GM Kate |
Place yourselves where you want to be when the door opens! If a combat begins, you'll have to make Athletics checks to swim once again.
Lapis-A17 |
are we inside the airlock already or no?
GM Kate |
Oh, good question! I assumed you would go through the door between the reliquary and her quarters, but you can totally go around and through the airlock if you'd rather.
Lapis-A17 |
Do'h! I didn't even notice the door from the reliquary!
"I think your right Choppy, entering from the reliquary might be more tactically sound. The door seems big enough for 2 of us to enter at a time so we don't get bottlenecked again." Lapis says.
_Iseph_ |
Iseph nods in agreement. He tightens his grip on his weapon, ready for the assault.
GM Kate |
You open the door. This flooded bedroom has an airlock on the southern wall and a door on the eastern wall. A pile of soft materials in the northeast corner serves as a bed. Several metal lockbox chests line the room. The southern wall is covered with an image of a humanoid skull with chains coming out of the eye sockets.
Oshessa is in here with two other morlamaws. They turn to you. "How dare you enter my room! And what were you doing in there? This is unacceptable!" She moves angrily toward you.
Lapis: 1d20 + 4 ⇒ (12) + 4 = 16
Choppy: 1d20 + 2 ⇒ (8) + 2 = 10
Keskodai: 1d20 + 1 ⇒ (5) + 1 = 6
Iseph: 1d20 + 6 ⇒ (9) + 6 = 15
Raia: 1d20 + 2 ⇒ (6) + 2 = 8
Oshessa: 1d20 ⇒ 11
green morlamaw: 1d20 ⇒ 3
magenta morlamaw: 1d20 ⇒ 4
Lapis
Iseph
Oshessa
Choppy
Raia
Keskodai
Magenta
Green
Remember to make Athletics checks to swim!
_Iseph_ |
engineering: 1d20 + 10 ⇒ (9) + 10 = 19
"The walls are sound-proof. Good if we do this fast, those outside would be none the wiser."
At that, he does a quick feint to hide behind his allies, then quickly fires his pistol at the leading (magenta) morlomaw.
Magenta: trick attack (stealth) vs DR20+CR: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 if succeed, flat-footed on next attack & add. dmg if hit: dmg: 1d8 ⇒ 8
semi-auto pistol: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d6 + 2 ⇒ (3) + 2 = 5
If hit, debilitating attack to make green flat-footed (-2 AC)
Woah, that is not a good start to a combat!
Lapis-A17 |
"Whats unacceptable is your murder of Starfinder society agents!!" Lapis says as he runs a combat protocol through his exocortex to start tracking Oshessa and fires upon her.
Combat tracking attack w/UW squad machine gun: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 161d10 + 4 ⇒ (10) + 4 = 14
don't worry Iseph, THAT is a good start to the combat
GM Kate |
Iseph actually hits, thanks to the flat-footed condition imposed by the trick attack!
Lapis tries to go straight for Oshessa, but has trouble aiming. Nevertheless, he gets Oshessa's attention.
"How dare you fire on me!"
DC 17 Will save from Lapis, please.
Lapis
Iseph
Oshessa
Choppy
Raia
Keskodai
Magenta -13 hp
Green
_Iseph_ |
Um, I only rolled 19 for the trick attack, which would definitely fail? Since DC is 20+CR?
GM Kate |
Um, I only rolled 19 for the trick attack, which would definitely fail? Since DC is 20+CR?
Oh, you’re right! I misread it somehow. Iseph does miss, then. As does Choppy.
Lapis-A17 |
will: 1d20 + 2 ⇒ (18) + 2 = 20
"AARRGG!!! get out of my head, you charlatan!!!" Lapis yells as he deflects the mental assault for the most part.
Lapis-A17 |
I think Iseph would be the one to gain the most benefit from it.
_Iseph_ |
More for my learning, what mechanical benefits would Iseph get from being invisible?
GM Kate |
I can't find a rule for that in Starfinder, so I'll use the Pathfinder rule, which is that you gain concealment (20% miss chance).
Keskodai is up! I believe Keskodai might still be travelling, and I will bot in the morning if needed.
GM Kate |
It looks like the focus is on magenta, so Keskodai uses a first-level mind thrust against that opponent.
Mind Thrust: 2d10 ⇒ (5, 1) = 6
Will save: 1d20 + 6 ⇒ (9) + 6 = 15
Magenta takes all the damage!
GM Kate |
The magenta morlamaw tries to attack Lapis!
tusk: 1d20 + 5 ⇒ (11) + 5 = 16
ouch!: 1d6 + 3 ⇒ (5) + 3 = 8
Green moves next to Oshessa protectively, and readies an action.
Lapis
Iseph
Oshessa
Choppy
Raia
Keskodai
Magenta -6 hp
Green
_Iseph_ |
Iseph auto-passes the athletics check for swimming.
Taking advantage of the invisibility, Iseph swims into the room to get Oshessa in sight, while drawing out his underwater tactical starknife with one hand, keeping his pistol trained on her. This brings him uncomfortably close to the (magenta) morlomaw, but once soon as she starts to act, he would fire on her.
Move into room, ready action to fire on Oshessa when she starts to act. If she casts a spell and he hits, it will get disrupted.
tactical semi-auto pistol vs Oshessa flat-footed: 1d20 + 7 ⇒ (10) + 7 = 17 dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Lapis-A17 |
[ooc]-2 penalty to ability checks, attack rolls, and skill checks this round[/dice]
"Whatever she did to me, its making my head ring like a bell still!" Lapis says as he changes tactics to fire a full attack on the Magenta morlemaw in front of him, trying his best to focus through the pain in his head.
full attack vs KAC: 1d20 + 7 - 4 - 2 ⇒ (7) + 7 - 4 - 2 = 81d10 + 4 ⇒ (7) + 4 = 11
full attack vs KAC: 1d20 + 7 - 4 - 2 ⇒ (19) + 7 - 4 - 2 = 201d10 + 4 ⇒ (10) + 4 = 14
GM Kate |
Readied actions in Starfinder occur after the triggering action, which means that you can't ready to interrupt spell-casting like in Pathfinder. Do you want to change your turn, Iseph?
Lapis hits on his second attack, bringing Magenta down!
_Iseph_ |
GM, the following is from page 331: "You are most at risk of taking damage while casting when a spell’s casting time is 1 round or longer, you have provoked an attack of opportunity, or a foe readied an action to attack you when you began to cast." That was what I was aiming for. But yes, I'm reminded of the rules for ready action. So that means disrupting spells using ready action only works for spells which take one round casting time? In that case, Iseph will double move to come up adjacent to Oshessa, so if she cast a spell, it would trigger an AoO.
Separately, just realised I did something dumb. I took the underwater tactical starknife we found earlier, but it's an advance melee weapon, not a basic melee weapon, so Iseph is not proficient in it! If GM allows a retcon, Iseph will revert to his survival knife instead. Anyone wants the tactical starknife?
survival knife, underwater: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 dmg: 1d4 + 3 ⇒ (2) + 3 = 5
underwater: half dmg = 2.
Sigh, suddenly melee doesn't seem such a good option after all.
GM Kate |
That is totally fine to retcon the weapon! There was a developer clarification here that as readied actions occur after the triggering action, you cannot interrupt a standard action spell with a readied attack, but you could interrupt a full round spell, as you say. But the double move works!
Oshessa takes a guarded step back as she does have a swim speed and casts a spell. Iseph is right in her face, and he can see the look in her eyes of a true believer. This is not someone who is going to back down.
DC 17 Will save from Iseph, please!
Lapis
Iseph
Oshessa
Choppy
Raia
Keskodai
Green
GM Kate |
I was going with the Pathfinder rules for invisibility underwater, which grants you concealment, but opponents can still see the displaced water, so they know where you are. Attack rolls against Iseph will have a miss chance.
If someone finds specific rules for invisibility underwater in Starfinder, please let me know!
Raia by Redelia |
Invisible creatures remain invisible even in unusual environments, such as underwater, and when subject to effects such as fog or smoke. They are not magically silenced. They can still be heard, smelled, and felt as normal, even if other creatures can’t see them. Invisible creatures leave tracks and can be tracked normally. A character looking for an invisible creature might find his quarry if the invisible creature drops an item, speaks, smells strongly, leaves an obvious trail, or performs some action that makes itself known. Finding an invisible creature in this way requires a Perception check as normal. If successful, and assuming your only precise sense is vision, you become aware of the invisible creature’s presence, but you don’t know its exact location. If you’re looking for an invisible creature, the GM might rule that you have a bonus or penalty to your Perception checks based on the situation.
I think the 'remains invisible, even underwater' means that this works differently than Pathfinder, but I'm not sure.
GM Kate |
Aha! Thank you. Then Iseph is off the hook and gets an attack of opportunity, as Oshessa doesn't know to step away. If Iseph fails to hit, then Oshessa targets Navasi with the spell!
Lapis-A17 |
I believe Isephs AOO is in a spoiler in his original post
GM Kate |
Thanks, Lapis! Iseph hits! Oshessa’s spell does not go off. Choppy misses, but does boost allies for the next round.
_Iseph_ |
Damn fool of an android. Fighting up close with a weapon that is near useless. And invisibility all blown. Still, seeing the look on the blubber's face he disrupted her spell was worth it.
Using the bulk of her guardian as cover, Iseph ducks and weaves as he continues slashing at Oshessa with his knife, ineffectual as it might be.
Oshessa: trick attack (stealth) vs DR20+CR: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 if succeed, flat-footed on next attack & add. dmg if hit: dmg: 1d8 ⇒ 6
survival knife: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 dmg: 1d4 + 3 ⇒ (3) + 3 = 6 i.e. 3 dmg for underwater. I'm assuming the trick attack, if succeed, is full damage.
If hit, debilitating attack to make her flat-footed (-2 AC)
Iseph is going to stay in melee range for a while, and hope to keep her flat-footed with his trick attack for a while, but he might not last long.
GM Kate |
I apologize; Choppy actually hit Green!
Raia hits Oshessa with a series of magic missiles, and Iseph gets a solid hit on the cult leader. Trick attack succeeds! She is flat-footed.
Iseh isn't actually up until after Green, but I'll let the attack stand! Keskodai is up, but since the player is still on travel, I'll bot Keskodai in the morning if they haven't posted yet.
Sedoriku's 二番目 Pregen |
Kesodai takes a second to focus himself again and then thrusts out with his mind at the cult leader.
Mind Thrust 1, DC 16 Will save for half: 2d10 ⇒ (4, 3) = 7
Argh had this ready Saturday morning! Welp, I can post it now!
Lapis-A17 |
I imagine lots of people will be in the same boat. I just hope none of my games lost any players due to this debacle. Maybe Paizo will realizes its 2018 and you need a real web team if you wanna even be close to relevent?
GM Kate |
Recapping! Iseph hit for 2, preventing Oshessa from casting. Choppy shoots green. Raia hits Oshessa with magic missiles, and then Keskodai casts Mind Thrust 1.
Oshessa Will save: 1d20 + 8 ⇒ (17) + 8 = 25
Oshessa shakes off some of the damage and laughs!
Green takes a five-foot step and places a flipper on Oshessa. hit points back: 1d8 + 4 ⇒ (4) + 4 = 8
Then, Iseph hits again! She is flat-footed.
Lapis
Iseph
Oshessa -15 hp
Choppy
Raia
Keskodai
Green -10 hp
Lapis up, and then we are back to Oshessa.
Lapis-A17 |
Seeing that Oshessa is flat footed, Lapis takes a chance to move further into the room,
athletics: 1d20 + 4 ⇒ (17) + 4 = 21
and then fires on Oshessa, hoping to take the advantage.
Combat tracking attack: 1d20 + 8 ⇒ (19) + 8 = 271d10 + 4 ⇒ (3) + 4 = 7
GM Kate |
Lapis fires on Oshessa successfully!
This time, Oshessa five-foot steps, and casts a spell at Iseph, who has made her flat-footed and unable to use her fun reactions.
So, this time, DC 17 Will save from Iseph for real! mind-affecting, fear effect if you have bonuses.
Lapis
Iseph
Oshessa -22 hp
Choppy
Raia
Keskodai
Green -10 hp
Sedoriku's 二番目 Pregen |
Keskodai narrows his eyes at the green Marlomaw healing Oshessa, and gestures for her to stay back or else, before turning his attentions back to the leader and mustering the energies for his last powerful mental thrust.
DC 17 Will Save for half, Mind Thrust II: 4d10 ⇒ (4, 4, 8, 9) = 25
Choppy - 702 |
Choppy will use Get Em for a +1 to attack rolls for me and my allies until my next turn.
Hopefully I'll make short work of the green one
Semi Auto Pistol vs KAC: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
DMG P: 1d6 + 4 ⇒ (5) + 4 = 9
GM Kate |
Choppy takes Green down, and Lapis and Iseph are up! (Proper summary post to follow tonight. )
GM Kate |
Will save: 1d20 + 8 ⇒ (4) + 8 = 12
Raia spreads around magic missiles, while Keskodai rips Oshessa's mind apart. The leader looks shocked by the force of the mental assault. Choppy gets a shot of on the green morlamaw who goes down.
Oshessa looks extremely injured!
Lapis
Iseph
Oshessa -54 hp
Choppy
Raia
Keskodai
Lapis and Iseph are up! Also, please email me at northbaypfs@gmail.com in case the site goes down again!