Dead Suns AP by GM Cellion

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+3[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+15[/dice]
[dice=Isu Perception]d20+8[/dice]
[dice=Spec Perception]d20+11[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+16[/dice]


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Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

Sparks and electrical arcs sputter from the damaged Spectre. Trying to finish off the enemies he struck before, he sends another line of plasma in their direction.

"Someone--do something."

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (6) + 12 = 181d10 + 6 ⇒ (1) + 6 = 7


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

@Arc: You don't spend photon mode to activate plasma sheath (or anything else. Only your zenith revelations reset your round counter back to 0). You should be at 2.

GM Screen:
3d4 + 3 ⇒ (1, 3, 1) + 3 = 8
3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
-
1d20 + 5 ⇒ (9) + 5 = 14 1d6 + 4 ⇒ (1) + 4 = 5
-
1d20 + 23 ⇒ (5) + 23 = 28
1d20 + 14 ⇒ (13) + 14 = 27 2d10 + 6 ⇒ (3, 7) + 6 = 16
Arc closes with the pink skeleton, leaving it almost hemmed in against the rocky and bony cliffs. Meanwhile Spectre sends another beam of plasma through the two southern skeletal soldiers. The crackling energy passes through limbs this time rather than their torsos, and while they look more charred than before, they keep going! (You're getting serious mileage out of this line weapon :O)

Both southern skellies blast back once more with volleys of missiles, singlemindedly sacrificing themselves in an effort to destroy Spectre. Force bolts continue to batter the droid (17 damage total)

The pink skeleton is left with nowhere to run, and instead draws a thin dueling sword and slashes at Arc. The blade gets easily parried.

Zeera Vesh carefully picks a target out before firing, aiming her rifle at Ted. At the last moment, she swings the barrel around and fires at Spectre instead, catching the droid off guard! A bullet tears through servos in his knee. (16 piercing damage, and you're flatfooted by the trick)

|||| INIT - ROUND 3 ||||
Ted (12 dmg)
Spectre (61 dmg, flatfooted)
Isu
Arc (18 dmg)

Bone Trooper Pink
Bone Trooper Red (22 dmg)
Bone Trooper Green (22 dmg)
Zeera Vesh

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

Arcalinte strikes at the skeleton, hoping to take it down quickly.

Plasma Sheath Curve Blade (Fire/Holy): 1d20 + 11 ⇒ (16) + 11 = 271d10 + 11 + 3 + 2 ⇒ (1) + 11 + 3 + 2 = 17

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

Ted fires his pistol at the green skeleton.

SemiAuto Pistol, tactical attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Seeing Spectre sparking and circuits on fire, Isu knows he needs to act quick to prevent more damage to the droid.

"ARCALINTE SOTER! Stay on this. This one is going for the sniper rifle!"

Isu runs around the pink bone trooper (provoking) and starts bounding up the strange natural stairway, nearly making it to the top.

double moving. next round I'll get next to it.

"You! This one shall smite you in the name of Sarenrae!"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Isu: The natural stairway has steps that are 5ft high, so you'll need to either climb up each step, which would need free hands but be an easy series of Athletics checks. Each 5ft you climb vertically costs 10ft of movement. Alternatively, you could jump up each one with athletics, which is a harder series of checks, but you'll be moving much faster since you don't need to spend 10ft of movement to clamber up each step.

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

that's brutal. the jumping is too confusing, because there are multiple jumps in a single move, and I don't know what I have a running start on and what I don't. plus the DC is 20 for a vertical jump of 5.I will recount my steps and reposition on the map.

Isu goes as fast as he can, but the tall steps slow him down. (made it up to height +15)

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15
Isu Greelax Zyte wrote:

Seeing Spectre sparking and circuits on fire, Isu knows he needs to act quick to prevent more damage to the droid.

"ARCALINTE SOTER! Stay on this. This one is going for the sniper rifle!"

Isu runs around the pink bone trooper (provoking) and starts bounding up the strange natural stairway, nearly making it to the top.

double moving. next round I'll get next to it.

"You! This one shall smite you in the name of Sarenrae!"

"Understood!" Arcalinte replies.

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

"Multiple--system--malfunctions--" Spectre drones, his voice crackling and in obvious distress.

He does manage to fire off one more line of plasma, but he appears in danger of shutting down.

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (11) + 12 = 231d10 + 6 ⇒ (1) + 6 = 7 Doesn't help that I keep rolling minimum damage.

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

I still didn't do a good job on my turn, since I need to have free hands and make athletic checks. Isu will drop his sniper rifle and just hold onto his hammer. And then I'll put a few athletics checks here. Cellion, let me know how far total I can go then, given that I would be moving 70 ft on a flat surface. This is for climbing, not jumping

1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 10 ⇒ (17) + 10 = 27
1d20 + 10 ⇒ (20) + 10 = 30
1d20 + 10 ⇒ (8) + 10 = 18


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 5 ⇒ (13) + 5 = 18 1d6 + 3 ⇒ (5) + 3 = 8
-
1d20 + 9 ⇒ (9) + 9 = 18 1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24 1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6 1d6 + 3 ⇒ (2) + 3 = 5
-
1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 2d10 + 6 ⇒ (5, 9) + 6 = 20
1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 4d10 + 12 ⇒ (4, 5, 7, 1) + 12 = 29
You've got it right Isu. Three Athletics successes (DC is only 15). By my measure you get exactly to where you've placed yourself on the map, with 70ft of movement.

Arc's plasma-enhanced blade slashes through a bony torso, lopping off ribs with ease. The pink skeleton rattles in agony as fire and holy energy char its body. While Arc serves as a distraction, Isu rushes past and up the massive stone steps. He hauls himself up step after step in a matter of seconds, getting almost to the top in what seems like no time at all.

Ted scores a hit with his pistol, but only manages to chip a skeletal cheekbone (1 point of damage :<). Spectre blasts the southern skeletons with a plasma beam, charring their legs. They're left swaying on brittle, blackened stilts, but are otherwise undeterred! (Ouch on the repeated 1s for damage) Vesh angrily reprimands them in Eoxian for their tactical incompetence.

The pink skeleton slashes at Arc with its dueling sword, but once more Arc parries the blow. The two badly damaged skeletons to the south reposition to avoid another plasma beam, then turn their pistols on Spectre. A single bullet strikes true, damaging the droid's internals further. (Dealing 9 points of damage)

Given the way the tide is turning against her forces, Vesh abandons her methodical sniping and fires twice at the rapidly closing kasatha. One shot caroms off his armor plating, but the other is a critical hit. (Dealing 24 points of damage after DR)

|||| INIT - ROUND 4 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (24 dmg)
Arc (18 dmg)

Bone Trooper Pink (17 dmg)
Bone Trooper Red (29 dmg)
Bone Trooper Green (30 dmg)
Zeera Vesh

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

Arcalinte continues to press the attack on the skeleton!

Full Attack!

Plasma Sheath Curve Blade (Fire/Holy): 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 161d10 + 11 + 3 + 2 ⇒ (4) + 11 + 3 + 2 = 20
Plasma Sheath Curve Blade (Fire only): 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 81d10 + 11 + 3 + 2 ⇒ (8) + 11 + 3 + 2 = 24


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Arc's first attack cleaves through the pink skeleton's spine and it explodes in a violent reaction to the holy energy from his weapon!

|||| INIT - ROUND 4 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (24 dmg)

Arc (18 dmg)
Bone Trooper Red (29 dmg)
Bone Trooper Green (30 dmg)
Zeera Vesh

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

"THAT REALLY HURTS!" shouts Isu as he continues his rush.

athletics: 1d20 + 10 ⇒ (15) + 10 = 25

Isu scampers to the top of the rise and has enough speed left to cautiously circle around the drop off and get to the Eoxian's east.

as before, any guarded step away from me and Isu will follow with his step up feat

Dataphiles

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Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

"Commencing--self--dest--"

Spectre fires one last shot, his targeting remaining true despite massive internal damage. Sparks fly from his torso and head, and his left side looks paralyzed.

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (13) + 12 = 251d10 + 6 ⇒ (3) + 6 = 9


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)
S-P37 'Spectre' wrote:
"Commencing--self--dest--"

Linked that for you *thumbs up*

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)
GM Cellion wrote:
S-P37 'Spectre' wrote:
"Commencing--self--dest--"
Linked that for you *thumbs up*

Yup! That's the reference! ;P

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

"Let me help you Spec!" Ted grins as he hurls a grenade towards Spec, but landing it on the green skeleton.

grenade to hit: 1d20 + 7 ⇒ (11) + 7 = 18
frag grenade 2 damage: 2d6 ⇒ (5, 3) = 8
Ref DC = 15 (level 4/2 + 3 dex)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 2 ⇒ (5) + 2 = 7
-
1d20 + 23 ⇒ (10) + 23 = 33
1d20 + 14 ⇒ (13) + 14 = 27 1d6 + 8 + 3d8 ⇒ (3) + 8 + (3, 4, 2) = 20
Isu corners the Corpse Fleet Commander against the edge of the cliff, with a long drop behind her into the acid pool below. Spectre fires at the red skeleton, finishing it off with a blast of plasma. Ted's grenade sends a blast of shrapnel through the green skeleton, chipping and crushing the few undamaged bones remaining. It loses cohesion and clatters to the ground in a wave of bone fragments.

Commander Vesh spins to face Isu and tosses her sniper rifle aside. She grits her razor sharp teeth and hisses out "You breathers are a scourge. A blight upon this universe. Your only fitting end is extermination." As she speaks, she slowly repositions to leap backwards off the cliff. But just as it seems as though she's going to leap off, she shifts again and lunges towards Isu with a claw. The claw closes upon the kasatha's neck, crushing and slicing. (dealing 15 pts damage after DR, Vesh has you grappled)

Isu Electric Feedback: 1d6 ⇒ 4

Even as Isu's armor upgrade is electrocuting Vesh, she grins and breathes in deep...
Isu Fort: 1d20 + 4 ⇒ (4) + 4 = 8 1d4 ⇒ 2
A wispy shimmering vapor begins to flow from Isu's mouth and nose. The shimmer phases through his kasatha face-covering, through his armor and across the gap to Vesh's open mouth. She swallows the drifting energy with pleasure. Isu is left feeling weak and numb, an icy cold spreading through his body as the edges of his vision start going dark. (Isu takes 1 negative level and is staggered for 2 rounds)

Negative Level Rules:
For each negative level you have, you take a cumulative –1 penalty to your ability checks, your AC, attack rolls (including combat maneuvers), saving throws, and skill checks. In addition, you reduce your current and total Hit Points and Stamina Points by 5 for each negative level you have. You are also treated as 1 level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level you have. If you are a spellcaster, you do not lose any spell slots as a result of negative levels. If your negative levels equal your total character level (or CR, for monsters), you die.

Negative levels are temporary, unless the effect that bestows them specifies they are permanent. If you have temporary negative levels, you can attempt a saving throw each day to remove those negative levels. The DC is the same as the DC of the effect that caused the negative levels. If you have negative levels from multiple sources, you must attempt a separate saving throw to remove the negative levels from each source.

Grappled Condition:
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.

You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.

|||| INIT - ROUND 5 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (39 dmg, grappled, 1 negative level, staggered 2 rounds)
Arc (18 dmg)

Zeera Vesh (4 dmg)

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

Spectre manages to deactivate his self-destruct sequence. Though he continues sparking and looks very disabled, he fires a shot toward the enemy on the cliff.

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (14) + 12 = 261d10 + 6 ⇒ (10) + 6 = 16

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Just to confirm: She is able to strike me, grapple, and give me negative levels and stagger me all in 1 round? Just making sure that is accurate since it seems like an extra standard action or two. Also, grappling me requires a 32 to hit? Looks like she barely made it...Just making sure... just checking just checking. I guess we could have accidently found the end boss of the book, I had no idea...

Staggered, unable to swing his weapon, Isu has little choice but to escape the grapple. Not dexterous enough to slip free, he tries to reverse it and take control.

grapple: 1d20 + 5 + 5 - 1 ⇒ (13) + 5 + 5 - 1 = 22

"Arcaline Soter.... help!" Isu gasps.

ah well. I am suspicious that a natural 20 on acrobatics would still fail, and I might need a natural 20 on the attack roll to be successful on a reverse grapple.

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

Ted gasps at Isu's predicament, "Great..." He flicks on his armor's jump jets and flies up the stairs, his top bobbing along behind.

Double move with jump jets to get to top of stairs.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Answering Isu's Q (minor behind the scenes, if you don't mind slight spoilers):
Yeah, she gets to do that ALL in one attack! She gets a special ability to treat her claws as an operative weapon, letting her trick attack with them. Her claws have the grab property, so if she beats your KAC+4, she gets an automatic grapple. And when she grapples, she gets to immediately drain chi from her victim. The Drain Chi is Fort save or take a negative level and be staggered for a variable amount of time.

Brutal indeed!

Spectre's beam catches Vesh in the back, scorching her armor and narrowly missing Isu. Isu for his part struggles to free himself from her choking grip, but finds the supernatural strength of her claws too difficult to overcome.

Meanwhile, Ted shows off the power of jump jets by ascending the stairs in record time.

@Spectre: I just realized we've been running your plasma rifle wrong for all of Eox. Rather than try to retcon anything, we'll just keep going as is, and then I'll fill you in on what we messed up afterward.
---
|||| INIT - ROUND 5 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (39 dmg, grappled, 1 negative level, staggered 2 rounds)
Arc (18 dmg)
Zeera Vesh (20 dmg)

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

Arcalinte, hearing Isu's cry, begins climbing after him as fast as he can to catch up.

Athletics: 1d20 + 13 ⇒ (8) + 13 = 21

How fast can I climb and run up those steps with that result?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Since you're climbing, you're in the same boat as Isu a couple days ago. I'll bot your remaining athletics check. You need one for each climb attempt and you need free hands each time. Since you want to climb as fast as you can, I'll also assume you didn't spend a move action sheathing your curve blade.

Arc Athletics: 1d20 + 13 ⇒ (15) + 13 = 28
Arc makes decent time hauling himself up each ledge in turn, though Ted's floating through the air above him doesn't do much for morale. (Moved you on the map)
---

GM Screen:
1d20 + 23 ⇒ (5) + 23 = 28
-
1d20 + 14 ⇒ (6) + 14 = 20 1d6 + 8 + 3d8 ⇒ (6) + 8 + (1, 3, 7) = 25
Vesh feints by pretending to be readying to throw Isu off the cliff. But instead of grabbing him with both claws to do so, she slashes with her free hand at his chest. The claw bites deep into the connective gaps in his armor. (Dealing 20 dmg after DR) The enthusiasm with which she swung causes her to lose her grip on Isu's neck, and he's able to stagger back.

"An extermination of the grandest kind. The Stellar Degenerator will end the pitiful lives of all your kasatha brethren." She shows Isu a cruel grin.

|||| INIT - ROUND 6 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (59 dmg, 1 negative level, staggered 1 round)
Arc (18 dmg)

Zeera Vesh (20 dmg)

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

Ted grabs his top and cradles it in his hands. He whispers instructions to it and throws it at Isu. The top splats in to Isu's chest. From this epicenter a thick oozy substance spreads covering his armor.

Cast grease on Isu's armor
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.

Grease:

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.

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Isu indeed staggers back, carefully, becoming leery of how easily this thing could dump him over the edge, and how hard it would be for him to do the same to it. Delay. Delay and wait for the others. Survive. [guarded step away.]

nice spell, Ted!

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

Alright, I promise I was already planning to draw my Streetsweeper rifle (just had time to update it in my quick dice over the weekend), but it has a very nice crit ability! And then a crit!

Spectre's one good arm malfunctions and drops his plasma rifle. Using what little strength he has left, the droid draws the new rifle he had found, boosts it, and fires.

Streetsweeper Rifle (thunderstrike-class, sonic, boosted) (weapon focus, combat tracking): 1d20 + 12 ⇒ (20) + 12 = 321d10 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16 Knockdown on crit)

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

Arcalinte continues to ascend after Isu and Ted, hoping to close the distance quickly enough!

Athletics 1: 1d20 + 13 ⇒ (2) + 13 = 15
Athletics 2: 1d20 + 13 ⇒ (6) + 13 = 19


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
@Spec: Unfortunately, boosting is a move action, so you can't draw the streetsweeper and boost it in the same round. Still, nice crit!

Spectre extra crit damage: 1d10 + 6 ⇒ (9) + 6 = 15
Isu's armor is thickly coated in grease as he carefully backs away from the jiang-shi vampire. Spectre sends out a rippling sonic pulse that connects cleanly with the back of Vesh's head and which sends her sprawling onto the ground. Arc quickly closes the distance by climbing up the last two stairs - though he's not able to get all the way up to Vesh.

Vesh is left staggering back to her feet. She shakes her head to clear it, then suddenly starts hopping towards Ted. She weaves between Isu and Arc to avoid provoking attacks from either of them. As she moves away from the edge of the cliff, she gains cover against Spectre's position in the canyon's floor.

|||| INIT - ROUND 7 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (59 dmg, 1 negative level)
Arc (18 dmg)

Zeera Vesh (48 dmg, **)

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Isu shakes his head to clear his head, and he yells over to Arc. "Arcalinte! Surround it!" Isu runs roundabout to the things east side, and tries to swing his hammer.

paramagetic hammer: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 253d6 + 13 - 1 ⇒ (3, 6, 5) + 13 - 1 = 26

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15
GM Cellion wrote:
"An extermination of the grandest kind. The Stellar Degenerator will end the pitiful lives of all your kasatha brethren." She shows Isu a cruel grin.

"Not while we breathe, Vesh!" Arcalinte replies as he crests the stairs and joins the battle. "You and your masters are children armed with plasma cannons! As a Sola of the Empty Order, if you will not learn responsibility, it is my duty to take away your toy!"

Isu Greelax Zyte wrote:
Isu shakes his head to clear his head, and he yells over to Arc. "Arcalinte! Surround it!" Isu runs roundabout to the things east side, and tries to swing his hammer.

Arcalinte nods and rockets forward at Commander Vesh like a comet!

Stellar RUSH!: 1d20 + 11 ⇒ (1) + 11 = 12
Fire/Holy Damage: 3d6 + 2 ⇒ (4, 6, 6) + 2 = 18


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 8 ⇒ (1) + 8 = 9
Isu's swing connects solidly, but he finds her flesh yield and reform, somehow resilient in the face of the weighty bludgeon. Arc on the other hand catches her off guard. His wave of fire briefly engulfs the jiang-shi vampire and chars her skin, though he utterly fails to throw off her balance.

"Pah. The Corpse Fleet will have something far far worse than mere plasma cannons. Far worse. Even if I fall here, there are others, other Commanders. We will secure the Gate. And you will be consumed." She laughs even as she burns. You can see she looks grievously injured, but at the same time, you note some of her more minor wounds closing up on their own.

|||| INIT - ROUND 7 ||||
Ted (12 dmg)
Spectre (70 dmg)

Isu (59 dmg, 1 negative level)
Arc (18 dmg)
Zeera Vesh (82 dmg, ***)

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

LOVING this combat banter!

"Not if we get there first! We'll make sure it never gets used, not by the Corpse Fleet, not by the Cult of the Devourer, not by anyone! Some history is best left buried in the Gap."

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

Ted takes a step back and fires his pistol into the vampire, "This creep needs an acid bath."

SemiAuto Pistol, tactical attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 3 ⇒ (4) + 3 = 7


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Isu's weapon flashes with crackling lightning and undead-unraveling light, breaking through the vampire's strange protections. Ted's own magically aligned pistol shot follows, but it glances off the jiang-shi's armor.

|||| INIT - ROUND 7 ||||
Ted (12 dmg)
Spectre (70 dmg)
Isu (59 dmg, 1 negative level)
Arc (18 dmg)
Zeera Vesh (92 dmg, ***)

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

Spectre takes careful aim, boosts his rifle, and fires.

"Self-destruct sequence terminated--"

Streetsweeper Rifle (thunderstrike-class, sonic, boosted) (weapon focus, combat tracking): 1d20 + 12 ⇒ (18) + 12 = 301d10 + 6 + 1d6 ⇒ (8) + 6 + (4) = 18


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

BOOM!

The sonic ripple catches Vesh from the side, knocking her into the air as her taut skin bursts and cracks with sonic resonance running through her. Mid flight, the damage proves too much, and she crumbles into dust that rains down upon the rocky surface of Eox. Her gear scatters across the ground.

Combat Over!

If you check her gear:
Her gear includes a set of freebooter armor II, an advanced shirren eye rifle, a corona laser pistol, two extra standard batteries, four Mk1 Necro grenades, and four credsticks with 1000 credits each.

Additionally, in a compartment in her armor you find a secure data module (Think a very rugged USB drive). You know that if you want to access what's on the module, you'd need to plug it into a datapad or larger computer. You also get the sense that considering the premium make of the module, it's likely to be very carefully and thoroughly secured against intrusion.

If you want to try to get access to the data, you'll need to let me know which device you're using to access it first. This has a pretty complicated hacking sequence, and the device used makes a difference as well.

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

Arcalinte lowers his sword, which goes dark again as he returns to equilibrium, his armor receding back to his mote.

"Even prepared, that was a hell of a fight!"

He goes over to see if Isu's alright.

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Isu shakes Arc's hand. "This one is a little dizzy, and when this one was grabbed and looking over the edge at the acid below, this one thought the end was near. But the plan worked, Arcalinte Soter! We delayed the creature long enough for to save Spectre and give him room to snipe it."

"This one wonders if we should search for their base. I'm sure the halflings won't be nearly as difficult."

10 minute rest only puts me 7 HP down from max, with 3/7 RP left.

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

"The Corpse Fleet doesn't really have a 'base,' Isu. That's implied by the name. They're mobile, their HQ is wherever their capital ships are, " Arcalinte replies.

He looks at the secure data module they've found.

"I imagine it'd be best if we take this to someone who can help us make sure we mine this for all the data it's got without tripping up some sort of security measure. We could maybe speak with Ms. Trux back in the capital, as I imagine the Ambassador would probably find its contents as interesting as we will, or...if we're willing to wait, we could take it back to the Lorespire on Absalom Station. You'd be surprised how many talented hackers the Society attracts."

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

"They must have something out here. A ship. A speeder. At shack. Otherwise, how did they get here? And how would they leave?"

Isu looks around for tracks.

It doesn't make sense that they are out here in the middle of nowhere without a base to at least put their stuff and park. What the heck are they doing here?

survival: 1d20 + 6 ⇒ (5) + 6 = 11

Dataphiles

Droid Outlaw Mechanic 7 | SP 56/56 HP 46/46 RP 6/6 | EAC 23 KAC 23; | F +7; R +13; W +3 | Init +8 | Perc +11 | Plasma Rifle (red star-class): +12 (1d8+7 C)

Spectre spends ten minutes doing some rudimentary repairs on failed systems.

"I will require additional repairs before we continue--perhaps I could fix most of this with an evening of work. In the future, my longevity depends on you killing the enemy faster. Much faster."

After some additional work, Spectre volunteers to look at the datapad. He plugs it into his own custom rig, interfacing with it directly.

"I anticipate being able to bypass any encryption."

computers: 1d20 + 19 ⇒ (19) + 19 = 38

Also, I'm at 18/40 hp. Probably better for me if we rest. Glad I started that combat with my shield up. It could have been a lot worse.

custom rig:
Custom Rig (Ex): You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 14 ⇒ (9) + 14 = 23
-
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 14 ⇒ (9) + 14 = 23
1d20 + 2 ⇒ (8) + 2 = 10

Unfortunately, we won't be able to get into some of those questions and actions immediately...

You start looking through Vesh's gear and settle down to rest atop the rocky plateau. Before you get even a minute into your rest (and before you get to restore any stamina) Arc happens to hear an odd susurrus through his armor's speakers. He looks up, noticing the dust blowing on the light breeze. Only to recognize that there shouldn't be any breeze in Eox's thin, dead atmosphere. He looks over...

...and sees Zeera Vesh standing in the shadow of the bone pile to the south! Dust streams through the air and into her badly injured form. She's missing her armor and gear, but instead wears ancient tattered black robes. When she realizes that Arc has spotted her, she jerks back to hide behind the bones.

INIT:
Arcalinte: 1d20 + 2 ⇒ (18) + 2 = 20
Isu: 1d20 + 5 ⇒ (19) + 5 = 24
Spectre: 1d20 + 6 ⇒ (5) + 6 = 11
Ted: 1d20 + 2 ⇒ (9) + 2 = 11
-----------------------
Enemy: 1d20 + 6 ⇒ (7) + 6 = 13

|||| INIT PART 2: I BET YOU WEREN'T EXPECTING THIS ONE ||||
Arc (18 dmg)
Isu (59 dmg, 1 negative level)

Zeera Vesh? (? dmg)
Spectre (70 dmg)
Ted (12 dmg)

(Since this combat starts in the middle of you attempting to rest, you may start prone or not having a weapon at hand. I'll let you decide what state your character would have been resting in.)

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

prone
"Should've dumped her in the acid."

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

mysticism, what does isu know about vampires?: 1d20 + 6 ⇒ (9) + 6 = 15

Isu jumps to his feet and grabs his hammer, leaving his mostly useless ranged weapons behind.

"Holy Sarenrae!" he yells, caught by surprise.

Exo-Guardians

Male Half-Elf Solarian 7 | SP 49/49 HP 53/53 RP 6/6 | EAC 21(22) KAC 22(23); DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +15

SHIA SURPRISE!

When Arcalinte spots Commander Vesh's attempt at an escape, his eyes widen and he grabs his mote again, clapping it on his head and reforming his solar armor, grabbing up his sword again and running after Isu to catch up with the fleeing vampire.

"NO YOU FLARING DON'T!"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 29 ⇒ (17) + 29 = 46
As you spring to your feet and grab your weapons, Vesh doesn't emerge from behind the bone pile. In fact, the area to the south of your resting spot is totally silent.

Everyone is up! I've put in an arrow to the location where Arc last saw her.

|||| INIT ||||
Spectre (70 dmg)
Ted (12 dmg)
Arc (18 dmg)
Isu (59 dmg, 1 negative level)

Zeera Vesh? (? dmg)

Dataphiles

Male Human Technomancer 7 Dataphiles | SP 39/39 HP 42/42 RP 7/7 | EAC 23 KAC 24 CMAC 28 CMD 23 CMB +5 | F+3 R+7 W+7 | Init+5 | Perc+2 | 1st 4/5 2nd 4/4 3rd 3/3 Cache 1/1

"The old fashioned way," Ted says as he stands up and lobs a sticky bomb grenade behind the pile.

grenade throw: 1d20 + 7 ⇒ (18) + 7 = 25


Stickybomb grenade I : Entangled 2d4 rounds; 10' radius
acrobatics DC = 10 + 1 + 3 = 14
STR DC = 15 + 1 + 3 = 19

entangle weapon:

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See the entangled condition.

entangled:

You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

Wayfinders

Kasatha Solider 6 /Mystic 1 | SP:61/61 | HP:52/52 | RP 6/6 | EAC 25 KAC 29 | Kinetic DR6/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +7 R +5 W +9 (+2 spell/spelllike) | Init +6 | Perc +8| Spells 3/3 | Healing Touch 2/2 | Hammer Charges: 20/20 | Sniper Rifle Charges: 20/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+9; 2d10+7[/dice]
Buffs-Debuffs:

Isu runs forward, casting a spell on his wounds as he does so.

mystic cure: 1d8 + 2 ⇒ (1) + 2 = 3

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