The Dark Trilogy presented by GMEdwin

Game Master Insnare

Kask Station has gone silent... The Fleet is concerned and has sent one of its SRP(Space Recon Patrols) nicknamed SeRPs to go and investigate...

KASK STATION

Scout Ship


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Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall pulls a grenade off her belt. Everyone get out of the room!She says, drawing her pistol with her other hand, firing at the crewman Manning the railgun
If these freaks wanna take off, best to blow the whole thing sky high!
Attack(Pistol): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 ⇒ 2

After she shoots she takes a step back out of the room But I'm afraid I can't blow them up with you all in there!


Shot Putter Funkmeister

Are those jams?

Khal hits the one that shot the rail gun.

Crewman 1 vs full attacks Vag, tentacle 1d20 + 6 ⇒ (3) + 6 = 9 miss
And fires the rail gun at him too, 1d20 + 6 ⇒ (18) + 6 = 24 hit doing 1d12 ⇒ 10 damage

Crewman 2 vs Kit, tentacle 1d20 + 6 ⇒ (10) + 6 = 16 hit 1d6 ⇒ 4 Fort save DC 12 1d20 + 2 ⇒ (7) + 2 = 9 fail
and rail gun 1d20 + 6 ⇒ (14) + 6 = 20 hit 1d12 ⇒ 10

Crewman 3 vs Snoori, tentacle 1d20 + 6 ⇒ (4) + 6 = 10 miss and rail gun 1d20 + 6 ⇒ (14) + 6 = 20 hit 1d12 ⇒ 5

Crewman four moves to attack Khall with tentacle 1d20 + 6 ⇒ (12) + 6 = 18 hit 1d6 ⇒ 6 DC 12 fort save 1d20 + 1 ⇒ (9) + 1 = 10 fail

Rest


RETIRED

"Ouch!" Kit complains.

She throws a punch at the astronaut that tried to shove it's tentacle down her throat with her pulse gauntlet.

Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Bludgeoning and Sonic Damage: 1d6 ⇒ 1

Unfortunately her aim is way off.

Then she steps backward, out of the room, and out of Khall's way.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Damn... Went through all my stamina before I even got to go! Fighting defensively from now on... again. And initiating photon mode.

"Those aren't people!"

Vagoru lashes out with his Doshko, but he is off balance and swings wide.

Doshko, -4 defensive: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3

He tries to step to one side of the strange creature.

Guarded Step as a move action. Trying to set up something in case another party member can flank.

GM: Do these enemies not take the -4 penalty to hit for Full Attacking?


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Guns don't jam the way they did in pathfinder, but they are total and complete misses.

Misses and hits

Ambrose shakes his guns and backpedals out of the room, shooting again. "Whoohoo!" he gloats.

attack EAC: 1d20 + 5 - 3 ⇒ (14) + 5 - 3 = 16
Energy Damage: 1d6 ⇒ 4
attack EAC: 1d20 + 5 - 3 ⇒ (20) + 5 - 3 = 22
crit energy damage: 2d6 ⇒ (2, 5) = 7 AND the next closest enemy to that one get zapped for 2 energy damage because of the Arc critical hit property of the pistols!


Shot Putter Funkmeister

I wrote full attack because that is what it appears to be doing. Anymore info would give away the mystery. @Ambrose, it is not your turn. please wait until next round.

Snoori, Bronen


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri grunts in pain and annoyance before raising the hefty axe before swing it down.

Greataxe: 1d20 ⇒ 7
Damage: 1d12 + 3 ⇒ (9) + 3 = 12


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen and Dronen step forward to cover the escape.

Dronen stabs at a nearby one if in reach.

Dronen has a reach weapon

Stab: 1d20 + 5 ⇒ (5) + 5 = 10
ouch?: 1d8 + 2 ⇒ (2) + 2 = 4


Shot Putter Funkmeister

Kit, Snoori, Dronen, and Vag's attack all miss their mark.

Round 2

Ambrose's attacks does some damage to the suit of one and barely to the other.

Khall


RETIRED

Did we all make it out of the cockpit, though? The way is clear for grenades and things?


Shot Putter Funkmeister

No, only Ambrose and Kit left. Snorri, Bronen and Vag remains in the room and not to mention one of the enemies is in melee with Khall


RETIRED

Got it. Thanks.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall raises her pistol, spinning around and feigning before firing into the Creature's gut

Stealth trick shot: 1d20 + 12 ⇒ (6) + 12 = 18
Attack(Pistol): 1d20 + 5 ⇒ (6) + 5 = 11
damage+Trick attack: 1d6 + 1d4 ⇒ (6) + (1) = 7

Die, DIE, DIE! She yells, drawing her knife from her boot, dropping the grenade without pulling the pin.


Shot Putter Funkmeister

Khall's attack missed.

Crewman 1 vs full attacks Vag, tentacle 1d20 + 6 ⇒ (5) + 6 = 11 miss
And fires the rail gun at him too EAC, 1d20 + 6 ⇒ (13) + 6 = 19 hit doing 1d12 ⇒ 11

Crewman 2 vs Kit, tentacle 1d20 + 6 ⇒ (19) + 6 = 25 hit 1d6 ⇒ 5 Fort save DC 12 1d20 + 2 ⇒ (14) + 2 = 16 pass
and rail gun 1d20 + 6 ⇒ (19) + 6 = 25 hit 1d12 ⇒ 5

Crewman 3 vs Snoori, tentacle 1d20 + 6 ⇒ (8) + 6 = 14 miss and rail gun 1d20 + 6 ⇒ (9) + 6 = 15 miss

Crewman four attacks Khall with tentacle 1d20 + 6 ⇒ (3) + 6 = 9 miss rail gun 1d20 + 6 ⇒ (15) + 6 = 21 hit 1d12 ⇒ 2

Rest


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Vagoru collapses to the deck with a crash.

Spend 1 RP to stabilize at 0.

Wait... shouldn't we have been getting AoO's when these guys are shooting guns while in melee with us?


Shot Putter Funkmeister

In this round sure. In the last round, they acted while you were still flatfooted. I looked up the rules for AOOs... I remember from the last fight that they are not as common. So take 1


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

The mysterious figures attacks put him off balance so he couldn't swing from a good angle. For the moment it seemed Snorri would have to settle for keeping his target occupied.

Greataxe vs KAC: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d12 + 3 ⇒ (4) + 3 = 7


RETIRED

The crewman who attacked me moved to get me? He's blocking the way into the room now? Or his tentacle has reach or something? Just curious since I purposely moved out of the room to clear out the cockpit, so I could blast some fire in there, and I didn't notice reading that he followed. It sounds like he's beside me, though, so I'll act as if he is.

Seeing the crewman suddenly beside her, Kit curses. She winds up, and reaches out to touch the crewman, causing her thunder pulse gauntlet to spark out of control.

Casting and delivering jolting surge. This doesn't provoke an attack of opportunity.

Attack vs. EAC: 1d20 + 1 ⇒ (2) + 1 = 3
Electricity Damage: 4d6 ⇒ (2, 4, 6, 6) = 18

NOTE! If the crewman has any electronically device on him, Kit aim's for that part of the crewman, granting her a +2 on her attack roll and making it a 5 (as per the spell rules).

Seeing Vyun drop to the ground, Kit exclaims, "No!" and spends her move action trying to get beside him. If she needs to use an acrobatics check to do so, it's below.

Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Yeah, you can only take AoOs after you have had an action.

Solar Weapon AoO vs KAC: 1d20 + 6 ⇒ (14) + 6 = 20
Solar Weapon damage (blunt): 1d6 + 4 ⇒ (3) + 4 = 7

Strictly speaking anyone who is in melee ought to be getting an AoO, so Bronen, Kit, and Snorri.


Shot Putter Funkmeister

[ooc] more like kit, snorri and khal but khal is using a gun. [ooc]

Vag's attack hits crewman.

Bronen


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Greataxe AOO vs KAC: 1d20 + 6 ⇒ (1) + 6 = 7
Damage:: 1d12 + 3 ⇒ (10) + 3 = 13

I am having no luck with attack rolls with this character by and large


RETIRED

So I DO get an AoO? If I'm not mistaken, it's below:

As the creature leaves an opening, Kit winds up and punches at the strange plantman with her thunder strike pulse gauntlet, hoping to knock the fellow into next Starday!

Attack vs. KAC: 1d20 + 1 ⇒ (6) + 1 = 7
Bludgeoning and Sonic Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Missing horribly again...

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Now weilding her knife and pistol, Khal slashes first with her weapon
Full attack(multi-weapon): 1d20 + 3 ⇒ (4) + 3 = 7(miss :/)

Then while in rebound she fires again, the pistol under her arm.
Full attack (multi-weapon): 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 1
Unfortunately it is but a grazing shot. Someone get this scumbag off me! she shouts.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Dronen AoO: 1d20 + 5 ⇒ (4) + 5 = 9

Bronen attacks the nearest thing. moving if necessary
spear: 1d20 + 5 ⇒ (13) + 5 = 18
pokey: 1d6 + 4 ⇒ (4) + 4 = 8
+1 ac if hit

Drone attacks the same target.
pike: 1d20 + 5 ⇒ (3) + 5 = 8


Shot Putter Funkmeister

Kit's attacks miss the mark so does Snorri, dronen.

Vag and Bronen are successful.

Round 3

Ambrose


Shot Putter Funkmeister

Ambrose full attacks attack EAC: 1d20 + 5 - 3 ⇒ (16) + 5 - 3 = 18
Energy Damage: 1d6 ⇒ 2
attack EAC:1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19
1d6 ⇒ 5 causing the spacesuit around it to cease functioning.

Crewman 1's fungal entity full round action is to escape from the suit.

Crewman 2 moves to attack Kit, tentacle 1d20 + 6 ⇒ (14) + 6 = 20 hit 1d6 ⇒ 2
Fort save DC 12 1d20 + 2 ⇒ (19) + 2 = 21 pass

Crewman 3 vs Snoori, tentacle 1d20 + 6 ⇒ (20) + 6 = 26 crit 2d6 ⇒ (5, 1) = 6 For Save DC 12 1d20 + 5 ⇒ (10) + 5 = 15 pass

Crewman four attacks Khall with tentacle 1d20 + 6 ⇒ (17) + 6 = 23 hit 1d6 ⇒ 4 DC 12 fort save 1d20 + 1 ⇒ (13) + 1 = 14 pass

Rest


RETIRED

"Ooof!" Kit exclaims as she gets whacked by another tentacle. "Cut it out!"

Kit pulls a healing serum from her mouth and jabs the spit-covered medication into Vyun's arm.

Healing: 1d8 ⇒ 6


RETIRED

What does this 'fungal entity' escaping from his suit look like?


Shot Putter Funkmeister

It looks like a fungalized person or where the arms are tentacles.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

All attacks prioritize Crewman 2 if within reach, otherwise whichever is closer

Bronen Spear: 1d20 + 1 ⇒ (7) + 1 = 8
Bronen Spear: 1d20 + 1 ⇒ (16) + 1 = 17
poke!: 1d6 + 4 ⇒ (6) + 4 = 10
Dronen Pike: 1d20 + 1 ⇒ (20) + 1 = 21
stab!: 2d8 + 4 ⇒ (8, 8) + 4 = 20


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Clenching teeth after being hit by the strange being Snorri renews his attack.

Greataxe Vs KAC: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d12 + 3 ⇒ (8) + 3 = 11


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

If I am at 6 HP now, do I get to act this round?

If Yes:

Vagoru shakes his head and looks around.

"Damn... Ahr," he clutches his head for a moment.

Quickly he realizes the danger. He stands up, and with a flick of the wrist his Doshko flies up into his hands.

Move action to stand (does not provoke) and swift action to activate the called property of the Doshko. Standard to attack.

He swings at the nearest fungus-man.

Doshko -4 defensive: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Doshko damage: 1d12 + 4 ⇒ (10) + 4 = 14

"Thanks, Kit. Try to stay behind me!"


Shot Putter Funkmeister

Yes and no, you can stand up and get your weapon back but you cannot attack because you would need to make another move action.

AOO vs kit 1d20 + 6 ⇒ (15) + 6 = 21 hit 1d6 ⇒ 6 DC 12 fort 1d20 + 2 ⇒ (17) + 2 = 19

Bronen and dronen attack crewman 3 with the help of snoori are able to destroy the suit.

Round 4

Khall and Ambrose.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
GMEDWIN wrote:
Yes and no, you can stand up and get your weapon back but you cannot attack because you would need to make another move action.

The weapon has the called property so I can summon it to my hand as a swift action. I explained this in my previous post. So it is move action to stand, swift action to summon weapon, and standard to attack.

Also forgot my photon mode damage (I keep forgetting that) so if that was a hit it should have +1 damage.


Shot Putter Funkmeister

I understand that, in order to attack the enemy you would still need to move to a space adjacent to it. If you wanted to do a ranged attack you could but since you are melee that won't work. Do you also want to move next to the enemy for next round or stay put?


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
GMEDWIN wrote:
I understand that, in order to attack the enemy you would still need to move to a space adjacent to it. If you wanted to do a ranged attack you could but since you are melee that won't work. Do you also want to move next to the enemy for next round or stay put?

Sorry, but I didn't realize the enemy had moved. There's no battle map or anything, and you didn't say he had moved away.

I was in melee with it when it took me down, and it full attacked to do so (normally you can't move when you full attack). And the round after that it made a full round action to take his spacesuit off, so there was no indication it had gone anywhere.

For the record I also have a 10' reach since I am large. I'm not sure how big the squares are on the map but even if they are 10' squares the bridge is only 20' wide. I should be able to get someone.

If I am not adjacent to any enemy, I will instead remain prone (better ac against guns), draw my returning starknife, and take a shot at the one that just took his suit off.

The to-hit roll will be the same but the damage is only 1d4.

starknife damage: 1d4 + 4 ⇒ (4) + 4 = 8


Shot Putter Funkmeister

I misunderstood who you wanted to attack. I thought you wanted to attack the one that had attacked Kit, not the closest one. But you did write it. Although your dialogue with kit led me to believe you wanted to attack Kit's aggressor. Fair enough

When Vag strikes the desuited fungal entity(crewman 1) he destroys it, unleashing a disgusting smell. Fort DC 10 1d20 + 4 ⇒ (13) + 4 = 17 pass.

Khall and Ambrose


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen and drone begin pressing attack to the next abomination.

both will move to attack if needed. If within reach already, will attack.
Bronen: 1d20 + 5 ⇒ (5) + 5 = 10
Dronen: 1d20 + 5 ⇒ (19) + 5 = 24
stab: 1d8 + 2 ⇒ (3) + 2 = 5


RETIRED

Despite Bronen's best efforts, Kit's unconscious on the ground, a limp pile of staticky fur.


Shot Putter Funkmeister

Khall Now weilding her knife and pistol, Khal slashes first with her weapon
Full attack(multi-weapon): 1d20 + 3 ⇒ (9) + 3 = 12 (miss :/)

Then while in rebound she fires again, the pistol under her arm.
Full attack (multi-weapon): 1d20 + 3 ⇒ (10) + 3 = 13 miss

Ambrose Ambrose full attacks attack EAC: 1d20 + 5 - 3 ⇒ (10) + 5 - 3 = 12 miss

attack EAC:1d20 + 5 - 3 ⇒ (1) + 5 - 3 = 3 miss

Crewman 2 moves to attack Vag, tentacle 1d20 + 6 ⇒ (20) + 6 = 26 hit 2d6 ⇒ (1, 2) = 3
Fort save DC 12 1d20 + 4 ⇒ (16) + 4 = 20 pass

Crewman 3 escapes from his suit, full action
Crewman four attacks Khall with tentacle 1d20 + 6 ⇒ (18) + 6 = 24 hit 1d6 ⇒ 3 DC 12 fort save 1d20 + 1 ⇒ (9) + 1 = 10 fail

Rest


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri moves to attacks crewman 3.

Greataxe Vs KAC: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d12 + 3 ⇒ (3) + 3 = 6


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen and Dronen attack.

Spear: 1d20 + 1 ⇒ (13) + 1 = 14
shank: 1d6 + 4 ⇒ (1) + 4 = 5
Spear: 1d20 + 1 ⇒ (1) + 1 = 2

Pike: 1d20 + 5 ⇒ (9) + 5 = 14
pokey: 1d8 + 2 ⇒ (4) + 2 = 6


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Actually a crit time to upgrade that damage
Critical Damage: 1d12 + 3 + 6 ⇒ (11) + 3 + 6 = 20


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"Agh! Dammit!"

That was close! Only 3 damage from a crit! I have 3 HP left.

Vagoru pulls out a serum of healing and injects Kit.

healing: 1d8 ⇒ 5

Edit: Totally forgot that I have Ferocity and could have stayed conscious for 1 round last time I went down. But if they get me again, I can use it this time.


RETIRED

Kit's beady little eyes roll back into her head and she gasps. After a moment she gives her head a shake and groans.

"I feel like I got walloped by a charging damphor... Ugh!"

She hops up to her feet and shimmies backwards, then fires a small blast of fire from her hands at the tentacle creature attacking Vyun.

Attack vs. EAC: 1d20 + 4 ⇒ (15) + 4 = 19
Fire Damage: 1d3 ⇒ 3

Swift to stand, move action to back up a bit, and standard to cast energy ray.


Shot Putter Funkmeister

Bronen lapped us. Sorry Kit you cannot act this round because of initiative order.

Bronen and the Drone moves to attack and the drone hits number 4.

Snorri does some serious damage to the fungal 3, it looks like it will topple.

Round 5

Khall and Ambrose

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall tries to make her last bullet count.. Pistol(+trickshot): 1d20 + 5 ⇒ (8) + 5 = 13
Stealth(trickshot): 1d20 + 10 ⇒ (3) + 10 = 13
Damage(+trickshot): 1d6 + 1d4 ⇒ (6) + (2) = 8

She then drops her pistol, seeing that it is now empty.


Shot Putter Funkmeister

Since it is Xmas, I will give Ambrose a smidge more time but until tomorrow. :)


Shot Putter Funkmeister

Ambrose full attacks attack EAC: 1d20 + 5 - 3 ⇒ (8) + 5 - 3 = 10

attack EAC:1d20 + 5 - 3 ⇒ (18) + 5 - 3 = 20 hit 1d6 ⇒ 3

I will get this back into full swing this afternoon.


Shot Putter Funkmeister

Crewman 2 attacks Vag, tentacle 1d20 + 6 ⇒ (19) + 6 = 25 hit 1d6 ⇒ 1

Crewman 3 attacks snorri 1d20 + 6 ⇒ (7) + 6 = 13 miss

Crewman four attacks Khall with tentacle 1d20 + 6 ⇒ (6) + 6 = 12 miss

Rest

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