
Vrog Skyreaver |

Initiative Order:
Haarlock
Deneth
Loram
Raxsortun
Xera
Kibbens
Vesk
Both vehicles swerve through the crowd, narrowly avoiding the screaming and running people, neither vehicle, however, manages to blast ahead of the other, as both successfully speed up. The lead vehicle's pilot doesn't manage to also take evasive maneuvers, however, as between the crowd and keeping his speed he is unable to push out ahead.
Haarlock turns and again fires at Xera.
Attack Roll: 1d20 + 16 ⇒ (11) + 16 = 27
Damage Roll: 5d4 + 14 ⇒ (3, 2, 1, 1, 1) + 14 = 22
The swerving vehicle is the only thing that saves Xera from being hit.
The group on the lead vehicle did not expect a wormhole to appear, nor did they expect most of the PCs to jump through it. As Deneth jumps through and fires at the vehicle, black smoke begins to pour from the engine, but it continues to run...for the moment.
Loram moves through the portal and immediately shoots the Vesk, managing to land a shot on it.
Raxsortun also jumps through the portal and manages to hit the pilot. Xera also, as she spots the pilot lean out, manages to hit him with magic missiles. Kibbens also lands a hit on the driver, who though injured is still alive and flying.
The Vesk, meanwhile, drops his rifle, draws his Doshko, and swings on Loram.
Attack Roll vs. EAC: 1d20 + 17 ⇒ (14) + 17 = 31
Damage Roll: 3d4 + 18 ⇒ (1, 2, 1) + 18 = 22
Damage Report:
The Group vehicle: -26
Loram -27
Haarlock's vehicle: -22
Raxsortun: -14
Pilot: -44
Round 5:
The chase quickly pushes out the other side of the town and back into the desert.
{b]Movement Phase:[/b]
The pilot speeds up and begins swerving again. As Deneth begins pondering to attack the vehicle again, he realizes that the passengers are all wearing seatbelts, but none of the group of PCs are.
The pilot continues piloting, focusing on maintaining pace and swerving to make it hard for his ship to be shot.
Piloting (Evade): 1d20 + 16 ⇒ (1) + 16 = 17
Piloting (Speed Up): 1d20 + 16 ⇒ (10) + 16 = 26

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Rax takes a pair of swings at the driver. "Pull. OVER!," the vesk roars.
Attack 1: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 20 ⇒ (3, 3) + 20 = 26
Attack 2: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d6 + 20 ⇒ (1, 2) + 20 = 23

Loram |

Loram meets the Vesk's attack with his own, slashing with his plasma sword in a furious assault.
Tactical Plasma Sword Attack DRR: 1d20 + 14 ⇒ (16) + 14 = 30 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (1, 3) + 19 = 23 Energy & Fire
Above modifiers include the -3 bonus to attack roll for the penalty for the moving vehicle.
GM, I think Loram is actually at -37 SP (-15 going into this round, and another -22 for the most recent attack from the Vesk's doshko), so he will use a RP for the 'Keep Fighting' ability, which heals 3d8+10 SP.
Keep Fighting Ability DRR: 3d8 + 10 ⇒ (6, 4, 7) + 10 = 27 SP restored

Kibbens |

Attuning to Photon -Now Shift 2 (I forgot to declare last post)
Kibbens will keep trying to lay on the pain, and take another swing with his hammer.
Attack: 1d20 + 15 ⇒ (20) + 15 = 35 Damage: 4d6 ⇒ (4, 1, 6, 5) = 16
I don't confirm for criticals in starfinder I believe, so my damage is doubled to 32 I think...

Deneth Viatre |

I think you roll the damage dice a second time for a critical in SF. Also don't you add strength bonus & specialisation (i.e. your level) to damage with that hammer?
Now that he has the time Deneth fills the pirates' cruiser with microbots before dodging back through the wormhole to the ATV. "Best I can do here - make us proud, Comets!"
Casting microbot assault before moving back to the ATV.

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Still getting used to this system, and now Pathfinder v2 is a thing, whoo boy!
[dice=Critical Damage]4d6
Welp, doubled anyway. So 16 + 16 and then add 10 for the level and my strength mod which is 5 and the total damage is 47
The static bonuses get doubled too - so that's 32 damage from the 8d6, plus 15 (level+str)*2 for crit - so 62 damage total :)
Kill 'em Kibbens!

Xera Driftspeaker |

Xera continues her pursuit of the lead vehicle, hoping to bring their vehicle up alongside.
piloting (speed up): 1d20 + 24 ⇒ (8) + 24 = 32
"This is getting tiresome," she says.
She flings a couple more bolts of energy at the enemy pilot.
Magic missile: 2d4 + 2 ⇒ (4, 2) + 2 = 8

GM Skyreaver |

Initiative Order:
Haarlock
Deneth
Loram
Raxsortun
Xera
Kibbens
Vesk
Both vehicles continue speeding into the desert, unhindered by terrain. The Lead vehicle, however, also begins evasive maneuvers as smoke starts to pour from the engine.
Haarlock will cease firing on Xera and instead turn his focus on the invaders to his vehicle. "Kill them!" he orders, before firing on Kibbens.
Attack Roll: 1d20 + 18 ⇒ (19) + 18 = 37
Damage Roll: 5d4 + 16 ⇒ (2, 3, 1, 3, 2) + 16 = 27
Deneth immediately fills the area with nanites and then leaves.
Loram manages to land a hit on the Vesk with his plasma sword, then concentrates and regains some of his missing stamina.
BTW, Keep fighting is d6s, not d8s.
3d6 ⇒ (4, 4, 5) = 13 so it heals 23 SP.
Raxsortun manages to land a couple of vicious hits on the driver, knocking him unconscious.
Kibbens, a couple of things: First off, please declare who you are attacking in your posts. Since you didn't declare ahead of time, I'm going to assume it's on the Vesk. Secondly, Crits work just like they do in Pathfinder: You roll damage twice and add double modifiers.
Kibbens lands a devastating hit on the Vesk, who despite it remains standing, grinning through bloody teeth, before retaliating.
Attack Roll: 1d20 + 17 ⇒ (10) + 17 = 27
Damage Roll: 3d4 + 18 ⇒ (2, 2, 4) + 18 = 26
Who only misses due to the vehicle's movement.
Players are up.

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Rax looks at the unconscious driver for a split second before yelling "Kibbens! Brace!" He grabs the wheel and attempts to land the craft.
No idea if there's a piloting check for that? I assume it's a "Slow Down" manuever
Rax then tries to sock Harlock, keeping one hand still on the wheel as he goes.
Attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d6 + 20 ⇒ (5, 6) + 20 = 31

Kibbens |

Kibbens seems to flare with light as he grabs the nearest handle. And then, similar to before, the bright blob of energy seems to molt off the ysoki and float up. Kibbens looks tired, but the blob of blinding yellow and white bursts in a brilliant motion and seems to fly into, not only Kibbens, but also every nearby member of the team.
Solar Acceleration: All allies within 30 ft gain haste for one minute.
"We got 12 seconds! Before the collapse of the wormhole!" Kibbens yells.
And thanks for the crit help Jelloarm

Deneth Viatre |

I already cast haste on everyone during this chase...
Deneth maintains concentration on his spell while reloading his pistol; not that he expects to need it, but just in case.

Xera Driftspeaker |

"The driver is out! Time to move in!"
Xera tries to bring her vehicle alongside the other one.
Piloting (to Engage): 1d20 + 24 ⇒ (3) + 24 = 27
When they appproach, she shouts at the enemy Vesk,
"Flee!"
Casting command, Will DC 17 or flee for 1 round (which I assume would mean jumping overboard).

Loram |

Loram continues to battle the Vesk, slashing with his plasma sword as he tries to maintain his balance on the weaving enemy ship and take advantage of the numerical odds by flanking the enemy soldier.
Tactical Plasma Sword Attack DRR: 1d20 + 14 ⇒ (12) + 14 = 26 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (4, 2) + 19 = 25 Energy & Fire
Above modifiers include the -3 bonus to attack roll for the penalty for the moving vehicle - if he can move into flanking position with Kibbens, please add +2 to attack roll.
We are almost all aboard the enemy vessel now, correct? With an unconscious driver, though I think the vehicle basically goes into 'cruise control' mode when that happens, correct? We aren't going to crash and die in the next few secodns?

Deneth Viatre |

All 3 front line types are aboard Haarlock's cruiser, which is a ground vehicle like our ATV I think. Rax spent a move action on controlling it so you shouldn't crash immediately. I think all he'd have got to do with that is to negate the uncontrolled state though so it's probably still speeding along.

Kibbens |

Apologies Deneth, I'll retcon
Kibbens moves to a space where he can get the most enemies combatants next to him (in a 15 ft radius) while avoiding any allies in that space. His glowing body starts to glow brighter and streaks of orange and red seem to flare before his entire body shines in an incredible blast of energy.
Using Solar Nova, Reflex saves for half
Fire Damage: 11d6 ⇒ (3, 4, 5, 2, 6, 5, 4, 5, 5, 1, 2) = 42

GM Skyreaver |

Initiative Order:
Haarlock
Deneth
Loram
Raxsortun
Xera
Kibbens
Vesk
Raxsortun spends his turn getting into the driver's seat and then slowing down the vehicle. I'm basically calling it a move action to unharness his body and then throw it overboard and jump into the pilot's seat.
Rax's Pilot: 1d20 + 2 ⇒ (14) + 2 = 16
He manages to slow down the vehicle as Xera engages the two vehicles.
[ooc]combat Phase:
Haarlock turns and fires his pistol point blank into Raxsortun.
Attack Rolls (Full Attack): 1d20 + 14 ⇒ (3) + 14 = 171d20 + 14 ⇒ (15) + 14 = 29
but he misses due to the swaying vehicle and microbots.
Deneth reloads and waits.
Loram swings on the Vesk again, landing another hit. I should have mentioned this last round, but he's resistant to your plasma weapon.
Xera casts a spell on the Vesk...
Will Save: 1d20 + 12 ⇒ (20) + 12 = 32
The Vesk's mind remains his own.
Kibbens, you can activate your Zenith abilities (assuming that you were talking about supernova) only on the 3rd round of being attuned, when you become fully attuned. There hasn't been 3 full rounds since you became attuned, as you just reattuned last round. What would you like to do instead?

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Rax hauls on the ship's brakes again as he turns his attention away from steering and focuses on Haarlock again. "Haven't fought many vesk, have you Haarlock," Rax says almost conversationally. "Otherwise you'd know that shooting us just makes us ornery." He swings a heavily armored elbow at the man's head.
Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d6 + 20 ⇒ (1, 1) + 20 = 22

Loram |

Noting that the Vesk seems resistant to the damage from his plasma sword, the kasathas switches to the taclash he wields in one of his hands, a primitive sort of whip-type weapon, but infused with a paralysis magic that might prove more effective.
Taclash (w/Anchoring Fusion) Attack DRR: 1d20 + 14 ⇒ (10) + 14 = 24 vs KAC
Taclash (w/Anchoring Fusion) Damage DRR: 1d4 + 19 ⇒ (2) + 19 = 21 Slashing
Above modifiers include the -3 bonus to attack roll for the penalty for the moving vehicle - if he can move into flanking position with Kibbens, please add +2 to attack roll
Will switch to kinetic weapon, which does less weapon damage, but I'm thinking it might be more effective given the high modifier. Plus there's always the chance of immobilizing the target on a critical hit!

Xera Driftspeaker |

Now that the two vehicles are side-by-side, Xera concentrates on keeping the vehicle steady.
Piloting: 1d20 + 24 ⇒ (20) + 24 = 44
She looks back over her shoulder.
"Dammit, is that Vesk still there?"
She focuses a bolt of mental power at the vesk.
Mind thrust III Will DC 19 for half damage: 7d10 ⇒ (10, 2, 3, 5, 3, 9, 5) = 37
The low level spells don't seem to be doing much. But I don't have a lot left over.

Deneth Viatre |

Deneth continues to concentrate on maintaining the microbots.
Dull, but better than my attacking I think. Remember they give +2 to people attacking the pirates in that car as well as giving a -2 to the pirates attacking us.

Kibbens |

Not sure where I am as far as my attunement, so I'll disregard that for now.
Kibbens will hiss, a bad habit he picked up form watching some weird vids his parents discouraged. Something about being less civilized.
Nevertheless, he bounds forward and joins Loram in what he hoped to be the killing blow to the Vesk enemy.
Attack Vesk: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 4d6 + 10 + 5 ⇒ (5, 1, 6, 5) + 10 + 5 = 32

GM Skyreaver |

Haarlock, seeing Raxsortun take over the wheel of his vehicle, unbuckles his harness and dives over the side with a mocking salute.
Raxsortun, I'll use your attack as an AoO, which misses.
Combining their offense together, the group manages to kill the Vesk.
Haarlock's plan is almost undone, however; the sands part as a massive worm like creature explodes out, inadvertently splitting Haarlock and the group with his towering body.
Kibbens, You can be fully attuned to Photon going into this fight. Everyone, please see my comments in the discussion thread.

GM Skyreaver |

As the worm explodes skyward, it smashes into the craft that Haarlock was using to escape, sending both the living and dead occupants tumbling out. Xera manages to stop and pull a 180 in the vehicle she's in, and sits there for the briefest of moments before deciding to act. You can choose to start the combat in the pilot's seat or on foot Xera; just let me know which. Also, Kibbens, as I mentioned before, you are fully attuned at the start, since it's basically one big combat.
For the rest, you quickly find your feet as you see Haarlock running towards a box canyon. This creature, however, is between you and him and appears to have chosen the larger group of targets.
Even though it has extended dozens of feet into the air, at least some of it's body is still buried in the red dirt. The part that extends out of the ground, however is Gargantuan in size.
Kibbens: 1d20 + 5 ⇒ (3) + 5 = 8
Xera: 1d20 + 10 ⇒ (4) + 10 = 14
Raxsortun: 1d20 + 4 ⇒ (2) + 4 = 6
Deneth: 1d20 + 4 ⇒ (2) + 4 = 6
Loram: 1d20 + 12 ⇒ (19) + 12 = 31
IT!: 1d20 + 8 ⇒ (20) + 8 = 28
Initiative Order:
Loram
IT!
Xera
Kibbens
Raxsortun
Deneth
PCs are up!

Deneth Viatre |

Deneth moves to the side to get a clear line on the great worm. "Dodge this, you overgrown fish bait!" he suggests to it as he drops the previous spell and calls forth a streak of lightning.
Reflex DC 21 for half damage
damage: 10d6 ⇒ (2, 4, 2, 2, 4, 2, 1, 2, 5, 1) = 25

Kibbens |

Under advisement, I'll post an attunemnet trackker at the top of all my posts.
Attunement - Photon - 3/3
Kibbens, glowing brilliantly, charges forward into melee with the worm.
Activating Corona with my standard action, Any natural attack against deals 2d6 fire damage to the attacker. If I had enough movement to reach the worm, he'll take 10 fire damage at the start of his turn if he's adjacent to me.

Loram |

"That's a big one." Orlam comments in an oddly calm voice, then opens fire with his rifle, squeezing off two shots.
Tactical Reaction Cannon Attack DRR: 1d20 + 11 ⇒ (4) + 11 = 15 vs KAC
Tactical Reaction Cannon Damage DRR: 2d10 + 10 ⇒ (10, 7) + 10 = 27 piercing
-4 to attack roll for full round attack action
Tactical Reaction Cannon Attack DRR: 1d20 + 11 ⇒ (17) + 11 = 28 vs KAC
Tactical Reaction Cannon Damage DRR: 2d10 + 10 ⇒ (5, 8) + 10 = 23 piercing
-4 to attack roll for full round attack action
Above attacks both include the -4 modifier to attack roll for making a full round attack action, assuming he can do so with this weapon? If not, only count the first attack and please add +4 to the attack roll. If one or the other shot hits, my next melee attack will be at +2 to the roll because of the Opening Volley feat. Also, by my count those are the last two shots in the weapon. I'll have to reload the weapon to use it again.

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Rax's exocortex whirs as he gets tabs on both the worm and the running Haarlock. "Man, just when I was feeling unchallenged," the vesk says drily. He enters a few commands through the occular scanner on his suit and a bubble of energy pops around him.
Exocortex tracking on, Boost Shield enabled for 25 temp hit points.

Xera Driftspeaker |

Might as well get some use out of the vehicle!
"Ah, hell. It's one o' them shai-huluds. All right, wormy, eat this!"
Xera throws the vehicle into drive and flattens the accelerator, sending the vehicle straight for the creature!
Piloting: 1d20 + 24 ⇒ (8) + 24 = 32
Full round action to ram. Not sure what the vehicle's collision stats are but here is the relevant rules:
As a full action, you can pilot a vehicle at up to its full speed in a straight line at its current heading and try to ram one creature or object at the end of the movement, dealing double the vehicle’s collision damage to the target and half the vehicle’s collision damage to your vehicle. A vehicle’s collision damage and collision DC are listed in the Attack (Collision) entry of its statistics.
Movement during a ram action has all the same restrictions as the race action and requires the same Piloting checks. If you fail any Piloting check during the movement, you fail to ram your target.
If the target of the ram action is a creature, it can attempt a Reflex saving throw against the vehicle’s collision DC to avoid being hit. If the target of the ram action is another vehicle, the pilot of the defending vehicle can attempt a Piloting check to avoid being hit, with a DC equal to the result of your Piloting check. The attacker wins ties.

Xera Driftspeaker |

We have an ATV, which has Attack (Collision) 7d8 (DC 12). The damage is OK, but the Reflex save DC? It's save negates rather than half as well.
Does the Piloting roll do nothing?

Deneth Viatre |

Deneth Viatre wrote:We have an ATV, which has Attack (Collision) 7d8 (DC 12). The damage is OK, but the Reflex save DC? It's save negates rather than half as well.Does the Piloting roll do nothing?
It only makes a difference vs. vehicles, not vs. creatures according to the rules you quoted.

Xera Driftspeaker |

Also, I would point out that this ATV is one that your group owns, so smashing it would likely mean having to do repairs later....
Not that it matters for what we're doing, but worth mentioning in terms of the story.
Well, as a playtest game it is still worth trying. It's the kind of thing you ought to be able to try when you are at the wheel of a vehicle. So let's stick with it.

GM Skyreaver |

Initiative Order:
Loram
IT!
Xera
Kibbens
Raxsortun
Deneth
Loram cuts loose with his Reaction cannon, firing twice at the creature and managing to hit it once, but he discovers that it's hide is exceptionally tough, and thus it does not take as much damage as he believes it should have, or might have wished it to.
The creature returns the favor, attacking the thing that harmed it. It's massive body stretches upward, and then it smashes it's face down towards Loram. When it opens it's maw, Loram is treated to a up close view of it's mouth: a series of rings of teeth of different sizes that go around it's entire inside mouth.
Attack Roll (including the -4 penalty for full attack action): 1d20 + 22 ⇒ (12) + 22 = 341d20 + 22 ⇒ (14) + 22 = 36
Damage Roll: 3d10 + 17 ⇒ (4, 5, 2) + 17 = 283d10 + 17 ⇒ (9, 1, 6) + 17 = 33
Xera then decides to play chicken with the massive worm-like beast, attempting to ram it with the ATV.
Reflex Save: 1d20 + 12 ⇒ (7) + 12 = 19
It manages to weave it's body out of the way, however, and Xera goes shooting past. To answer your earlier question, if you are trying to Ram a vehicle with another vehicle, then instead of using the save DC, it's opposed piloting checks, with the attacker setting the DC of the piloting check for the defender.
Kibbens Presumably moves into combat with the Worm, provoking an attack of opportunity as he does.
AoO: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 3d10 + 17 ⇒ (1, 5, 5) + 17 = 28
Corona: 2d6 ⇒ (2, 3) = 5
Raxsortun activates his defensive abilities after seeing the creature's offensive might.
Deneth chooses to unleash one of his spells on the creature.
Reflex Save: 1d20 + 12 ⇒ (6) + 12 = 18, which screams as the lightning strikes it dead on.
None of these attacks, however, seem to damage it with the efficacy that you have come to expect.
Damage Report:
Loram -41
Kibbens -28
IT -23
Players are up!

Deneth Viatre |

"I guess it has reason not to fear the lightning. Well, let's see how it enjoys microbots picking at its teeth." Deneth calls forth an assault of microbots upon the monster.
Microbot assault; -2 to its attacks, +2 to attack it in melee.

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Rax stares in awe for a second at the beast's violent assaults upon Loram and Kibbens and utters a vesk oath under his breath. "Here goes nothing," he says, breaking into a run at the beast.
Move into melee range and attack!
Claw attack: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Damage: 2d6 + 20 ⇒ (6, 5) + 20 = 31

Loram |

Despite his wounds, Loram stands fast - slashing his plasma sword at the beast's mouth and throat, trying to end this dire threat.
Tactical Plasma Sword Attack DRR: 1d20 + 15 ⇒ (7) + 15 = 22 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (4, 4) + 19 = 27 Energy & Fire
+2 to attack roll for Opening Volley bonus, -4 to attack roll for full round attack action
Tactical Plasma Sword Attack DRR: 1d20 + 13 ⇒ (19) + 13 = 32 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (2, 8) + 19 = 29 Energy & Fire
-4 to attack roll for full round attack action

Kibbens |

Damage Taken: 28
Attunement - Photon: 3/3
Kibbens powers through the pain and lands next to the wurm. From here, He activates his plasma sheath and gets ready to drive home some solid attacks.
Plasma Sheath: As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.
Attack Comet Hammer: 1d20 + 15 ⇒ (16) + 15 = 31 Damage: 4d6 + 10 + 5 ⇒ (5, 1, 5, 1) + 10 + 5 = 27
And then there's the damage from just standing next to the immolating little Ysoki. An extra 10 damage
Okay, all setup. Next turn, full attack!

Xera Driftspeaker |

What the hell is this thing?
Life Science: 1d20 + 7 ⇒ (18) + 7 = 25
Having driven past the creature, Xera pulls out her plasma rifle and takes a shot.
Rifle: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d10 + 10 ⇒ (3) + 10 = 13 ...1/2 F and 1/2 E

GM Skyreaver |

In the Pre-Gap times, on Ancient Golarion, there was an abomination known as a Purple Worm, so noted for it's unique hue and dangerous, destructive apetite.
While this is not one of those creatures of lore, it appears to be a construct that has been created in it's image. You note overlapping metal plates and minor illusion magic that makes it flow together seamlessly.
Noting the Architecture of the creature, you uses your knowledge of technology
Engineering for you!: 1d20 + 14 ⇒ (10) + 14 = 24
To realize that someone took an AHAV and rebuilt it to resemble this frightening creature, although they more likely took two of them, given the size.
You may ask 3 questions about an AHAV!

Loram |

Ah! Didn't realize it was using reach, I must have missed that. Yes, will Guarded Step (if he can do so) and make the attack. If it is beyond 5' away, just move (and maybe take the AoO, if it can take another one this round). Obviously that means my second attack is out, since either way I'll have to take a move action or regular movement in addition to my attack. In that case, please add +4 back to that first attack roll, which would make it a '26' vs EAC for 27 Energy/Fire damage and ignore the second attack. Thanks!

Xera Driftspeaker |

"It's some kind of machine!" Xera shouts.
If so:
1. What special defenses does it have?
2. What are its weaknesses?
3. Does its attack have any special properties?