| _Davrin Emalon_ |
Apologies for the late post. The weekend got away from me...
Round 2
Davrin first runs past the zombie, deftly avoiding its vicious claws (uncanny mobility), then spinning around to fire a shot as he gets past the door.
vs blue:
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (4, 5, 1, 1, 2, 3) = 16
major disruption pistol vs EAC: 1d20 + 18 ⇒ (8) + 18 = 26 sonic dmg: 3d6 + 6 ⇒ (6, 3, 6) + 6 = 21
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round
Round 3
He then continues running, his focus on the Captain. Finding a nice space for a clean shot, he fires, particularly aiming for the power capacitor of his force field.
vs red:
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (7, 7, 2, 1, 7, 6) = 30
major disruption pistol vs EAC: 1d20 + 18 ⇒ (1) + 18 = 19 sonic dmg: 3d6 + 6 ⇒ (4, 4, 3) + 6 = 17
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, Deactivating Shot for 1 round
Deactivating Shot vs DC10+item level: 1d20 + 12 ⇒ (8) + 12 = 20
GM Ewok
|
Sorry, y'all, family wedding wrecked my schedule this weekend.
Could I have just readied that attack for when the Vesk approaches? Seems like there's enough folks on the other foe.
Yes, great point!
As the Captain rushes past Lenny, the solarian's blade flashes out in a curve of light! It bites into the vesk's armor. So that was your Readied Attack. You also get an AoO plus your Round 3 turn. Out in the hallway, the monk pauses for a crucial moment to stare back at Zoran. The monk opens his mouth to respond but is interrupted by an energy blast from Zulu! He turns to ash before the words can leave his mouth.
Inside the room Lenny and Pippimi surround the Captain. Pippimi's quick strikes get the better of his defenses, piercing his exposed living organs. The vesk grunts in pain, saying "You use a vesk weapon, as if you could be worthy of it." Davrin slides into the room but is unable to get a bead on the undead Vesk within the melee! Captain Ghurd turns to face Pippimi, forked tongue slithering. "I remember when we colonized Vesk-3. You weren't worthy of the Veskarium then and you aren't worth of the gift of undeath now." His tongue whips out mid-sentence, stabbing into a weak point in Pippimi's armor! Pass a DC 20 Fortitude save or be paralyzed for 1d4 minutes!!! Though he speaks with bravado, you can see that the undead vesk's body is barely holding together.
clawed tongue @ Pippimi: 1d20 + 25 ⇒ (11) + 25 = 36
Damage @ KAC: 6d6 + 19 ⇒ (6, 1, 4, 3, 3, 3) + 19 = 39
Round 4, Everyone is up!
Pippimi SP: 20/96 HP: 86/86 RP: 11/13 , FLATFOOTED, OFFTARGET (8 more rounds)
Davrin x2 SP: 48/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 74/120, HP: 81/88, RP: 6/10
z45719 SP: 45/83, HP: 36/78, RP: 5/10
Orange Monk 156 Damage
Ghoul 232 Damage
Blue Monk 152 Damage
Captain Ghurd Nashal 106 Damage, Force Field (0 HP)
| Pippimi |
Fort vs. paralysis: 1d20 + 10 ⇒ (19) + 10 = 29
Mute and so unable to deliver verbal payback despite the totally unfair and downright mean anti-Skittermander rhetoric, Pippimi settles for spinning and stabbing. Her burning spear lances towards the ghoulish vesk's chest and head.
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (20) + 20 - 6 = 34 Damage (F): 10d8 + 24 + 14 ⇒ (5, 1, 3, 1, 8, 7, 3, 7, 3, 8) + 24 + 14 = 84
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (12) + 20 - 6 = 26 Damage (F): 5d8 + 12 + 7 ⇒ (1, 7, 5, 1, 8) + 12 + 7 = 41
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (17) + 20 - 6 = 31 Damage (F): 5d8 + 12 + 7 ⇒ (1, 2, 7, 6, 6) + 12 + 7 = 41
Wound: 1d20 ⇒ 10 Another bleed, which is a no go vs. undead.
Lenny Shiroyuki
|
So that was your Readied Attack. You also get an AoO plus your Round 3 turn.
Right-o, incoming with round 4
Attack of Opportunity
And if you liked that one, I've got another for you! The solarians blade continues dancing through the air as the captain rushes past. It's like your own personal drive-thru starship-wash! But with blades!
solar sword attack, S damage (minor w-boson crystal, photon mode): 1d20 + 19 ⇒ (11) + 19 = 304d6 + 18 + 2 ⇒ (1, 5, 4, 6) + 18 + 2 = 36
Round 3
Stellar mode: photon 3
Everybody get ready for that speed rush! Lenny folds his arms together, gathering the solar fire before releasing it with a spread of his arms.
Solar acceleration: haste+full attack
HASTE FOR THE PEOPLE
It's still washing over the team as he comes swinging right out of it.
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (19) + 19 - 3 + 2 = 374d6 + 18 + 2 ⇒ (2, 1, 2, 1) + 18 + 2 = 26
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (15) + 19 - 3 + 2 = 334d6 + 18 + 2 ⇒ (2, 1, 5, 1) + 18 + 2 = 29
Stellar mode: unattuned
Round 4
Stellar mode: photon 1
Worthy! Ha! I think Pip is going to show you for the remainder of your very short un-life how worthy she is! Right after I'm done...
There's a brief, awkward pause between his statements before he shrugs it off and gets back to work.
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (12) + 19 - 3 + 2 = 304d6 + 18 + 2 ⇒ (3, 2, 3, 5) + 18 + 2 = 33
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (9) + 19 - 3 + 2 = 274d6 + 18 + 2 ⇒ (4, 2, 5, 1) + 18 + 2 = 32
and any get'em in effect over those turns
| z45719 |
Zulu triggers his jetpack and flies inside the room, trying to raise himself enough to get an angle on the Vesk zombie with Pippimi and Lenny crowding it.
activate pack and move
| z45719 |
I didn't calculate but a casual glance seemed to be A LOT, to the point I figured I'd save my casting of supercharge weapon and miracle worker now that it's just him and you two are going bonkers
GM Ewok
|
I... I mean... just... how? lol this is back to the massively overkilling blows that I'm used to from you guys!!
Lenny's blade dances in the bright ship lighting, cutting into the vesk's exposed back. As the blade connects his arms emanate a golden fire. It spreads across his body then bursts out in a ring of solar energy. He and Pippimi take in the glow, using it to fuel their strikes. One after the other, the pair hack off the limbs off the undead vesk whose unnatural life energy can no longer hold him together. Pippimi finishes the creature off with a slice through his neck. And with that, Captain Ghurd Nashal, leader of the largest ship the Corpse Fleet ever built, was a pile of bones and shredded organs on the ship floor.
COMBAT OVER!
You know from the ship map that there is one more room on the command deck, The Bridge. Anyone want to take 10?
Status
Pippimi SP: 20/96 HP: 86/86 RP: 11/13
Davrin SP: 48/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 74/120, HP: 81/88, RP: 6/10
z45719 SP: 45/83, HP: 36/78, RP: 5/10
Orange Monk 156 Damage
Ghoul 232 Damage
Blue Monk 152 Damage
Captain Ghurd Nashal 423 Damage, Force Field (0 HP)
GM Ewok
|
| 1 person marked this as a favorite. |
The rest of the group walks into the room, taking it all in. This is the control room for the command link system that sends orders directly to the cybernetic zombies that run many of the systems throughout the ship (such as the ones you encountered in Hanger Country). The rows of terminals function as a single tier 10 computer. When used in conjunction with experienced officers and the non-cybernetic zombie crew, this command link system allows the crew of the Empire of Bones to operate at an extremely high level of efficiency. However, you can tell that even without the assistance of the free-willed crew in key positions, these computers allow a startlingly small number of creatures to operate the ship (as long as the cybernetic zombie crew are still functional). Authorized users can command the thousands of cybernetic zombies running the various sections of the ship to perform the engineer and science officer roles of the Empire of Bones. However, the computers are locked up tight (DC 53 Computers for every action!!) and appear to have multiple military-grade countermeasures attached.
You search the ghoul's corpse to find freebooter armor III, buzzblade dueling sword with 1 battery (20 charges), yellow star plasma rifle with 2 high-capacity batteries (40 charges each) and a personal comm unit. Next to the ghoul are the remains of the Captain, which contained an advanced iridishell (white force field [15 HP]), shock grenades III (1), tactical autobeam rifle with 1 high-capacity battery (40 charges), bridge key card, cybercontrol command key, system-wide comm unit. Your eyes light up at the bridge key card and the cybercontrol command key Picture on Slide 2! (Along with the runeworm photo, which I forgot... That's inside Lenny now.). The bridge key will open the doors to the Command bridge, one of which Zulu was able to crack already, and the bone-decorated command key will unlock this bank of terminals. With that key you have control of half the ship! Of course, the onboard military force would come for you fairly quickly... But you could deploy countermeasures and divert shields to your hearts delight until then.
Alright, there's literally only one place to go from here! You've got a good feeling you can afford to take 10 minutes to rest up before entering the Bridge. Who wants to take a 10 minute Rest?
| Pippimi |
Still silent, Pippimi uses hand signals to try to convey that the group should back off for just a moment to tend to their wounds. Her paw wiggles are all but indecipherable - sign language wasn't a required training at Blastwerks - but her steps back the way the group came are more meaningful.
Yep, rest time for sure. Not sure how much more we've got, but pushing ahead while we're beaten up like this seems bad, especially if there are more hard encounters like this one. We just lucked out big time here.
Lenny Shiroyuki
|
I feel like these are our last RPes before "the end," so I have this instinct to really make them count :) But okay to pause for others.
The sword dismissed, the solar mote reforms and returns to its steady orbit around Lenny's head.
You know, it's funny, but around here it seems like the bigger they talk, the harder they fall.
| z45719 |
"Acceptable rest. Have to be close. Oh, computer key. Nice." Zulu mumbles in his way as he looks over the room.
I believe the freebooter 3 is an upgrade for me, I'll have to check. If nobody more likely to take damage doesn't want it.
| Zoran Duvahl |
"Their leader should be on the bridge. Finishing them will make our victory assured and please the Lady. A moment to prepare?" Zoran says reloading his weapons and polishing his armor.
Either of the longarm weapons would be an upgrade so will take any leftover.
| z45719 |
As the group rests Zulu finds himself eying Pippimi's new spear, eventually he speaks up.
"Pippimi. Before we breach control room g let me see spear for a second. Might have a little mod that will help."
hopefully the next room will be the bridge and I can get you a +2 to hit and damage for a minute with Miracle Worker
GM Ewok
|
Davrin has a lot of RP left, I'm going to assume he takes a rest as well.
Status
Pippimi SP: 96/96 HP: 86/86 RP: 10/13
Davrin SP: 84/84 HP: 74/74 RP: 7/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 74/120, HP: 81/88, RP: 6/10
z45719 SP: 83/83, HP: 36/78, RP: 4/10
Lenny and Zoran watch the doors and Command Deck camera feeds while the others rest. It seems the explosion on the lower decks has distracted the crew and that the alarm set off by the monks is localized to this area. Zoran isn't surprised by this, eoxian leadership tends to not trust their underlings with anything of importance - a side effect of their undead form based class system.
After 10 minutes, you gather the gear and form up ahead of the large doors in the center room. You take a few seconds to lock eyes. A few months ago, you had never laid eyes on each other; your only connection to each other was an old acquaintance, the dwarf Duravor Kreel. Somehow his inglorious death on the docking bay floor led all of you here, to the edge of space in a desperate bid to save the known galaxy. You've made new friends, lost old ones, gained academic honors, insulted dignitaries, and created an unbreakable bond between you. Your thoughts go to Clank, the little goblin that could, who is helping rebuild in the city above the clouds. Perhaps, if you make it through this, you can visit him. Before you can do that you need to make it through this door, defeat the mysterious "Admiral", and ram the ultranought into the Stellar Degenerator to destroy both weapons.
You nod, not needing words to describe your bond and dedication to the mission. Lenny presses the control panel and the large door slides open with a soft hssssss. You're now looking into an enormous room. A dais in the center of this large room supports an imposing throne-like chair with a computer console just in reach. Five-foot-deep recesses are located to the port and starboard of the dais, and walls of holoprojectors that stretch down from the ceiling surround each. The projectors fill the pits with three-dimensional holograms of the local space, including the Gate of Twelve Suns, the ships of the Corpse Fleet armada, and a massive cone-shaped megastructure sitting in a section of nonstandard space beyond the Gate. Three floor-to-ceiling windows show the stretch of space in front the vessel, where stars shine and ships float serenely past. Rows of chains sit in front of bank of controls adjacent to the windows and most of the port and starboard walls. Curved walls cut off the port and starboard corners of the fore walls; each has a door set in it. Pretty picture on Slide 2! It... mostly matches the map.
The chairs along the outside of the room are full of mindless tech zombies, hard at work maintaining the ship's functions. Two undead monks stand in the rear corners of the room, guarding doors. An absolutely enormous undead vesk stands to the left of the throne, standing about fifteen feet tall and ten feet wide. The being's power armor appears to have been attached directly to it's Frankenstein-ian flesh. Picture on Slide 3! Atop the throne sits an elebrian, the first you've seen since Eox. He holds a staff in one hand and a large decorative command key in the other. He waves towards you with his staff, a large smile on his "face". Picture on slide 3! Your comms crackle and the elebrian's voice whispers in your ear. "Welcome, adventurers. I am impressed you made it this far. Allow me to introduce myself. I am Admiral Serovox, leader of the Corpse Fleet." He pauses, though for applause or dramatic effect, you are not sure. "The fact you've arrived here shows that you are worthy to join the Corpse Fleet once your mortal forms have been dealt with. But please, do tell me how you're going to defeat me. It has been so long since I've had someone speak back to me." The elebrian leans back into this chair, relaxed and calm.
The elebrian's form keeps flickering, shifting two feet to the left and then two feet to the right, across his throne. He definitely has a protective spell in place. If you beat a Mysticism DC 25 roll, you can identify the spell.
It wouldn't be the final boss fight if he didn't monologue! You can talk with him and/or one person can act in a Surprise Round. If you have any burning lore questions from the AP, now is the time to ask them!
| z45719 |
mysticism, lol :)
Zulu watches as the door opens with the group, silently preparing himself after helping modify Pippimi's spear (If she lets him, +2 to attack and damage for 1 minute, don't let him monologue too long :0), at the sight of the pair in the room, the android prepares to start shooting, having no questions worth asking and itching to get this thing over, one way or another.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
| Zoran Duvahl |
Perception: 1d20 + 16 + 1d6 + 2 ⇒ (18) + 16 + (2) + 2 = 38
"Admiral, is it your protective spells keeping you so calm in the face of the squad that has wreaked havoc against the fleet of abominations you command? I have already dealt with the foul rituals that kept my soul from peace and I won't let that fate befall my friends." Zoran says looking to the others hoping they also notice the flickering form of the admiral. He places his hand on the Pharasman spiral before continuing.
"But please, I know you are dying to explain you magnificent plans and tell us how we won't be alive to share them. What is the end game here? Just erase all of your enemies, even the ones working with the Pact Worlds like Nor? Won't be much left to enslave after that." he asks.
GM Ewok
|
Unless we talk at length, I expect the conversation can happen in a round. Maybe two.
Admiral Serovox bares his teeth at Zoran. "A traitorous borai, and a heretic at that. You, unfortunately, cannot be saved. You had your second chance, and you chose the wrong side." The necrovite shakes his head sadly then waves his staff towards the hulking figure to his right. "To your threats, I have the greatest creatures that the blessing of unlife can bring. I assume you've never met a Gatecrasher before, few do more than once." He smiles cruelly. "And of course, I have several skills, myself." He savors that for a moment. "My mission is simple. To eliminate life, of course. Life is the source of all foibles, all weaknesses, and ultimately all conflict. Only the whispered perfection of undeath can be allowed to exist. Nor understands that, he just lacks the backbone required for action." He throws both hands outwards, encompassing the room. "Do not worry, borai, your friends will see the wave of undeath march across the galaxy through their new eyes." He absentmindedly picks at the skeletal holes where his eyes used to be as his voice raises in volume. "I will use the Degenerator to destroy the suns of the Pact Worlds! All breathers shall feel the touch of death and the kiss of new life! Their planets shall be barren, as Eox. From their ashes we shall create a safe and secure society, WHICH I ASSURE YOU WILL LAST FOR TEN THOUSAND YEARS!" Caught up in the emotions of the moment, he stands and raises his staff up to the heavens!
By the way: terrain. This room is pretty tall, like 60 feet. The steps up to the throne are steep, putting it about 15 feet up. The banks of computers and chairs to the east and west are in a trench 10 feet down. The two holographic areas are five feet up but are flat, you could walk on them easily once you got up there.
| Pippimi |
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Pippimi nods to Zulu and quietly turns on her jetpack. To the undead Admiral, she calls out "Hullo hi!" She waves a pair of paws, interrupting him mid-gloat. "This Pippimi! Nice to meet!"
"Pippimi not really see what so whispery-perfect about undead exactly? Seem like living people, more or less! Just differently living?" She wiggles her shoulders ambiguously. "Anyway, Pippimi have come with offer!" She rummages in her pack and pulls out her final rather battered and heavily creased GLOSSY PAMPHLET! "Ta da! Pippimi here on behalf of not only Starfinder Society, but also Veskarium Blastwerks! Blastwerks very interested in Stellar Degenerator - for research purposes of course - and probably definitely going to reverse engineer and mass-market before Admiral can say 'death to the living'!"
"Admiral know very well that living creatures no longer need suns to survive any more than undead! That why plan doomed to fail. Plenty of other power sources out there that can serve as alternative! BUT! One thing defeat living and undead creature much better than losing sun..." She pauses for dramatic effect "Blastwerks Qwik-Build Product line! So how about giving up on Stellar Degenerator and talking business instead?"
Diplomacy: 1d20 + 16 ⇒ (4) + 16 = 20
Lenny Shiroyuki
|
Really Pip? A sales pitch now? Do you really think you're walking out of here with a contract? Lenny implores the skittermander as he lets his solar mote slide down from his head into his hand... form solar sword.
He turns back to the Admiral. But, come to mention it, what is the point of eradicating all life so that you have nothing to compare your perfect undeath to? Of course, I'm sure you'll find deviations and variances within your... "empire." Rebels even. It will always be something. Entropy always wins out in the end.
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
| z45719 |
Zulu makes a sound at Pippimi's sales pitch... was it a chuckle? If listeners didn't know better they'd be sure the android just chuckled.
GM Ewok
|
| 3 people marked this as a favorite. |
I'm going to say all of you get a Move action to prep. (Pip's jetpack, Zulu Calibrate, Lenny forming sword, etc.)
The eoxian's green flaming eyes glow brightly. "YES! You see it. We live differently, stronger and longer than our mortal selves." He slams his staff onto the ground beneath his throne to support his point. As Pippimi pulls out the pamphlet, the Admiral twists his fingers and it is telepathically pulled from her hands to float in front of him. "Your proposal is intriguing. We shall certainly have to pilfer Blastwerk's IP during the Righteous Crusade. Qwik-Build indeed..." He hesitates a moment, then tosses the pamphlet aside where it slowly falls in the vacuum. "Yes, my monks have mentioned entropy." He waves backwards towards the pair while he addresses Lenny. "I find it intriguing. It is nice to know that there will always be challenges and entertainments as we rule for eternity." A wicked grin splits his bony jaw. "Don't want to be bored." The pair of green eyes travel over you, noticing your not-so-subtle preparations. "As it seems you are... well, you seem to have prepared yourselves. Time to die, for the first time, breathers."
Foe: 1d20 + 8 ⇒ (19) + 8 = 27
Zoran Init: 1d20 + 13 ⇒ (2) + 13 = 15
Davrin Init: 1d20 + 10 ⇒ (14) + 10 = 24
z45719 Init: 1d20 + 7 ⇒ (10) + 7 = 17
Pippimi Init: 1d20 + 9 ⇒ (2) + 9 = 11
Lenny Init: 1d20 + 6 ⇒ (9) + 6 = 15
The undead move in a flash! Admiral Serovox's throws both arms out wide once again. "I regret to announce — this is The End. I am going now. I bid you all a very fond farewell." Then his left eye blinks out then back in a... wink? "Goodbye." With that, he disappears!
Beneath the throne, the gatecrasher thumps forward on heavy legs with a large gun in his left hand and a large hammer in the right. He howls out "CORPSE FLEET! CORPSE FLEET!" with each step. Standing in front of the throne, he pulls the trigger on the gun and two balls of energy drop into the middle of the group before they explode! Everyone must take 2 DC 20 Reflex saves for half damage. In the midst of the chaos you realize... the gatecrasher's voice didn't come through your coms. It's loud enough that it reverberated through the floorboards and into your suits!
aurora shock caster @ FREAKING EVERYONE: 1d20 + 21 - 6 ⇒ (5) + 21 - 6 = 20
Damage, DC 20 Reflex for half damage: 2d12 + 10 ⇒ (1, 7) + 10 = 18
aurora shock caster @ FREAKING EVERYONE: 1d20 + 21 - 6 ⇒ (18) + 21 - 6 = 33
Damage, DC 20 Reflex for half damage: 2d12 + 10 ⇒ (9, 9) + 10 = 28
When your vision clears, you realize that the pair of monks have been sprinting towards you! Their unnatural speed brings them all the way to the doors between you and the hulking undead!
So it begins! This author didn't hold back.
Round 2, Everyone is up!
Pippimi SP: 96/96 HP: 86/86 RP: 10/13
Davrin SP: 84/84 HP: 74/74 RP: 7/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 74/120, HP: 81/88, RP: 6/10
z45719 SP: 83/83, HP: 36/78, RP: 4/10
Admiral Serovox 0 Damage
Purple Gatecrasher 0 Damage
Orange Monk 0 Damage
Green Monk 0 Damage
| Pippimi |
Reflex vs explosion: 1d20 + 10 ⇒ (18) + 10 = 28 4 dmg after resistance
Reflex vs explosion: 1d20 + 10 ⇒ (5) + 10 = 15 23 dmg after resistance.
Pippimi does her best to use the door-frame for cover, but the second giant electric blast catches her well off-guard. Thankfully, her capacitor blunts some of the jolting effect. After a moment to let the static run through her armor, she zips into the air, flying over the heads of the two monks with an acrobatic twirl.
Acrobatics to avoid AoO: 1d20 + 24 ⇒ (16) + 24 = 40
She settles behind the green monk and sends a flurry of fiery stabs into its back! "If not customers, then Pippimi happy to beat! Hyaa!"
Empowered Spear of Fates (Inferno Flame Mode), flank: 1d20 + 20 + 2 + 2 - 6 ⇒ (16) + 20 + 2 + 2 - 6 = 34 Damage (F): 5d8 + 12 + 7 + 2 ⇒ (4, 5, 2, 2, 1) + 12 + 7 + 2 = 35
Empowered Spear of Fates (Inferno Flame Mode), flank: 1d20 + 20 + 2 + 2 - 6 ⇒ (15) + 20 + 2 + 2 - 6 = 33 Damage (F): 5d8 + 12 + 7 + 2 ⇒ (6, 1, 5, 3, 1) + 12 + 7 + 2 = 37
Empowered Spear of Fates (Inferno Flame Mode), flank: 1d20 + 20 + 2 + 2 - 6 ⇒ (7) + 20 + 2 + 2 - 6 = 25 Damage (F): 5d8 + 12 + 7 + 2 ⇒ (4, 3, 6, 5, 6) + 12 + 7 + 2 = 45
Everyone has +1 to hit on ranged attacks vs the visible foes thanks to Coordinated Shot. If the monk has any resistance vs. fire, Pippimi's Penetrating Attack ability ignores 5 points of it.
Lenny Shiroyuki
|
I'm guessing the author didn't pilfer Bilbo's lines from The Fellowship of the Ring there? :P
Stellar mode: photon 1
Reflex, DC20: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex, DC20: 1d20 + 7 ⇒ (9) + 7 = 16 ouchy. I'm guessing this isn't kinetic for DR to apply?
Lenny closes his eyes and grits his teeth as the explosions wash over him.
Well, that was quite a welcome. This really is it...
Time for this blade to dance one last time...
Opposite Pippimi he begins to carve into the monk in front of him.
How are we going to locate the Admiral without our own technomancer.
[full round] full attack, targeting green then orange if green is down
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (11) + 19 - 3 + 2 = 294d6 + 18 + 2 ⇒ (6, 3, 1, 6) + 18 + 2 = 36
solar sword attack (flashing strikes, flank), S damage (minor w-boson crystal, photon mode): 1d20 + 19 - 3 + 2 ⇒ (10) + 19 - 3 + 2 = 284d6 + 18 + 2 ⇒ (3, 3, 1, 5) + 18 + 2 = 32
Note to self, activate white force field next reasonable chance... use glow of life when HP get low.
| _Davrin Emalon_ |
Sorry for being MIA for a few days. Work was overwhelming for a while. Yes, he would have taken 10. For the move action, could Davrin have activated his jetpack, assuming he already has his pistol in hand? If not, he'll just draw it.
1st Reflex DC20: 1d20 + 16 ⇒ (2) + 16 = 18
2nd Reflex DC20: 1d20 + 16 ⇒ (12) + 16 = 28 Evasion
Dodging away what he can from the blasts, Davrin first holds up his pistol rather ritually, unlike himself. "This is for your, Kreel," he mutters under his breath, kissing his pistol.
He pulls back and flies over the heads of his comrades, then turns his pistol not onto the monks but instead at the hulking undead vesk, aiming not just at him but also his rather intimidating weapon. (Going to try to use my deactivating shot.)
vs purple:
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (3, 2, 6, 4, 2, 4) = 21
major disruption pistol vs EAC: 1d20 + 18 ⇒ (8) + 18 = 26 sonic dmg: 3d6 + 6 ⇒ (4, 1, 4) + 6 = 15
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, Deactivating Shot.
Deactivating Shot vs DC10+item level: 1d20 + 12 ⇒ (9) + 12 = 21
(If succeed, weapon deactivated for 1 round unless move action + Engineering DC35)
| z45719 |
Reflex: 1d20 + 14 ⇒ (19) + 14 = 33
Reflex: 1d20 + 14 ⇒ (9) + 14 = 23
Dodging some of the electric Blasts, Zulu reconfigures his weapon to the monks in the group's face and fires.
Attack Green, deadly aim: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
Damage F, DA, Overcharge, Calibrated: 3d8 + 2d6 + 12 + 12 + 4 ⇒ (8, 1, 5) + (4, 2) + 12 + 12 + 4 = 48
originally posted in the discussion. Not much seems to have changed except I originally failed one of the reflex throws and damage was 57. I should have copied the results and reposted, sorry
| Zoran Duvahl |
Zoran activates his jetpack as well preparing for what comes next.
"These monsters do have an obsession with theatrics. Perhaps that is why the Corpse Fleet has been nothing more than a nuisance to the Pact Worlds." Zoran scoffs as the blasts head towards him.
Reflex: 1d20 + 12 ⇒ (20) + 12 = 32
Reflex: 1d20 + 12 ⇒ (12) + 12 = 24
Standard: Inspiring Boost on Lenny +26 SP.
Move: Boosted Get'em on all creatures in 60 feet. +2 to attack and damage.
"Lenny, they threaten the balance. Tear through them so we can get to their leader."
GM Ewok
|
Thanks Pip for pointing out that the DC should be 6 points lower! That helps everyone pass both saves. And Lenny, the Admiral is just a fan of the classics!
The dual grenades rip through the group, shocking everyone but Davrin. Pippimi doesn't slow though, jumping over the pair of guards and stabbing in a whirlwind into the monk's back. Lenny swings into the monk from the other side, splitting the undead creature in two and creating a small cloud of ash. Without pausing, he leans his swing into the second monk as well. Behind the melee Davrin flies high. His shot rings out, aiming at the handle of the gatecrasher's gun! His tricky shot connects, damaging the being's hand as well as short circuiting the large weapon. The gatecrasher cries out wordlessly, "ARRRRRRGH!" Zulu does his best to blow through the remaining monk, exploding a large portion of the thing's rib cage. From beside him, Zoran encourages the group to greater heights of daring.
A voice whispers into your ears through the coms. "I do wish you would stop killing my monks. Their chanting aids my meditations. A good meditation is so important when you have all the time in the world." An eoxian spell is muttered into the the com and... nothing happens. Nothing that you notice, at first. Then Lenny realizes, he can't move through the doorway! He can't cut at the monk, who is leering at him though the open space. When he swings, he only hits an invisible wall!
Yeah... you just got Phantom Menace'd, you're all Obi-Wan and Pip is Qui Gon. You might be able to break through it, but you have no idea how Hard or tough it is. You can go around, but it would take a Move action to unlock one of the other doors and a second Move action to open it. Or you could stand there, waiting for the spell duration to end...
The monk spins in a circle, muttering to Pippimi. "It's just you and us now, prepare for your new life." Just then, Pippimi begins to have trouble breathing! Her armor shows no leaks but she feels as if the vacuum of space is crushing her lungs. Yet another effect that goes through Environmental Protections... You must succeed at a DC 18 Fortitude saving throw or be fatigued for 1d4 minutes. As the monk threatens Pip, the gatecrasher shakes it's useless weapon around like a toddler with a broken toy. It growls angrily, raising it's extremely large hammer towards the suddenly very small skittermander. It swings the hammer down hard, yelling "CORPSE FLEET!"
advanced swoop hammer @ Pippimi: 1d20 + 22 + 2 ⇒ (19) + 22 + 2 = 43
Damage @ KAC: 3d10 + 18 ⇒ (1, 1, 4) + 18 = 24
Round 3, Everyone is up!
Pippimi SP: 71/96 HP: 86/86 RP: 10/13
Davrin SP: 84/84 HP: 74/74 RP: 7/13
Zoran SP: 86/109 HP: 79/79 RP: 14/14
Lenny SP: 87/120, HP: 81/88, RP: 6/10
z45719 SP: 60/83, HP: 36/78, RP: 4/10
Admiral Serovox 0 Damage
Purple Gatecrasher 36 Damage
Orange Monk 80 Damage
Green Monk 153 Damage
| Pippimi |
Fortitude vs fatigue: 1d20 + 10 ⇒ (7) + 10 = 17 Oof, failed by 1 unless that was a spell or SLA. Do you want me to incorporate the fatigue debuff into my statline (ie, adjust AC and stuff) or should I just slap the reminder on the end?
Battered, gasping for air, and now blocked off from her work-team, Pippimi is FAR from a fan of this turn of events. She looks around for the Grand Admiral, but when she doesn't spot the sneaky fellow, she settles for attacking her nearest foes. She swirls her spear around and tries to execute the badly injured orange monk before it can cause more trouble.
Empowered Spear of Fates (Inferno Flame Mode), get 'em, fatigued: 1d20 + 20 + 2 + 2 - 1 - 6 ⇒ (13) + 20 + 2 + 2 - 1 - 6 = 30 Damage (F): 5d8 + 12 + 7 - 1 + 2 + 2 ⇒ (7, 7, 5, 2, 1) + 12 + 7 - 1 + 2 + 2 = 44
Empowered Spear of Fates (Inferno Flame Mode), get 'em, fatigued: 1d20 + 20 + 2 + 2 - 1 - 6 ⇒ (7) + 20 + 2 + 2 - 1 - 6 = 24 Damage (F): 5d8 + 12 + 7 - 1 + 2 + 2 ⇒ (7, 4, 4, 2, 3) + 12 + 7 - 1 + 2 + 2 = 42
Empowered Spear of Fates (Inferno Flame Mode), get 'em, fatigued: 1d20 + 20 + 2 + 2 - 1 - 6 ⇒ (8) + 20 + 2 + 2 - 1 - 6 = 25 Damage (F): 5d8 + 12 + 7 - 1 + 2 + 2 ⇒ (8, 6, 7, 1, 4) + 12 + 7 - 1 + 2 + 2 = 48
All vs. EAC, piercing 5 points of resistance if it has any.
She gives a reassuring thumbs up to the rest of the team through the doorway and flies slightly up and to the west to use the gatecrasher as cover from whatever the Admiral is up to. (guarded step as part of her full attack)
GM Ewok
|
Oof, failed by 1 unless that was a spell or SLA. Do you want me to incorporate the fatigue debuff into my statline (ie, adjust AC and stuff) or should I just slap the reminder on the end?
Alas, it was a Supernatural effect. Just throw the reminder into your post for me, and I'll add it to the Status section too.
Lenny Shiroyuki
|
Stellar mode: photon 2
Lenny's face goes extra-white like a ghost when he realizes Pippimi has been trapped on the other side of a newly created barrier.
No...
He looks back and forth, realizes that there are other paths. Lenny starts jogging West towards doors that he can see.
[double move]
unfortunately one move action does not get him to the door so he cannot open it until next turn :( BUT, haste is on the way next round which will actually help out here in getting back in the action fast.
GM Ewok
|
I'm gonna keep the ball rolling here since most of y'all will be doing two Move actions for Round 3.
As the team is walled off from Pippimi, they run after Lenny to rescue the lone skittermander. Inside the bridge, Pippimi struggles to breathe but does not let that slow her down! She spins in a furry circle of death, splitting the spine of the final monk. RIP NPC Solarians, who never make it to full attunement. The monk's tight skin splits and emits a cloud of ash that settles to the floor. Pippimi doesn't hesitate, using her momentum to send the flaming blade into the huge lump of flesh. It connects with a thump, garnering zero reaction from the gatecrasher. A voice whispers in everyone's ear again. "What did I say about my monks? So rude. That was the last of their order, so you know. Hundreds of years of waiting, only to die. Funny, in a way." A contemplative moment passes before the elebrian mutters another eoxian spell. A cloud of green acid rain begins to condense around Pippimi, where the acid eats away at her armor!
Corrozive Haze @ Pip: 4d8 ⇒ (7, 6, 5, 2) = 20 Pippimi, pass a DC 23 Reflex to negate the Acid damage.
The undead vesk takes a step and raises it's oversized hammer high. "CORPSE FLEET!" The hammer crashes down onto Pippimi's shoulder, the impact lessened slightly by her armored defenses.
advanced swoop hammer @ Pippimi: 1d20 + 22 ⇒ (11) + 22 = 33
Damage @ KAC: 3d10 + 18 ⇒ (1, 4, 1) + 18 = 24
Round 4, Everyone is up!
Pippimi SP: 59/96 HP: 86/86 RP: 10/13, FATIGUED (–1 to AC, attack rolls, melee damage rolls, Reflex saving throws)
Davrin x2 SP: 84/84 HP: 74/74 RP: 7/13
Zoran x2 SP: 86/109 HP: 79/79 RP: 14/14
Lenny SP: 87/120, HP: 81/88, RP: 6/10
z45719 x2 SP: 60/83, HP: 36/78, RP: 4/10
Admiral Serovox 0 Damage
Purple Gatecrasher 84 Damage
Orange Monk 166 Damage
Green Monk 153 Damage
| z45719 |
Seeing the barrier that Lenny encountered and watching his movements, Zulu divines the palates instructors intentions and rushes to the door, ready to open it as soon as he reaches it.
double move then open and move inside, didn't move for turn two yet
Lenny Shiroyuki
|
stellar mode: photon 3
Solar acceleration. HASTE FOR THE PEOPLE
Lenny opens the door in front of him and continues. Seeing that Zulu opened the further door wait, how did that work :P he sprints into the room behind the barrier.
[move] open door
[move] 60' (haste)
stellar mode: unattuned
| Pippimi |
Reflex vs. Corrosive: 1d20 + 10 + 2 - 1 ⇒ (6) + 10 + 2 - 1 = 17 Would you believe... this is only the second or third time ALL CAMPAIGN that I've gotten to use the feat that gives +2 to saves vs. spells? There were so few spellcasters.
Pippimi gets bathed in acid and battered by an undead monster, but her armor's seals hold and she's far from out of the fight. She turns her fiery spear against the gatecrasher and stabs away. When she spots people catching up from the side doors, she calls out over comms "Dav! Can you see where Admiral hiding?"
Empowered Spear of Fates (Inferno Flame Mode), fatigue: 1d20 + 20 + 2 - 1 - 6 ⇒ (10) + 20 + 2 - 1 - 6 = 25 Damage (F): 5d8 + 12 + 7 + 2 - 1 ⇒ (7, 8, 4, 5, 1) + 12 + 7 + 2 - 1 = 45
Empowered Spear of Fates (Inferno Flame Mode), fatigue: 1d20 + 20 + 2 - 1 - 6 ⇒ (17) + 20 + 2 - 1 - 6 = 32 Damage (F): 5d8 + 12 + 7 + 2 - 1 ⇒ (7, 1, 1, 1, 5) + 12 + 7 + 2 - 1 = 35
Empowered Spear of Fates (Inferno Flame Mode), fatigue: 1d20 + 20 + 2 - 1 - 6 ⇒ (2) + 20 + 2 - 1 - 6 = 17 Damage (F): 5d8 + 12 + 7 + 2 - 1 ⇒ (8, 4, 8, 1, 6) + 12 + 7 + 2 - 1 = 47
| z45719 |
I had thought there were two doors, but the GMs description only seemed to mention one, so I was guessing it was already open?
GM Ewok
|
I'm shortening the real life time between posts here, to get everyone back into the action faster. Zoran and Davrin can still post for Round 3 and 4 (probably mostly Move or supporting actions) while we move onto Round 5.
Zulu runs through the open doorway and into the western room. He hops over the piles of ash and the ghoul's corpse, then uses the Command Key to unlock the western door into the bridge. Lenny chases in on his heels, slamming a fist into the door control to open the door. Lenny's fitness, or perhaps solar energies, show as he then dives through the opening door and into the room! Y'all used the right amount of actions, you're good. The first door was open but the second was locked and closed.
Pippimi is unable to dodge the swirling cloud of acid, which splatters against her armored shell. She stabs at the enormous undead monster, two of her strikes penetrating the thick plating integrated into it's skin. Several of the plates fall off, revealing raw and undulating masses of gray muscle beneath. Admiral Serovox's voice enters the coms once more, whispering, "Hmmm... it seems you are more of a prize than I expected. No matter, you may serve as my next gatecrasher. A skittermander gatecrasher, I'll be the talk of the court. Kill her, please." As the elebrian speaks, the acidic mist moves swiftly towards Pippimi to envelop her! Pippimi, pass a DC 23 Reflex to negate the Acid damage.
Corrozive Haze @ Pip: 4d8 ⇒ (2, 8, 5, 6) = 21
Meanwhile, the gatecrasher's eyes flash with something you could be excused for mistaking as fear. He takes a thundering step backwards and bellows "CORPSE FLEET!" The vesk points both large weapons toward Pippimi and flexes both biceps. Then, in an incredible show of strength, he simultaneously swings the giant hammer into Pippimi's side while launching a ball of explosive lightning behind her! The combined onslaught takes Pippimi by surprise and her HUD flashes a warning. "ARMOR HOLDING AT 1% CAPABILITY."
advanced swoop hammer @ Pippimi: 1d20 + 22 ⇒ (14) + 22 = 36
Damage @ KAC: 3d10 + 18 ⇒ (6, 1, 9) + 18 = 34
aurora shock caster @ Pippimi: 1d20 + 21 - 6 ⇒ (11) + 21 - 6 = 26
Damage, DC 14 Reflex for half damage: 2d12 + 10 ⇒ (5, 7) + 10 = 22
Round 5, Everyone is up!
Pippimi SP: 1/96 HP: 86/86 RP: 10/13, FATIGUED (–1 to AC, attack rolls, melee damage rolls, Reflex saving throws)
Davrin x3 SP: 84/84 HP: 74/74 RP: 7/13
Zoran x3 SP: 86/109 HP: 79/79 RP: 14/14
Lenny SP: 87/120, HP: 81/88, RP: 6/10
z45719 SP: 60/83, HP: 36/78, RP: 4/10
Admiral Serovox 0 Damage
Purple Gatecrasher 164 Damage
Orange Monk 166 Damage
Green Monk 153 Damage
| z45719 |
Helpful note for people planning actions after people have already attacked: The gatecrasher has 34 health left.
Not for long!
Zulu pushes through the room after Lenny, rifle up and ready, seeing the massive Vesk pounding on Pippimi, he immediately opens fire.
Attack, DA: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
Damage, F, Overcharge, deadly aim : 3d8 + 2d6 + 12 + 4 ⇒ (7, 6, 5) + (6, 3) + 12 + 4 = 43
Crit : 3d8 + 2d6 + 12 + 4 ⇒ (2, 3, 2) + (1, 4) + 12 + 4 = 28
Burn: 1d6 ⇒ 3
his corpse is on fire
Lenny Shiroyuki
|
Stellar mode: photon 1
Lenny rushes up onto the platform in the center of the room, hoping to physically run into the Admiral. He pauses to activate an additional barrier that his armor holds.
[move] 60' (let me know if Lenny's movement would be stopped by *something*.
[Standard] activate white force-field (15HP)
At rest, he looks about the platform trying to sense the location of the Admiral.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Also, in case it matters, reminder that Lenny has Step-Up
Dammit, I forgot to bump my insight damage bonus in photon mode. A lot of +2s that should've been +3s. Oh well.
| Pippimi |
Reflex vs acid: 1d20 + 10 + 2 - 1 ⇒ (4) + 10 + 2 - 1 = 15
Reflex vs electricity: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13 Very not good. Total of 60 damage from the previous round, bringing her to 65/86 HP.
Beleaguered from fighting against incredible odds, Pippimi gets beaten up from every angle, including taking a blast of electricity to the face. She waits for a moment for Davrin's insight.
Holding off on actions in case someone whose turn is backed up has a good solution :)
| Zoran Duvahl |
| 1 person marked this as a favorite. |
With Zulu getting the door open, Zoran urges the others onward and pushes past himself.
"We need to make haste Davrin. Pip is tough but we don't know what tricks that monster has." he says.
Move and Hurry on Davrin for an extra Movement.
---
Now having closed the distance, he places a hand defensively on her shoulder to turn away any new attacks before speaking through the comm device.
"We can't let you take all of the glory or let you get badly hurt. We have faced worse than this coward."
Move.
Inspiring Boost (Boosted): +39 SP.
Taking Bodyguard and In Harm's Way for Pip.
| z45719 |
| 1 person marked this as a favorite. |
so this guy is invisible? Good thing I have the invisibility bypass processor... >:>
| Pippimi |
Yeah, looks like greater invisibility. As far as I know, Starfinder doesn't have spell manifestation rules, so there's nothing that tells us where he is. This is when having a shirren would be great for the blindsense!
| _Davrin Emalon_ |
| 1 person marked this as a favorite. |
Apologies for the low posting rate, especially when we're heading into the end game. Work has been quite heavy recently. Will try my best to keep up.
Just in case, Davrin's deactivating shot only puts it out of commission for 1 round. But looks like it wants to just hammer away.
1st Round
Davrin swerves quickly on his jetpack, flying into the room right behind Lenny, Zulu and Zoran. Double move for 80 foot move.
2nd Round
Davrin quickly scans the room, seeing the undead vesk beating up on his skittermander friend. But Pip is tough and the vesk doesn't look like it would last for long. Instead, realising that the spellcaster is out of sight, he concentrates with all his might, pulling in every detail of the entire room to form a mental picture of where the Admiral might be.
Spend 1 RP to Glimpse the Truth, i.e. True Seeing for 1 round.
"There! He's there!" he yells out as soon as he spots the spellcaster. (Assuming True Seeing works.)
3rd Round
Before his uncanny deduced vision fades, Davrin moves closer and fires! Not sure exactly where he is, but with 40ft + haste, should be able to get in range. Will let GM move Davrin if necessary.
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (6, 1, 5, 5, 6, 7) = 30
major disruption pistol vs EAC: 1d20 + 18 ⇒ (1) + 18 = 19 sonic dmg: 3d6 + 6 ⇒ (5, 2, 2) + 6 = 15
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds,
- If he is carrying some weapon or device, then Deactivating Shot vs DC10+item lvl: 1d20 + 12 ⇒ (10) + 12 = 22 for 1 round
- Else flat-footed for 1 round
Darn, what a time for crit miss.
| Pippimi |
With the gatecrasher down and Davrin pointing out the location of the Admiral, Pippimi reorients herself in the right direction. She springs off the ground and flies at full hasted speed toward the foe! Despite not being able to see the admiral, she reaches out with her eyes closed and tries to grab a hold! "Uaaaah!"
Pippimi has blight-fight, so here's two miss chances.
Miss chance: 1d100 ⇒ 3
Miss chance: 1d100 ⇒ 86
Grapple attempt; vs KAC+8: 1d20 + 28 - 1 ⇒ (2) + 28 - 1 = 29 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 6 - 1 ⇒ (2) + 7 + 6 - 1 = 14
Pippimi has 60ft fly speed with haste. Please feel free to move me in the right direction. Big frowny on rolling a 2 on this critical grapple check.
GM Ewok
|
Zulu runs into the room, taking it all in. He pulls his rifle up and snaps off a quick blast at the gatecrasher's back. It smashes into it's pelvis, blowing a hole right through! The gatecrasher's body goes slack and it falls to the ground with a THUD. The android looks up into the air, spotting the elebrian floating 60 feet up. The necrovite hovers near the ceiling, smiling softly at the madness below as he hides behind the spell's glamour. Zulu points out the general location of the spell caster. He has Total Concealment from everyone else, gaining a 50% miss chance. Unfortunately for Zulu, he still has a 50% miss chance due to the Displacement spell. But at least you found the square for everybody else.
Lenny runs 15 feet up the throne pedestal, getting closer to the general area where the Admiral hovers. Below, Zoran catches up with the group and stands protectively by the wounded Pippimi - who feels strengthened by his presence. Davrin flies in the room just behind, on fiery wings, to complete the tableau of the adventurers standing against evil. Unfortunately, the momentum of the tight corner works against him and his shot goes wild! One nice thing about True Seeing, you wouldn't have a miss chance to deal with. Doesn't fix a 1 though. Pippimi launches into the air, at the Admiral! Upon hasted solar energy, she quickly spans the distance!
red star plasma sword AOO @ Pip: 1d20 + 20 ⇒ (19) + 20 = 39 Miraculously he hits against a KAC 32+4-1
Damage @ KAC: 4d8 + 13 ⇒ (1, 4, 8, 5) + 13 = 31
As the skittermander closes in, time seems to slow. The undead casually flicks his wrist, the bladed staff whipping in an arc into Pippimi's weakly armored joints. The wound throws Pippimi off balance, causing her hands to falter when they should have gripped! The admiral slowly floats backwards, saying "You are a worthy combatant, but not worthy to touch me, child. I am an admiral above an armada that will bring death to the known universe!" From the distance he twists his fingers and Pippimi feels her insides twist and churn!
Rewire Flesh @ Pip: 3d6 ⇒ (6, 1, 3) = 10 Pass a DC 23 Will save or your movement speeds are halved and you take the full damage. If you fail, it lasts 13 rounds and you can attempt a Fortitude saving throw to halve the damage this spell causes. You would also gain the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.
Far below, near the rest of the party, the fog of acid floats in place as it waits for its master.
Round 6, Everyone is up!
Pippimi SP: 20/96 HP: 65/86 RP: 10/13, FATIGUED (–1 to AC, attack rolls, melee damage rolls, Reflex saving throws)
Davrin SP: 84/84 HP: 74/74 RP: 7/13
Zoran SP: 86/109 HP: 79/79 RP: 14/14
Lenny SP: 87/120, HP: 81/88, RP: 6/10, 15/15 HP
z45719 SP: 60/83, HP: 36/78, RP: 4/10
Admiral Serovox 0 Damage, 50% Miss Chance
Purple Gatecrasher 238 Damage
Orange Monk 166 Damage
Green Monk 153 Damage
| z45719 |
After pointing out the admiral and sending an icon to the group's HUD, Zulu decides to further illuminate the admiral's position by calibrating and firing on him.
Attack, deadly aim: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Damage, F, overcharge, deadly aim, calibrated: 3d8 + 2d6 + 12 + 12 + 4 ⇒ (8, 8, 3) + (6, 2) + 12 + 12 + 4 = 55
Miss%, high is hit: 1d100 ⇒ 65
battery 1 10/40, battery 2 40/40
| Pippimi |
What did Pippimi do that triggered an AoO from the Admiral? I wouldn't have guessed that he had reach from his art.
Will vs. Rewire: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Pippimi manages to shrug off the magical transmutation, finally overcoming one of the Admiral's spells. She calls out in the general direction she heard the voice coming from "Pippimi plenty worthy! Everyone here plenty worthy! Pippimi starting to think maybe Admiral little bit full of self!" With instructions from Zulu, she circles the area she thinks the Admiral will be in and then zips toward him from the back to try to grab the rather slippery undead creature once more.
Miss Chance: 1d100 ⇒ 80
Miss Chance: 1d100 ⇒ 76
Grapple attempt; vs KAC+8: 1d20 + 28 - 1 ⇒ (10) + 28 - 1 = 37 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 6 - 1 ⇒ (2) + 7 + 6 - 1 = 14
Maybe?