GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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Abe is amazed at the cultivation out here - but a bit sickened by the content when he gets closer. Still, he had to admit the beauty as he walked along looking for a path through. He sends Messalina up high (20' or so) to keep an eye on things - camera running.

"Xerantha Mortrant! Good day! If you have a moment?" he calls out as he approaches, not wanting to appear by surprise.

Unstopped, he'll eventually walk around to the path, and knock politely on the front door.


Zane enjoys the presence of his friends

OOOHHH CONAIR!
*********

When he gets there, reality starts to seep in. Well, he has a thick skull so maybe reality doesn't actually make it through but instead finds resting places to "layer"
So, the description of Xerantha mentioned a lot about nasty diseases. Did anyone grab anything to help with that?

Is there even a thing out there to give bonuses to saving throws for more disease? Zane still has ghoul fever, he just had spells that got rid of the symptoms. He may REALLY need a high teck med-bay after this fight - especially if he takes Con damage.
Zane follows ABE and is right there to help. He takes out his sword. This might be better terrain for Bubba, with all the wide space - But Zane needs to protect ABE. This Doom-N-Gloom is almost certainly a melee attacker with those claw-things.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Don’t worry Big Shot, I’ll take care of you.” Dash days to The Zane. Whether that means he’ll treat his disease or.. ‘take care of’ the problem.. isn’t completely clear.

Changing the subject, he calls out to the door. ”Yo! We come in peace! We heard you might know something we’d like to learn and we might offer a reward if you come out and talk.”


Neutral Vesk Solider/9

Draka gets out of the vehicle and unstraps her Swoop Hammer. The vesk walks alongside The Zane as the party approaches the uncharted area.

She looks around.

Perception: 1d20 ⇒ 20

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@Zane- Med patches, Medkits and Remove Disease spell amps.

The group calls out from the barrier nearly a 100 feet away, where the wind swept desolate plane comes back unanswered. The calls to the hut are barely heard over the distance. Abe sends Messalina into the air to keep an eye out where the drone catches a flicker of movement from behind the enormous hut.


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Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

ConAir gets better and better over time. +1

Vetch stretches his short legs after leaving the escalate, spitting out boa’s feathers from Draka. It’s amazing how much the wind whipped that thing around.

”Yeah, you’ll be fine, Zane. Ghoul fever ain’t so bad. The first thing that falls off is your dingdong, so keep an eye on that. Check it every ten minutes. If it falls off or even starts to look black, let us know immediately,” Vetch deadpans to *The* Zane seriously.

1d20 + 0 ⇒ (1) + 0 = 1 Bluff D’oh.

* * *

Vetch looks for cover between the party and the barrier, seeking to skitter rather than walk in the open. If so, he skitters towards it.

1d20 + 17 ⇒ (18) + 17 = 35 Stealth
1d20 + 16 ⇒ (15) + 16 = 31 Perception


Abe walks around the hut toward the entrance - or at least what he hopes is an entrance. He swings Messalina wide, so she's not peering through the windows impolitely as he moves to the door if he can find one.

Once the group catches up, he'll knock, politely but firmly and step back.

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Who all is going up with Abe? Vetch are you going to stay in hiding behind the bone brambles?


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Zane enjoys the presence of his friends

Slight rewind to Vetch talking about Zanes genitals falling off
Zane gives Vetch this look. The sour, just ate a fresh lemon look.
Shah! Right. The Zane knows that he's destined for greatness, and there's no way that can happen as a Eunich.
********

Zane follows ABE through the boneyard. Covering him. He is fully expecting the MarrowBlight to be an enemy and aligned with the Corpse Fleet.
Coach, The Zane still has that free pass to attack Eoxians as they are all scumbags -right?
*****
He sees Abe's futile attempts at trying to "be nice" and "cordially seeking an invite". But, he stil tries to give good suggestions.
Just knocking on the door puts you at a tactical disadvantage. Most traps will be sprung at the doorway. What is needed is cowbell.. Yeah, The Zane has ghoul fever, and the only prescription is more cowbell!


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash waves Zane off. ”Let’s ask questions first. Then shoot.”

Readying his sniper rifle, Dash takes a position behind the group.

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As Dash hangs back The Zane joins Abe with heading towards the door. As the pair round the corner there stands the strangest creature either has ever seen. Standing 50 feet tall and weighing upward of 30 tons, this creature resembles a strange two-trunked elephant perched on incongruously narrow, stilt-like legs. Its stocky body is covered with horns and growths, and its skin is heavily blistered and cracked from the radiation it absorbs and stores within itself, making it appear perpetually raw and burned.

It locks eyes with you and shakes its body, gently knocking desolate space dust from its horns.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch skitters up, following Abe and *The* Zane to keep an eye on things.

He looks at the creature with horror and interest. What knowledge check?

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Mysticism to ID.


Abe looks in those eyes a moment, and looks away...

"Uh, yeah, uh, we're looking for Xerantha Mortrant. We're agents of the government, tracking down some corpse fleet activity. Er, I was wondering if you could assist us briefly?"

He hopes nobody starts firing.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

1d20 + 14 ⇒ (16) + 14 = 30 Mysticism - DRs. Special Attacks. Ball blackening abilities?

Oh man, that things is turning my balls black.

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Vetch recognizes this beast as an Ellicoth. It doesn't seem to answer Abe back in any language that the human recognizes. Ellicoths have, due to the unfortunate circumstances of the war hundreds of years absorbed too much radiation and now radiate a small portion of it from their bodies. If angered the horns are able to gore and the stalks are able to drain energy from both living and the dead.

Ellicoth Background:

While some of this radiation comes from the cosmic rays that bombard Eox’s surface due to its lack of a protective atmosphere, even more of it is absorbed from Eox’s wastelands, as the creatures seem mysteriously drawn to those regions still heavily radioactive from the cataclysm that ravaged Eox ages ago.

Records from the bone sages report that ellicoths predate the nuclear disaster that befell Eox, indicating that at one point ellicoths were gentle herbivores whose long legs and lithe trunks allowed them to safely reach the luscious fruits atop tall spike-trunked jicobalan trees. During the disaster, however, several herds were caught in the backlash of magical energy, causing them to mutate. Today, the mournful ellicoths no longer eat vegetation or even breathe like normal animals. Instead, they siphon vital energy directly from other creatures and use it to sustain their own agonized existences. Ellicoths can survive just as easily on the necromantic energies that animate undead as on the soul energy of living creatures, and most of their diet consists of ghosts, zombies, and other spontaneously generated undead in Eox’s wastelands. Occasionally, however, a stampede of desperate or enraged ellicoths will crash through the protective walls around Eoxian settlements and gorge in a feeding frenzy until the local military can mobilize to bring them down. While the bone sages are thus careful to keep local ellicoth populations in check, driving the most aggressive populations out into the distant wastes, most see the advantage of keeping a few around to remind citizens that even the undead need the protection of a strong government.

Not all bone sages are content to let ellicoths remain wild, however. Continuing a tradition that stretches back even before the Gap, several bone sages still employ fearsome ellicoth cavalries in their militias. From armored howdahs built onto and around the horns atop the creatures’ broad backs, undead soldiers immune to ellicoths’ aura of radiation rain destruction down on their opponents, guiding the beasts through magic or direct neurotech linkages. Despite the expense of keeping the creatures and the advantages presented by more conventional vehicles, ellicoths’ ability to completely devour an opponent’s life force doubles as a useful psychological weapon, and their spindly legs can support a surprising amount of weight, allowing for thick armor plates to be affixed to their hide or heavy weapons to be mounted on their horns.

Ellicoths are mammalian and give birth to live young one at a time, which mature to full size within a few years and can live for centuries. Rather than having a designated leader, each herd tends to follow whichever adult member is moving with the most purpose at any given time, leading to chaotic and unpredictable movements when threatened. Ellicoth corpses are extremely rare; when an ellicoth grows old and its internal organs begin to fail, it instinctively leaves the herd and heads for the most powerful source of radiation in the area—usually the center of a radioactive waste—and proceeds to lie down and sing its dirges loudly and continually until its body finally gives out. Once it does, unknown processes within its cells, possibly related to the storage of radiation, cause the corpse to suddenly and dramatically break down, transforming the creature into a puddle of radioactive ooze within hours.

While their docile wandering punctuated by occasional feeding frenzies leads people to dismiss ellicoths as brutes, they’re significantly smarter than most give them credit for. Although unable to speak, they still manage to understand rudimentary language when exposed to it regularly, and those few naturalists or trainers who’ve interacted extensively with them believe them to have significantly more complicated inner lives than ordinary animals. Attempts to decipher their haunting bellows, which rumble through the ground and the planet’s poisoned remnants of an atmosphere, have so far failed to reveal any natural language among the creatures, but ellicoths instructed in Eoxian and presented with words and pictograms to point at with their trunks have revealed a startling discovery. Though lacking the consciousness necessary for even an oral history, ellicoths maintain a racial memory of the
planet’s destruction and the time before it, describing a deep-seated sadness at the way things are and a longing for a time of green fields and tall trees—a time no living ellicoth has ever known. How exactly this memory has been passed down remains a mystery, and the ellicoths themselves have no sense of what it means, other than to repeatedly point to the word “waiting.”


Zane enjoys the presence of his friends

Trained for Trouble Mysticism
Unskilled Myst: 1d20 ⇒ 16

Wooo. An Ellicoth! Oh, This is about to go down and Bubba's gonna get another chalkmark!


Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 40/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 5’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

"Hang on Zane, let's try and talk to it. I mean, hell, this is its house and all, we're the ones barging in." I also don't like the look of how tough that looks... But he keeps his thoughts to himself.

Abe casts Comprehend Languages, and tries again, ”Sorry, I didn’t understand you. Are you Xerantha Mortrant? Can you understand me at all?”


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Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Mysticism: 1d20 + 9 ⇒ (18) + 9 = 27

”Zane..” Dash says through clenched teeth, his eyes raised to gaze up at the horror. ”I’m going to have to ask you to please... shut... the... F@#.. up.”

”Everyone..” He glances at Draka, ”..behave themselves while we sort this out.”

Seeing that their mechanic is trying to communicate, Dash says to him, ”Abe, I don’t think they can talk. At least not in any normal way. Let’s try some pictures and pantomime.”

To the creature, Dash calls out with slow gestures and crafts some holograms to help tell their story about wandering the wastes and looking for a marrowblight to ask questions to.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch waits to hear if there is any response, either from *The* Zane or the Ellicoth. Vetch is not taking bets on who would win in a stomp off between the two but knows it would make great vid, which is what *The* Zane would want.


Zane enjoys the presence of his friends

Zane debates switching to Laser gun, or keeping sword out. Probably keeping the sword out.
The rest think this might be resolved peacefully, but The Zane has played enough games of King of the Hill to know -- this radiation eating behemoth is a playa.

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Abe tries a bit more to understand the strange creature, but ultimately it doesn't seem to speak any clear languages, though it seems to understand brief words in Eoxian.

The ellicoth catches the glint of Zane's metallic blade and stomps on the ground with it's thin legs as it charges the human sportscaster.

Gore vs Zane KAC 22: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 2d10 + 15 ⇒ (9, 9) + 15 = 33

The large horn stabs into Zane's chest, drawing first blood.

Abe and Zane feel the radiation begin to seep through their environmental shields on their suits.

@Abe and Zane- Need a DC 17 Fort Save vs Radiation.

Init:

Abe: 1d20 + 3 ⇒ (11) + 3 = 14
Dash: 1d20 + 11 ⇒ (1) + 11 = 12
Vetch: 1d20 + 9 ⇒ (9) + 9 = 18
Zane: 1d20 + 8 ⇒ (18) + 8 = 26
Draka: 1d20 + 6 ⇒ (17) + 6 = 23
Trampleram: 1d20 ⇒ 14

====================================================================

Round 1
Zane (SP 33/60; HP 46/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 51/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 40/40; RP 7/7)(Messalina 50/60)

------------------------------------------------------------------
Trampleram
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


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Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 1, Init 18

Vetch is too far out of position to help Zane immediately, and hopefully Dash and Draka saw bits of Zane’s teeth and then Zane’s flying body to know that there was trouble.

He will do what he can, having tried to warn of the dangers of the beast.

Casting Magic SpaceMissile as full round action.
3d4 + 3 ⇒ (3, 1, 2) + 3 = 9 damage.

K'Vetchings:

S: 42/42 HP: 38/38 R: 8/8
EAC: 22 KAC: 22 CMD: 27
Fort: +3 Ref: +8 Will: +10
Resist cold 5, electricity 5, fire 5

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 1/6 used (MM*1,Identify*0,RLCond*0)
2: 0/4 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)

Melee: [ dice=Club]1d20+3[/dice] to hit;
[ dice=(B)]1d6[/dice] damage

Corona Laser Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(F)]2d4+3[/dice] damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(A)]1d10+3[/dice] damage
Charge 20/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Zane enjoys the presence of his friends

As he flies through the air from the awesome blow of the huge beast. UNH! Thought So! King of the Hill


Round: 1

Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 40/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 5’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

GM Tyranius, I fixed up Messalina a while back - she should be at 60hp.

Fort: 1d20 + 6 ⇒ (9) + 6 = 15 vs DC 17 Radiation (I think this is going to be bad...)

Abe feels a little sickly as he draws his weapon (move) and takes a guarded step back (move).

Messalina however, is ready to go and opens fire.
Messalina frostbite zero rifle: 1d20 + 9 ⇒ (18) + 9 = 27 damage(C): 1d8 + 5 ⇒ (6) + 5 = 11

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Abe's hand begins to shake as the radiation make him feel weak. -7 HP Backing away Abe is able to get out of the effect and instantly begins to feel better.

You backed out enough before it got too bad.

Messalina freezes one of the stalks as Vetch wrecks another with magical missiles, breaking the thin stalk right off.

====================================================================

Round 1
Zane (SP 33/60; HP 46/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 51/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)
------------------------------------------------------------------
Trampleram (-20)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


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Neutral Vesk Solider/9

Draka busily taps on her communicator as her allies move up to explore. As some point she looks up to discover everyone has disappeared.

Round 1:

The vesk cluelessly turns her head and body around, looking for her allies. After a bit of squinting and hearing The Zane shout something about "king of the hill," Draka knows what she must do.

Draka always wanted to be Queen. Draka imagines a vesk Prince Harry and Meghan scenario. Draka REALLY famous then!

With inspiring hopes of doubling - no, TRIPLING her fame, Draka lifts her Swoop Hammer up behind her shoulder and jet dashes towards The Zane and Abe, snarling a very fierce (and sensual) war cry. "ARRRRRAAAAAAAGH!!!" If Draka were a bird, she'd be at full peacock. She's so enthusiastic about the "king" that she dashes right past Abe to stop in front of the beast. ...She can't help but feel disappointed.

"This not king Draka expect," Draka comments in an accusatory tone.

Jet Dash Feat: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. Normal: You move four times your land speed and gain the flat-footed condition while running


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Zane enjoys the presence of his friends

Zane works to right himself and return the payment of pain.
save vs radiation: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18

The +4 is for Toughness Feat. I don't know if it works with radiation, GM's call- I'm fine with it not being included as the feat gives me lots of other bonuses.

He slices and dices. making a guarded step to try and help flank, but get away from the horns that gored him.
attack: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
damage: 1d10 + 11 ⇒ (4) + 11 = 15
second attack: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
damage: 1d10 + 11 ⇒ (8) + 11 = 19

bleed: 1d6 ⇒ 4
bleed: 1d6 ⇒ 6

HOLY COW! Double Crits! Not in all of my days as a player have I gotten double crits. The dice roller likes Zane-thinks he's special.

Zane just FEELS the Zen. There is a God, maybe a couple just cheering him on- giving some of their own secret sauce to his destiny.
He slides to the side and sticks his blade perfectly along the HipShank of the thing. The sword twists and the momentum of the beast makes a deep vicious gash that causes Snuffleufagus blood to seep from two spots.

Zane feels euphoric in this combat. Like he is a GiantSlayer. He bellows for the universe to see and understand --
YOU ARE ALL WITNESSES!

In case I get double damage AND Bleed, here's the double damage rolls.
damage: 1d10 + 11 ⇒ (6) + 11 = 17
damage: 1d10 + 11 ⇒ (2) + 11 = 13

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@Zane- Toughness doesn't work with poisons. Also guarded step is a move action so you wouldn't be able to get a full attack in.

Draka runs in just close enough to have her environmental protection alarms go off. Seems there is low levels of radiation just 30 feet out from this creature. The closer you get the stronger the radiation, though luckily the armor is protecting each of you from the lower levels.

The Zane feels the full force of the radiation poisoning as the weakened state returns. -7 HP

The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.

Zane hops in the short distance, hacking off one of the several horns as his curved steel blade gouges the beasts eye.

The ellicoth's tendrils coil out from it's mouth and latch onto Zane.

Soul Drain vs Zane KAC 22: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 3d6 + 9 ⇒ (4, 4, 4) + 9 = 21 + Staggered for 1 round[/ooc]

DC 16 Fort Save for half damage and negate the staggered condition. The Ellicoth will heal the damage that you take.

@Zane and anyone else that comes within 30 feet of the ellicoth will need to make a DC 17 Fort Save against the radiation. Zane will need another save to see if it progresses. If you fail again on this one Zane you will need a second save at DC 18 to see if you contract radiation sickness.

====================================================================

Round 2
Zane (SP 33/60; HP 39/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened; Radiation-weakened)
Draka (SP 51/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)

------------------------------------------------------------------
Trampleram (-56)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


Round: 2

Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 33/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 5’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

Abe takes another guarded step backward (move) and opens fire on the beast.
Abe corona laser rifle: 1d20 + 8 ⇒ (15) + 8 = 23 damage(F): 2d6 + 5 ⇒ (1, 5) + 5 = 11

Messalina continues to shoot as well.
Messalina frostbite zero rifle: 1d20 + 9 ⇒ (19) + 9 = 28 damage(C): 1d8 + 5 ⇒ (3) + 5 = 8


Zane enjoys the presence of his friends

I was moving more for theatrics than any benefits of a 5 foot step, but I understand.
fort save: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 DC 16 soul drain
Fort Save: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 DC 17 Radiation for HP damage
Fort Save: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 DC 17 Radiation advance

Feeling that his blade stuck deep and caused a bleeding wound - Zane moves to retreat. Dropping his sword and pulling out Bubba. Bubba. You can only earn a chalk mark if you spit some fire at it! That thing is bleeding out. No need to be up close and personal.
So Zane thinks.
Yes it is bleeding, or more specific, it WAS bleeding until it drained Zane of some of his soul.

Turning around leveling Bubba to fire at it- but then seeing the wound he made partially heal- Zane can only say, DOH!

So, I withdrew. Took 11 points of soul drain- saved. Took 7 HP for Radiation. Saved on the third roll, so I stopped from developing full radiation sickness. Right?


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Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 2, Init 18

Noticing *The* Zane start to glow weirdly, Vetch cries out. "Hey Zane! That might *really* cause your nuts to fall off! C'mere if you need help!"

He will cast again, trying to take the big bad beast down.

Casting Magic SpaceMissile as full round action.
3d4 + 3 ⇒ (2, 2, 1) + 3 = 8 damage.

K'Vetchings:

S: 42/42 HP: 38/38 R: 8/8
EAC: 22 KAC: 22 CMD: 27
Fort: +3 Ref: +8 Will: +10
Resist cold 5, electricity 5, fire 5

Right Hand: Club
Left Hand:
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 2/6 used (MM*1,Identify*0,RLCond*0)
2: 0/4 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)

Melee: [ dice=Club]1d20+3[/dice] to hit;
[ dice=(B)]1d6[/dice] damage

Corona Laser Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(F)]2d4+3[/dice] damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(A)]1d10+3[/dice] damage
Charge 20/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Neutral Vesk Solider/9

Round 2:

Draka raises her head and cries out into the sky: "RAAAAAAAAUGH!" Draka lowers her head to stare back at the beast. She stands her ground, staring down the giant creature.

Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18

Delay move action.


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Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash tries not to roll his eyes at the mayhem unfolding before him. He tries really hard. And fails.

Manipulating photons in the immediate area he creates two additional Zanes near the monster. One carries a large rifle emblazoned with a “B” on the side and a sports jersey over his armor embroider with “Xane” on the back. The second carries a ridiculously large sword and wears a similar jersey embroidered with “Yane” on it. Both begin babbling and threatening the ellicoth.

Holographic image 2 - DC 17

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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Dash- Had to move you more into line of sight on the map Dash as you were clear on the opposite end.

@Zane- Had to physically move as you were 5 feet away and wouldn't have been able to reach with your weapon. You only took 4 damage on the soul siphon as it is vs KAC so your DR saved some more and you did not contract Radiation sickness.

Dash conjures up additional Zane's as they begin to poke explain sportsball to the alien creature. The Zane feels his soul being siphoned as the Ellicoth's bleeding wounds heal, though teh radiation begins to take it's toll. -7 HP. Feeling sickened Zane quickly backpedals, though he really underestimates the creature's insane reach. 20 foot reach.

AoO vs Zane KAC 22: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 2d10 + 15 ⇒ (8, 10) + 15 = 33

A horn hooks underneath Zane's arm, nearly taking the arm clean off, though the large man wriggles free. As Zane gets a bit more distance he immediately feels better as the radiation subsides. His balls have not blackened yet.

Draka let's out a mighty roar but isn't able to intimidate the strange radioactive creature. Vetch rockets additional missiles into the bulbous frame while Abe and Messalina pour everything they have into it.

Slam vs Holographic Zane KAC 22: 1d20 + 22 ⇒ (20) + 22 = 42
Damage: 2d10 + 15 ⇒ (5, 10) + 15 = 30
Crit Damage: 2d10 + 15 ⇒ (4, 5) + 15 = 24

Will Save DC 17: 1d20 + 8 ⇒ (12) + 8 = 20

The Ellicoth's horn grinds through Xane's body, eviserating the large man. But just as the horn pulls away the holographic image shudders revealing itself for what it truly is.

The ellicoth shudders and tramples towards it's prey, right through the illusions. Phew that illusion saved someone from a nasty crit.

@Abe and Draka and anyone else that comes within 30 feet of the ellicoth will need to make a DC 17 Fort Save against the radiation.

====================================================================

Round 3
Zane (SP 2/60; HP 33/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 51/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)

------------------------------------------------------------------
Trampleram (-79)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 3, Init 18

"C’mere Zane! C’mon boy! C’mere!" Vetch pats his leg, claps, and let’s *The* Zane know that there is help and healing if he needs it.

He will cast again, trying to take the big bad beast down.

Casting Magic SpaceMissile as full round action.
3d4 + 3 ⇒ (3, 2, 2) + 3 = 10 damage.

K'Vetchings:

S: 42/42 HP: 38/38 R: 8/8
EAC: 22 KAC: 22 CMD: 27
Fort: +3 Ref: +8 Will: +10
Resist cold 5, electricity 5, fire 5

Right Hand: Club
Left Hand:
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 3/6 used (MM*1,Identify*0,RLCond*0)
2: 0/4 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)

Melee: [ dice=Club]1d20+3[/dice] to hit;
[ dice=(B)]1d6[/dice] damage

Corona Laser Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(F)]2d4+3[/dice] damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(A)]1d10+3[/dice] damage
Charge 20/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Round: 3

Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 33/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 5’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

Fort: 1d20 + 6 ⇒ (15) + 6 = 21 vs DC 17 radiation

Frustrated that somehow he is now again within melee range of he creature, and angry at Zane for retreating, he takes a guarded step (move) and a withdraw (move) to avoid AoOs, radiation, and god knows what else. I think I can do that, right? The rules do not say you cannot move after a guarded step.

Messalina continues to shoot, drawing an AoO in the hopes of saving someone who is closing for combat from the same.
Messalina frostbite zero rifle: 1d20 + 9 ⇒ (20) + 9 = 29 double damage(C): 2d8 + 10 ⇒ (6, 7) + 10 = 23 Critical: Staggered, Fort DC 15

At least she makes the blow she's about to take count for something.


Neutral Vesk Solider/9

Round 3:

Fort Save: 1d20 + 9 ⇒ (19) + 9 = 28

Draka backs up. "Draka not like toxins. Draka follow strict beauty regimen." Draka backs away from the beast by 30 feet from where she currently stands.

Draka tries to intimidate again, letting out a vesk roar.

Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24


Zane enjoys the presence of his friends

Zane moves farther back, leveling Bubba.
Take 'it down Bubba. Take a'it down.

He fires
attack: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 2d8 + 6 ⇒ (2, 3) + 6 = 11

and moves toward the house- looking for cover from the big beastie charging at him. It might still go after him, but it at least can't charge him.

Get out of the way Abe! The thing wants a piece of The Zane and you keep staying near.

move and fire or fire and move. whichever I can do.

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@Abe- Yup you can guarded step and move. You can also guarded step twice if you want.

The Zane circles the side of the building, firing small pot shots at the Ellicoth's feet to keep it at bay. Draka let's out another vesk-roar that shakes the undead dust from the roof of the hut. The Ellicoth seems to be unshaken by the whole ordeal.

Vetch rockets some more of his space raccoon magic at Trampleram. The beast gurgles in pain as it's core body splits, leaking a bright green fluid.

Messalina freezes every leg where they bunch up at the base.

Fort Save DC 15: 1d20 + 13 ⇒ (9) + 13 = 22

====================================================================

Round 3
Zane (SP 2/60; HP 33/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 51/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)
------------------------------------------------------------------
Trampleram (-112)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Hoping to end the creature, Dash sends out a burst of force missiles.

Magic Missiles: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

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Dash peppers the grotesque form and it continues to stand strong. The tentacles reach out and wrap around Draka's face.

Soul Drain vs Draka KAC 26: 1d20 + 22 - 4 ⇒ (8) + 22 - 4 = 26
Damage: 3d6 + 9 ⇒ (2, 6, 4) + 9 = 21 + Staggered

DC 16 Fort save for half damage and negate staggered condition. Whatever the damage is the Ellicoth will heal.

Gore vs Draka KAC 26: 1d20 + 22 - 4 ⇒ (10) + 22 - 4 = 28
Damage: 2d10 + 15 ⇒ (4, 8) + 15 = 27

The tentacles wrap around and drag the vesk in a short distance. Just enough for the horns to gore into the shoulder.

@Draka and anyone else that comes within 30 feet of the ellicoth will need to make a DC 17 Fort Save against the radiation.

====================================================================

Round 4
Zane (SP 2/60; HP 33/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 24/51; HP 46/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)

------------------------------------------------------------------
Trampleram (-123)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


Neutral Vesk Solider/9

Round 4:

Draka lets out a yelp as a tentacle reaches towards her face. At first she's surprised, but her shock quickly turns to anger. "That not nice! Bad! Bad!" She chides the radioactive trampleram.

Fort Save DC16: 1d20 + 9 ⇒ (9) + 9 = 18

Fort Save DC17: 1d20 + 9 ⇒ (6) + 9 = 15

The vesk moves back another 30 feet, then another for a total of 60 feet (see map) baring her pointy teeth in response to the pain.


Zane enjoys the presence of his friends

Zane also moves back, spreading out and creating distance so that the TrampleRam has to select one target and the others get clear laserblast shots.

Since Draka was so kind as to take it's attention. Zane does his part and unloads a blast from Bubba.
attack: 1d20 + 11 ⇒ (11) + 11 = 22

damage: 2d8 + 6 ⇒ (1, 7) + 6 = 14
You should have died when The Zane first put a sword in you. Time to make your face meet the ground - in a very hostile manner.


Round: 4

Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 33/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 20’’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

Abe opens fire, hoping to drop the beast before things get too terribly out of hand… not that it hasn't already been nasty.
Abe corona laser rifle: 1d20 + 8 ⇒ (10) + 8 = 18 damage(F): 2d6 + 5 ⇒ (5, 6) + 5 = 16

Messalina continues to shoot, drawing an AoO, but hoping for the best. Her circuits don’t register the she’s next, but Abe sees it and has her elevate a bit so the creature has to move to attack at least (she moves to 20’ up).
Messalina frostbite zero rifle: 1d20 + 9 ⇒ (14) + 9 = 23 damage(C): 1d8 + 5 ⇒ (2) + 5 = 7


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Keep shooting Starf@#%ers!!” Dash cries and breaks the laws of nature again with his grasp of magic.

Magic Missile: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 4, Init 18

Vetch stares at the beast in amazement. How come this ugly thing hasn't fallen yet? It should be dead, a 1000 times over. But it lurching and ramming aimlessly, screeching weird things. This hideous beast should be dead! Vetch watches as *The* Zane continues to function, though glowing with radiation and major bruises.

He then snaps out of his reverie to draw his pistol and fires long distance at the beast.

Corona Laser Ranged:1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 to hit;
(F): 2d4 + 3 ⇒ (2, 1) + 3 = 6 damage
Charge 18/20

K'Vetchings:

S: 42/42 HP: 38/38 R: 8/8
EAC: 22 KAC: 22 CMD: 27
Fort: +3 Ref: +8 Will: +10
Resist cold 5, electricity 5, fire 5

Right Hand: Club
Left Hand:
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 3/6 used (MM*1,Identify*0,RLCond*0)
2: 0/4 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)

Melee: [ dice=Club]1d20+3[/dice] to hit;
[ dice=(B)]1d6[/dice] damage

Corona Laser Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(F)]2d4+3[/dice] damage
Charge 20/20

Disinitigrator Ranged:[ dice]1d20+11[/dice] to hit;
[ dice=(A)]1d10+3[/dice] damage
Charge 20/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Trampleram is saddened as everyone keeps running away from his hugs. Draka beats feet and pulls away from the coiling tentacled kiss. Though she succumbs to a small bit of radiation burns. -7 HP

Dash continues to break the laws of nature and wreck another leg with his missiles. Zane melts off a section with Bubba as the smell of burnt alien flesh fills the air like a burst septic tank.

Draka turns and runs.

AoO vs Draka KAC 30: 1d20 + 22 ⇒ (7) + 22 = 29

A horn nearly grazes her backside but she makes it to safety. Vetch tries to fire over too far of a distance and misses as does Abe.

Messalina on the other hand proves to be quite a powerhouse as the drone coats another horn in coolant.

Trampleram gives chase goring Zane in the process.

Gore vs Zane KAC 22: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 2d8 + 15 ⇒ (5, 4) + 15 = 24

@Abe and Zane and anyone else that comes within 30 feet of the ellicoth will need to make a DC 17 Fort Save against the radiation.

====================================================================

Round 5
Zane (SP 0/60; HP 17/46; RP 7/7; DR/5-Cold/Fire; DR/6 Kinetic; Ghoul Fever 2- weakened)
Draka (SP 24/51; HP 39/46; RP 7/7)
Vetch (SP 42/42; HP 38/38; RP 8/8; Elec/Fire/Cold Res 5)
Abe (SP 42/42; HP 33/40; RP 7/7)(Messalina 50/60)

------------------------------------------------------------------
Trampleram (-144)
------------------------------------------------------------------
Dash (SP 36/36; HP 30/30; RP 6/6)


Neutral Vesk Solider/9

Round 5:

The vesk stands at the sidelines, happy to be free of the radioactive tentacle monster but annoyed by her own uselessness.

"What Draka friends doing? Shoot beast! No melee," Draka commentates. She is concerned the creature is getting too close to her less-brawny companions. The vesk cracks her neck muscles, preparing to charge if The Zane goes down. Draka adjusts her position, bends her knees slightly, her eyes on the fight ahead. Delaying so Draka can move to have a straight line to the trampleram.


Round: 5

Status:
EAC: 20 KAC: 22 CM: 30
Resolve: 7/7 Stamina: 42/42 HP: 33/40
Weapon Equipped = Corona laser rifle
Conditions = None
Spells (caster level 6)
At Will = Token Spell, Mending
Psychokinetic Hand = 3/3
Comprehend Languages = 1/2
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/12hp)
Ranged: Attack: BAB +4, Dex +4 Damage: +5
Melee/Thrown: Attack: BAB +4, Str +1 Damage: +2
Messalina 20’’ up
EAC: 19 KAC: 19 CM: 27 HP: 60/60
Weapon Equipped = Frostbite zero rifle
Conditions = None
Ranged: Attack: BAB +5, Dex +3 (weapon focus: longarms +1) Damage: +5

Fort: 1d20 + 6 ⇒ (17) + 6 = 23 vs DC 17 radiation

Not wanting to be next on the dinner menu, Abe takes two guarded steps back, while Messalina continues to shoot, though with less success.
Messalina frostbite zero rifle: 1d20 + 9 ⇒ (9) + 9 = 18 damage(C): 1d8 + 5 ⇒ (2) + 5 = 7

"Draka, what are you waiting for? Shoot something at it!"

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