TROUBLE IN AKITON (Inactive)

Game Master Vrog Skyreaver

This is a short-term game based around trying the various subsystems of Starfinder.

Your Chase Vehicle Stats:

ALL-TERRAIN TRANSPORT LEVEL 6
Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 10 ft., full 450 ft., 50 mph
EAC 13; KAC 16; Cover total cover
HP 90 (45); Hardness 8
Attack (Collision) 7d8 (DC 12)
Modifiers –4 Piloting, –3 attack (–6 at full speed)
Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Chase Zones:
Zone 1: Lead vehicle
Zone 2: Trail Vehicle


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Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Loram moves in, slashing at Haarlock with his plasma sword as he maneuvers to take flanking advantage.

Tactical Plasma Sword Attack DRR: 1d20 + 19 ⇒ (5) + 19 = 24 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (6, 2) + 19 = 27 Energy & Fire
Includes +2 to attack roll for flanking

Move 35' to get flanking against Rax, if possible. The modifiers above include the +2 for this, as I'm guessing it will be fairly easy to accomplish. Not that it likely did me any good...

Lantern Lodge

Male Vesk Mechanic (Exocortex) 10 | HP: 66/66 SP: 100/100 Res 11/12 | EAC 30 | KAC 32 | Fort +10 Ref +11 Will +3 | Init +4 | Percep +16

Also assuming that Loram gets into flank...

Rax grins at Haarlock as the two spar back and forth. "Not bad for a pinkskin," the vesk quips, as he pushes himself to strike the outlaw faster.

Attack 1: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage 1: 2d6 + 20 ⇒ (6, 5) + 20 = 31
Attack 2: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage 2: 2d6 + 20 ⇒ (1, 5) + 20 = 26


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"I guess we're killing him then?"

Xera moves up to within range and unleashes a bolt of mental power, as strong as she can muster.

Mind Thrust IV Will DC 20 for 1/2 damage: 10d10 ⇒ (9, 6, 10, 4, 7, 5, 9, 4, 8, 5) = 67

FYI that's my last 4th level spell.


Lashunta Technomancer 10 | SP 80 HP 54 RP 11/12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

With their target closely engaged Deneth kicks in his jetpack and flies up leaving a cloud of sand behind him. Once up above the pirate he carefully aims then blasts down with his arcing surge. "That's right, catch him in the crossfire."

Arcing Surge damage, DC 21 Reflex half: 10d6 ⇒ (6, 5, 4, 5, 1, 3, 1, 3, 1, 1) = 30

Flying up can take the first round, another move to position and spellcasting the second. That's Deneth's last 3rd level slot, but he has a 4th, and two spells of any level via his spell cache and his 1/day ability to convert battery power into a spell slot.


Photon Mode: 2/3

Kibbens, activating his plasma sheath ability, almost seems to distort the air around him with the intense heat he's giving off.

Comet Hammer Attack: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 4d6 + 20 ⇒ (5, 3, 2, 6) + 20 = 36


Initiative Order:
Loram
Haarlock
Xera
Raxsortun
Kibbens
Deneth

As Loram moves into melee with Haarlock, Deneth takes to the air, moving to position himself for his attack.

For his part, Loram can't seem to land a solid blow, although the plasma beam does leave an impressive blur lines as it arcs over Haarlock's tumbling-backwards form.

"You do your species proud Vesk. Not many of your people can stand against my blade, much less emerge out the other side unscathed." says Haarlock in response to Raxsortun's comment, even as he is tumbling backwards to avoid Loram's blow. He somehow manages to reverse his momentum and fling himself forward, twisting and putting all of his body behind his blade and shooting towards Raxsortun like an arrow.

Attack Roll vs. KAC: 1d20 + 1d8 + 18 ⇒ (4) + (8) + 18 = 30
Damage Roll: 7d8 + 17 ⇒ (4, 3, 7, 5, 3, 4, 3) + 17 = 46

Treacherous Dice!

Will Save: 1d20 + 10 ⇒ (12) + 10 = 22

While Xera's Mental assault was somewhat resisted, it causes Haarlock to stumble, and this allows Raxsortun to land a hit on Haarlock, who quickly regains his senses and parries the follow-up claw strike.

Kibbens does his best to make himself known to his enemy, but as he swings his massive hammer at the pirate captain, Haarlock spins inside the haft of his weapon, which blunts the attack.

Reflex Save: 1d20 + 13 ⇒ (12) + 13 = 25

During the scuffle with multiple combatants, it seems Haarlock lost sight of Deneth, and only the split second timing of looking up prevented him from taking the powerful bolt of lightning straight into his head. As it is, he is still clipped by the arc and stumbles for a moment, though again quickly regains his bearings.

Damage Report:
Haarlock: -79

Players are up!


Lashunta Technomancer 10 | SP 80 HP 54 RP 11/12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

As Raxsortun and Loram maneuver to keep Haarlock between them, Deneth drifts to the side and fires another bolt of lightning between the two.

I'm not certain whether hovering is difficult in SF, but I shouldn't need to do so here. A 4th level slot used to cast arcing surge now.

Arcing Surge damage, DC 21 Reflex half: 10d6 ⇒ (2, 5, 1, 1, 4, 1, 4, 6, 6, 2) = 32


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Loram continues to engage his foe, taking a flanking position if possible and lunging forward with his sword if needed to keep the nimble foe in range of his weapon.

Tactical Plasma Sword Attack #1 DRR: 1d20 + 15 ⇒ (12) + 15 = 27 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (8, 4) + 19 = 31 Energy & Fire
Tactical Plasma Sword Attack #2 DRR: 1d20 + 15 ⇒ (3) + 15 = 18 vs EAC
Tactical Plasma Sword Damage DRR: 2d8 + 19 ⇒ (7, 7) + 19 = 33 Energy & Fire
Includes +2 to attack roll for flanking (if possible), and -4 for full round attack

I'm not sure exactly where Haarlock is in a tactical sense. Are his nimble acrobatics taking him farther away from Loram? Or is that just colorful description of how he's evading our attacks? Without a map I'm unsure.

If he is jumping around the combat field, Loram has the Step Up feat, which allows him to move along with his foe if he takes a guarded step. He also has the Adaptaive Fighting feat, which allows him to use the Lunge feat (gaining 10' reach, at a penalty of -2 to AC). He will use either or both of these if needed to keep Haarlock in melee range of his sword and in flanking position. If all else fails and the foe is beyond 10' range (or 15' if his step up goes off), and out of flanking, then move action and standard attack to get into melee range with flanking (which would add +4 back to his first attack, negating his second.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Though her mental abilities are waning, Xera continues to hammer at Haarlock's mind.

Mind Thrust III (Will DC 19 for 1/2): 7d10 ⇒ (10, 4, 2, 9, 6, 6, 5) = 42

Lantern Lodge

Male Vesk Mechanic (Exocortex) 10 | HP: 66/66 SP: 100/100 Res 11/12 | EAC 30 | KAC 32 | Fort +10 Ref +11 Will +3 | Init +4 | Percep +16

"Flashy tricks like that only work if you've got the training to back them up, Haarlock," the vesk says with a grin that shows lots of teeth. He continues to press the attack on Haarlock, keeping the human between him and Loram.

Same deal as Loram but less tricks - I'll full attack if he starts between me and Loram, or I'll move and attack if Haarlock moved out of flank.

Attack 1: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage 1: 2d6 + 20 ⇒ (3, 2) + 20 = 25
Attack 2: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Damage 2: 2d6 + 20 ⇒ (5, 2) + 20 = 27

+4 to the first attack and no second attack if Rax needs to move


It's all just descriptive stuff. I'm trying to break up the "we all stand in the same 5' squares attacking each other over and over again" flavor. If it moves out of his current square, I'll roll AoOs for everyone threatening him.


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10
GM Skyreaver wrote:
It's all just descriptive stuff. I'm trying to break up the "we all stand in the same 5' squares attacking each other over and over again" flavor. If it moves out of his current square, I'll roll AoOs for everyone threatening him.

Nice! I'm all for that, just wanted to make sure he wasn't doing any crazy stuff and using abilities or feats to move around the battlefield avoiding AoOs and the like. Thanks! :)


24 hours for Kibbens.


Photon Phase: 3/3

Kibben's now fully blazing with an amorphous coating of gold and orange energy, doubles down on his furious flurry of attacks, his small size hopefully giving him an edge to get through Haarlock.

Comet Hammer Full Attack: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29 Damage: 4d6 + 20 ⇒ (3, 1, 4, 6) + 20 = 34
Comet Hammer Full Attack: 1d20 + 15 - 3 ⇒ (19) + 15 - 3 = 31 Damage: 4d6 + 20 ⇒ (3, 1, 6, 6) + 20 = 36


Initiative Order:
Loram
Haarlock
Xera
Raxsortun
Kibbens
Deneth

Loram swings his blade twice, but between Haarlock's armor and blade Loram can't find purchase with his own blade.

Still seeing Raxsortun as the real threat, Haarlock continues to focus on him.

Attack Roll vs. KAC: 1d20 + 1d8 + 18 ⇒ (7) + (4) + 18 = 29
Damage Roll: 7d8 + 17 ⇒ (7, 5, 7, 1, 4, 4, 2) + 17 = 47

Will Save: 1d20 + 10 ⇒ (14) + 10 = 24

Xera's mental assault again hampers Haarlock, causing a near fatal stab to miss Raxsortun's eye by an inch, as he must put some of his concentration into fending off her mental assault.

For his part, Raxsortun can't seem to penetrate Haarlock's armor with his razor-sharp talons.

Kibbens attempts to strike at the same time as Raxsortun, and when Haarlock takes a stutter step back, Kibben's attack nearly eviscerates Raxsortun.

Reflex Save: 1d20 + 12 ⇒ (2) + 12 = 14

Unfortunately for Haarlock, he steps back just as Deneth unleashes his lightning, catching him full on the shoulder with the blast of lightning and sending tendrils of lightning arcing along the ground.

Damage Report:
Haarlock: -132 (into HP)

Players are up!


Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 | EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Taking a cautious step away, the kasathas switches tactics, using his taclash to perhaps try and bring the pirate down and take him alive.

Standard (Anchoring Fusion) Taclash DRR: 1d20 + 21 ⇒ (20) + 21 = 41 vs EAC = Critical Hit!
Includes +2 to attack roll for flanking bonus
Taclash Damage DRR: 1d4 + 19 ⇒ (3) + 19 = 22 Slashing/Non-Lethal
Taclash Additional Crit Damage DRR: 1d4 + 19 ⇒ (3) + 19 = 22 Slashing/Non-Lethal + Target makes Fort Save vs DC 17 or gains Immobilized condition for Immobilized: 1d4 ⇒ 1 rounds

Move action Guarded Step to use range melee weapon, then standard attack with taclash, still maintaining flank advantage.

Lantern Lodge

Male Vesk Mechanic (Exocortex) 10 | HP: 66/66 SP: 100/100 Res 11/12 | EAC 30 | KAC 32 | Fort +10 Ref +11 Will +3 | Init +4 | Percep +16

Rax gives a hunter's grin to Haarlock as the lightning bolt connects with him. "You ever think us ground crew might be the distraction, numbskull?" He pushes a further attack against Haarlock.

Attack 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage 1: 2d6 + 20 ⇒ (5, 4) + 20 = 29
Attack 2: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Damage 2: 2d6 + 20 ⇒ (3, 3) + 20 = 26

As Loram's taclash lands a blow, Rax grins wider. "Or maybe it's just me that's the distraction. What do you think, Haarlock? Should you turn your back on me?" The vesks' smile shows a menacing number of teeth.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

"You can't resist forever, Haarlock!"

Xera blasts Haarlock's mind again with psychic force.

Mind Thrust III (Will DC 19 for 1/2): 7d10 ⇒ (3, 8, 2, 3, 10, 10, 6) = 42

Now out of 3rd level spells.


Lashunta Technomancer 10 | SP 80 HP 54 RP 11/12 | EAC 30 KAC 32 | F +9 R +7 W +8 (+2 vs. spells/SLAs) | Init +4 Perc. +11 Move 25 (fly 30)

Loram's step away to widen the gap makes placing one more lightning bolt easy, though Deneth has to call up his notes on the spell before he can complete the casting. "Good thing that pirate hasn't an evil twin to call upon. This is becoming tiresome."

Arcing Surge, DC 21 Reflex half: 10d6 ⇒ (6, 2, 1, 4, 2, 2, 3, 3, 2, 4) = 29

Using spell cache to cast this spell. Just one more 3+ level spell available (via the energize spell magic hack) which he'll hold in reserve.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26
Deneth Viatre wrote:
"Good thing that pirate hasn't an evil twin to call upon...."

Don't give the GM ideas! :)


Haarlock would never do such a thing! Speaking of which, Haarlock's build is definitely one I'm going to use for my next SFS character; it should confuse people when I tell them I'm an Envoy then move into melee.

Also, 24 hours for Kibbens!


Sorry, I always seem to be at the tail end of these. I try to post every Mon, Wed, and Fri. At least, that's my summer schedule hope at the minimum.

Kibben's eyes go wide as his blows nearly impact of Raxsorton. He pivots, using his tail to wrap around his allies leg and whips his momentum around for another full attack at Haarlock!

Full Attack: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18 Damage: 4d6 + 20 ⇒ (3, 5, 5, 2) + 20 = 35
Full Attack: 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 13 Damage: 4d6 + 20 ⇒ (4, 3, 2, 6) + 20 = 35

Anyone know the usual curse words in the Starfinder universe?


Initiative Order:
Loram
Haarlock
Xera
Raxsortun
Kibbens
Deneth

Loram puts his Taclash to good effect, smashing it into Haarlock.

Non-lethal works a bit differently in Starfinder: Instead of tracking two separate pools of damage, if the attack that dropped the target did non-lethal, they don't start dying. As an aside, you can now deal lethal damage with a non-lethal weapon by taking the -4. You also can't accidentally kill someone with too much non-lethal now.

Even that blow, staggering though it was, isn't quite enough to stop Haarlock. Wheeling, he turns his blade on Loram, likely in retaliation for his last strike.

Guarded step to move and then attack.

Attack w/Deadly Aim: 1d20 + 14 ⇒ (17) + 14 = 31 Of course, now I roll well!
Damage Roll: 7d8 + 21 ⇒ (6, 5, 5, 3, 7, 2, 6) + 21 = 55

His attack, however, seems to lack the same focused lethality it had previously, as he seems to slow a fraction of a step.

Will Save: 1d20 + 10 ⇒ (11) + 10 = 21

Xera's mental assault damages him further, but still doesn't stop Haarlock, who manages to parry both Raxsortun and Kibbens' attacks.

Reflex Save: 1d20 + 12 ⇒ (11) + 12 = 23

All of this was just foreplay to once again line Haarlock up for Deneth's arc of lightning. Even though he knows it's coming, he can't quite get out of the way in time to avoid the lightning blast.

When the flash of light clears from your eyes, you see that Haarlock is down and unmoving. Checking his vitals, it appears that he has passed away. Given how he fought, it's probably for the best.

Your group returns to your ship, makes repairs, and then continues on your journey with Haarlock's dead body in tow.

Questions remain, however: Who removed the Drift Beacons around Eox? What was their plan for Haarlock?

Thanks for playing everyone! Please join me in the discussion tab for punch and pie!

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