Dead Suns Starfinder Book 1 (Inactive)

Game Master DoubleGold

Map, yeah, Map
[dice=init]7+1d20[/dice] TszK
[dice=init]2+1d20[/dice] K'Klacklun
[dice=init]1+1d20[/dice] Af'val
[dice=init]4+1d20[/dice] Kei'jon
[dice=init]2+1d20[/dice] Wheeler
[dice=init]5+1d20[/dice] Kozak.Tyrnis's
[dice=init]1+1d20[/dice] Zefram Cochrane

[dice=perc]1+1d20[/dice] Af'Val
[dice=perc]4+1d20[/dice] Kei'jon
[dice=perc]5+1d20[/dice] the bug
[dice=perc]5+1d20[/dice] K'Klacklun
[dice=perc]2+1d20[/dice] TszK
[dice=perc]1+1d20[/dice] Zefram
[dice=perc]0+1d20[/dice] Kozak
[dice=perc]1+1d20[/dice] Wheeler


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Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun, at the engineering station, determines that it is probably best to figure out what the party is up against. He diverts power to the science equipment.

Rolls:
Engineering to divert power to science equipment(DC 12=10+1.5x1): 1d20 + 10 ⇒ (6) + 10 = 16 Science officer gains a +2 bonus this round.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

"What's that up ahead? I'll try to scan it"

Af'val fingers push a series of buttons on the panel he's behind and a series of bleeps, beeps and pings springs up from the surrounding screens

"These sensors seem to have had an extra boost"

Scan:
Computers: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Important Note!: The light laser canon has a short range (5) and the coilgun has a long range (20)

Da Gunz!:

Coilgun: 1d20 + 2 ⇒ (1) + 2 = 3 | +4 more if I can't fire the forward arc
4d4 ⇒ (2, 2, 4, 4) = 12
LLC: 1d20 + 2 ⇒ (18) + 2 = 20 | Ignore this if we can't shoot the forward arc
2d4 ⇒ (3, 4) = 7


DungeonMaster

Looks like Zefram is the pilot, Starship combat can take days, so I will bot to keep this moving. piloting: 13 + 1d20 ⇒ 13 + (2) = 15
But he will be forced to move the ship first. Someone can move the ship where they want it, and the captain can help whoever. Obviously since that ship gets placement 2nd, they will have a shot, whether or not you have a shot depends upon you.The +1 to 3 checks of your choice, as given my your ship I'll apply them as necessary if they make a difference. The captain may help whoever, not sure it will make a difference this round.

Computer scans
STILETTO TIER 1/2
Death’s Head Necroglider (Starfinder Core Rulebook 306)
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC 17; TL 17
HP 30; DT —; CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
Power Core Micron Heavy (70 PCU); Drift Engine none;
Systems basic computer, budget short-range sensors,
mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 Piloting; Complement 1
ship shooting yours: 8 + 1d20 ⇒ 8 + (17) = 25 and if your ship is hit it will take dmg: 1d8 ⇒ 6

Wayfinders

Template

No problem. Please roll the Piloting check for me, moving forward, as that helps to stream-line the (already slow, by PbP standards) nature starship combat.

Also, their ship is literally twice as fast as ours, so if they win the initiative check, there is literally nothing I can do to stop them being precisely where they want to be, in relation to us. Consequently, if that happens (such as right now), I won't bother moving.


DungeonMaster

Kei'jon unless I'm mistaken, your to hit with your gunner check is +5. It might be +2 after the ranger penalty, but apply that separately as the ships could have moved by the time you get to it. It would be written 5+1d20-3, or however you want to write it. Also seperate calculations for the help from captain and computers. +2+2, etc.

PS to all: For all those without a role, if you have a spacesuit, there is nothing in the rules stating you can't leave the space ship, float in midair and fire at the other ship with hand guns, lasers and heavy weapons, though you are putting yourself at risk, and won't be able to return until combat is over, since you would be constantly floating and moving, and returning you to the ship during a battle would be nearly impossible, just something to consider if you really want to do this. I'd also require acrobatics dc 15 every round to not drift 30 feet in a random direction.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

My base bonus to shoot is +5, goes to +6 when the trinode is applied, by firing two guns I get a -4, thus a +2. This does not include range penalties. In the end it doesn't matter as the chances of our ship ending facing the other with our forward arc is tremendously low, therefore my roll of 1 means that we miss.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler will be inspiring Kei'jon each turn. To help speed things along I will take the liberty of rolling a batch of checks all at once

Inspiration rolls:

Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10
Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Worth noting that there is zero reason to leave the ship. Given the difference in scale, we would never leave the hex we’re in, while the ships would move away, and regular weapons aren’t going to reach more than one hex away at most, and most likely not that far, plus would probably do no damage even if they miraculously hit. I’ll just sit back and watch, for my part.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

More in his element with the ship's systems than beating down thugs, K'Klacklun's limbs fly across the ship interfaces and his compound eyes take in multiple monitors and status screens. "It would seem that we could use more speed!" he says.

The shirren attempts to divert power to the engines:

Engineering to divert power to science equipment(DC 12=10+1.5x1): 1d20 + 10 ⇒ (13) + 10 = 23


DungeonMaster

Okay, so I adjust the map scale a little, I move to hit him from the side and then he probably would have tried to move behind you, not knowing you have rear cannons, I tried to recenter you all, since all that really matters is relative position to each other.
So they fire and take out your forward shield and deal one point of damage, Keijon cannot fire the forward cannons this round, but does fire the turret backwards and misses.
Round 2
Piloting for you pilot: 13 + 1d20 ⇒ 13 + (6) = 19
pilot for them: 14 + 1d20 ⇒ 14 + (4) = 18

edit: yeah, you get to move 2nd for a better position, and make a post saying you did so and he knows he is going second, but he is on the aggressive side, so he will face you knowing he can't not be shot at this round.
Heroes are up You are head on with them, but you may move the ship however you want, since you go second in moving he already moved, you can try to get behind him or beside him if you want.
Wheeler has success on rounds 1, 4 and 6, where Keijon would get a +2 bonus

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

Oops, this move should be in round two.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Da Gunz:

Coilgun: 1d20 + 2 ⇒ (4) + 2 = 6
4d4 ⇒ (1, 1, 2, 2) = 6
LLC: 1d20 + 2 ⇒ (6) + 2 = 8
2d6 ⇒ (2, 6) = 8

Someday I'll hit I promise


DungeonMaster

That's okay, cause your out of his firing range, this could drag on days, so I'm going to edge it up a notch, circumstances would be different if we weren't trying to get this done before June 14
his pilot check: 1d20 + 14 ⇒ (14) + 14 = 28 He does his aggressive moves trying to get behind you and some distance, but as he goes first and you position 2nd, you get a good position
your pilot check: 13 + 1d20 ⇒ 13 + (17) = 30
coilgun Kei'jon: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18the plus 2 is from computers
computers: 10 + 1d20 ⇒ 10 + (5) = 15 to scan it and it is successful
dmg: 4d4 ⇒ (1, 2, 3, 4) = 10
round 4, his pilot check: 1d20 + 14 ⇒ (9) + 14 = 23
round 4, your pilot check: 1d20 + 13 ⇒ (13) + 13 = 26
round 4 Coil guns: 1d20 + 5 - 2 + 2 ⇒ (4) + 5 - 2 + 2 = 9
round 4 LLC guns: 1d20 + 5 - 2 + 2 ⇒ (15) + 5 - 2 + 2 = 20
LLC dmg: 2d6 ⇒ (6, 1) = 7

Round 5 go. You did 17 damage to his rear, map updated to show relative position. 14 damage to his ship, you took out his rear shields.
his piloting check: 1d20 + 14 ⇒ (5) + 14 = 19

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

1d20 + 2 ⇒ (10) + 2 = 12
4d4 ⇒ (3, 1, 4, 4) = 12
1d20 + 2 ⇒ (6) + 2 = 8
2d6 ⇒ (3, 6) = 9

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun diverts power to weapons. Engineering to divert to weapons (DC 12): 1d20 + 10 ⇒ (10) + 10 = 20

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

We have enough people..why are we not distributing the guns around? Let's give one to Kozak. Even if someone else only has a +2 to hit..it means that Kei'jon doesn't suffer the -4 penalty from having to fire 2 guns at once and we should end up with a higher over all to hit bonus (on at least one of the guns)

'Wait..where's the energy going?"

Af'val diverts some more energy into our shields
Engineering to divert to weapons since you can have multiple engineers: 1d20 + 8 ⇒ (15) + 8 = 23 DC 10+(1,5*tier) is succesful restore 5% of BCU rating to shields


DungeonMaster

piloting for you: 13 + 1d20 ⇒ 13 + (19) = 32
Keijon has someone helping him this round, unfortunately he still misses, AC 17, even with computers success. Yea, Keijon, let Kozak have one, it will improve your odds The ship will have moved away and then turned around, but you will have gone to the side of it a little bit. [ooc]I'm choosing the tactical position I think the pilot would choose. And the shields are rediverted.
He just barly has you in his firing arc hit: 8 + 1d20 ⇒ 8 + (18) = 26 dmg: 1d8 ⇒ 6
Round 6 go
his pilot: 14 + 1d20 ⇒ 14 + (20) = 34 You will obviously be moving first this round, I'd suggest moving 6 spaces away but facing him so he can't get behind you.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Boom!: 1d20 + 6 ⇒ (16) + 6 = 22
Coilgun: 4d4 ⇒ (4, 1, 1, 1) = 7

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak takes control of the light laser cannons, firing at the enemy vessel.

Light Laser Cannons: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 2d4 ⇒ (3, 3) = 6


DungeonMaster

You are slightly out of firing range as you moved first and he second, but those can be held actions for when the ship turns on your turn
hit: 8 + 1d20 ⇒ 8 + (7) = 15 dmg: 1d8 ⇒ 4 dmg to your side
Then the next round you turn and shoot, Kozak misses, but Keijon delivers a good hit. A computers check won't even help Kozak
pilot him: 1d20 + 14 ⇒ (4) + 14 = 18 cause he is forced to move first, he moves out then back, forcing you to face his front, but the readies go off dealing damage to him, you would obviously move closer to hit, but can't quite get to his side
pilot you: 1d20 + 13 ⇒ (14) + 13 = 27
His front and rear shields are gone
Round 7 all heroes are up More inspiration checks needed and rebalancing of shields again. 16 total dmg to his shield, front and rear shields are gone.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak lets out of a huff of frustration as he misses with the laser cannons. Gunnery isn't his specialty, but he is trained on them. Maybe he'll do better with the second volley.

Light Laser Cannons: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 2d4 ⇒ (1, 1) = 2

Wow, 3 for 3 on the 1s. On the plus side, I'd rather get a terrible damage roll out of the way on an attack that I missed, anyway! :-p

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

1d20 + 6 ⇒ (6) + 6 = 12
4d4 ⇒ (3, 4, 4, 4) = 15

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun, repeating his prior action, again attempts to divert power to weapons.
Engineering to divert power to weapons: 1d20 + 10 ⇒ (19) + 10 = 29

The usually gregarious shirren remains fairly quiet and calm now in his more natural element.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

"We're bleeding shield energy all over the place..let's me try to re-rout this energy there..we don't need hot water for showers right now do we?"

Engineering to divert shields: 1d20 + 8 ⇒ (4) + 8 = 12
DC 10+(1,5*tier) is succesful restore 5% of BCU rating to shields


DungeonMaster

He then fires back after the two gunners miss, even with computers and diplomacy help hit: 8 + 1d20 ⇒ 8 + (1) = 9 but he can't hit your ship either
Edits coming up.
pilot you: 13 + 1d20 ⇒ 13 + (16) = 29
pilot him: 14 + 1d20 ⇒ 14 + (1) = 15
pilot you: 13 + 1d20 ⇒ 13 + (13) = 26
pilot him: 14 + 1d20 ⇒ 14 + (2) = 16
pilot you: 13 + 1d20 ⇒ 13 + (3) = 16
pilot him: 14 + 1d20 ⇒ 14 + (10) = 24
Okay, so the next two round you have position, 3rd round you do not. However, since he has speed of 12 and you 6, he would move out and then turn so that you would also be facing towards him and be in his arc.
Keijon hit: 1d20 + 6 ⇒ (11) + 6 = 17 and this is a hit Kozak: 1d20 + 3 ⇒ (12) + 3 = 15
and the next round hit: 1d20 + 6 ⇒ (5) + 6 = 11 kozak: 1d20 + 3 ⇒ (13) + 3 = 16 and this is a miss by one, but since your ship allows you to modify three checks per round by 1, you would use it here to make it a hit
wheeler's diplomacy on Kozak next round: 1d20 + 9 ⇒ (3) + 9 = 12
wheeler's diplomacy on Keijon 2nd round: 1d20 + 9 ⇒ (5) + 9 = 14 nope, oh wait another use the ships ability of adding +1 to a check, success, but only pushes Keijon to a 13.
Still editing
We're going for the offensive, computers to add to hit.
computers next round: 1d20 + 9 ⇒ (2) + 9 = 11
computers round 2: 1d20 + 9 ⇒ (2) + 9 = 11
amount of dmg you dealt to him: 4d6 ⇒ (1, 5, 5, 3) = 14
Edit: Okay so you do take out his ship in the next two rounds, 14 dmg was the exact number and the third round doesn't happen, but lets see if he takes you out first
hit on you round 1: 1d20 + 8 ⇒ (5) + 8 = 13
hit on you round 2: 1d20 + 8 ⇒ (15) + 8 = 23 dmg: 1d8 ⇒ 1
Okay, so even if he concentrated fire and you never restored any shields, he never even came close to doing 40 dmg to your ship, 35 HP, plus each side having a shield of 5. New post coming up


DungeonMaster

Starship combat over I was not that great at running it my first time anyway, and without obstacles, it was nearly a matter of who got the better piloting check.
As you manage to defeat the Stiletto, you see it running, crash landing on a nearby planet hard, but it still could have landed. Regardless that ship isn't going to bother you anymore.
The manage to dock on the Acreon. You coming in through the rear to see two Akatas.
init: 7 + 1d20 ⇒ 7 + (1) = 8 TszK
init: 2 + 1d20 ⇒ 2 + (13) = 15 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (12) = 13 Af'val
init: 4 + 1d20 ⇒ 4 + (13) = 17 Kei'jon
init: 2 + 1d20 ⇒ 2 + (1) = 3 Wheeler
init: 5 + 1d20 ⇒ 5 + (1) = 6 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (18) = 19 Zefram Cochrane
init: 6 + 1d20 ⇒ 6 + (1) = 7 Akatas
Place yourselves on the map as you see fit and take your turn, you came in through rear.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

With both creatures being about the same distance apart, Kozak just picks one of the two, moving in close to to take a swing with his doshko.

Attack with Doshko: 1d20 + 5 ⇒ (18) + 5 = 23
Doshko Damage: 1d12 + 3 ⇒ (3) + 3 = 6

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K’Klacklun enters the starship with his custom rig on and his pistol drawn. The shirren approaches the akata. Move action
He then takes control of his drone. Move action


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

The drone flies forward and fires at the akata.

Ranged attack (pulsecaster pistol) V EAC: 1d20 + 2 ⇒ (9) + 2 = 11
Damage (E/NL): 1d4 ⇒ 2


DungeonMaster

K'Klacklun's Bug just barely misses is the pistol hits the armor instead.
Kozak, that is a hit but doesn't kill him, which will be resolved after they go, since you go after them.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

"What are those?"

Life science? to identify: 1d20 + 8 ⇒ (9) + 8 = 17 If I learn anything I will share it right away with the rest of the party

I think the map moved a bit before I placed myself, as far as I can tell Kozak is standing in the reactor core or something atm, and the enemy's are a bit off center as well

I'll assume Akata's aren't humanoids so I'll not try to daze one of them if it's a humanoid, I'll try to daze instead. DC 14 will save

Af'val pulls out a blaster and fires at the enemy
To hit EAC: 1d20 + 1 ⇒ (1) + 1 = 2
Fire damage: 1d4 ⇒ 3

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Yeah, somebody must have accidentally moved it after I placed myself. The two Akatas should be in the room at the back of the ship. I've restored it back to the way it was when I placed my token, but that means people that have placed theirs since will need to put them back on the board.

Wayfinders

Template

Zefram moves forward, and takes a shot.

Trick: 1d20 + 14 ⇒ (1) + 14 = 15 Vs. DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 ⇒ 3 damage.


DungeonMaster

Af'val can't hit and Zefram can't confuse the enemy, but he does land a shoot on the right arm of the north enemy.
Akatas are not humanoid, they looks like dogs, but instead of fur, they have tentacles coming from its head, and they are blue.

Akatas:

N Medium aberration
Init +6; Senses blindsense (life 10 ft., scent 60 ft.),
darkvision 120 ft.; Perception +5
DEFENSE HP 18
EAC 12; KAC 13
Fort +3; Ref +3; Will +3
Defensive Abilities no breath; Immunities cold, disease,
poison, starvation; Resistances fire 5
Weaknesses susceptible to salt water
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +8 (1d6+2 P plus void bite)
STATISTICS
Str +1; Dex +2; Con +4; Int –4; Wis +1; Cha +0
Skills Acrobatics +5, Athletics +5, Stealth +10
Other Abilities deaf, hibernation
ECOLOGY
Environment any
Organization solitary, pair, pack (3–11), or colony (12–30)
SPECIAL ABILITIES
Deaf (Ex) Akatas cannot attempt Perception checks to listen
and are immune to effects that rely on hearing to function.
Hibernation (Ex) Akatas can enter a state of hibernation for
an indefinite period of time when food is scarce. After
3 or more days without eating, an akata can secrete
a fibrous material that hardens into a dense
cocoon of the starmetal called noqual (see the
sidebar on page 26). The cocoon has hardness
30 and 30 Hit Points, and it is immune to
bludgeoning and fire damage. As long as
the cocoon remains intact, the akata within
remains unharmed. The akata remains in a state of
hibernation until it is exposed to extreme heat
or senses a living creature with its blindsense,
at which point it claws itself free of its cocoon
in 1d4 minutes, leaving the fragments of its
cocoon behind.
No Breath (Ex) Akatas don’t breathe and are immune to
effects that require breathing.
Susceptible to Salt Water (Ex) A splash of salt water deals
1d6 damage to an akata, and full immersion in salt water
deals 4d6 damage per round.
Void Bite (Ex) Akatas hold hundreds of microscopic larval
young within their mouths, spreading their parasitic
offspring to hosts through their bite. Only humanoids make
suitable hosts for akata young—all other creature
types are immune to this parasitic infection.

Keijon and TszK are up


DungeonMaster

Okay, so I'm going to bot TSZK and Keijon.
TSZK fires his laser rifle at the north dog hit: 4 + 1d20 ⇒ 4 + (16) = 20 vs EAC and if hit dmg: 1d8 ⇒ 4 and he lands a shot, but the creature having 5 resistance to fire takes nothing, too bad this is TSZK's only weapon.
Keijon will move to the south one to hit it with his survival knife hit: 5 + 1d20 ⇒ 5 + (17) = 22 dmg: 1d4 + 1 ⇒ (2) + 1 = 3
The dogs will bite Keijon and Kozak bite: 8 + 1d20 ⇒ 8 + (4) = 12 vs KAC on Keijon
bite: 8 + 1d20 ⇒ 8 + (17) = 25 vs KAC on Kozak
Kozak take dmg: 1d8 + 2 ⇒ (3) + 2 = 5 also Fort saved dc 10, you've been implanted with eggs, but this does nothing until several days later. Your immune system can fight it off.
You then retailiate by hitting it hard. That one now has 9 dmg on it, the south one has 3 dmg on it
Wheeler is up and round 2 heroes with greater than 7 init are up

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler pulls his pistol and makes a Clever Feint at the creature that Keijon is engaged with.

Bluff: 1d20 + 11 ⇒ (19) + 11 = 30

Wayfinders

Template

Zefram attempts another trick shot, trying to hide behind his giant ally.

Trick: 1d20 + 14 ⇒ (15) + 14 = 29 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d6 + 1d4 ⇒ (2) + (4) = 6 damage.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Did we get a day rest between the bar fight and getting on the ship or was it non-stop action? Wondering if I got any spells back

How much information do we have on the akata btw? Everything behind the spoiler?

Af'val points his finger at the northern most Akata and goes "pew"
To hit EAC: 1d20 + 1 ⇒ (10) + 1 = 11
Electricity damage if hit: 1d3 ⇒ 2

before retreating to a safer location

Casting energy ray, then moving away

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun fires his pistol at the creature next to Kozak.
Ranged (semi-auto tactical, pistol): 1d20 + 2 ⇒ (6) + 2 = 8
damage (P): 1d6 ⇒ 3

He then takes control of his drone.


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

The drone flies forward towards the akata and fires.

Ranged attack (pulsecaster pistol) V EAC: 1d20 + 2 ⇒ (18) + 2 = 20
Damage (E/NL): 1d4 ⇒ 1


DungeonMaster

You definitely had a long rest between the bar fight and now.
Wheeler fakes out the creature making him flat footed. Zefram, K'Klacklun and Af'val can't hit, but the bug delivers a shot to the tail.
Tszk and Keijon are up

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Key does some acrobatic spins and jump in his process to attempt to hit the creature with a flurry.

Slice: 1d20 + 1 ⇒ (16) + 1 = 17
dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Dice: 1d20 + 1 ⇒ (1) + 1 = 2


DungeonMaster

Kei'jon hurts the creature as he flurries into the stomach of the creature.
TSZK fires at Keijon's creature hit: 4 + 1d20 ⇒ 4 + (12) = 16 vs EAC and dmg: 1d8 - 5 ⇒ (7) - 5 = 2 and his weapon actually deals damage, the fire was hotter that time around. 9 dmg north, 10 dmg south
The creatures bite: 8 + 1d20 ⇒ 8 + (7) = 15 to KaC vs Kozak
bite: 8 + 1d20 ⇒ 8 + (19) = 27 to KaC vs Keijon
dmg: 1d8 + 2 ⇒ (4) + 2 = 6 Kozak 5 dmg and Keijon 6 dmg
Kozak and Wheeler are up Also, to all who were bitten need to make fort save dc 10 or you have eggs inside you.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler continues to provide support for Kei'jonb by distracting his target.

Bluff to Clever Feint: 1d20 + 11 ⇒ (2) + 11 = 13

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak scowls as the creature's teeth find his armor, and swings his doshko to try and finish it off.

Doshko Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Doshko Damage: 1d12 + 3 ⇒ (6) + 3 = 9

A 15 doesn't beat my KAC, so it doesn't hit.


DungeonMaster

Kozak, you took damage in round 1 on thursday, I was giving the status of the allies. The 25 did hit you
Kozak swings and kills the north enemy.
Top of round 3 is up

Wayfinders

Template

Zefram tries another trick shot.

Trick: 1d20 + 14 ⇒ (5) + 14 = 19, Vs DC 20+CR
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (7) + 4 = 11, for 1d6 ⇒ 3 damage.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun moves to get a clear shot and fires from is pistol.

Ranged (semi-auto tactical, pistol): 1d20 + 2 ⇒ (2) + 2 = 4
Damage, pistol (P): 1d6 ⇒ 6


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

Uncontrolled, the AI on the drone hovers in place and repeats its last instruction.

Ranged attack (pulsecaster pistol) V EAC: 1d20 + 2 ⇒ (8) + 2 = 10
Damage (E/NL): 1d4 ⇒ 4

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