PbP GD VI: Starfinder #1-00: Claim to Salvation by GM Poblano Pepper - Re-dux (Inactive)

Game Master Gary Pepper

PFS PbP Gameday 6 | Claim to Salvation | Player Hand Outs


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Round 5: Engineer/Helm Start
Through a Darring display of aero-Acrobatics your Ace Pilot has performed evasive maneuvers enough to make the ship harder to hit and be locked on too.

Also while doing this Iseph has broken the Tractor Beams hold on The New Dawn.

Across the comm speakers you hear "WAHT!!! Nos They got away." "Yous=didn't-tell-him-did-you?!?" "Wha!!! you did We's in trouble." the goblin on the other side wails.

Raia and Navaso What would you like to do this go arround?

--------
New Dawn HP 65/65 (F7/15, P15, S7/15, A8/15) - (+2AC/TL 1rnd)
Alpha Junker HP 20/20 (F5, P5, S5, A5)
Beta Junker HP 20/20 (F5, P5, S5, A5)
Blue Junker Dead in the…. Black
---------
Raia's thorough scans of the ships.

Goblin Junker's Full Stat Block:

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0)
AC 14; TL 14 HP 20; DT —; CT 4
Shields basic 20; forward 5, port 5, starboard 5, aft 5

Attack (Forward) light laser cannon (2d4)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) flak thrower (3d4)

Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems budget short-range sensors, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 any one check per round, Piloting +1; Complement 1
CREW Pilot gunnery +5, Intimidate +5 (1 ranks), Piloting +10 (1 ranks)
SPECIAL ABILITIES Unstable Weapons If the gunner of a junker rolls a natural 1 on his attack roll, the weapon immediately takes a critical damage condition


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Round 5: Gunnery Start

To help move the game along Posting Gunner Phase. Will Wayback in Raia and Navaso’s actions before determining effects.
The Blue Junker still floats through the Black posing no threat.

Alpha realizes your ship has turned a fast one and is now far behind them lets out a volley from its is Aft Light Laser Cannon
Gunnery+Computer Bonus-Minor Crew Action: 1d20 + 5 + 1 - 2 ⇒ (17) + 5 + 1 - 2 = 21
Light Laser Cannon: 2d4 ⇒ (2, 3) = 5

You can hear coming from Beta a string of curses you could only assume are in goblin. Also you hear "Yous chetting again!!!” “You are scared-ee-cats." realizing he is, yet again, out of weapons range.

Alpha's attack seems to make full contact with your forward shields but does not penetrate them.

A Reed light begins flashing all around the deck as a warning klaxon goes off announcing *Warning* Shield at 13% - *Warning* Shield at 13% at regular intervals.

--------
New Dawn HP 65/65 (F2/15, P15, S7/15, A8/15)
Alpha Junker HP 20/20 (F5, P5, S5, A5)
Beta Junker HP 20/20 (F5, P5, S5, A5)
Blue Junker Dead in the…. Black
---------
Raia's thorough scans of the ships.

Goblin Junker's Full Stat Block:

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0)
AC 14; TL 14 HP 20; DT —; CT 4
Shields basic 20; forward 5, port 5, starboard 5, aft 5

Attack (Forward) light laser cannon (2d4)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) flak thrower (3d4)

Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems budget short-range sensors, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 any one check per round, Piloting +1; Complement 1
CREW Pilot gunnery +5, Intimidate +5 (1 ranks), Piloting +10 (1 ranks)
SPECIAL ABILITIES Unstable Weapons If the gunner of a junker rolls a natural 1 on his attack roll, the weapon immediately takes a critical damage condition


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Huh huh huh Obozaya chuffs out deep percussive laughter. Honor comes from victory. Just 'cause they were stupid enough to run light on range, doesn't mean we should oblige them.

The mighty vesk opens up on Alpha

Turret: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 3d6 ⇒ (6, 6, 4) = 16

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

Cwethan perhaps you can finish them off....... grinning widely

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Raia I think you have an action to take


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Iseph is Right Raia, Navaso and Quig have actions they can take this round.


Male LN kasatha scholar solarian 4 | SP 30/32 HP 32/32 | RP 3/3 | EAC 16; KAC 16 | Fort +5; Ref +2; Will +5 | Init: +1 | Perc: +7, SM: +1[/ooc | Speed 30ft | [ooc]Active conditions: None.

Altronus fires the front gun, hoping to help dwindle their enemies by concentrating fire on Obo's targets.

Forward Light Beam: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 3d6 ⇒ (2, 2, 6) = 10

"Yes!" he shouts. "Silly Goblins, you should go.
We're not playing with our guns.
Turn around, go and cry.
You can live if you run.


Engineering DC 18: 1d20 + 13 ⇒ (18) + 13 = 31
New Dawn HP 65/65 (F6/15, P15, S9/15, A10/15)

"Our shields keep depleting at an alarming rate! Are you sure these are gobbos? They certainly pack a punch!"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Sorry, forgot to post, we can move on this round anyways, all I'm doing is Encouraging the Turret gunner and since Obozaya already hit this turn my Encourage is basically pointless, lol. I will do my next round Encourage though, just so it's already done.

Navaso is a little distracted for a few seconds before regaining his focus and pulling up a monitor to track Obozaya's turret aim. "You've got this, blast that dirty space goblin!"

Encourage/Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Obozaya has +2 on their next Gunnery round!


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Round 5: Engineer/Helm Wayback Machine: Boting Raia
Raia quickly punches a few commands into her console display performing a re-Balance of the The New Dawn’s Shields.
Balance (DC18): 1d20 + 14 ⇒ (5) + 14 = 19

Round 5: Gunnery Ending
Obozaya’s Turret fire lands directly into the aft end of the ship cause a bright burst of blue light to come up on the screen. Knocking the shields down and dealing multiple critical blows to the Alpha Junker. As if that wasn’t enough of a blow to the goblin Junker, Altonrus’ shot follows perfectly behind Obozaya’s. The collective Weapons fire lands right into the Junkers afterburners cause an explosive Chain reaction rendering the Alpha Junker inert.

A Little Goblin in a space suit stand on the outside of his ship making obscene gestures towards your ship. The Goblin freaks out, and begins to cower, as he sees your ships name and classification Written on the prow.

Round 6: Engineer/Helm Start
Navaso does an amazing job inspiring the Warrior Vesk into give it her best with the next shot.

Raia & Quig what are you wanting to do this round?

Pilot Initiative
Ace Pilot Iseph: 1d20 + 14 ⇒ (6) + 14 = 20
Beta Junker: 1d20 + 10 ⇒ (12) + 10 = 22

Although enraged by her other two comrades fighters becoming space junk she channels it into her piloting skill waiting for the opportune time to strike.

Iseph you're up!

After all the ships move into position:
The goblins on the surface of Salvation’s End attempt to lock onto The New Dawn and are unable to lock on.

Tractor Beam vs. The New Dawn TL: 1d20 + 4 ⇒ (14) + 4 = 18

--------
New Dawn HP 65/65 (F12/15, P11/15, S11/15, A11/15)
Alpha Junker Exploded
Beta Junker HP 20/20 (F5, P5, S5, A5)
Blue Junker Dead in the…. Black
---------

Goblin Junker's Full Stat Block:

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0)
AC 14; TL 14 HP 20; DT —; CT 4
Shields basic 20; forward 5, port 5, starboard 5, aft 5

Attack (Forward) light laser cannon (2d4)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) flak thrower (3d4)

Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems budget short-range sensors, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 any one check per round, Piloting +1; Complement 1
CREW Pilot gunnery +5, Intimidate +5 (1 ranks), Piloting +10 (1 ranks)
SPECIAL ABILITIES Unstable Weapons If the gunner of a junker rolls a natural 1 on his attack roll, the weapon immediately takes a critical damage condition

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Iseph is distracted by the pretty sight of their foe going down in a single pass by and zooms around to try and keep maximum range from the last ship.

These goblins have more skill than I expected

they says as the last junker outwits their attempts to out maneuver it.

Evade Attempt DC 18 for +2 to TL and AC: 1d20 + 15 ⇒ (5) + 15 = 20

By the way I'm using +15 since I'm pretty sure the ship gives a +1 to all Piloting checks. Let me know if I'm wrong

Moved to 10 hexes away from the last ship. Facing it head on.


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Round 6: Engineer/Helm Continuing
Iseph moves into position trying to maximize the distance between the Junker and The New Dawn But his distraction cost him as the Junker moves up close and person leveling its weapon sights at the port side of your ship.

Round 6: Gunnery Start
Obozaya prove your mettle with extra +2 from Navaso

The lone junker with the Beta call sign attempts to fire at your ship

Beta Attacks:
Gunnery+Computer Bonus-Minor Crew Action: 1d20 + 5 + 1 - 2 ⇒ (12) + 5 + 1 - 2 = 16
Flak Thrower: 3d4 ⇒ (1, 1, 1) = 3

Gunners PLease place Rolls under Spoilers unless Quig and Raia have posted their Actions this round.
--------
New Dawn HP 65/65 (F12/15, P11/15, S11/15, A11/15) - (+2AC&TL)
Alpha Junker Exploded
Beta Junker HP 20/20 (F5, P5, S5, A5)
Blue Junker Dead in the…. Black
---------
Raia's thorough scans of the ships.

Goblin Junker's Full Stat Block:

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0)
AC 14; TL 14 HP 20; DT —; CT 4
Shields basic 20; forward 5, port 5, starboard 5, aft 5

Attack (Forward) light laser cannon (2d4)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) flak thrower (3d4)

Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems budget short-range sensors, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 any one check per round, Piloting +1; Complement 1
CREW Pilot gunnery +5, Intimidate +5 (1 ranks), Piloting +10 (1 ranks)
SPECIAL ABILITIES Unstable Weapons If the gunner of a junker rolls a natural 1 on his attack roll, the weapon immediately takes a critical damage condition


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

One a piece so far, Four-Arms. Loser has to pick up the next round!

Secret Shooting:
Gunnery: 1d20 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
Damage: 3d6 ⇒ (5, 1, 2) = 8

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

"Captain running a scan of the gobbies.

Computer Scan: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33


Male LN kasatha scholar solarian 4 | SP 30/32 HP 32/32 | RP 3/3 | EAC 16; KAC 16 | Fort +5; Ref +2; Will +5 | Init: +1 | Perc: +7, SM: +1[/ooc | Speed 30ft | [ooc]Active conditions: None.

Altrnus chuckles, enjoying Obo's joke.

"No need to play, Obo. I'll gladly pick up that round regardless"

Altronus Gunnery:

Forward Light Beam: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 3d6 ⇒ (3, 4, 5) = 12

Whoops, did not see the enemy ship was not in our forward arc. I'll roll again for our port weapon.

Port Laser Net: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d6 ⇒ (6, 5) = 11


Engineering Divert to Weapons DC 18: 1d20 + 13 ⇒ (19) + 13 = 32
"OVERCHARGING WEAPONS! Blow that green piece of s-"

1s in Weapons damage rolls are treated as 2s.


"SLIME!" Interrupting Quig, Scout speaks plain common for the first time within earshot of the crewmates. And shoots a disapproving look at the ysoki.

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

Quig, I am enjoying your overzealous nature but is it safe to overcharge the weapons......but I would like to see us blow that last ship to kingdom come!!!"


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Round 7: Engineer/Helm Ending
Raia’s Scans come back showing no more additional information than what has been previously found.

Quig easily diverts power from the kitchen to the weapons giving Obozaya and Altronus a little more firepower.

Round 6: Gunnery Ending
Beta’s attack hurdles in low and sails just under The New Dawn.

Obozaya finds the Beta Junker right in her weapons sights, presenting an easy target. She finishes lining up the shot and fires straight towards the Goblin’s Forward section bring down its shields and hitting just above the cockpit hatch.

Altronus you only needed to reroll the damage your first attack roll is acceptable.
Altronus mindfully looks at the weapons systems realizing the Junker is now within distance of its Laser Net weapon. He locks on and fires in right behind Obozaya again dealing a mass of critical blows.

Critical Threshold #1: 1d100 ⇒ 39Weapons
Critical Threshold #2: 1d100 ⇒ 40Weapons
Critical Threshold #3: 1d100 ⇒ 18Sensors

You guys are beasts! I’m ok with calling it here as you will just decimate it next round.

--------
New Dawn HP 65/65 (F12/15, P11/15, S11/15, A11/15)
Alpha Junker Exploded
Beta Junker HP 6/20 (F0/5, P5, S5, A5)
Blue Junker Dead in the…. Black
---------

Goblin Junker's Full Stat Block:

Tiny starship racer
Speed 12; Maneuverability perfect (turn 0)
AC 14; TL 14 HP 20; DT —; CT 4
Shields basic 20; forward 5, port 5, starboard 5, aft 5

Attack (Forward) light laser cannon (2d4)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) flak thrower (3d4)

Power Core Micron Ultra (80 PCU); Drift Engine none;
Systems budget short-range sensors, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none
Modifiers +1 any one check per round, Piloting +1; Complement 1
CREW Pilot gunnery +5, Intimidate +5 (1 ranks), Piloting +10 (1 ranks)
SPECIAL ABILITIES Unstable Weapons If the gunner of a junker rolls a natural 1 on his attack roll, the weapon immediately takes a critical damage condition

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

"And the crew of the New Dawn have spoken. " Chuckling out loud

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Iseph nods with satisfaction as the crew finally starts working in sync, the gunner adjusting to the android's flying style and vice versa.

We still have goblins from the surface of Salvation firing tractor beams at us. I suggest we find out why and make them stop before we determine what exactly this place is.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Well let's not waste anymore time and head down there then. These goblins need to be taught a lesson for preying on the weak like that." Navaso gets up from his seat and gets his gear together, ready for the oncoming battle.


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After your team literally blasts the remaining Junker in twain ace pilot Iseph easily outmaneuvers the goblins tractor beam as they set a course for the surface of Salvation’s End.

As The New Dawn approaches the surface Raia performs a basic scan returning the following information
Designation: Salvation’s End
Classification: Artificial Moon
Coordinates: Pact World System
Life Signs: Multiple
Settlements: 1 ‘The Shantyspire’
>>>Scanner interference<<<
Unable to perform additional scans

An amalgam of crudely tethered starships rises from the pocketed outer crust of Salvation’s End, like a broken finger pathetically reaching towards the stars. The entrance into this carapace of hulls—the exposed hangar bay of a doomed space transport—rests atop a quarter-mile of crushed starship hulls. This structure, known as The Shantyspire, you believe is the goblin’s base of operation.

The ship is able to safely set down just a small walk from the structure. As you approach Raia is able to determine more information about the spire; the interior of the Complex has a normal atmosphere and standard gravity, both artificial. Lighting throughout the structure is currently off, shrouding most of the goblin settlement in darkness.

A shattered spacecraft covers the entry area and back end of this immense hangar. The remains of the ship spread across the exposed northern bulkhead. Several sparks flash amid exposed wiring. The telltale shrieks of goblin songs ring out from the hangar’s rear, accompanied by the recognizable bangs and whirrs of a salvaging crew. A ship hull plate sits discarded near the entrance. Just below a number designation, in bold red letters, reads the ship’s call sign: Archer.

Your group enters through the south side of the hanger. What do you want to do?

You’re limited to a full round action.

Map has been updated.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Iseph takes out both his arc pistol and semi auto pistol and nods at the others. I am ready to proceed. Do you wish me to scout?

In any case, Iseph will move in stealthily.

Stealth: 1d20 + 14 ⇒ (19) + 14 = 33


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Arm yourselves, team. I don't think we'll be doing too much negotiating with these goblins." Navaso nods at Iseph and stays back with the group to let him scout ahead.

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

Raia nods and grabs her blaster


Can we all see in the darkness?


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Raia, Obozaya, and Scout cannot see in darkness

-Posted with Wayfinder


Male LN kasatha scholar solarian 4 | SP 30/32 HP 32/32 | RP 3/3 | EAC 16; KAC 16 | Fort +5; Ref +2; Will +5 | Init: +1 | Perc: +7, SM: +1[/ooc | Speed 30ft | [ooc]Active conditions: None.

"It would be wise to let Iseph explore ahead, says Altronus. Let us determine what awaits us, and act upon that knowledge."


"I can have Scout scout from up high, but I think Iseph can be more silent than the tincan."

SCOUT (QUIG’S DRONE):
Drone 4
N Tiny construct
Senses darkvision 60 ft., low-light vision;


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I stand corrected, must have misread it earlier sorry. :)

So Just Raia and Obozaya (Low-Light Vision) cannot see in the dark

Iseph please move your Marker where you are 'scouting', Also Quig could you move Scout in where he is scouting

Super Secret GM Rolls:

?: 1d20 ⇒ 1

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Moved Iseph how he would move until he sees something, hugging the south wall. Moving half speed so no Stealth penalty


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Obozaya fishes out her comm to use as a light. 15' cone of dim light


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso will stay at the front of the group while Iseph moves in. He raises his hand to his neck and presses down on an invisible button that glows red and creates a line going from his armor, up his neck, to the sides of his eyes, allowing him darkvision from his armor as he keeps an eye out for any foes about to attack.


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Iseph is doing a spectacular job of sneaking into the complex managing to squeeze in behind some debris from what appears to be the Archer.

As they look around the cover they notice eight goblins in the room. Two of which at first glance seem to be pushing the others around yelling in shrill voices ”Work fasta. Borgor will eats you if you are slow!”

Just as the bully finishes yelling he yells out ”Hey what's that!!!” pointing towards the hangar where some lights and noises are coming from.

”It’s the long shanks!!! Get them!!!!”

Initiative:

Azih: 1d20 + 6 ⇒ (3) + 6 = 9
GM Cwethan: 1d20 + 7 ⇒ (17) + 7 = 24
GM Fuskee: 1d20 + 2 ⇒ (16) + 2 = 18
KhaozKight: 1d20 ⇒ 14
Madchappy: 1d20 + 2 ⇒ (2) + 2 = 4
Thewissen: 1d20 + 1 ⇒ (2) + 1 = 3

Goblin Red: 1d20 + 3 ⇒ (19) + 3 = 22
Goblin Orange: 1d20 + 3 ⇒ (20) + 3 = 23
Goblin Yellow: 1d20 + 3 ⇒ (3) + 3 = 6
Goblin Green: 1d20 + 3 ⇒ (1) + 3 = 4
Goblin Blue: 1d20 + 3 ⇒ (15) + 3 = 18
Goblin Grey: 1d20 + 3 ⇒ (2) + 3 = 5
Goblin Bully Purple (Dotted): 1d20 + 7 ⇒ (20) + 7 = 27
Goblin Bully Pink (Dotted): 1d20 + 7 ⇒ (18) + 7 = 25

Iseph remains in stealth mode hearing all this and is given an opportunity to pounce

Surprise Round
---------------------
Iseph

Round 1
Pink, Purple
Obozaya
---------------------
Orange, Red
Navaso
---------------------
Blue
Quig, Iseph
---------------------
Yellow, Grey
Raia
---------------------
Green
Altronus

Bold is Up


Male LN kasatha scholar solarian 4 | SP 30/32 HP 32/32 | RP 3/3 | EAC 16; KAC 16 | Fort +5; Ref +2; Will +5 | Init: +1 | Perc: +7, SM: +1[/ooc | Speed 30ft | [ooc]Active conditions: None.

Look at me sucking at initiative. Wooot!

Altronus clears his throat. Ah, yes. That's usually what happens when you turn a light on in darkness. Moths are attracted to it." He looks at his Vesk teammate and shrugs. "I take it you're not into surprising the enemy, Obo?"


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Goblins see in the dark anyways four-arms. Least this way they don't get the drop on us.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Iseph calmly stays in his cover, aims at whatever is in his sight that is in the least amount of cover, and fires.

Trick attack stealth check: 1d20 + 18 ⇒ (18) + 18 = 36
Trick attack on flatfooted: 1d20 + 7 ⇒ (10) + 7 = 17
Energy damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
Trick damage if hit and trick succeeds: 1d8 ⇒ 6
Debilitating Trick if hit by trick Choosing to make enemey off target until next round

Since Trick attack is a full action I don't think there's a way for Iseph to hide in the same round after a Trick attack right?


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Iseph using some of these skills he remembers from his days working classified missions takes a quick shot up at the Goblin with the green paint smeared on his flight suit. The blast from his Static Arc Pistol slams straight into the goblin’s chest causing him to fall from the 40 foot tall catwalk to the floor below.

The Goblin Bullies with Pink and Purple fatigues move up and take a shot at the one carrying the light source.
Souped-up Junklaser, Range Penalty: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Fire Dmg: 1d6 ⇒ 6
Critical Damage: 1d6 ⇒ 2
Crit Burn: 1d4 ⇒ 4

Souped-up Junklaser, Range Peanlty: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Fire Dmg: 1d6 ⇒ 6

The Pink Goblin Bully Deals a Massive Blow to Obozaya causing her to catch fire and burn. Burn condition

Iseph, as your trick requires you to use your stealth with your primary attack roll. I will allow that you are still within stealth mode.

Round 1

Active conditions: Darkness
Pink, Purple
Obozaya (-12, Need Ref Save (DC14) to stop burn)
---------------------
Orange, Red
Navaso
---------------------
Blue
Quig, Iseph One with the Shadows
---------------------
Yellow, Grey
Raia
---------------------
Green (Dead)
Altronus

Bold is Up


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso quickly relays on his comm system, whispering to Iseph, "If you need a distraction to hide back in the shadows, just let me know."

Navaso can Bluff to cause a distraction and let an ally Stealth into hiding as a move action, so just let me know if you ever need that done.

Second Seekers (Luwazi Elsebo)

Female Lashunta (Damaya) Technomancer 4 | SP 20/20, HP 24/24, RP 6/6 | EAC 16, KAC 16 | Fort +1, Ref +3, Will +4 | Perc +0 | Init +2 | Sonic Blaster: 10/10 | Spells: 4/4, 3/3

woot woot I suck at initiative too

Seeing the bean of light from Obozaya, Raia moves forward and casts as a full round action

You little bastards, take that

Magic Missile on Yellow: 1d4 + 1 ⇒ (4) + 1 = 5

Magic Missile on Yellow: 1d4 + 1 ⇒ (1) + 1 = 2

Magic Missile on Gray: 1d4 + 1 ⇒ (4) + 1 = 5

never been a spell caster...yikes....


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Aagggh! Bloody Goblings!

Obozaya rushes forward, hunting out the goblins by the flashes of their lasers and her own dim light.

Reflex: 1d20 + 4 ⇒ (15) + 4 = 19

Due to Coordinated Shot, you'll get a +1 to hit goblins Obo's adjacent to as long as she doesn't grant them cover.


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Obozaya if it weren't for the little light you would be a very sad Vesk right now lol. Raia I will hold your action until your turn is up.
Obozaya’s feet carry her far into the hangar bay ready to show the goblins some ‘love’ with a with bashes of her Doshko.
No more ranged penalties for firing into combat just cover bonuses/penalty depending on your view point

The goblin now get a chance to wreak some havoc and move about attempting to fire yelling out ”Hee hee hee New Sacrifices to the Glowing Green God!!!!”

Junklaser, Range Penalty: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Fire Dmg: 1d4 ⇒ 3
the Goblin with the bright orange metal fin taped to its head attempts to fire off at Navaso but ends up hitting the bulkhead far far far above Navaso's head.

Junklaser, Range Peanlty: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Fire Dmg: 1d4 ⇒ 2
The Goblin the red boots runs up ahead to get a better shot at Altronus points his pistol pulling the trigger hitting him square in the should, the upper right one.

Round 1

Active conditions: Darkness
Pink, Purple
Obozaya
---------------------
Orange, Red
Navaso
---------------------
Blue
Quig, Iseph One with the Shadows
---------------------
Yellow, Grey
Raia Action held
---------------------
Green (Dead)
Altronus (-2)

Bold is Up


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso takes out his tactical pistol and runs up to take a quick shot off at the goblin in red.

Tactical Pistol: 1d20 + 5 ⇒ (19) + 5 = 24

He smiles as he almost hits the goblin right in the face. "That'll teach you to mess with my gunner!"

Pistol Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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With a statement that would chill the blood in almost any goblin present Navaso takes a shot at the rather unfashionable red boot wearing goblin. Hitting solidly in the chest dealing a grievous wound.

A rather funny looking goblin wearing blue pants runs up ahead between its goblin buddies pulls its Junklaser out trying to take a shot at the new target presenting itself. Yelling at Navaso "You make good sacrifice to Glowing Green God! I take your boots first!"
Junklaser, Soft Cover: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
Fire Dmg: 1d4 ⇒ 4
The goblin's shot arcs harmless over Obazaya head as the goblin was trying not to hit Red Dash

Round 1

Active conditions: Darkness
Pink, Purple
Obozaya
---------------------
Orange, Red (-3)
Navaso
---------------------
Blue
Quig, Iseph One with the Shadows
---------------------
Yellow, Grey
Raia
Green (Dead)
Altronus

Bold is Up

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Now spoiled for choice for targets that seem to have no care for cover Iseph aims at the one closest to Obazaya, the one with purple dots, and shoots.

Trick attack stealth check: 1d20 + 18 ⇒ (11) + 18 = 29
Trick attack with Coordinated shot: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Energy damage if hit: 1d6 + 2 ⇒ (4) + 2 = 6
Trick damage if hit and trick succeeds: 1d8 ⇒ 7


Quig makes a dash for the nearest cover, and starts controlling Scout who flies forward and over the western debris.


Attack; Damage: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 2 ⇒ (5) + 2 = 7
Scout attacks the goblin in the red boots.


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Iseph slinks among the shadows still shooting, dealing a mortal wound to the one in purple as their shot nearly blows the goblin bullies arm off.

Quig does some quick thinking and calculation having Scout fly forward and knocking the Goblin out of his little red boots.

The sickly looking goblin with yellow skin rushes up swinging its Junklaser around menacingly. Double Move

The goblin lacking in color wearing only grey tones walks along the edge of the catwalk taking a shot at Navaso, dealing a large amount of damage and catching him on fire Need Ref Save DC12 from you Navaso
Junklaser, Partial Cover, Range Penalty: 1d20 + 3 - 2 - 2 ⇒ (20) + 3 - 2 - 2 = 19
Fire Dmg: 1d4 ⇒ 2
Crit Dmg: 1d4 ⇒ 4
Crit Burn: 1d4 ⇒ 2

Raia sends out a couple of balls of force at the Yellow and Grey Goblins. Bringing the Yellow goblin down squishy crunch as his body cannot take the impacts. Another Squish is heard from the grey ones body but he remains standing.

Round 1

Active conditions: Darkness
Pink, Purple (-13)
Obozaya
---------------------
Orange, Red (Dead)
Navaso (-8)
---------------------
Blue
Quig, Iseph Stealth Mode
---------------------
Yellow(Dead), Grey (-5)
Raia
Green (Dead)
Altronus

Bold is Up


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19

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