
Vetch No-Toes |

I guess this is a Medicine check to Treat Deadly Wounds?
You can use Medicine to restore Hit Points to a living, wounded creature. This takes 1 minute, and the DC is based on the medical equipment used. If you succeed at the check, you restore 1 Hit Point per level or CR of the creature you are treating. If you exceed the DC by 5 or more, you add your Intelligence modifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Most medical labs allow you to treat a creature’s deadly wounds at least twice per day.
Vetch looks over the red shirts wounds after Dash uses all the healing serums on him.
"C'mere, we can't allow your ysokilings to grow up without a Dad. Lemme see your wounds."
1d20 + 6 ⇒ (10) + 6 = 16 Medicine (trained) vs. DC 25 (basic medkit)
* * *
1d20 + 6 ⇒ (19) + 6 = 25 Will Save
Vetch, after the injuries are tended, will follow and explore.

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Dash tries to patch the young interpreter up but ends up hurting him more than healing him. "You sure you know what you're doing?" He stands to go and read the words pointed out by Dash.
Each of you feel the same fuzzy feeling take over your minds but quickly shake it off. Something seems a little off and mesmerizing by the beautiful violet blossoms attached to the Rune Obelisk.
Abe: 1d20 + 6 ⇒ (12) + 6 = 18
Dash: 1d20 + 5 ⇒ (3) + 5 = 8
Vetch: 1d20 + 9 ⇒ (19) + 9 = 28
Vetch is the only one that notices something more, something hidden among the vines. Something living.
The Interpreter continues to move towards the Obelisk to read the hidden Elven runes. As the interpreter draws near the vines begin to move and unravel. Standing almost 12 feet tall and weighing nearly 2000 lbs stands a large plant-like creature. A pair of violet blossom lures hang from it's body as numerous sets of 'jaws' snap from all around.
Abe: 1d20 + 4 ⇒ (5) + 4 = 9
Dash: 1d20 + 8 ⇒ (10) + 8 = 18
Vetch: 1d20 + 7 ⇒ (4) + 7 = 11
Zane: 1d20 + 6 ⇒ (9) + 6 = 15
Plant: 1d20 + 3 ⇒ (5) + 3 = 8
Surprise Round
Vetch
Plant (DC 16 Life Science)
Dash (SP 19/19; HP 21/21)
Vetch (SP 18/18; HP 20/20)
Zane (SP 13/27; HP 25/25)
Abe (SP 21/21; HP 22/22)(Messalina 30/30)
Interpretor -9

Vetch No-Toes |

1d20 + 5 ⇒ (4) + 5 = 9 Know (life science)
Round Surprise, Init 11
Uncertain what is happening, Vetch moves 30' back and draws his pistol.
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade
Spells cast: 0/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 13/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

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Dash recognizes the large plant as a Vracinea. Dash knows that any living creature within 120 feet of one of these plants becomes drawn towards the violet blossoms. Almost fascinated to the point that they have been known to offer zero resistance to being attacked or eaten by one.
The vracinea is one of many plant predators that evolved in the lush jungles of Castrovel. Standing almost 12 feet tall, a typical vracinea weighs 2,000 pounds. Usually, a vracinea lies motionless in wait for its next meal, covering itself with vines and leaving only its blossom lures visible. Once its mesmerized prey has gotten close, the vracinea bursts forth from its camouflage. If a victim manages to shake off the effects of the vracinea’s paralyzing scent and escape, the vracinea pursues it for only a short time.
Vracineas are solitary and territorial creatures. When two vracineas see one another, they often charge at each other, quickly becoming locked in a struggle of gnashing teeth until one falls dead or retreats to nurse its wounds. Botanists aren’t sure of the mechanisms behind a vracinea’s blossom lures. Some believe the flowers vibrate at a subatomic level, stimulating a target’s subconscious desires.
Vetch quickly steps back and draws his pistol as the Vracineas detaches itself and slowly moves towards the Interpreter. The Ysoki turns around with a look of horror on his face as he mouths. "Why me?" towards the groups.
The interpreter turns and runs away from the plant as he dives behind a crumbling wall.
Stingbats Init: 1d20 + 3 ⇒ (16) + 3 = 19
As the Vracineas claws its way across the ground the Stingbats begin to hoot and holler even more than before. “kau-kar-eeee-keeee” They quickly establish a new pecking order and set aside any captured valuables before four of them descend to attack as their peers scream encouragement from the branches. Three drop down and quickly surround Vetch as the fourth drops near Abe.
Round 1
---------------------------------------------------------
Stingbats
---------------------------------------------------------
Dash (SP 19/19; HP 21/21)
Zane (SP 13/27; HP 25/25)
Vetch (SP 18/18; HP 20/20)
Abe (SP 21/21; HP 22/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Plant
---------------------------------------------------------

Aerav Brack Elijea |

Round: 1
Resolve: 3/4 Stamina: 21/21 HP: 22/22
Weapon Equipped = Laser Rifle
Conditions = none
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 9/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
Abe takes a guarded step back and shoots at the dirty monkey in front of him (blue).
azimuth laser rifle: 1d20 + 4 ⇒ (18) + 4 = 22 damage(F): 1d8 + 3 ⇒ (5) + 3 = 8
Messalina flies down from her perch in the air and lands in position to help the interpreter.

Dash Arcbright |

”Vetch, duck!” Dash runs toward the ysoki, reaching out to grab nearby energy. A sudden chill rushes through everyone like a shot of ice water into their veins. Powered technology flickers. Dash directs his energy, exciting molecules and creating a wave of searing heat in the air.
Giving Vetch a chance to clear the area before casting overheat. Should be able to hit all three stingbats.
Overheat - Reflex vs DC 14 for half: 2d8 ⇒ (2, 6) = 8
Level 1
School evocation (fire)
Casting Time 1 standard action
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.

The Zane |

”Vetch, duck!”
Hearing Dash move into action, Zane keeps a partial eye out on what Dash is doing. Moving towards the frey and taking on the 3 stingbats. He'll probably need some support. delay to see effects and target a survivng stingbat. Move my initiative to after Dash.
He moves a bit against the fallen tree using the butt of Bubba to crack a few limbs to help provide some added side cover from possible enemies (none yet- but enemies will certainly see The Zane as the biggest threat in a minute and start to attack).use move action to create partial cover - as feat. then start shooting at surviving target.
attack with bubba: 1d20 + 7 ⇒ (2) + 7 = 9
F: 1d10 + 3 ⇒ (7) + 3 = 10

Vetch No-Toes |

Round 1, Init 11
Finding himself surrounded before he even has a chance to get settled, Vetch bolts away from his attackers. Withdraw, 60'.
He runs through Dash, ducking like a duck who is playing duckball.
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand:
Mouth: Serum of Healing II, Grenade
Spells cast: 0/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 13/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

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Vetch bolts away from the stingbats just as his racial cousin did with the Vracineas. Dash draws all the heat from his weapons and sends a wave of searing heat into 2 of the stingbats. Could only get two of them no matter how I twisted the template around.
Green Reflex DC 14: 1d20 + 5 ⇒ (14) + 5 = 19
Purple Reflex DC 14: 1d20 + 5 ⇒ (17) + 5 = 22
The stingbats screech in pain as their fur is melted away. The Zane levels Bubba and fires. His aim gets thrown off as his Azimuth Artillery Laser burns into a nearby branch.
Using His laser rifle Abe bores a small hole through the blue-eyes stingbats shoulder.
The Vracineas slowly plods along, the venus flytrap-like jaws snapping shut periodically.
The wounded and angered Stingbats dive in at Abe and Dash.
Red Sting vs Dash KAC 15: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 + Poison (Fort DC 11)
Green Sting vs Dash KAC 15; flanking: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 + Poison (Fort DC 11)
Purple Sting vs Dash KAC 15: 1d2 + 9 ⇒ (1) + 9 = 10
Blue Sting vs Abe KAC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 + Poison (Fort DC 11)
Crit Damage: 1d4 + 2 ⇒ (1) + 2 = 3
@Dash- Looks like with Starfinder it is two separate save. Additional doses doesn't increase the DC.
Dash and Abe both feel the poisoned stingers of the Stingbat as they swarm all around them. Slowly pushing the prey into the Vracineas clutches.
Round 2
---------------------------------------------------------
Stingbats (green -4)(Purple -4)(Blue -8)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 9/19; HP 21/21)
Zane (SP 13/27; HP 25/25)
Abe (SP 15/21; HP 22/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas
---------------------------------------------------------

Vetch No-Toes |

Round 2, Init 11
Vetch fires at green, then scampers closer to the red shirt, urging him to get back.
Ranged: 1d20 + 5 ⇒ (8) + 5 = 13 to hit;
(F): 1d4 ⇒ 4 damage
Charge 19/20
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand:
Mouth: Serum of Healing II, Grenade
Spells cast: 0/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 13/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

The Zane |

Moving away from the slow plodding Plant thing. The Zane takes advantage of the fact that he is un-entangled to reposition and fire on the Stingbats. The flames looked to burn a little fur, but hopefully a blaster bolt puts one on the dirt. He takes aim at Blue and bellows.
Come Get Some!
attack laser: 1d20 + 7 ⇒ (8) + 7 = 15
Damage F: 1d10 + 3 ⇒ (1) + 3 = 4

Aerav Brack Elijea |

Round: 2
Resolve: 3/4 Stamina: 15/21 HP: 22/22
Weapon Equipped = Laser Rifle
Conditions = Poisoned
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 9/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
Fort: 1d20 + 4 ⇒ (3) + 4 = 7 vs DC 11
”Get off me!” he shouts at the monkey as he steps back (guarded step) and shoots again (blue).
azimuth laser rifle: 1d20 + 4 ⇒ (15) + 4 = 19 damage(F): 1d8 + 3 ⇒ (1) + 3 = 4
Oblivious to danger, Messalina shoots at the giant plant-thing.
semi-auto pistol: 1d20 + 7 ⇒ (3) + 7 = 10 damage(P): 1d6 + 1 ⇒ (5) + 1 = 6

Dash Arcbright |

”Ow, sh!t! OW! SH!T!!”
Fort + Android: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Fort + Android: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
The stings hurt, but luckily Dash’s Android body candle handle the venom.
Dash takes a step back and concentrates. A moment later three versions of him step forward, growing taller, claws springing from their hands - or rather, the holographic hands of the images. The real Dash has crouched down to make himself hopefully less noticeable behind his mutant gang.
Holographic Image DC 14

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Vetch fires on one of the many Stingbats surrounding Dash, burning it further.
Dash's android body fights off the poison, though it still burns away at his circuitry a tiny bit. Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison’s DC – 10. CRB 415.
Dash ejects a series of images replicating himself, each taller than the last.
The Zane moves to help Abe and burns a couple of fingers off of the blue eyed stingbat.
Abe leaps back but the poison has already taken it's course in his bloodstream. You are nowsluggish on the Dexpoison track. CRB 415. –2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of your spells and special abilities decrease by 2; and you become flat-footed.
Abe fires his rifle, catching the Stingbat in the face.It collapses against the tree roots, unmoving. Messalina's shot fires into the dirt.
The Vracineas clamors over the wall as it continues it's slow object to a fresh meal. As it draws near Abe, Zane and Dash smell a very sweet scent in the air. DC 13 Fort save or Paralyzed for 1 round. If fail need a new save each round until you pass.
The stingbats stab their tails into Dash's holographic image.
Red Sting vs Dash KAC 15: 1d20 + 9 ⇒ (6) + 9 = 15
Green Sting vs Dash KAC 15: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Purple Sting vs Dash KAC 15: 1d2 + 9 ⇒ (1) + 9 = 10
Red Will save: 1d20 + 1 ⇒ (1) + 1 = 2
Green Will save: 1d20 + 1 ⇒ (18) + 1 = 19
Purple Will save: 1d20 + 1 ⇒ (19) + 1 = 20
Two of the stingbats screech in frustration as hey see right through Dash's images.
Need another Fort save for your poison Abe.
Round 3
---------------------------------------------------------
Stingbats (green -8)(Purple -4)(Green/purple- disbelieve)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 7/19; HP 21/21)
Zane (SP 13/27; HP 25/25)
Abe (SP 14/21; HP 22/22)-(Dex- poison Sluggish 5/6)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas
---------------------------------------------------------

Aerav Brack Elijea |

Round: 3
Resolve: 3/4 Stamina: 14/21 HP: 22/22
Weapon Equipped = Laser Rifle
Conditions = none
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 9/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
So do I lose HP, or Stamina from the poison? Trying to figure out if it burns through the stamina somehow or is treated as normal damage.
Fort: 1d20 + 4 ⇒ (8) + 4 = 12 vs DC 11 vs poison
Fort: 1d20 + 4 ⇒ (12) + 4 = 16 vs DC 13 vs paralyzation
Abe, pleased to be unparalyzed, takes a guarded step back behind The Zane, and shoots at another monkey (red).
azimuth laser rifle: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 (poison) damage(F): 1d8 + 3 ⇒ (8) + 3 = 11
Messalina continues to shoot at the giant plant-thing.
semi-auto pistol: 1d20 + 7 ⇒ (5) + 7 = 12 damage(P): 1d6 + 1 ⇒ (2) + 1 = 3

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Ah, yup. It does state actual HP and not Stamina. I will adjust totals. It looks like it only happens on initial exposure and not as the poison ticks away.
The poison runs it's course through Abe's system and he is healthy once again.With his body still a little shaken both him and Messalina miss their targets.
Round 3
---------------------------------------------------------
Stingbats (green -8)(Purple -4)(Green/purple- disbelieve)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 9/19; HP 19/21)
Zane (SP 13/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas
---------------------------------------------------------

Dash Arcbright |

Fort save vs Paralyzation: 1d20 + 1 ⇒ (11) + 1 = 12 does Dash’s +2 android bonus vs mind-affecting effects and poison apply here? Androids don’t need to breathe. Would that help here?
Dash smells something... and it doesn’t smell good.

The Zane |

fort save vs 13: 1d20 + 4 ⇒ (12) + 4 = 16
The beautiful and sweet smell floats in the air, and The Zane breathes it in. His brain revolts from the attack it tries to do on his nervous system and releases mega doses of Testosterone. His body starts to shake like a 9 yer old with a sugar rush.
His pecs bounce up and down. Up and down.
He levels the laser blasts off two shots. One at each of the wounded creatures.
full attack-4: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 Green
full attack-4: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 purple
Damage Green: 1d10 + 3 ⇒ (2) + 3 = 5
damage Purple: 1d10 + 3 ⇒ (4) + 3 = 7
crit damage burn: 1d6 ⇒ 2
Full of vim and vigor, The Zane bellows, You are witnessing inevitability!
A statement said as if to his enemies, his new companions, the jungle, and the world.
Wow, what a good round of rolling for The Zane. Avoiding the paralization was huge. This round will not be helping his ego. Smile.

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Yea the Paralyzing scent is an inhaled poisonous effect. So since you don't need to breath it doesn't effect you.
The Zane gets trigger happy as he lays two clean shots on the kaukarikis. His first shot clips into the kaukarikis side while his second shot burns a hole clean through the second kaukarikis chest. It's fur catches fire but it is already too late as the Stingbat collapses to the ground, smoldering and burning.
Purple additional crit damage: 1d10 + 3 ⇒ (8) + 3 = 11
When you crit you deal double damage + your weapons special effect
As the Zane is focuses on his accuracy he fails to notice the Vracineas crept so close and takes a bite at him.
AoO vs Zane KAC 16: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
The plant grabs ahold of Zane as he fires his cannon and it's stalks end up drawing a good chunk of blood from his arm.
Round 3
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Stingbats (green -13)(Green- disbelieve)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 9/19; HP 19/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas
---------------------------------------------------------

Vetch No-Toes |
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Zane, this is the muthabomb all of pec bouncing, also one of the greatest fight scenes of all time if you watch in full.
Round 3, Init 11
Vetch pulls in his powers to blast the plant.
Casting Magic SpaceMissile as full round action.
3d4 + 3 ⇒ (4, 4, 4) + 3 = 15 damage.
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade
Spells cast: 1/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 19/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dash Arcbright |

Finding himself in danger of being trapped between a carnivorous plant and stingbats, Dash moves to escape.
Maintain hologram, withdraw from plant. Might provoke an AoO from red stingbat, but will roll acrobatics to hopefully avoid.
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10 doh
Dash stumbles away from the advancing plant, nearly colliding with a stingbat as he rushes past.

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Vetch sends a wave of space missiles that better into the plant like the Zane punching a head of lettuce.
Dash tries to withdraw away from the Vracineas and ends up getting stung by the red eyed Stingbat.
AoO vs Dash KAC 15: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 + Poison Fort DC 11
The Vracineas continues to digest on the Zane as it slowly moves on towards Vetch for wounding it.
Bite vs Zane KAC 16: 1d20 + 12 ⇒ (3) + 12 = 15
The plant moves away just enough to barely miss the Zane as he presses his back hard against the tree roots.
Red Sting vs Hologram: 1d20 + 9 ⇒ (12) + 9 = 21
Red Will save DC 14: 1d20 + 1 ⇒ (10) + 1 = 11
The red eyed Stingbat returns to stinging the images as the last scampers past Vetch to round him back up. It leaps behind the Ysoki and screeches loudly.
Round 4
---------------------------------------------------------
Stingbats (green -13)(Green- disbelieve)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas (-15)
---------------------------------------------------------

Aerav Brack Elijea |

Round: 4
Resolve: 3/4 Stamina: 15/21 HP: 21/22
Weapon Equipped = Laser Rifle
Conditions = Sluggish (Dex) (–2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of your spells and special abilities decrease by 2; and you become flat-footed.)
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 6/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
Abe continues to concentrate on the red monkey before it changes it’s mind and attacks something real.
azimuth laser rifle: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 (poison) damage(F): 1d8 + 3 ⇒ (5) + 3 = 8
Messalina continues to shoot at the giant plant-thing, trying a full round action shot.
semi-auto pistol: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 damage(P): 1d6 + 1 ⇒ (3) + 1 = 4
semi-auto pistol: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10 damage(P): 1d6 + 1 ⇒ (3) + 1 = 4

Dash Arcbright |
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Vetch sends a wave of space missiles that better into the plant like the Zane punching a head of lettuce.
LOL!
Fort + Android: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Dash pulls his arc pistol, but maintains his illusion for the moment.
”I’ll keep this bat busy. You guys smash some f@#%ing fruit!”
Do the bats have to deal with the plant’s paralyzing effect?

The Zane |

while his second shot burns a hole clean through the second kaukarikis chest.
Yeah, You GOT some! YEAHLRLL He screams, going from exhaltation to mega pain as the terrible bite from the tree nearly takes off his arm.
But he's not daunted by the situation. Giving PAIN is in his job description. Sometimes you have to take the pain to get into better fighting position.
Oh Greenie, you should have waited your turn in line and not skipped ahead. Now you are point blank for Bubba.
bubba: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d10 + 3 ⇒ (3) + 3 = 6
Charges 15/20.
The Zane also moves to get deeper into the roots of the fallen tree. Working for added cover-- because it worked once before.
uses cover feat again.

Vetch No-Toes |

Round 4, Init 11
Vetch guarded steps back and fires at green.
Ranged: 1d20 + 5 ⇒ (10) + 5 = 15 to hit;
(F): 1d4 + 1 ⇒ (3) + 1 = 4 damage
Charge 18/20
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade
Spells cast: 1/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4+1[/dice] damage
Charge 18/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

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@Dash-The stingbats are also susceptible to the paralyzing scent, though they haven't been in range yet and no enough to stay enough away from it.
@Abe- You are back to healthy from the poison so no more negative 2 mod. With each fail you fall another tier down the track (To death) and with each save you move back up the track to healthy. Poison is by far more dangerous in Starfinder as where Dash was stung twice. If he had failed both he would have moved down two tiers closer to death pretty fast.
Vetch takes a step back and fires into the green eyed Stingbats chest. The monkey hurls back and looks at Vetch with lifeless eyes.
Dash draws his pistol as he maintains the illusion of his spell.
The Zane's big proclamation does not prove fruitful as he leg gets entangled in the roots, taking his aim with it.
Abe singes the red stingbat as it turns to hiss at him. The interpretor peeks his head out from the mushroom cap. "It gone yet?" He sees the Vracineas moving in on Vetch and points. "Look out!"
Messaalina continues to spin firing at the trees. The coverage must have her GPS losing signal or something.
Injured the red stingbat leaps at Abe as it's scorpion like tail arches underneath it to stab at the man.
Sting vs Abe KAC 15: 1d20 + 9 ⇒ (1) + 9 = 10
Abe places his rifle in between himself and the stinger as it stabs into the casing.
How high is Messalina flying?
Round 5
---------------------------------------------------------
Stingbats (Red -8)
---------------------------------------------------------
Vetch (SP 18/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 30/30)
Interpretor -9
---------------------------------------------------------
Vracineas (-15)
---------------------------------------------------------

The Zane |

Seeing that the plant thing is stalking one of the Teammates. The Zane looks to get it's attention. Placing the blaster on a stable root, he takes aim through the sights of the laser. Holding with two hands, he squeezes off a shot. All the while taunting it.
attack with Bubba: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d10 + 3 ⇒ (2) + 3 = 5
Hey Greenie! What you didn't like the taste of Zane-tar-tar? Maybe you forgot to get a bit of blow torch searing? Let The Zane fix that for you!

Aerav Brack Elijea |

Round: 5
Resolve: 3/4 Stamina: 15/21 HP: 21/22
Weapon Equipped = Laser Rifle
Conditions = Sluggish (Dex) (–2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of your spells and special abilities decrease by 2; and you become flat-footed.)
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 4/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
On round one (link), Messalina landed. If it helps, she’s almost always going to be on the ground while shooting as hovering is a move action and I don’t want to waste the action. Thanks for the info on poisons - I think I was confusing it with disease or something.
Abe takes a guarded step back and shoots the monkey-bat as best he can
azimuth laser rifle: 1d20 + 4 ⇒ (15) + 4 = 19 damage(F): 1d8 + 3 ⇒ (5) + 3 = 8
Messalina continues to shoot at the giant plant-thing, trying another full round action shot because that’s worked so well so far. Abe winces at the attack about to land on her, but that’s what she’s built for…
semi-auto pistol: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10 damage(P): 1d6 + 1 ⇒ (3) + 1 = 4
semi-auto pistol: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 damage(P): 1d6 + 1 ⇒ (4) + 1 = 5

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The Zane continues to miss as his shot strike a nearby dry stump, lighting it on fire.
Taking a step back Abe ends the remaining Stingbats life. His laser rifle strikes something vital as it coughs up blood and falls to the ground.
The others kaukarikis become more skittish and screech angrily from a safe distance. The troop remains in sight, though, endeavoring to pester and goad.
Messalina continues to fire from the relative safety of the ground. As she does the Vracineas reaches out and bites at her.
AoO vs Messalina KAC 16: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
The trap like mouth clamps down hard on Messalina's metal exterior, crushing it.
Round 5
Vetch (SP 18/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 17/30)
Interpretor -9
---------------------------------------------------------
Vracineas (-15)
---------------------------------------------------------

Vetch No-Toes |

Round 4, Init 11
Vetch fires at the plant.
Ranged: 1d20 + 5 ⇒ (19) + 5 = 24 to hit;
(F): 1d4 + 1 ⇒ (2) + 1 = 3 damage
Charge 17/20
S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade
Spells cast: 1/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4+1[/dice] damage
Charge 17/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

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Vetch and Dash both fire on either side of the Vracineas. Each shot removes a whipping vine that drags it along. The interpreter runs away from the Vracineas and finds a battered static arc rifle laying in the high grass. Probably from one of the Vracineas last meals. He picks it up and waves it in the air. "Look what I found!"
The Vracineas lurches forward at Vetch, biting at the Ysoki.
Bite vs Vetch KAC 16: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
The Vracineas clamps down on Vetch's leg as the vines drag and constrict. As the Vracineas draws ever closer to him Vetch begins to smell the sweet odor. DC 13 Fort save or paralyzed for 1 round.
The interpreter runs in and fires at the plant with his battered rifle.
Static Arc Rifle: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d12 + 4 ⇒ (4) + 4 = 8
The electricity causes the vines to convulse as Vetch feels a small tingle coarse through his small frame.
Round 6
Vetch (SP 6/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 17/30)
Interpretor -9
---------------------------------------------------------
Vracineas (-28)
---------------------------------------------------------

Aerav Brack Elijea |

Round: 6
Resolve: 3/4 Stamina: 15/21 HP: 21/22
Weapon Equipped = Laser Rifle
Conditions = None
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 17/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 2/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
”Nice find, and good shot!” Abe shouts across the battlefield to the surprisingly competent Ysoki.
He smirks as the monkey dies sizzling. ”Damn monkeys.” He moves to line up his next shot on the giant plant creature and shoots!
azimuth laser rifle: 1d20 + 4 ⇒ (13) + 4 = 17 damage(F): 1d8 + 3 ⇒ (6) + 3 = 9
Messalina also shoots again.
semi-auto pistol: 1d20 + 7 ⇒ (7) + 7 = 14 damage(P): 1d6 + 1 ⇒ (6) + 1 = 7

Dash Arcbright |
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”What the f@#%...” Dash stares at the young intern interpreter laying waste with a rusty BFG. He wonders if Qabarat University offers some sort of educational fund for special forces military soldiers. ”You’ve been holding out on us kid!”
+9 to hit and 1d12+4 damage? So did the rest of us totally screw up in our character builds or was this Starfinder adventure path written by a munchkin?
Seeing Vetch about to become plant fertilizer, Dash pulls the trigger on his arc pistol as fast as he can...
Arc Pistol: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
Damage: 1d6 ⇒ 1
Arc Pistol: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Damage: 1d6 ⇒ 2
...completely missing everything.

Vetch No-Toes |

Where was the red shirt keeping that arc rifle?! Did we know he had that? Because Vetch woulda stolen it.
Round 5, Init 11
1d20 + 1 ⇒ (11) + 1 = 12 Fort
Vetch chooses not to act this round as he's sure his teammates got this without him.
S: 6/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6
Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade
Spells cast: 1/4 used
Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage
Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4+1[/dice] damage
Charge 17/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

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He just found it in the grass by the Obelisk. Here (Link). I think it was written by a munchkin. It says if need stats for the interpreter use the space pirate from the First Contact book, which is level 4.
Edit: Yup I goofed. Retcon that Static Arc Rifle into a Semi-Tactical Pistol. A bit further away it mentions the level 1 crew member which makes way more sense. Normally I would keep it as it but that is a big jump for a weapon. I will keep damage as is for now though.

The Zane |

Great shot! You did wonders with that Arc rifle.
Then he thinks to himself. Come-on Zane. You got ta get a shot in better than THAT GUY. Or, at least put some pain on that thing and share the glory.
attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage F: 1d10 + 3 ⇒ (10) + 3 = 13
Aiming through the scope, he says:
Open Wide. Open Wide

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Apologies on the odd weapon swap there. This book had a small not section 3 pages back with the tiniest of mentions of it. It is in fact a semi-tactical pistol that he found; +8 to hit and 1d6+1 damage. A level 6 weapon would be a bit much right now.
Vetch freezes in places as only his eyes move, searching out those he can for aid.
Dash fires his arc pistol as quick as he can but the recoil tosses his aim off enough to miss everything around him.
Using his scope the Zane steadies his breathing and does indeed get a better shot than that guy! His cannon blasts right into the center of the plant.
As the interpreter seems to have reinvigorated the groups battle prowess Abe lines up his shot with the slow moving plant and burns through the mass as well. The vines begin to slowly twitch and come to a halt as they fall loosely to the ground. A bright green liquid seeps from the wounds.
Out of Combat.
The interpreter comes to Vetch. "You alright?" He holds out the Semi-Tactical Pistol. "Found this laying in the grass over there by the Obelisk."
With the vracineas defeated the remaining kaukarikis howl in fear and clamber about the understory in distress.
About 30 feet south of the obelisk lies a torn estex suit I. The armor is now worthless as it looks to have been tattered and tossed aside by the vracineas last meal.
Laying northeast foliage adjacent to the obelisk is a rifle with a firm weighted grip and a canister of coolant attached to the bottom of the barrel (Frostbite class zero rifle) and a silvery credstick holding 290 credits. The scratched rifle's battery looks to be rupture from the jaws of something as chemicals leak all down the sides.
Vetch (SP 6/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 17/30)
Interpretor -9

The Zane |
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Seeing the plant go down, Zane exhalts.
YEAH BOY! That is some bad-mamba-jamba action The Zane just put on.
He gives a stare at The Kaukarikis. Picks up the floppy body on one of the dead Stingbats, and spikes it down into the ground!
His legs start moving, and his knees flexing, and his hips start gyrating. In mid pelvic thrust, He says,
GET BACK!
intimidate: 1d20 + 6 ⇒ (18) + 6 = 24
Knowing that the flying monkeys are properly cowed-- Zane finishes his war dance.

Vetch No-Toes |

Vetch gets up to inspect the wound on his leg.
"Yeah, I'll be fine in a few minutes," Vetch replies to redshirtsharpshot. Spend resolve. "Dang thing didn't break the skin, but nicked me pretty good. I'll be fine." Vetch gets to his feet, taking a moment to examine the plant.
Vetch takes his time to get himself right before going over to search around for gear. He brings back what he finds to Abe.
"I think the battery is broken. Don't think you can fix that, can you?"
When others are ready and healed, Vetch will try to pick up the trail again.
1d20 + 9 ⇒ (4) + 9 = 13 Survival

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While Vetch is resting The interpreter wanders by the Obelisk. He shifts a few of the vines to the side. "“Loskialua, monastery of starsong, embassy of the spheres, and Temple of the Twelve.” Fragmentary notes also include mentions of paying respect, messengers from beyond, an academy, and “interpreters of the beacon.”
As the Zane spikes the deceased Kaukarikis, the rest of the pack seem to calm a bit as they back away further into the jungle.

Aerav Brack Elijea |

Resolve: 2/4 Stamina: 21/21 HP: 21/22
Weapon Equipped = Laser Rifle
Conditions = None
Psychokinetic Hand = 3/3
Repair Drone = 0/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +1/+3
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +1/+3
Messalina
EAC: 16 KAC: 16 CM: 24 HP: 20/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +1 Rounds: 2/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: Str -2
Abe looks at the rifle, "No I can't fix the battery I don't think, and it requires a 40 capacity battery to function." (I think this is true, but could be wrong.) "I don't have one of those at present, so we'll have to wait to use this piece of work. Though it is very nice..." he eyes the weapon wondering if it's enough of an improvement over his laser rifle. Moot point until we get a battery for it, but it is nice.
He examines Messalina, and suggests, "She's hurt pretty bad, can anyone give me a bit of mending at least while we rest?"
He too will spend a resolve, and repair what he can of the damage while he does so. Messalina is still down 10hp, so a mend spell is enough to get her a little back up to snuff for now.
After he's rested and ready to proceed he nods at the interpreters reveal. "So did the others go in here? Is this where the trail ends?" he asks Vetch.

Dash Arcbright |

Dash gives his plastic smile at Zane’s footbat spike. Heading over to the Vracineas, he says, ”Who wants stingbat salad tonight?”
As Vetch starts to head out again Dash holds him up. ”Don’t you think we should.. you know.. maybe Starfinder this b!tch?” He points at the obelisk.

Vetch No-Toes |

As Vetch starts to head out again Dash holds him up. ”Don’t you think we should.. you know.. maybe Starfinder this b!tch?” He points at the obelisk.
Vetch looks at the Clank.
"Don't you gapborn think you could be bothered to mend Abe's bot? Why don't you do that and I'll 'starfinder that b%!!&', whatever the gapcrash that means. I have no idea."
Vetch joins the interpreter in making notes about the obelisk and vid-doccing the experience.

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According to the CRB Pg 190. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes. To me sounds like you can use a lower battery, but max size that will fit a Frostbite Zero class rifle is a High Capacity battery. Still uses 2 charges per shot.
Given time to observe the Obelisk Vetch begins to realize what it truly is. Or rather was. This was a massive post that supported a now-missing observation deck. The outpost must have towered nearly 300 feet, peeking over the trees’ emergent layer and topped by an elaborate observation deck. Within a century of abandonment, however, the observation deck decayed and toppled from its lofty height, leaving behind only the stone post. But after millennia of erosion, even these runes have faded, barring a few sheltered inscriptions near the base.
The trail does not stop here as Vetch picks it back up leading further into the jungle. A Stingbat watches curiously in a tree over the trail as he munches on a piece of fig, slowly chewing.
Vetch (SP 6/18; HP 20/20)
Dash (SP 3/19; HP 18/21)
Zane (SP 1/27; HP 25/25)
Abe (SP 15/21; HP 21/22)(Messalina 20/30)
Interpretor -9

Dash Arcbright |
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Dash is pretty scratched up again, and takes some time to dress wounds, mend Messalina, and chuck a few figs in the direction of any loitering stingbats.
Spend resolve to regain stamina. Use mending on Messalina. Can anyone benefit from medical still?
After taking a breather, Dash goes to look at the not-really-an-obelisk. ”And here I thought the elves had left something with an ancient message of profound f@#%ing importance. Instead, it’s a glorified f@#%ing treehouse. Those runes right here? I’m pretty they say SAFETY FIRST - Climb tower SLOWLY using both hands.”
Following Vetch, Dash keeps his Shirren eye-rifle in hand, sometimes bringing it up to scope in on a stingbat.
How far away are the stingbats? Do they seem to be following us? Do they react when I aim at them?
Regarding batteries: Dash bought a spare regular battery if anyone wants to use the zero rifle. I’m assuming it’s current battery is toast?