24 to hit and a 27 damage, I will spend my movement to run at the next one in line.
| GM Cellion |
Ted perforates a skeletal skull with his pistol, and Isu completely obliterates the blue skeleton's spine and rib cage, tearing apart its light armor in the process. The blue skeletal soldier is utterly destroyed!
I've moved you along Isu
|||| INIT - ROUND 2 ||||
Ted (12 dmg)
Spectre (28 dmg)
Isu
Arc (18 dmg)
Bone Trooper Pink
Bone Trooper Red (15 dmg)
Bone Trooper Green (15 dmg)
Zeera Vesh
Arcalinte Soter
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Arcalinte sheathes his blade in plasma once again and follows after Isu towards the next skeleton!
That's 2 Move actions (1 for Plasma Sheath, and the other to go 25 ft. I can't attack this round now, correct?
Photon Mode: 1 (1 gained, and then spent to activate Plasma Sheath)