Tophoric
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Okay, back from traveling, looking awesome thus far! I'll work to keep pace and let you know when concert season starts making posting spotty again. Character sheet and headers hould be up to date now.
Capitalizing on Matarno's haste, Tophoric strolls along the rocky terrain, peculiarly moving exceptionally despite maintain his normal, relaxed gait. He spots the istheptar closing in on his allies, most notably the flimsy witchwarper. That poor chap won't be nearly as fun if he gets stuck by that critter. Best stick him first, I guess. He loads his needler with a small injection apparently labeled with a skull-&-crossbones, but the skull is a yellow smiley face and the bones are champagne flutes. Bottom's up! he telepathically projects to J.J. before plugging him just above his glut.
Move 60 ft, standard quick load to insert and fire a restorative injection into J.J., granting him a +2 bonus on Fortitude saves and +1 to AC for 6 rounds (unless he'd rather gain the Blind-Fight feat, since he already has blindsense; I think he can see all the enemies though.
Attack vs. J.J.'s flat-footed KAC 25: 1d20 + 11 ⇒ (15) + 11 = 26
The needle sticks into J.J.'s backside, eliciting a cheeky smile from the lashunta.
Sauros
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Oh! Sauros can use Culture in place of Life Science to identify humanoids and monstrous humanoids.
Culture: 1d20 + 12 ⇒ (7) + 12 = 19
And possibly combined with his Theme Knowledge?
Reduce the DC of Culture checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5.
| GM Hmm |
J.J. warps reality to make his reflex save. Toporic sends an injection straight into J.J.'s butt, that amazingly helps him!
Sauros, with his culture roll, knows about the Izepthar, and may ask one more question.
★ --- ★ --- ★ --- ★
The red and green Aeon guards move away from the flames.
Red shoots at Xesh. "If I can't damage the lizard, I can damage you."
AG assault rifle: 1d20 + 11 ⇒ (4) + 11 = 15
Piercing Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Then Green shoots at Xesh! "Yeah let's squish the disgusting bug!"
AG assault rifle: 1d20 + 11 ⇒ (18) + 11 = 29
Piercing Damage: 1d8 + 3 ⇒ (7) + 3 = 10
★ --- ★ --- ★ --- ★
Round 2
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (-32)
Green Aeon Guard
================================
Matarno
Sauros (-19)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 6 rounds)
================================
Cyan Aeon Guard Specialist
Izepthar
================================
Tophoric
Xesh (Toxicology injection, -2 to hit for 2 rounds)
| Xesh |
The guards’ bullets bounce off of Xesh with a loud Ting, but the second bullet grazes Xesh’s exoskeleton before flying off.
”ThAt ThE bEsT yOu GoT?!”
| James "J.J." Jones |
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JJ grins and lines up another blast, timing the firing of the bass cannon with the tempo of the music only he can hear (and definitely off tempo from the music blasting through his earphones).
BWAAAAAAAAAAAH!
Should hit all of them again with 60ft cone. Placing the origin on the bottom-right point of JJ's square and firing diagonally, so Sauros and Xesh aren't in danger of being hit. Should be able to angle it slightly upwards as well to hit the flying one.
LFD Screamer vs Red EAC: 1d20 + 8 ⇒ (2) + 8 = 10
LFD Screamer vs Green EAC: 1d20 + 8 ⇒ (18) + 8 = 26
LFD Screamer vs Yellow EAC: 1d20 + 8 ⇒ (19) + 8 = 27
LFD Screamer vs Cyan EAC: 1d20 + 8 ⇒ (5) + 8 = 13
Damage (So): 2d10 + 8 ⇒ (7, 7) + 8 = 22
JJ also has a Move Action to spare. Using it I can use Shifting Step shift any ally 10ft in any direction (or enemy, pending a Will save). Alas it cannot be used to shove the Azlanti into the fire. First person who speaks up that they want it can take it.
| Matarno |
Matarno takes advantage of the haste to make it partway up the stairs and fires a stream of acid at the damaged aeon guard.
Shooting for red, Caustic Conversion
Attack, EAC: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 4d4 ⇒ (1, 1, 3, 4) = 9
If it hits, he's also going to be taking 3 rounds of 5 acid damage a round
Tophoric
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Forgot to do this last turn, will pick up on the results on his next turn.
Life Science (recall knowledge - izepthars): 1d20 + 17 ⇒ (11) + 17 = 28 What are their special defenses, special attacks, ACs, and saves in that order if allowed questions.
Sauros
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Sauros will accept J.J.'s extra move action to align his shield against the Aeon Guard in the back (effectively an additional +1 AC vs just him)
He uses his hasted movement to step adjacent to [red] and pummels him into the ground.
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Bludgeoning Damage: 2d6 + 17 ⇒ (2, 2) + 17 = 21
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Crit Bludgeoning Damage: 4d6 + 34 ⇒ (5, 5, 1, 1) + 34 = 46
"Give up, doods!"
Staying adjacent to J.J. still, Sauros will Intervene as his reaction.
1 Entropy Point, so I'm still +1 AC.
| Karyn |
Karyn moved fluidly up to Matarano and whispered, "Nice bit of acid there. Magic? Or biosculpt?"
As she did, her fingers pulled a vial of lavender power and poured it into a dart half-filled with a yellowish liquid. Shaking the dart she loaded it into her injector pistol and squeezed off a shot at izepthar, but, distracted byt he combat, she neglected to keep her breathing sphincters closed off. She got a whiff of the cloud Xesh was still exuding and gagged a bit, throwing off her aim.
"Too much powdered asphodil," she muttered.
attack, kac: 1d20 + 11 ⇒ (1) + 11 = 12
damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Confusion injection
| GM Hmm |
Green and Yellow get hit by J.J.'s screamers! Then Matarno throws a big gob of acid at the injured Aeon guard, and it goes down! Then Sauros kills Green! Karyn misses with her confusion injection this round!
★ --- ★ --- ★ --- ★
Then the Izepthar moves forward to attack! It wants to get at nice, soft J.J., but there are two vanguards in the way.
Target?: 1d2 ⇒ 1
He goes after Sauros, because Xesh is too flatulent for him.
venom spur: 1d20 + 16 ⇒ (18) + 16 = 34
Pieircing Damage: 1d6 + 10 ⇒ (3) + 10 = 13
DC 14 Foritude Save, please?
Meanwhile, the Azlanti Aeon Specialist attacks Sauros again!
Stealth Trick Attack: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24
"Noooo! Why won't this Trick attack work!"
Corona Laser Pistol: 1d20 + 15 ⇒ (19) + 15 = 34
Flame Damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11
Trick Attack: 4d8 ⇒ (1, 6, 8, 7) = 22
★ --- ★ --- ★ --- ★
EVERYONE'S UP!
★ --- ★ --- ★ --- ★
Round 2 / 3
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-19)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 6 rounds)
================================
Cyan Aeon Guard Specialist
Izepthar (-22)
================================
Tophoric
Xesh (Toxicology injection, -2 to hit for 2 rounds)
| Xesh |
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The izepthar has 10' reach? You didn't move it.
Xesh aims at the strange crustacean in front of them and is ready to pull the trigger...but he can't do it.
::You're just a victim, I've been there. I...I can't hurt you.::
Even if the creature can't understand them limited telepathy requires a common language, Xesh projects that message nontheless. Their gaze falls upon the jetpacked Aeon Guard.
::You!::
Xesh moves toward the guard--their mind seeing this being as an effigy of those who tortured them--with little regard for the crustacean that'll likely attack him provoking an AoO.
You never actually said how high above the ground the Aeon is, so I'm going to do a contingency:
Xesh leaps off of the ground and aims right at the proxy of his pain.
Acrobatics (+8 from having a 50' move speed from Haste): 1d20 + 20 ⇒ (15) + 20 = 35 Round down to 32, Xesh jumps 8' which is then tripled by low gravity to 24' and he only needed to move 25' to get there
::Taste the power of chaos!::
[ooc]Full attack while midair? I have haste so I can take a move action with a full attack--GM discretion as to whether I can do it in midair.
Entropic Strike vs EAC: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Acid Damage vs EAC: 2d8 + 14 ⇒ (3, 6) + 14 = 23
Entropic Strike: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13
Acid Damage: 2d8 + 14 ⇒ (8, 1) + 14 = 23
Facepalm
If the Aeon guard is within reach of the ground then nix the jumping, Xesh'll just move up and full attack from the ground
Tophoric
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Tophoric zips up the rocky stairway and positions himself behind the burly vesk, peeking at the izepthar over his shoulder. He snaps another dart into his pistol, this one with a bright green “X” on its side, then aims and fires.
Move 60 ft (difficult terrain factored), standard load and fire a counteragent injection at the izepthar.
Attack vs KAC: 1d20 + 11 ⇒ (8) + 11 = 19
Damage (P): 2d6 + 11 ⇒ (1, 5) + 11 = 17 plus -2 AC and Fortitude saves.
| Karyn |
Karyn grumbled to herself and loaded another injection of confusion into her pistol. Sighting carefully, she snapped another shot off at the izepthar.
attack, kac: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16 plus confused for 3 rounds
Tophoric
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Karyn grumbled to herself and loaded another injection of confusion into her pistol. Sighting carefully, she snapped another shot off at the izepthar.
[dice=attack, kac]1d20+11
[dice=damage]2d6+8 plus confused for 3 rounds
Are you a studious biohacker too? If so, you should be able to apply two injection effects per use thanks to spark of ingenuity, no?
| GM Hmm |
Xesh, feeling sympathy towards the enslaved Izepthar, chooses not to engage with the creature and then does a very cinematic leap in low gravity towards the Aeon Guard specialist flying 20 feet above the ground.
Fine with full attack given haste and low gravity -- as a martial artist, I love Hong Kong action films and all the wire work fights that they do -- but alas, it was not to be this time.
In his fury, Xesh leashes out at the Aeon Specialist with a full attack but his overenthusiastic leap carries him past the target before he fully gets a chance to connect!
Tophoric just barely misses his attack vs the Izepthar! Karyn hits the Izepthar with confusion!
Confusion Effect: 1d100 ⇒ 46.
The crustacean pauses, babbling incoherently!
Wow, there's no save at all?
★ --- ★ --- ★ --- ★
Round 2 / 3
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-19)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 6 rounds)
================================
Cyan Aeon Guard Specialist
Izepthar (-22, confused & babbling incoherently)
================================
Tophoric
Xesh (Toxicology injection, -2 to hit for 2 rounds)
| Matarno |
Karyn moved fluidly up to Matarano and whispered, "Nice bit of acid there. Magic? Or biosculpt?"
Matarno wrinkles his nose at Karyn's question. "Oh, definitely magic. My stomach turns thinking about having an acid gland or bone blades inserted inside my body. Far too biologic for my tastes." He summons a glowing ball of light practically on top of the izepthar. With minute motions of his fingers Matarno bounces the wisp off of the izepthar over and over.
Providing harrying fire (+2 to hit) for the next person to attack it.
| GM Hmm |
Matarno provides harrying fire!
Forgot to do this last turn, will pick up on the results on his next turn.
What are izepthar special defenses, special attacks, ACs, and saves in that order if allowed questions.
Tophoric recalls the following special defenses about Izepthars:
Adaptive Fortitude (Ex) Whenever an iztheptar succeeds at a Fortitude saving throw against a disease, an environmental hazard, or a poison, it receives a +2 insight bonus to Fortitude saving throws against the same disease, environmental hazard, or poison for the next 24 hours. This bonus also applies to Constitution checks for long-term stability and can stack up to +10. If an iztheptar survives exposure to a disease, environmental hazard, or poison for 3 days, it adapts and no longer needs to attempt saving throws against that specific affliction or hazard. If an iztheptar adapts to an affliction that can be cured without magic, the affliction is cured. An iztheptar loses this benefit if it spends more than 30 days without exposure to the affliction or hazard.
Adaptive Healing (Ex) An iztheptar recovers quickly. The DC of Medicine checks to treat an iztheptar is 5 lower than normal. An iztheptar recovers Hit Points and ability damage at twice the normal rate and recovers from poison and disease in half the normal time. When an iztheptar regains all its Hit Points, it also regrows any lost limbs or organs associated with that Hit Point loss.
As for special attacks, he's already seen the venom spur and the dragon gland in action, so I'll give out their AC and saves:
EAC 18; KAC 20
Fort +9; Ref +7; Will +5
Sauros
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Again with the website not showing me updates *facepalm*
Fort: 1d20 + 12 ⇒ (17) + 12 = 29
So looking through the damage rolls I believe you applied 10 damage from an attack on Xesh to me, but haven't applied the 13 spur damage (4 that gets past my DR) or 11 fire damage to me.
I believe that puts me at 24 damage and Xesh at 10.
ALSO, I *totally* thought Entropic Strike was a standard action and couldn't be done as part of a full attack. Live and learn.
Sauros watches Xesh move past the iztheptar.
"Don't worry Bro, I know it's hard."
Full Attack the iztheptar.
Entropic Strike vs EAC: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
Magic, Acid, Force, Penetrating: 2d8 + 14 ⇒ (1, 5) + 14 = 20
Entropic Strike vs EAC: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Magic, Acid, Force, Penetrating: 2d8 + 14 ⇒ (6, 6) + 14 = 26
Reaction once again reserved for Intervene.
| James "J.J." Jones |
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Seeing both the near Aeon Guard fall and the battle swiftly devolving into a melee, JJ puts up his cannon to the shoulder slot, where the mechanized grasper attached to his armour takes the weapon and slings it across his back.
Move action to stow weapon
JJ looks at the remaining Azlanti and focuses his mind on him, concentrating... and then flooding the Azlanti's mind with a loud thumping bass, filling his mind so that no other sensory data can go in or out. He signs STOP as he does...
Casting Hold Person, DC17 on the specialist (Cyan).
If the Azlanti fails his save, he will point out the target to his allies and deliver a telepathic message. ::Hammertime!::
| Xesh |
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ALSO, I *totally* thought Entropic Strike was a standard action and couldn't be done as part of a full attack.
Even if it’s something I disagree with, it never says that it’s a standard—never assume! :)
::Hammertime!::
Okay, that got a really good laugh outta me! XD
| Karyn |
Are you a studious biohacker too? If so, you should be able to apply two injection effects per use thanks to spark of ingenuity, no?
Yes, but only 1/day. I'm kind of saving that for something special.
Tophoric
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Tophoric wrote:Are you a studious biohacker too? If so, you should be able to apply two injection effects per use thanks to spark of ingenuity, no?Yes, but only 1/day. I'm kind of saving that for something special.
Ah, I see. Missed that, guess I wasted that ability. Shrug.
| GM Hmm |
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Azlanti Will Save: 1d20 + 9 ⇒ (19) + 9 = 28
Also, you touched the filk button!
The Azlanti makes his save and does a victory dance, right there in the air.
♫ You can't touch this
You can't touch this
You can't touch this (oh-oh oh oh oh-oh-oh)
You can't touch this (oh-oh oh oh oh-oh-oh)
My-my-my-my majestic genes help me fuel Azlanti schemes
Thank you Azlanti lords for the best will save you can afford
That’s good when you know you’re on top
Yeah, the imperial forces you cannot stop
And we’re known as such
And this is a regime u can’t touch
I told you vesk boy u can't touch this
Yeah that's how we're livin' and you know u can't touch this
Look in my eyes, bug, u can't touch this
You know let me bust the azlanti tech u can't touch this
Fresh conquest and plants
Invaders coming like that now... you wanna dance
So move Starfinder fleet
Ooh baby will you ever catch this beat
We’ll be rollin’ over you in a little bit
Our reinforcements will surely knock you flat
Cold on your mission, so pull on back
You know you’ve taken on to much
And this is an empire that u can’t touch
Yo I told you u can't touch this
Why you standing there vesk u can't touch this
We enslaved 17 races sucker u can't touch this
They now march to Azlanti rhythm
Making 'em sweat with work we’re giving 'em
Now they know when you talk about the Hammer
You talk about a regime that's hyped and tight
The slaves are sweatin' but that’s all right
They gotta learn what it's gonna take
And now you gave us burn
On grounds our Izepthar worked hard
Oh you might as well quit
That's word because you know
You can't touch this (oh-oh oh oh-oh-oh)
You can't touch this (oh-oh oh oh-oh-oh)
Break it down
(Oh-oh-oh-oh-oh-oh-oh-oh-oh oh-oh)
(Oh-oh-oh-oh-oh-oh-oh-oh-oh oh-oh)
Stop Hammer time ♫
| GM Hmm |
Matarno provided harrying fire. Sauros full attacks the Izepthar and misses both times.
"Yo," the Azlanti calls from on high, "Like I said, u can't touch this!" J.J. uses a hold person, and that Azlanti scum uses it as an excuse for a dance number.
★ --- ★ --- ★ --- ★
It's the bad guys' turn, and the Azlanti still gets to act because villain monologuing is still a free action in Starfinder!
The confused Izepthar babbles incoherently after his master's rap performance!
Meanwhile the Azlanti smiles evilly as he looks at J.J. "I've been aiming most of my attacks at the non-humans, but you... You are working with this alien scum! So die, race traitor!"
Stealth Trick: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29
Corona Flame Pistol: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d4 + 7 ⇒ (4, 4) + 7 = 15
Trick Damage: 4d8 ⇒ (8, 4, 8, 5) = 25
But he misses!
★ --- ★ --- ★ --- ★
Round 3 / 4
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-24)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 6 rounds)
================================
Cyan Aeon Guard Specialist
Izepthar (-22, confused & babbling incoherently)
================================
Tophoric
Xesh (-10, Toxicology injection, -2 to hit for 2 rounds)
| Karyn |
Karyn loaded another special concoction into her pistol and the corner of her mouth twitched upwards slightly in a smile. She took careful aim and fired, the injector dart speeding for a weak spot in the specialist's armor. In just a few moments, she was certain the singing fool would be wishing he hadn't eaten that morning.
attack, KAC: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11 Plus sickened
| GM Hmm |
Karyn hits and the Azlanti is sickened!
★ --- ★ --- ★ --- ★
Round 3 / 4
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-24)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 3 rounds)
================================
Cyan Aeon Guard Specialist (Sickened)
Izepthar (-22, confused & babbling incoherently)
================================
Tophoric
Xesh (-10)
| James "J.J." Jones |
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JJ draws his Streetsweeper from the side holster as his uses his hasted speed to move away from the babbling alien. He levels the weapon at the Azlanti.
::Speaking of can't touch this... Have you hit anything yet? For all your fancy gunplay and talk of superiority, you aren't able to back it up.:: JJ smarms back at the Azlanti before pulling the trigger twice.
Using hasted move action to move and draw weapon, then Full Attack
Thunderstrike Streetsweeper vs Cyan EAC: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13 Damage (So): 1d10 + 8 ⇒ (4) + 8 = 12
Thunderstrike Streetsweeper vs Cyan EAC: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 Damage (So): 1d10 + 8 ⇒ (7) + 8 = 15
A pair of *crack* of thunder can be heard, but the Azlanti can feel tjem reverberating his very being.
Tophoric
|
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Tophoric's normally chill expression gradually contorts into disgust and fury as the Aeon Guard rattles off his rap. "Enough with the appropriation you cultural parasite!" he barks as he angrily loads his needler, firing another dart at the cocky flying Azlanti.
Move 10 ft, standard load and fire injection at Aeon Guard.
Attack vs. KAC: 1d20 + 11 ⇒ (11) + 11 = 22
Damage (P): 2d6 + 11 ⇒ (6, 5) + 11 = 22 plus -2 AC for 3 rounds.
Did Karyn's dart harm the Aeon Guard? I don't see any damage listed.
| GM Hmm |
Yes, it did. Good catch! I have added the dart damage back in. Also laughing out loud at the Cultural Appropriation joke.
JJ's thunderstrike sweeper hits the Azlanti once. Tophoric just barely misses the Azlanti!
★ --- ★ --- ★ --- ★
Round 3 / 4
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-24)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 3 rounds)
================================
Cyan Aeon Guard Specialist (-11, Sickened)
Izepthar (-22, confused & babbling incoherently)
================================
Tophoric
Xesh (-10)
| Matarno |
Ack, didn't realize the specialist was flying - deleted the other post and retconning, as I can't just 'move' him but can only affect terrain... at least not with that ability.
Still delaying until after JJ's turn:
Matarno stops paying attention to the wisp, which continues to attack the izepthar autonomously, and glares at the specialist. Monologuing?? What a boor! With a flick of his wrist, he attempts to shift the specialist's reality down 10 feet. Using Shifting Step, he can resist with a DC 20 Will save
Attack, EAC: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
| GM Hmm |
Azlanti sickened will save: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
"Say WHAT?!" The Azlanti says as he finds himself lower and Xesh standing on a pillar at his height. "WHO the hell are you guys?"
★ --- ★ --- ★ --- ★
Round 3 / 4
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-24)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 3 rounds)
================================
Cyan Aeon Guard Specialist (-11, Sickened, flying ten feet in the air)
Izepthar (-22, confused & babbling incoherently)
================================
Tophoric
Xesh (-10, elevated ten feet)
Sauros
|
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"We're Starfinders, DOOD! You can't touch US!"
Nonlethal full attack the Izepthar, then hasted 5 foot.
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
Bludgeoning Damage: 2d6 + 17 ⇒ (1, 6) + 17 = 24
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Bludgeoning Damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23
Reaction to Intervene again.
| Xesh |
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Xesh, utterly confused by how they are now at the same height as the Azlanti, decides not to question it. They look the specialist in the eye--er, aeon stone.
"We'Re YoUr DoOm!"
Entropic Strike vs EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Acid Damage: 2d8 + 14 ⇒ (3, 1) + 14 = 18
Entropic Strike vs EAC: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Acid Damage: 2d8 + 14 ⇒ (6, 6) + 14 = 26
| GM Hmm |
Sauros hits on one of its attacks against the Izepthar, Xesh hits the smarmy Aeon Guard, and realizes that it has some resistance to acid.
★ --- ★ --- ★ --- ★
The confused Izepthar has been attacked! It attacks Sauros right back!
Vemom Spur: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d6 + 10 ⇒ (2) + 10 = 12
And another fort save!
3 gets through Sauros's DR!
Meanwhile, the Aeon Specialist decides its better to get an attack of opportunity than to stay as Xesh's punching bag. He flies up ten feet, and then ten feet to the right. Then he shoots at Tophoric, just for that cultural appropriation comment.
The Specialst calls out in a falsetto. "Ooh, I'm from the Pact Worlds. Ooh, I believe in racial equality. Well, appropriate THIS, buster!"
Sickened Stealth Trick Attack: 1d20 + 20 + 1 - 2 ⇒ (7) + 20 + 1 - 2 = 26
Sickened Corona Laser Pistol: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
Sickened Damage: 2d4 + 7 - 2 ⇒ (4, 4) + 7 - 2 = 13
Because he's sickened, he fails to get off his trick attack!
★ --- ★ --- ★ --- ★
Round 4 / 5
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-27)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 2 rounds)
================================
Cyan Aeon Guard Specialist (-32, Sickened, flying 20 feet in the air)
Izepthar (-45, confusion-locked on attacking)
================================
Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))
| Xesh |
"YoU lItTlE...!"
Entropic Strike AoO vs EAC: 1d20 + 12 ⇒ (5) + 12 = 17
Bludgeoning Damage: 2d8 + 14 ⇒ (4, 6) + 14 = 24
Oh come on!
Xesh reaches out telepathically to their comrades.
::He's too far away! Could someone bring him closer?::
Deciding against doing that jumping trick again, Xesh shoots the Azlanti with their pistol which is still in their hands!
Semi-auto pistol vs KAC: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Piercing Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Semi-auto pistol vs KAC: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Piercing Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Can't quite remember how crits work in Starfinder (semi-auto pistol doesn't have any crit effects), so I'm just gonna put the bonus damage and hope that I remembered correctly:
Crit Piercing Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Sauros
|
How much is your DR?
9/–
I put it in my header so you could find it easily ^_^
Fort: 1d20 + 12 ⇒ (5) + 12 = 17 Oh that's probably not good...
Nonlethal full attack.
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Bludgeoning Damage: 2d6 + 17 ⇒ (6, 5) + 17 = 28
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22
Bludgeoning Damage: 2d6 + 17 ⇒ (6, 5) + 17 = 28
| James "J.J." Jones |
| 2 people marked this as a favorite. |
JJ can't help but laugh as the Azlanti attempts to flee from Xesh. JJ simply attempts to warp reality again - replacing it with a reality where the Azlanti did not attempt or did not succeed in flying away.
Move Action to once again use Shifting Step on the Azlanti. Will Save DC 19 or he is forced to move again. Diagonal down and to the right for the first 5' and then 5' down for 10' total. Puts him right back into Xesh's reach.
JJ can hardly resist a dance off challenge, and begins to reply in kind, dancing himself as he warps his gun, causing it to act differently...
Casting Shifting Surge, my weapon will hit for an extra 2d6 on the next attack, and will deal Cold damage.
::Alright stop.
Collaborate and listen.
Ice is back with my brand new damage
You can't get away we got you tightly
The Starfinders win daily and nightly
Will we ever stop?
Yo, I don't know.
Turn off the lights and your base glows
We broke it, we rocked it like a vandal
We lit up this stage and wax you chumps like a candle::
If you support types can make him easier to hit that would be helpful. I just know I'm going to wiff next turn xD
| Karyn |
Karyn considered her options for a moment, then giggled as JJ started his own dance off and riff battle. She bobbed her head to the beat as she selected the proper powders and liquids, then shook the resulting product and loaded it into her pistol. She aimed for that same weak spot in the armor. The last line threw her for a moment, and while she was trying to figure it out, she missed her shot.
attack,kac: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Edit: every time I roll a 1 to hit, I roll max damage. I think the RNG is just laughing at me
Edit: Not much better :)
Charli Poshkettle
|
Watching from the bridge of Team Scout above, Charli sends in a transmission to Karyn: "Karyn, why did you roll a D1 when you could have rolled a D20?"
"Oh and awesome Rap Battle, guys! I miss out on all the hijinks!"
| Xesh |
| 1 person marked this as a favorite. |
Edit: every time I roll a 1 to hit, I roll max damage. I think the RNG is just laughing at me
I think you always roll a 1 when you roll a d1 XD
| GM Hmm |
Xesh misses with his Attack of Opportunity, but one of his shots hits the Azlanti for 25 damage! Sauros hits the Izepthar once for 28 damage!
Karyn rerolls her attack, this time with a d20 instead of a d1, but alas, does not do much better.
JJ uses shifting step on the Azlanti...
Sickened Azlanti Will Save: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
...the Azlanti stays right where he is, dancing his response with the next verse to JJ's rap challenge.
♫ Can't touch this
Race traitor can't touch this
You'll probably get hyped boy 'cause you know you can't u can't touch this
The gang in green is back and mean - break it down
(Oh-oh-oh-oh-oh-oh-oh-oh-oh-oh-oh)
(Oh-oh-oh-oh-oh-oh-oh-oh-oh-oh-oh)
Stop Hammer time
(Oh-oh oh oh oh-oh-oh)
(Oh-oh oh oh oh-oh-oh)
(Oh-oh oh-oh oh-oh oh-oh)
(Oh-oh oh oh oh-oh-oh) u can't touch this
(Oh-oh oh oh oh-oh-oh) u can't touch this
(Oh-oh oh oh oh-oh-oh) u can't touch this
(Oh-oh oh oh oh-oh-oh) break it down
(Oh-oh-oh-oh-oh-oh-oh-oh-oh-oh-oh)
(Oh-oh-oh-oh-oh-oh-oh-oh-oh-oh-oh)
Stop Hammer time ♫
★ --- ★ --- ★ --- ★
Round 4 / 5
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-27)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 2 rounds)
================================
Cyan Aeon Guard Specialist (-32, Sickened, flying 20 feet in the air)
Izepthar (-45, confusion-locked on attacking)
================================
Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))
Tophoric
|
| 1 person marked this as a favorite. |
Damn, and that shot was almost max damage >:(
Also, I think Sauros is actually safe from poison. Only the first successful jab from a venom spur has poison until the creature rests to regain Stamina, or spends a Resolve.
Tophoric winces from the laser burn. "Fluctuations in vocal production, symptom of low testosterone, often affiliated with cancer on society. Been working on a treatment for that." He loads up and fires wide again, then reaches into his pack for something stronger.
Standard load and fire injection, move retrieve sedative from backpack.
Attack vs. KAC: 1d20 + 11 ⇒ (1) + 11 = 12
Damage (P): 2d6 + 11 ⇒ (3, 1) + 11 = 15 plus -2 AC for 3 rounds.
| GM Hmm |
I know! You missed that KAC by one on that shot, but sickened does not reduce AC. Also good to know about the venom spur.
Tophoric misses again, because the dice gods have been unkind.
★ --- ★ --- ★ --- ★
Round 4 / 5
Active conditions: Low gravity, thin atmosphere and some difficult terrain. Haste on party!
Red Aeon Guard (DEAD)
Green Aeon Guard (DEAD)
================================
Matarno
Sauros (-27)
Karyn
J.J. (-8, +2 bonus on Fortitude saves and +1 to AC for 2 rounds)
================================
Cyan Aeon Guard Specialist (-32, Sickened, flying 20 feet in the air)
Izepthar (-45, confusion-locked on attacking)
================================
Tophoric (-13)
Xesh + AoO (-10, elevated ten feet))