| Vetch No-Toes |
Confusing and new stuff here. Trying to confirm what is happening.
The undead has been doing ranged attacks? That was unclear...that's why Vetch retreated. Or does it have unlimited reach?
Also, if ranged attack, does Abe have a chance at AoO? Or did Messylina if it could make melee attacks?
"I've had worse," Vetch replies to Kcectic, noting the concern. "I've had much worse." Vetch wiggles his non-existent toes in his boots.
Vetch delays until the thing shows itself again. He bleeds a lot, but still has fight in him.
| Dash Arcbright |
Dash grabs his second spellgem and waits for the ghost to reveal itself again.
Move action to get spellgem, then deferring so Dash can take a full round casting for maximum magic missile efficiency.
GM Tyranius
|
@Vetch- Correct, sorry I should have been more clear. It is in fact a ranged attack, which would provoke from Messalina and Abe, except Messalina is also equipped with a ranged weapon. It's range is 30 feet as Kcectic would know from his Mysticism roll.
GM Tyranius
|
Energy attacks also deal 50% it seems so now all weapons are useless against incorporeal. So the Static Arc pistols will work
Awaiting AoO's if able to from Abe and Messalina from the ranged attack earlier before moving forward.
GM Tyranius
|
Dash grips his spell gem, waiting for the Driftdead to show itself once again. Kcectic's bulbous orbs look left and right as he shrugs, unsure exactly where the undead went off to. Knowing it will eventually return he readies his most effective spell.
Still confused Abe believes he sees the undead and lurches his static arc pistol out to shock it, instead getting Dash in the process, shorting out the Android's circuitry.
Vetch continues to place his back against the wall as the Driftdead emerges from the confines of the wall once more near Kcectic, clawing at the Shirren.
Incorporeal Claw vs Kcectic EAC 13: 1d20 + 10 ⇒ (15) + 10 = 25
Damage (Slashing): 1d6 + 4 ⇒ (1) + 4 = 5
The wispy claw feels ice cold as it enters Kcectic's chest.
Round 3
Dash Dash (SP 8/13; HP 15/15)
Kcectic Kcectic (SP 11/16; 18/18)
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch (SP 2/12; HP 14/14)
-------------------------------------
Driftdead (-10)
-------------------------------------
| Kcectic |
As the claw enters his chest, Kcectic panics and flies backward and away from the driftdead. Forgetting his previous plans he unleashes another duo of magic missiles once he feels he's at a safe distance.
Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8
| Dash Arcbright |
”The f@$% Abe!?” Dash blurts out upon receiving a shocking surprise. He’d say more, but the driftdead reappears and he has other business. Focusing on his spellgem he summons magical missiles and sends them out.
Full round magic missiles: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12
| Vetch No-Toes |
Vetch delays to see if the driftdead can handle that much in magic space missiles.
"Yeah, give it the magic."
p.s. Given the auto damage of a full round magic space missile spell, that gem might be a really really good low level buy, Dash. But I guess you knew that.
| Aerav Brack Elijea |
Round: 3
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 16/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
”Sorry about that Dash, I thought it was on you. I see it now.”
Abe finally comes to his senses and shoots the right target this time, or tries to.
static arc pistol: 1d20 + 3 ⇒ (7) + 3 = 10 damage(E): 1d6 ⇒ 1
GM Tyranius
|
Finally able to get into the site! Dash's missiles kill the Driftdead so save your spell Kcectic.
Numerous magical missiles pierce the undead's incorporeal form, leaving wide gaping holes in it's ghostly visage. With one final scream emitted across the comm unit's the crackling goes silent, once again allowing you to communicate effectively as the Drift dead disperses back into the stars.
Dash (SP 8/13; HP 15/15)
Kcectic (SP 11/16; 18/18)
Abe (SP 14/14; HP 14/16; -4 Str)
Vetch (SP 2/12; HP 14/14)
| Vetch No-Toes |
"I'll need a moment," Vetch says, immediately trying to re-tie his cabling in a different way to staunch the bleeding and repair what he can of his armor.
"Why don't you check on the door while I patch up."
-1 resolve.
| Aerav Brack Elijea |
He does not begin until Vetch is largely done, not wanting to interrupt his rest. During the short break, he'll mumble to himself about weapon options and fiddle with Messalina a bit.
Abe will examine the door not too carefully.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
He'll then try to open it, if technology can help (in case it's locked, etc).
Engineering: 1d20 + 9 ⇒ (8) + 9 = 17
Engineering: 1d20 + 9 ⇒ (20) + 9 = 29
| Kcectic |
"I fail to see why either party has an interest in this rock." Kcectic says as they wait for Vetch to recoup. "Hopefully after we report this they'll both give it up. No one else should have to come here and face these things."
Kcectic watches with curiosity as Abe attempts to open the sealed door before them, subconsciously keeping one hand raised, ready to fire more missiles if needed.
| Dash Arcbright |
His gem depleted, Dash releases it to float away in zero-g. Though the driftdead is defeated, he keeps the second gem ready while Vetch rests. When Abe heads to check the door he floats over to give it a second set of eyes.
Engineering aid another: 1d20 + 9 ⇒ (12) + 9 = 21
GM Tyranius
|
Once all are rested Abe is able to open the door with ease. Beyond the southern door, the rooms and corridors are all finished with ceramic-metallic plating and artificial standard gravity is in effect as Abe quickly finds out falling to the floor, flat on his face.
| Vetch No-Toes |
Vetch, now healed, carefully rushes over to help Abe up.
"Ah gravity. That is good...and worrysome. Might be more akatas within. Let us be ready," Vetch warns.
When others are ready and situated on the ground, Vetch will again pad up to scout. He moves up to the intersection and looks both ways.
We have gravity but no air, right? Also, do akatas need air to breathe/exist?
GM Tyranius
|
Correct. Gravity but still no air. Akata's do not need to breathe air to exist.
Vetch peers down the hallways. To the west it seems to turn into a corner, difficult to tell where to after that from this angle and distance.
To the east the metal corridor seems to open up a bit more as dim light illuminates from various lights and machinery in the nearby distance.
| Kcectic |
With the gravity back on, Kcectic keeps his antennae sweeping the area around him, trying to pick up any vibrations that might alert the party to an ambush.
Perception: Vibration: 1d20 + 8 ⇒ (1) + 8 = 9
"I enjoyed floating actually." Kcectic says his "voice" a little sad.
GM Tyranius
|
Kcectic finds it extremely difficult to pick up any vibrations that might alarm him of harm as the entire rock seems to give off a low vibration.
| Vetch No-Toes |
Vetch moves to his right first, padding down the hallway without the usual clank, clank, clank of his club-cane.
He will look around with his darkvision.
1d20 + 9 ⇒ (5) + 9 = 14 Perception
| Aerav Brack Elijea |
Abe watches as Dash suggests the opposite, and shrugs as Vetch complies. Next time I shoot him, I'll have to aim better.
He chuckles aloud to himself briefly before remembering to be quiet again. He holds his weapons at the ready, but his attention is down the left hall...
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
GM Tyranius
|
In stark contrast to the caverns elsewhere inside the Drift Rock, this chamber looks more like a room on a space station or starship. Rather than the unfinished rock of the asteroid, the walls, floor, and ceiling are clad with finished sheets of some polished, metallic substance, along with components of unrecognizable equipment. Panels on some of the walls flash with lights and mysterious symbols, and an almost infrasonic hum of unseen machinery pulses through the walls.
The lights on the machinery provide dim light in this room.
The wall panels are some sort of ceramic-metallic plating that is as strong and durable as adamantine alloy, but is itself a substance unknown to Pact Worlds material science just as before in the chamber filled with undead.
The most concerning of all though is that an ancient security robot patrols the far end of the hallway. Though it seems to look very ancient and damaged as sparks jet out from it's circuits with each movement. DC 14 Knowledge Engineering to Identify further. The robot's four metal limbs clank softly against the metal floor. As it turns Vetch seems to catch that it has an integrated tactical arc emitter as one of it's arms. As it spins around to move back down the hallway Vetch slams back against the wall just before a wave of green light washes down the hallway, scanning for something.
| Vetch No-Toes |
1d20 + 5 ⇒ (4) + 5 = 9 Engineering
After seeing that the coast is mostly clear, Vetch will pad back to the party and explain what he saw. He will point out the security robot and note that it's functional.
"I dunno, Abe. Maybe you should go look at it. I don't know my robots very well," Vetch says, giving a side eye to Dash. "I never can figure out what their programing is going to do."
GM Tyranius
|
Security robots vary in design and characteristics, though most are integrated with some sort of weaponry. This particular security robot looks to be quite ancient, as in thousands of years old, and very damaged. Normally small nanites work on the robots to repair any damages in rapid time, but this model's seems to be broken. Though each model varies slightly they share some similarities, such as being quite susceptible to damage in critical areas (Critical hits) and electricity based damage.
As Abe studies the robot further it continues to pace the long hallway.
| Dash Arcbright |
"I dunno, Abe. Maybe you should go look at it. I don't know my robots very well,"
”Don’t be modest. There is a lot you don’t know.” Dash retorts. It was a waste of air, but worth it.
Assuming Abe fills in the group on the robot...
”Abe, break out your arc pistol and I’ll supercharge the motherf@$%er. It’s a one trick pony, so everyone else, stay out of his way and give him a clear shot.”
Dash gets out a spellgem of supercharge weapon and casts it upon Abe’s arc pistol when he is ready to go.
If we can, everyone try using Harrying Fire to help Abe’s shot.
You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.
School evocation
Casting Time 1 standard action
Range touch
Targets one weapon
Duration see text
Saving Throw none; Spell Resistance no
You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.
| Aerav Brack Elijea |
Round: surprise
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 15/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 5/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
Abe moves out and takes careful aim on the robot directly with his arc pistol.
static arc pistol: 1d20 + 3 ⇒ (2) + 3 = 5 damage(E): 1d6 + 4d6 ⇒ (3) + (1, 3, 6, 4) = 17
Sadly, his shot is likely wild and he tries to blow a hole in the wall. He stands foolishly in the open hallway, staring at his errant weapon.
Unfortunately Messalina always goes after Abe, so she scurries out into the hall to shoot next round.
Thanks dicebot, way to make me look like a chump in front of my friends...
| Vetch No-Toes |
Vetch can't see the result of Abe's fire, but can tell from the man's reaction that it didn't go well. He draws his pistol and is ready to fight a security bot, probably.
"Maybe we should move back and so we can get all get several shots on it at once," Vetch says, withdrawing and hoping the rest of the team sees the wisdom in that.
| Dash Arcbright |
”Ok, everyone get...”
~CHZZZT!!~
”Dammit Abe, we weren’t ready!”
Dash looks at his remaining spellgem and considers what to do next.
Waiting in initiative.
Also, man that was bad luck. I’ve got one more supercharge weapon spellgem, but maybe it would be better used for a grenade.
GM Tyranius
|
And that was going to be so cool too!
Dash pours raw magic into Abe's arc pistol. It begins to hum worse than a space goblin's finely tuned laser pistol. Taking aim, Abe pulls the trigger and a concentrated blast of electricity erupts from the muzzle. Abe's hand jerks from the force and the shot crackles against the wall, climbing to the ceiling before fizzling out.
The robot hunkers down and jerks to Abe's direction as a rough, broken mechanical voice sounds. "Intruders. Exterminate. Exterminate."
Dash: 1d20 + 8 ⇒ (6) + 8 = 14
Vetch: 1d20 + 3 ⇒ (2) + 3 = 5
Kcectic: 1d20 + 7 ⇒ (6) + 7 = 13
Damaged Security Robot: 1d20 + 5 ⇒ (12) + 5 = 17
Round 1
Abe (SP 14/14; HP 14/16; -4 Str)
---------------------------
Security Robot
---------------------------
Dash (SP 8/13; HP 15/15)
Kcectic (SP 11/16; 18/18)
Vetch (SP 12/12; HP 14/14)
| Aerav Brack Elijea |
Round: 1
Resolve: 3/4 Stamina: 14/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 14/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 20/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 5/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
Abe takes a quick shot at the thing again, trying hard to redeem himself, before falling back (shoot then move).
static arc pistol: 1d20 + 3 ⇒ (14) + 3 = 17 damage(E): 1d6 ⇒ 4
Messalina just falls back (move).
GM Tyranius
|
The robot jerks violently as the arc pistol's electricity shorts out a circuit.
The robot rounds the corner as Abe's electricity seems to cause the robot's exterior to shudder. A small blast is seem as the electricity intensifies and bursts from the creature's chest, electrocuting all in the vicinity as it leaps from person to person down the hallway.
Jolting Arc Damage (Messalina, Abe, Dash, Kcectic): 1d8 ⇒ 7 DC 13 Reflex for half damage
Rounds til usable again: 1d4 ⇒ 4
Hit all but Vetch. Similar to chain lightning as it bounces across people from person to person.
Round 2
Abe (SP 7/14; HP 14/16; -4 Str)(Messalina 13/20)
---------------------------
Security Robot (-6; Jolting Arc Round 5)
---------------------------
Round 1
Dash (SP 1/13; HP 15/15)
Kcectic (SP 4/16; 18/18)
Vetch (SP 12/12; HP 14/14)
| Aerav Brack Elijea |
Round: 2
Resolve: 3/4 Stamina: 11/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 13/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 13/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 5/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
Reflex Abe: 1d20 + 5 ⇒ (12) + 5 = 17 vs DC 13 for 3 or 7hp dam
Reflex Messalina: 1d20 + 6 ⇒ (1) + 6 = 7 vs DC 13 for 3 or 7hp dam
Abe takes another shot along the wall before falling back into the gravity-less space.
static arc pistol: 1d20 + 3 ⇒ (1) + 3 = 4 damage(E): 1d6 ⇒ 4
Messalina just falls back (move) again.
| Vetch No-Toes |
Round 2, Init 5
Vetch moves back and readies to shoot the thing when it comes into sight.
Ranged: 1d20 + 4 ⇒ (17) + 4 = 21 to hit;
(F): 1d4 ⇒ 4 damage
Charge 17/20
S: 12/12 HP: 14/14 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 1/3
Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 17/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.
| Kcectic |
Kcectic falls back with the rest and readies his laser pistol for when the bot moves into sight.
Readied Shot: 1d20 + 3 ⇒ (1) + 3 = 41d4 ⇒ 3
GM Tyranius
|
Kcectic Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Abe and Dash are able to avoid the worst of the electrical explosion. As the robot stomps down the hallway Abe, Kcectic and Vetch concentrate all of their fire at once on the robot, though only Vetch is able to land a shot. The laser beam burns a clean hole right into the metal exterior, sending a small wisp of smoke into space.
Lowering it's hand the robot fires out a 15 foot cone of electricity from his Tactical arc emitter into the room. It only manages to catch Dash once more.
Integrated Tactical Arc Emitter vs All EAC in cone: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
Dash slams his back against the wall as the blast comes out of the doorway, sizzling just past him unharmed.
Round 3
Abe (SP 11/14; HP 14/16; -4 Str)(Messalina 13/20)
---------------------------
Security Robot (-10; Jolting Arc Round 5)
---------------------------
Round 2
Dash (SP 5/13; HP 15/15)
Kcectic (SP 4/16; 18/18)
Vetch (SP 12/12; HP 14/14)
| Vetch No-Toes |
Round 3, Init 5
Vetch fires again, then moves back.
Ranged: 1d20 + 4 ⇒ (14) + 4 = 18 to hit;
(F): 1d4 ⇒ 1 damage
Charge 16/20
S: 12/12 HP: 14/14 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 1/3
Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 16/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.
| Aerav Brack Elijea |
Round: 3
Resolve: 3/4 Stamina: 11/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 12/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 13/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 4/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
Abe is carried by the zero-g to the far wall, where he tries to gather his wits about him for his next shot.
Althetics: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (str drain, boot clamps) vs DC 20
Failing to right himself, he shoots while slowly spinning in space against the wall.
static arc pistol: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 (off kilter) damage(E): 1d6 ⇒ 3
Messalina holds her own with her jets and shoots as well.
semi-auto pistol: 1d20 + 6 ⇒ (17) + 6 = 23 damage(P): 1d6 ⇒ 4
| Dash Arcbright |
That blast was far too close for comfort, but Dash realizes it would have been much worse if the group was clustered. ”Everyone stay back! I’ll try to stall it at the door!”
He pops around the corner and tries to aim for something vital.
Trick Attack - Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Pistol: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 ⇒ 6
Trick Damage: 1d4 ⇒ 4
| Kcectic |
Laser Pistol: 1d20 + 3 ⇒ (13) + 3 = 161d4 ⇒ 3
Kcectic fires his laser, his aim better this time and stay where he is, making sure he's close enough to Dash in case the droid needs help.
GM Tyranius
|
Dash pops out from around the corner and whiffs his shot as the robot is far closer than he would have liked in the Zero-G environment.
Moved you on the map as it sounded like you were trying to block the doorway with your body. Correct me if I am wrong.
Kcectic, Vetch and Abe all fire down the hallway. While Kcectic and Vetch's shots seemed to have been right on target Dash seems to have gotten in the way, blocking the robot, causing the shots to miss.
Messalina, ever the sniper, makes a clean shot into the robot's shoulder, jerking the gun back a bit as a spark flings into the air like a shooting star.
With Dash blocking the way the robot sends another shower of sparks at the android from his tactical arc emitter.
Provoke if Dash has melee at the ready.
Integrated Tactical Arc Emitter vs EAC of all in 15 foot cone: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Crit Damage: 1d4 + 4 ⇒ (1) + 4 = 5
The security Droid's weapon seems extremely effective against Dash's circuitry as it blasts him right in the chest, teetering on the threshold of gravity and zero-g environment.
Round 4
Abe (SP 11/14; HP 14/16; -4 Str)(Messalina 13/20)
---------------------------
Security Robot (-14; Jolting Arc Round 5)
---------------------------
Round 3
Dash (SP 0/13; HP 10/15)
Kcectic (SP 4/16; 18/18)
Vetch (SP 12/12; HP 14/14)
| Aerav Brack Elijea |
Round: 4
Resolve: 3/4 Stamina: 11/14 HP: 14/16
Weapon Equipped = Arc Pistol, static, Shock Grenade
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Ranged: Attack: BAB +1, Dex +2 Damage: +0 Laser Battery: 13/20 Arc Battery: 11/20
Melee/Thrown: Attack: BAB +1, Str +0 Damage: +0
Messalina
EAC: 15 KAC: 15 CM: 23
HP: 13/20
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +2, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 3/9
Melee/Thrown: Attack: BAB +2, Str -2 Damage: +0
”Dash, get out of there! Let it join us in the Zero-G environment - I bet it has troubles as we do!”
Abe waits for Dash to move (delay) but if he does not, he shoots anyway through cover after Dash’s initiative.
Abe tries to stop the spins…
Althetics: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 (str drain, boot clamps) vs DC 20
Finally stopping the spins, he levels his gun and shoots!
static arc pistol: 1d20 + 3 ⇒ (10) + 3 = 13 damage(E): 1d6 ⇒ 3
Messalina holds her own with her jets and shoots as well.
semi-auto pistol: 1d20 + 6 ⇒ (5) + 6 = 11 damage(P): 1d6 ⇒ 6
| Vetch No-Toes |
"Get out of the way, Dash! If you move back, we'll have a clear shot!" Vetch waits to see what Dash does.
Does Dash dodge? Duck? Dip? Dive? Or dodge?
| Dash Arcbright |
Though it might be too late, I didn’t want to try to physically block the entrance. Dash isn’t very strong, and I didn’t want to block the party’s shots. I figured the robot would target the closest person and would not move past Dash to blast everyone. However, since things have progressed, could we say Dash at least waited for the others to shoot first before he got stupidly brave so as not to mess up their aim?
”F@$%... $h!t.. Owww..”
Dash gets blown across the room, leaving a trail of sparks as he hurtles past his allies and bounces off the far wall.
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
Though he is slowly spinning, he manages to grab his other spellgem, hoping to last long enough to get in one last blast of magic.
| Kcectic |
Kcectic waits for Dash to move out of the way, then backs up a little himself before firing again on the robot.
"If we can keep it rotating targets we can shoot it down faster than it can us. Hopefully."
Laser Pistol: 1d20 + 3 ⇒ (18) + 3 = 211d4 ⇒ 3
| Vetch No-Toes |
Round 4, Init 5
Vetch moves closer and shoots the bot.
Ranged: 1d20 + 4 ⇒ (20) + 4 = 24 to hit;
(F): 1d4 ⇒ 2 damage
Charge 15/20
Edit: Crit: (F): 1d4 ⇒ 1 burn damage.
"See Dash?! That's how you smoke a robot! You don't use your face."
S: 12/12 HP: 14/14 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +0 Ref: +3 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 1/3
Melee: [ dice=Club]1d20+0[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+4-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 15/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.