| Tiktik "Overclock" |
overcharging Elliot as a move, overcharged shot as std on red. swift action to spit out a new battery.
MDR +Get Em +Coord Assault: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
OC sonic: 3d8 + 11 + 2d6 ⇒ (4, 4, 7) + 11 + (1, 5) = 32
(ditto for last round)Full round action for Shot on the Run. Flying to the yellow-bordered icon then firing his line thru red, Blue and orange. Then flying back to his starting position (red-bordered icon).
plasma rifle: 1d20 + 15 ⇒ (13) + 15 = 28 (+3 vs Red)
OC elec/fire: 2d10 + 11 + 2d6 ⇒ (2, 3) + 11 + (4, 4) = 24
"There ya go, little guy!" Tiktik cheers as the drone seems to finally line up a decent shot.
Tiktik 88/88 SP, 70/70 HP, 8/12 RP (can be boosted by Jax or L)
-Minor Disruption Rifle 0/40 (50ft range, 5 per shot)
--Weapon Fusions: Called, Conserving, Ghost Killer
--Accessories: Laser Sight, Light bayonet bracket (tactical baton)
6/9 spare Kish hi-capacity batteries
Elliot 50/110 HP, 5/5 RP
-Yellow Star Plasma Rifle 24/40 (40ft line, 4 per shot)
--Weapon Fusions: Selective, Ghost Killer
--Accessories: Bipod, Uniclamp (fire extinguisher), Uniclamp (grappler + 100' titanium line)
7/10 spare Kish hi-capacity batteries
2/10 Haste Circuit rounds
| Ragabash Lupo |
I missed a crit as well.
Blue Angel vs Orange crit damage.
Crit damage: 1d6 + 5 ⇒ (6) + 5 = 11
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (fatigued 1 minute, Reflex save)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 4/?)
Wall of Force (-64)
Captain Nashal (Get 'Em, -128)
L (-17, see invis)
Talek
Orange Undead Monk (-80, Graviton Mode 3, Shaken)
Yellow Undead Monk (-22, Graviton Mode 3)
Jax (-89 SP, -17 Hp, Reflex save)
Bepo (-21, Reflex save)
Rags (Reflex save from Red Angel)
Fort: 1d20 ⇒ 12 Fail
Several good hits leave the enemy reeling.
Jax remains on delay.
L and Rags detect the admiral peek around the central platform and cast another spell. Explosive flame rips through the area. Reflex saves for Red Angel, Red, Bepo, Jax, and B-Bop.
Fire damage: 9d6 ⇒ (1, 1, 4, 2, 5, 5, 3, 6, 3) = 30
Red: 1d20 ⇒ 8 Fail
L, Talek, and Jax are up!
| Ragabash Lupo |
Red Angel Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
The Red Angels fails and disappears in puff of smoke and ash.
Jax "Boots" Wolfwood 2.0
|
Will post during my lunch. Forgot about Della's birthday was yesterday so I didn't have time to post. Also, forgot to update my AC when I equipped my shield so those 28's would've just missed, unless it's too late to change that. Sorry.
| Talek112 |
Talek snaps off a pair of shots on red
holy laser: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 153d8 + 12 ⇒ (7, 2, 7) + 12 = 28
holy laser: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 133d8 + 12 ⇒ (4, 3, 2) + 12 = 21
| Ellison "L" Wreg’lich |
”Jax, quit playing around with those bone bags. You’ve got the boots, you’re supposed to do the stomping.”
standard action inspiring boost on Jax, spending an RP to heighten it. 36 SP restored. Move action get em on orange monk
Tracker
RP 6/11
Jax "Boots" Wolfwood 2.0
|
Reflex Save: 1d20 + 13 ⇒ (5) + 13 = 18
Move action to Raise Shield to Orange, raising my EAC to 29 and KAC to 30. Will use my standard to make an Improved Get'em Attack at Orange. This will provoke an AoO but I also have Slippery Shooter giving my AC an additional +3 making it 32 EAC and 33 KAC. Cruel Fusion will also make Orange Sickened for 1 round since it's Shaken.
Jax spits a glob of blood after taking his beating, then looking up at Orange, "Oh... I'll do the Stomping all right..."
Cruel Disruption Pistol vs EAC + Improved Get'em, Sonic: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 333d6 + 5 ⇒ (6, 6, 3) + 5 = 20
Also not sure if I'm benefiting from flanking so if I am, please include that in the roll.
"HOPE YOU LIKE THE TASTE OF LEATHER... AND CHUNKS OF YOUR FACE!"
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (fatigued 1 minute)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 4/?)
Wall of Force (-64)
Captain Nashal (-128)
L (-17, see invis)
Talek
Jax (-53 SP, -47 Hp, Reflex save)
Orange Undead Monk (-100, Graviton Mode 3, Shaken, sickened Get 'Em/Improved Get 'Em)
Yellow Undead Monk (-22, Graviton Mode 3)
Bepo (-36)
Rags
AoO: 1d20 + 17 ⇒ (2) + 17 = 19
Jax hits orange, who looks quite badly wounded.
The monks continue to attack Jax.
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Up next, B-Bop, Elliott, Tiktik, Bepo!
| Bepo Baloo |
Bepo will take a 5ft guarded step and then full attack at Red.
Attack 1 vs EAC: 1d20 + 12 ⇒ (6) + 12 = 18
Damage Fire: 5d8 + 21 ⇒ (5, 7, 5, 4, 3) + 21 = 45
Attack 2 vs EAC: 1d20 + 12 ⇒ (15) + 12 = 27
Damage Fire: 5d8 + 21 ⇒ (4, 7, 7, 1, 7) + 21 = 47
Attack 3 vs EAC: 1d20 + 12 ⇒ (9) + 12 = 21
Damage Fire: 5d8 + 21 ⇒ (1, 8, 1, 6, 2) + 21 = 39
| Tiktik "Overclock" |
reloading as a move, overcharged shot as std on red.
MDR +Get Em +Coord Assault: 1d20 + 15 + 1 + 2 ⇒ (9) + 15 + 1 + 2 = 27
OC sonic: 3d8 + 11 + 2d6 ⇒ (4, 7, 3) + 11 + (1, 3) = 29
Full round action for Shot on the Run. Flying to the yellow-bordered icon then firing his line thru red and orange. Then flying back to green-bordered icon.
plasma rifle: 1d20 + 15 ⇒ (7) + 15 = 22 (+3 vs Red)
elec/fire: 2d10 + 11 ⇒ (5, 7) + 11 = 23
"All your minions are dying! Or do you see that as a good thing? I never know with you nihilists whether dying is a good thing for you." Tiktik taunts the admiral.
Tiktik 88/88 SP, 70/70 HP, 8/12 RP (can be boosted by Jax or L)
-Minor Disruption Rifle 25/40 (50ft range, 5 per shot)
--Weapon Fusions: Called, Conserving, Ghost Killer
--Accessories: Laser Sight, Light bayonet bracket (tactical baton)
5/9 spare Kish hi-capacity batteries
Elliot 50/110 HP, 5/5 RP
-Yellow Star Plasma Rifle 20/40 (40ft line, 4 per shot)
--Weapon Fusions: Selective, Ghost Killer
--Accessories: Bipod, Uniclamp (fire extinguisher), Uniclamp (grappler + 100' titanium line)
7/10 spare Kish hi-capacity batteries
1/10 Haste Circuit rounds
B-Bop
|
The cloaked form of the half-orc fires off more shots at the orange clad undead and offers advice to Jax.
Keep that shield up, watch out fer yer nuggets!
Full attack on orange, will direct additional shots if orange drops, then use move action to stealth in his square
Cruel ominous conserving elite semi-auto pistol vs orange KAC + improved get em + fatigued: 1d20 + 13 + 2 - 1 ⇒ (17) + 13 + 2 - 1 = 31
Cruel ominous conserving elite semi-auto pistol vs orange KAC + improved get em + fatigued: 1d20 + 13 + 2 - 1 ⇒ (2) + 13 + 2 - 1 = 16
Cruel ominous conserving elite semi-auto pistol vs orange KAC + improved get em + fatigued: 1d20 + 13 + 2 - 1 ⇒ (10) + 13 + 2 - 1 = 24
piercing damage: 3d6 + 5 ⇒ (6, 3, 3) + 5 = 17
piercing damage: 3d6 + 5 ⇒ (5, 3, 5) + 5 = 18
piercing damage: 3d6 + 5 ⇒ (2, 6, 3) + 5 = 16
cloaking field 5/10, ammo 5/12 unless shots miss
stealth check to hide + fatigue: 1d20 + 25 - 1 ⇒ (8) + 25 - 1 = 32
| Ragabash Lupo |
Rags brings in three more, significantly smaller and less powerful, Angels.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
8 rounds
Blue attacks the orange monk.
Blue Sword: 1d20 + 9 + 2 - 4 ⇒ (18) + 9 + 2 - 4 = 25
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Blue Sword: 1d20 + 9 + 2 - 4 ⇒ (17) + 9 + 2 - 4 = 24
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9
Green attacks the orange monk.
Green Sword: 1d20 + 9 + 2 - 4 ⇒ (3) + 9 + 2 - 4 = 10
Slashing: 1d6 + 5 ⇒ (3) + 5 = 8
Green Sword: 1d20 + 9 + 2 - 4 ⇒ (2) + 9 + 2 - 4 = 9
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
9 rounds
Rad attacks the vesk captain.
Red Sword: 1d20 + 5 + 2 - 4 ⇒ (16) + 5 + 2 - 4 = 19
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Red Sword: 1d20 + 5 + 2 - 4 ⇒ (10) + 5 + 2 - 4 = 13
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Orange attacks the orange monk.
Orange Sword: 1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Orange Sword: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Yellow Sword: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
Yellow Sword: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
And having no other useful actions, resumes his summoning.
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (fatigued 1 minute)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
Captain Nashal (-204)
L (-17, see invis)
Talek
Jax (-53 SP, -47 Hp, Reflex save)
Orange Undead Monk (-100, Graviton Mode 3, Shaken, sickened Get 'Em/Improved Get 'Em)
Yellow Undead Monk (-74, Graviton Mode 3)
Bepo (-36)
Rags
Bepo lands a single, crushing blow on the vesk, dropping him.
Elliott hits orange, destroying it.
B-Bop hits yellow twice.
Blue angel lands two hits on yellow.
The admiral moves, and launches yet another explosion. L and Rags have lost him, but they know the general area he was moving to.
Reflex saves from Bepo, Orange, Yellow, Jax, and B-Bop.
Fire Damage: 9d6 ⇒ (4, 5, 6, 4, 5, 6, 6, 4, 2) = 42
B-Bop
|
B-Bop groans in disgust and disbelief at the appearance of the yellow tinged angel.
Doug?? Are ya kiddin' me? Ya brought over Doug? Great, just great...
| Ragabash Lupo |
Not gonna bother rolling. Even if they pass they're dead.
The latest batch of Angels are all caught in the blast and disintegrate.
| Ellison "L" Wreg’lich |
"The boss man was heading northwest last I saw, but he keeps trying to hide. Guess I'll need to get in there. Gonna try this door here..."
will single move to the western door and see if it opens. (hasted speed of 60 currently) holding standard until the room is revealed.
| Talek112 |
Talek swears softly after his dismal shots and seeing red drop turns his attention to yellow.
holy laser: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 273d8 + 12 ⇒ (4, 3, 5) + 12 = 24
holy laser: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 283d8 + 12 ⇒ (7, 5, 5) + 12 = 29
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (fatigued 1 minute)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
Captain Nashal (-204)
L (-17, see invis)
Talek
Jax (-53 SP, -47 Hp, Reflex save)
Yellow Undead Monk (-74, Graviton Mode 3)
Bepo (-36)
Rags
The door opens easily enough. Three rows of computer displays take up the center of this room, with additional control panels lining the fore wall. Monitors line the port, starboard, and aft walls, showing
various decks and grav-train corridors of the ship’s interior and the Gate of Twelve Suns, as well as the position, direction, and possible firing arcs of dozens of armada ships in the system. Heavy doors are set into the fore and starboard walls.Talek destroys the remaining monk.
Jax is up, and L has a standard action remaining.
| Ellison "L" Wreg’lich |
L readies to move when Rags heads over this room as well.
"It looks clear over here Rags. Let's see if we can't get in there and help."
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-42, fatigued 1 minute)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
L (-17, see invis, Readied action)
Talek
Jax (-74 SP, -47 Hp, Reflex save)
Bepo (-78)
Rags
Jax Reflex save: 1d20 + 13 ⇒ (13) + 13 = 26
B-Bop Reflex save: 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20With Yellow down I guess Jax isn't technically on delay, as we're back to PC actions. Nate, if you need to take a step away from the campaign let me know.
Jax, Bepo, Rags, B-Bop, Tiktik, and L's readied action are up!
| Tiktik "Overclock" |
"Welp, time to get Admiral Gothington out of hiding," the ysoki says as he relays his latest command to his drone.
Satisfied that there is not much he can do himself, he resolves to do what they actually came here to do. He zooms over to the navigational controls with magical speed and attempts to seize control.
"Who wants to bet that ol' megamind's password is 'password?'"
Moving to the admiral's chair. Then as my standard I presume it will take a Computers check to gain access to the system. If there is anywhere to insert on of our command keys, I will do so first.
computers: 1d20 + 24 ⇒ (8) + 24 = 32
Elliot will fly over to where L and Rags most recently communicated the elebrian's position, and then he will use the fire extinguisher uniclamped to his rifle to hopefully coat the admiral in whatever chemical compound starfinder technology uses to douse fires. My goal is to possibly reduce or eliminate his concealment. I don't know if this is possible or if so how you would want to adjudicate the attempt, but I figure that an attack roll with miss chance is a decent guess. Either way, he will deactivate his haste circuit as a swift and save the last round of it just in case.
fire extinguisher: 1d20 + 15 ⇒ (12) + 15 = 27
miss chance: 1d100 ⇒ 52
Tiktik 88/88 SP, 70/70 HP, 8/12 RP (can be boosted by Jax or L)
-Minor Disruption Rifle 25/40 (50ft range, 5 per shot)
--Weapon Fusions: Called, Conserving, Ghost Killer
--Accessories: Laser Sight, Light bayonet bracket (tactical baton)
5/9 spare Kish hi-capacity batteries
Elliot 50/110 HP, 5/5 RP
-Yellow Star Plasma Rifle 28/40 (40ft line, 4 per shot)
--Weapon Fusions: Selective, Ghost Killer
--Accessories: Bipod, Uniclamp (fire extinguisher), Uniclamp (grappler + 100' titanium line)
7/10 spare Kish hi-capacity batteries
1/10 Haste Circuit rounds
Jax "Boots" Wolfwood 2.0
|
Jax drops to a knee, coughing and wheezing in pain. "Been a while since I've has my teeth kicked in like that. Brings me back." Standing up, "Does anyone have a health elixir or a bottle of brandy? I could go for either right about now."
Jax will go on Total Defense since there's not much else I can do, lol.
GM_MG
|
Matt, if you'd like to take Elliott's action back, feel free. You have no idea what square he's in, as no one with the ability to see invisibility is within range or line of sight. Also, I wouldn't allow the fire extinguisher to get around the effect anyway, as any material that lands on him would just turn invisible anyway.
| Ragabash Lupo |
Rags completes his summoning, bringing another group of tiny Angels in to assist.
<in Celestial> "There is one undead hidden with Invisibility. Find him and stop him. I shall join you shortly."
Rags uses one full movie action (including haste for 60') to enter the next room. He proceeds to the next door (10' more) and with and additional movement remaining, he tries to open the door if possible.
The Angels spread out and make active Perception checks to attempt to locate the Admiral.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
7 rounds
Blue Perception: 1d20 ⇒ 20
Green Perception: 1d20 ⇒ 12
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
9 rounds
Red Perception: 1d20 ⇒ 2
Orange Perception: 1d20 ⇒ 18
Yellow Perception: 1d20 ⇒ 7
GM_MG
|
The door in the room full of computers that leads to the bridge is locked. DC 40 Engineering check to open the door.
B-Bop
|
B-Bop slips quietly across the room, looking closely for any subtle sign of the invisible elabrian.
Move action while stealthing with haste gives B-Bop 45ft to move, standard action for perception check after move
stealth + fatigue: 1d20 + 25 - 1 ⇒ (13) + 25 - 1 = 37
perception: 1d20 + 18 ⇒ (3) + 18 = 21
cloaking field 6/10, ammo 6/12
| Bepo Baloo |
Bepo will move over to the console and if he can't see anything he will ready an action to attack if anything comes close.
| Tiktik "Overclock" |
Damn. I thought I finally had a use for the extinguisher I bought forever ago. Ah well. Elliot might as well take a shot at a random line and see if he hits anything. I used his normal attack bonus so hopefully i can stick with that. Line drawn on the map. I am using the Selective Fusion to exclude Bepo.
| Ellison "L" Wreg’lich |
L’s readied action kicks in as Rags moves up, he moves in close behind him.
To Tiktik telepathically, Mind opening the western door, it seems stuck.
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-42, fatigued 1 minute)
Tiktik
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
L (-17, see invis, Readied action)
Talek
Jax (-74 SP, -47 Hp, Reflex save)
Bepo (-78)
Rags
Tiktik sees a computer here, but its listed as being in use by the Admiral. He apparently has some sort of device on him that lets him, and only him (or, more accurately, only the person possessing the device) to control the ship.
Elliott's blast strikes the wall. It doesn't seem like it hit anything.
Another explosion rips through the air near the throne.
Fire Damage: 9d6 ⇒ (6, 4, 1, 1, 4, 6, 1, 2, 4) = 29
This will catch Blue Angel, Yellow Angel, Jax, and Tiktik. Tiktik and Blue Angel will get the standard cover bonus to their reflex save.
Up next, everybody!
| Tiktik "Overclock" |
reflex +cover: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
"Whoa! I'm coming guys!" Tiktik says as he dives off the admirals chair and rushes over to the door, with the drone close behind.
double move
Elliot will attempt another stab in the dark then fly over to the door so he can aid me next round.
plasma rifle: 1d20 + 15 ⇒ (15) + 15 = 30
miss chance: 1d100 ⇒ 38
elec/fire: 2d10 + 11 ⇒ (6, 9) + 11 = 26
Tiktik 88/88 SP, 70/70 HP, 8/12 RP (can be boosted by Jax or L)
-Minor Disruption Rifle 25/40 (50ft range, 5 per shot)
--Weapon Fusions: Called, Conserving, Ghost Killer
--Accessories: Laser Sight, Light bayonet bracket (tactical baton)
5/9 spare Kish hi-capacity batteries
Elliot 50/110 HP, 5/5 RP
-Yellow Star Plasma Rifle 28/40 (40ft line, 4 per shot)
--Weapon Fusions: Selective, Ghost Killer
--Accessories: Bipod, Uniclamp (fire extinguisher), Uniclamp (grappler + 100' titanium line)
7/10 spare Kish hi-capacity batteries
1/10 Haste Circuit rounds
| Ragabash Lupo |
The Yellow Angel can't survive even with a save.
Blue Angel Reflex: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
The Yellow and Blue Angels are both evicted forcibly from the prime material plane. The remaining Angels continue their search for the Admiral. Rags makes ready to enter the room and move towards Jax once the door opens.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
Green Perception: 1d20 ⇒ 15
6 rounds
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
Red Perception: 1d20 ⇒ 9
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
Orange Perception: 1d20 ⇒ 2
8 rounds
| Ellison "L" Wreg’lich |
delay for the moment. Not much I can do from this spot until the door opens, unless there are some tiny/convenient air ducts nearby. Lol
| Bepo Baloo |
Bepo will move around trying to see if he sees the Admiral. Bepo will ready an action to strike out if he sees anything.
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-42, fatigued 1 minute)
Tiktik (-14)
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
L (-17, see invis, Readied action)
Talek
Jax (-89 SP, -61 Hp, Reflex save)
Bepo (-78)
Rags
Reflex for Jax: 1d20 + 13 ⇒ (4) + 13 = 17
Elliott doesn't hit anything.
The angels are unable to locate the missing admiral. Bepo, however, runs right into him.
| Bepo Baloo |
Hey guys he is over here.
Bepo will attack what he ran into.
Attack vs EAC: 1d20 + 18 ⇒ (6) + 18 = 24
Damage Fire: 5d8 + 21 ⇒ (5, 1, 5, 4, 8) + 21 = 44
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-42, fatigued 1 minute)
Tiktik (-14)
Elliott (-60)
Admiral (-0, invisibility Round 5/?)
Wall of Force (-106)
L (-17, see invis, Delay)
Talek
Jax (-89 SP, -61 Hp, Reflex save)
Bepo (-78)
Rags (Ready)
Bepo misses the admiral.
| Talek112 |
Seeing bepo take a swing at something be casts explosive blast centered on bepo using selective targeting and spending an rp to exclude any allies. Dc 20 reflex save explosive blast: 9d6 ⇒ (2, 6, 6, 6, 2, 2, 2, 6, 5) = 37
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-69, fatigued 1 minute)
Tiktik (-14)
Elliott (-60)
Admiral (-27, invisibility Round 6/?)
Wall of Force (-106)
L (-17, see invis, Delay)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-78)
Rags (Ready)
Reflex: 1d20 ⇒ 3 Fail
The admiral remains invisible.
Attack vs. Bepo's Flat-footed EAC: 1d20 + 20 ⇒ (13) + 20 = 33
Fire/Electric Damage: 4d8 + 13 ⇒ (7, 3, 3, 1) + 13 = 27
Bepo is slashed by a plasma blade!
Up next, everybody.
| Bepo Baloo |
Bepo is going to full attack the square where the attack came from.
Attack 1 vs EAC: 1d20 + 12 ⇒ (11) + 12 = 23
Damage Fire: 5d8 + 21 ⇒ (1, 6, 1, 3, 5) + 21 = 37
Attack 2 vs EAC: 1d20 + 12 ⇒ (13) + 12 = 25
Damage Fire: 5d8 + 21 ⇒ (7, 3, 6, 8, 4) + 21 = 49
Attack 3 vs EAC: 1d20 + 12 ⇒ (6) + 12 = 18
Damage Fire: 5d8 + 21 ⇒ (2, 7, 6, 1, 7) + 21 = 44
| Ellison "L" Wreg’lich |
Inspiring boost on B-bop, spending an RP to boost it. 36SP
readying an action to move as close to the admiral as possible once the door opens
Tracker
RP 5/11
boosted, Jax, Bepo, B-bop
B-Bop
|
B-Bop dashes forward, looking in the area where Bepo swung and jabbed in what appears to be empty air.
Gggrrrrgghh, is dis where Lieutenant Left Nut is? Lemme at 'em!
If the elebrian has a melee weapon, they get an attack of opportunity based on B-Bop's move path past Bepo.
Full round action for trick attack on the suspected space where the enemy is to be, take 10 on stealth for 36, opt to use hampering shot if successful.
Cruel ominous conserving elite semi-auto pistol vs KAC + fatigue: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36
50-50 chance to hit invis, 1 is yes, 2 is no: 1d2 ⇒ 2
piercing damage: 3d6 + 5 ⇒ (5, 5, 2) + 5 = 17
trick damage: 6d8 ⇒ (7, 5, 1, 8, 6, 4) = 31
cloaking field 7/10, ammo 5/12 unless miss then 6/12
Is dat dude a lieutenant? I didn't get'a good peek at dere rank pips before dey went all cloaked.
| Ellison "L" Wreg’lich |
Inspiring boost on B-bop, spending an RP to boost it. 36SP
readying an action to move as close to the admiral as possible once the door opens
Tracker
RP 5/11
boosted, Jax, Bepo, B-bop
as b-bop hadn’t taken new damage, he’s not a valid target… so, I’ll just stay on delay i suppose. Posting here to make it official
GM_MG
|
Active Effects - Haste (except Elliott)
B-Bop (-66, fatigued 1 minute)
Tiktik (-14)
Elliott (-60)
Admiral (-27, invisibility Round 6/?)
Wall of Force (-106)
L (-17, see invis, Delay)
Talek
Jax (-89 SP, -61 Hp)
Bepo (-95)
Rags
Bepo misses on all of his strikes, as does B-Bop.
AoO: 1d20 + 20 ⇒ (14) + 20 = 34
Fire/Electric Damage: 4d8 + 13 ⇒ (3, 2, 3, 3) + 13 = 24
B-Bop is struck as he moves past the hidden admiral.
| Tiktik "Overclock" |
"Don't worry, I gotcha!" Tiktik shouts through the door as he proceeds to override the door controls while his drone assists him.
engineering with aid: 1d20 + 26 + 2 ⇒ (6) + 26 + 2 = 34
As a small alarm goes off on the panel, he adds, "Umm... just a few more seconds."
| Ragabash Lupo |
Rags draws his solar flare and calls his shield as he waits. The angels converge on the admiral. Red and Orange move and attack. Green double moves.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 20/20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +9 (1d6+5 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
5 rounds
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
NG Outsider (angel, extraplanar, good).
Senses Low-light vision; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities +4 to saving throws against poison; immunity to petrification; resistance to acid, cold, electricity, and fire 1
Speed 30 ft. Supernatural flight 30 ft (perfect)
Melee sword of light +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy+0, Mysticism +0
Languages: Common and Celestial.
7 rounds
Red attacks the Admiral.
Red Sword: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Concealment: 1d100 ⇒ 18
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Orange attacks the Admiral.
Orange Sword: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Concealment: 1d100 ⇒ 10
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9