B-Bop
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| 1 person marked this as a favorite. |
Wrapped up in his search for evidence of knish, B-Bop perks up out at the sound of trouble. He then rushes across to the scene of the disturbance, pistol drawn.
Aww, drek! Da plush carpet's gonna try ta shag us!
Double move
GM_MG
|
Round One
Active Effects -
B-Bop
Ragabash DELAY
Jax
Talek
??? Blue
??? Yellow
Bepo
Tiktik/Elliott
L
This is a Writher Swarm. N Fine Plant (Swarm). The Swarm does 2d10+9 damage to those in its space, plus Distraction and Disease.
Rags is on Delay. Talek is up.
| Talek112 |
Talek steps in front of L holds out his hand and concentrates as heat begins pourungboutnover the swarm casting overheat using selective targeting to not set the room on fire overheat dc 16 reflex save: 2d8 ⇒ (4, 4) = 8
| Ragabash Lupo |
Hearing the sounds of combat over the comms, Rags casts Summon Creature at second level. He summons three 1/3 CR creatures instead of one 1 CR creature and instructs them to find his friends and help them. All three double move.
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.
Yellow Star on map.
CG Outsider (azata, chaotic, extraplanar, good).
Senses Low-light vision.; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to electricity and petrification; resistance to cold and fire 1
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P) 120'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Culture -3
Languages:Common and Celestial.
Red Star on map
LG Tiny Outsider (archon, extraplanar, good, lawful).
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 electricity and petrification
Speed 30 ft fly (perfect)
Melee slam +5 (1d6+3 B)
Ranged light ray +2 (1d4 F) 60'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy +0, Intimidate +0
Languages: Common and Celestial.
Blue Star on map
0- Stabalize, Telekinetic Projectile,Ghost Sounds,Fatigue, Detect Magic, Detect Affliction
5/5 day 1-Mystic Cure, Life Bubble, Pyre Wreath, Share Language, Summon Creature
1 Connection -Reflecting Armor
3/4 day 2- Lesser Restoration, Mystic Cure, Remove Condition, Summon Creature
2 Connection - Shield Other
GM_MG
|
Round One
Active Effects -
B-Bop (-21)
Ragabash DELAY
Jax
Talek(-17)
Writher Swarm Blue (-12)
Writher Swarm Yellow (0)
Bepo
Tiktik/Elliott
L (-17)
Reflex: 1d20 ⇒ 5
Talek's spell scorches the swarm.
Both swarms roll forward. Blue draws from Talek, L, and B-Bop. Yellow draws from Talek and L. Blue pours out of the door into the hallway, covering B-Bop, while the other swarm covers L and Talek.
Blue Damage: 2d10 + 9 ⇒ (4, 8) + 9 = 21
Yellow Damage: 2d10 + 9 ⇒ (3, 5) + 9 = 17
I need 2 Fort saves from Talek, B-Bop, and L.
Starfinders are up!
B-Bop
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Nnyaaaarrgg! No! No! Dis thing's shaggin' me!
As the swarm closes in, B-Bop reacts by slashing at it with his bayonet.
AOO bayonet vs kac: 1d20 + 8 ⇒ (12) + 8 = 20
slashing damage: 1d4 + 5 ⇒ (2) + 5 = 7
fort save #1: 1d20 + 6 ⇒ (9) + 6 = 15
fort save #2: 1d20 + 6 ⇒ (13) + 6 = 19
GM_MG
|
Round One
Active Effects -
B-Bop (-21)
Ragabash
Jax
Talek(-17)
Writher Swarm Blue (-12)
Writher Swarm Yellow (0)
Bepo
Tiktik/Elliott
L (-17)
B-Bop misses the swarm. Pass both saves.
| Ellison "L" Wreg’lich |
couple of possible modifiers at play here. if inhaled disease or poison, i'm immune. if contact or injury disease or poison +4 racial to whatever the results are below. also, i only have a pistol out at the moment, so no aoo from me sadly
Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Fort: 1d20 + 6 ⇒ (15) + 6 = 21
| Tiktik "Overclock" |
Tiktik jogs down the corridor and skids to a halt as he sees B-Bop covered in writhing mold strands.
"Umm, I think this is helping... is this helping?"
He spits out a grenade and rolls it down the hall.
frag grenade mk 2: 1d20 + 5 ⇒ (9) + 5 = 142d6 ⇒ (5, 4) = 9
DC 17 Reflex for half
He instructs his drone to try to distract the creature to aid his allies.
harrying fire: 1d20 + 11 ⇒ (11) + 11 = 22
+2 to hit for the next attacker
B-Bop
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reflex save vs saliva covered grenade: 1d20 + 10 ⇒ (9) + 10 = 19
B-Bop barely manages to sidestep and flip around to avoid the grenade explosion.
Rrrruurrr! Cuttin' it real close dere, Cheeks!
His jetpack activates before his feet hit the ground again and B-Bop then flies five feet above the ground away from the swarm.
[B]Take dis, ya coleslaw carpet!/b]
Full round action for trick attack, using jetpack for fly speed and moving five feet up and back out of the swarm, will take 10 on stealth check for 29, make swarm flat footed if successful
semi auto pistol vs KAC + carrying fire: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
half piercing/half electric: 2d6 + 3 ⇒ (2, 5) + 3 = 10
trick damage: 4d8 ⇒ (8, 3, 3, 5) = 19
GM_MG
|
Round One
Active Effects -
B-Bop (-21)
Ragabash (Summoning Complete)
Jax
Talek(-17)
Writher Swarm Blue (-54)
Writher Swarm Yellow (0)
Bepo
Tiktik/Elliott
L (-17)
The swarm sheds some mass after the combined assault of B-Bop and Tiktik, but is still alive and moving.
Everyone but Tiktik and B-Bop is up!
| Bepo Baloo |
Bepo as a swift action is going to activate the haste circuit, as he moves down the hallway will pull his devastation blade and then attack at Blue using Lunge.
Attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Damage: 2d8 + 14 ⇒ (1, 4) + 14 = 19
| Ellison "L" Wreg’lich |
Moving around to the other side of the table to get away from the creepy crawlies and giving a thumbs up to Talek.
"You got this, right?"
Inspiring Boost, 18SP back to Talek
| Talek112 |
fort 1: 1d20 + 7 ⇒ (5) + 7 = 12
fort 2: 1d20 + 7 ⇒ (5) + 7 = 12
| Talek112 |
Talek steps out out of the swarm and heat pours off him again hitting both swarms if there is an AOO i have mobility
overheat dc 16 reflex half dam: 2d8 ⇒ (7, 6) = 13
| Ragabash Lupo |
"I don't know whats happening but I've sent in help. If you can, you should fall back outside, my friends will cover your escape."
Now the Angel, Azata, and Archon double move in.
Rags grabs his Solar Flare and readies an action to fire on any enemy that enters the range of his senses.
GM_MG
|
Round One
Active Effects -
B-Bop (-21)
Ragabash
Jax (-22_
Talek (-22)
Writher Swarm Blue (-63, Get 'Em)
Writher Swarm Yellow (-9)
Bepo
Tiktik/Elliott
L (-23)
Reflex: 1d20 ⇒ 18
Reflex: 1d20 ⇒ 9The swarms take a little bit of damage from the spell.
The yellow swarm moves to L and the blue swarm moves to Talek and Jax.
2 fort saves for L, Talek, and Jax.
Swarm damage: 2d10 + 9 ⇒ (8, 6) + 9 = 23
Swarm damage: 2d10 + 9 ⇒ (4, 9) + 9 = 22
Starfinders are up!
| Ellison "L" Wreg’lich |
Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Double move out into the hallway
| Ragabash Lupo |
Red and Yellow double move. Blue single moves and fires at the blue mold with its celestial bow.
Celestial Bow: 1d20 + 5 ⇒ (8) + 5 = 13
Piercing: 1d4 ⇒ 2
Rags maintains his readied action.
"Can someone answer me!?!"
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.
CG Outsider (azata, chaotic, extraplanar, good).
Senses Low-light vision.; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to electricity and petrification; resistance to cold and fire 1
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P) 120'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Culture -3
Languages:Common and Celestial.
LG Tiny Outsider (archon, extraplanar, good, lawful).
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 electricity and petrification
Speed 30 ft fly (perfect)
Melee slam +5 (1d6+3 B)
Ranged light ray +2 (1d4 F) 60'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy +0, Intimidate +0
Languages: Common and Celestial.
| Bepo Baloo |
Sorry Ragabash, got caught up in everything. Two large things called a Writher Swarm. We are good so far.
Bepo will move up to the far room to stop squeezing and use lunge to full attack on Yellow because of the Haste Circuit.
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d8 + 14 ⇒ (2, 5) + 14 = 21
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d8 + 14 ⇒ (2, 6) + 14 = 22
| Ellison "L" Wreg’lich |
I forgot to chuck a Life Science check on there when i posted. if it's cool, i'll add it here so i don't forget it next round >.< looking for info on DR and/or what their disease/poison effect is.
Life Science: 1d20 + 12 ⇒ (16) + 12 = 28
+4 if the library chip applies
| Tiktik "Overclock" |
Tiktik replies over the comms, <It doesn't seem like anyone is falling back. Are you willing to come back inside and help? If you've got any spells, grenades, or cool Solarian moves that help deal with swarms, I imagine our lasers and such are having limited effect.>
He jogs down the hall to see where the creature moved to and sees several of his friends engulfed as he spits out his last grenade.
"Hmm, I'd rather not blow all of you up, so..." he trails off as he turns his attention to the other creature inside the room and lobs his explosives at it instead.
move, spit out grenade, and toss at Yellow (DC 16 reflex). Elliot also move, then fire a shot at Blue.
Tiktik incendiary grenade mk 1: 1d20 + 5 ⇒ (1) + 5 = 61d6 ⇒ 3
crap. OK looks like I have to roll a d8 for scatter direction and a d4 for scatter distance.
scatter: 1d8 ⇒ 8
distance: 1d4 ⇒ 4
Well I completely missed that, but at least I think I missed Bepo too. FWIW I marked on the map the intended target and where I actually firebombed.
Elliot caustolance: 1d20 + 11 ⇒ (15) + 11 = 262d6 + 7 ⇒ (1, 1) + 7 = 9
Tiktik winces as he sees his grenade ricohet off of the desk and roll harmlessly into the corner. "Oops."
GM_MG
|
Active Effects -
B-Bop (-21)
Ragabash
Jax (-22_
Talek (-22)
Writher Swarm Blue (-63, Get 'Em)
Writher Swarm Yellow (-30)
Bepo
Tiktik/Elliott
L (-23)
The Blue summon misses its shot.
Bepo lands a sweeping blow on the swarm, cleaving off dozens of wriggling filaments. He misses on the backswing.
Tiktik's grenade goes off harmlessly.
Not a lot to these guys. The DC for the saves are 14 and 15, and they have 145 hit points with no resolve.
Jax, Talek, and B-Bop are up!
B-Bop
|
B-Bop flies down the hall to attack the swarm.
Ya gotta watch out, dat rug tries ta make itself at home in all'a yer crevices!
Full round action for trick attack,move/fly 30ft and stay five feet above the floor/towards the ceiling, take 10 on stealth for 29, and shoot.
semi auto pistol vs blue KAC +get em: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
half piercing half electric damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11
trick damage: 4d8 ⇒ (2, 7, 4, 3) = 16
| Talek112 |
disease save: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 14
nausea save: 1d20 + 7 ⇒ (13) + 7 = 20
| Talek112 |
Talek steps out of the swarm and blasts the swarm with heat again, excluding everything but squares only containing the swarm.
overheat dc 16 ref: 2d8 ⇒ (2, 3) = 5
GM_MG
|
Active Effects -
B-Bop (-21)
Ragabash
Jax (-44, Nauseated)
Talek (-22)
Writher Swarm Blue (-93)
Writher Swarm Yellow (-30)
Bepo (-4)
Tiktik/Elliott
L (-23)
Jax delays.
Reflex: 1d20 ⇒ 12
Blue burns from Talek's spell, but continues to chew away at Jax.
Damage: 2d10 + 9 ⇒ (7, 6) + 9 = 22
Jax Fort: 1d20 + 4 ⇒ (19) + 4 = 23
Jax Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Jax Fort: 1d20 + 4 ⇒ (1) + 4 = 5
Jax Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Jax is nauseated after being covered by the swarm.
The other swarm rushes eagerly at Bepo.
Damage: 2d10 + 9 ⇒ (1, 1) + 9 = 11
The swarm does very little damage to Bepo, however.
I don't know if you saw, Tony, but there's been a change to Enhance Resistance in the latest version of the Core Rulebook. We can continue to use the old version for the duration of the combat, however.
Everybody is up!
| Tiktik "Overclock" |
Well crap, the nerf to Enhanced Resistance sucks for my soldier. Then again the old version was kinda OP, so it is probably for the best.
"Ok, enough is enough! Time to zap these things back to oblivion!"
He raises his weapon to his cheek, watching the red dot of his laser sight dance over the chaotic cluster of creatures in the hallway. He holds down the trigger until the rifle vibrates against his cheek, waiting until the dot comes to rest on an unobstructed part of the swarm's mass, before he unleashes a deafening blast of sound at blue. Overhead, his drone's spindly arms hold its weapon steady, as it fires off a line of disintegrating energy at the same target.
move to aim, standard for overcharged shot. move to brace, standard for regular shot
Tiktik +overcharged +laser aim: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 1d6 + 7 ⇒ (8) + (4) + 7 = 19
Elliot -cover: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 212d6 + 7 ⇒ (2, 4) + 7 = 13
49/49 SP; 46/46 HP
Elliot 70/70 HP
25/40 thunderstriker
17/20 caustolance
9/9 batteries
1/2 hi-capacity batteries
| Bepo Baloo |
Bepo will use his hasted action to move and then full attack at Yellow.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d8 + 14 ⇒ (2, 2) + 14 = 18
Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d8 + 14 ⇒ (1, 3) + 14 = 18
| Ragabash Lupo |
The Red Archon moves into attack the yellow swarm with Bepo.
Slam: 1d20 + 5 ⇒ (19) + 5 = 24
B: 1d6 + 3 ⇒ (5) + 3 = 8
The Blue Azata fires its celestial bow at the blue swarm again.
Celestial Bow: 1d20 + 5 ⇒ (19) + 5 = 24
P: 1d4 ⇒ 3
The Yellow Angel strikes out at the blue swarm with its Sword of Light.
Sword of Light: 1d20 + 5 ⇒ (7) + 5 = 12
S: 1d6 + 3 ⇒ (4) + 3 = 7
4 of 6 rounds left for red, yellow, and blue.
"The integrity of that building is deteriorating exponentially the longer you continue to fire off weapons and explosives! Draw out whatever you are fighting into the open! I will summon more allies to cover your escape!"
Rags begins casting Summon Creature at level 2 again.
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.
CG Outsider (azata, chaotic, extraplanar, good).
Senses Low-light vision.; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to electricity and petrification; resistance to cold and fire 1
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P) 120'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Culture -3
Languages:Common and Celestial.
LG Tiny Outsider (archon, extraplanar, good, lawful).
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 electricity and petrification
Speed 30 ft fly (perfect)
Melee slam +5 (1d6+3 B)
Ranged light ray +2 (1d4 F) 60'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy +0, Intimidate +0
Languages: Common and Celestial.
| Ellison "L" Wreg’lich |
"Where you going Jax? The fight is the other way? You'll be fine, now get back in there!"
Inspiring Boost spending 1 RP to enhance it. If i'm reading this correctly it'll restore 18 plus another 6 by spending the RP.
Get 'em on Blue
"Finish that one off, then we can work on the other one. And Rags... sorry buddy, I don't know what you mean about the building falling down. It's not in great condition, but seems to be holding up just fine. Maybe get your ey... uh... nevermind."
GM_MG
|
Active Effects -
B-Bop (-21)
Ragabash
Jax (-20, Nauseated)
Talek (-22)
Writher Swarm Yellow (-56)
Bepo (-4)
Tiktik/Elliott
L (-23)
The blue swarm dies, the few remaining filaments wriggling feebly.
Two hits land on the yellow swarm.
B-Bop and Talek are up!
B-Bop
|
B-Bop zips into the the other room via the power of the jetpack.
Full round action for trick attack, make target flat foot, take 20 on stealth for 29, jetpack charges 34/40, ammo 9/12
pistol vs KAC + coordinated shot: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
half pirece half electric damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11
trick damage: 4d8 ⇒ (7, 2, 8, 2) = 19
| Talek112 |
Talek rushes back into the room and sends another wave of heat over the swarm that fails to touch anything but the swarm. overheat: 2d8 ⇒ (5, 8) = 13
GM_MG
|
Active Effects -
B-Bop (-21)
Ragabash
Jax (-20)
Talek (-22)
Writher Swarm Yellow (-75)
Bepo (-13, two fort saves)
Tiktik/Elliott
L (-23)
Moved the Get 'Em to Yellow, missed that last time.
Understand some of us are still without power, so not pressing on things too hard here.
B-Bop sadly misses the swarm.
Reflex: 1d20 ⇒ 4
Talek's blast deals a large amount of damage to the swarm, burning off dozens of wriggling filaments.
The swarm pours over Bepo hungrily.
Damage: 2d10 + 9 ⇒ (4, 3) + 9 = 16 DR applied.
Two Fort Saves for Bepo.
Starfinders are up!
| Bepo Baloo |
Fort Save: 1d20 + 8 ⇒ (18) + 8 = 26
Fort Save: 1d20 + 8 ⇒ (3) + 8 = 11
Bepo will use his hasted action to move then full attack
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d8 + 14 ⇒ (1, 3) + 14 = 18
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d8 + 14 ⇒ (2, 4) + 14 = 20
| Tiktik "Overclock" |
Boosted+get em+coorrdinated shot: 1d20 + 11 + 2 + 1 ⇒ (8) + 11 + 2 + 1 = 221d10 + 1d6 + 7 ⇒ (3) + (3) + 7 = 13
Elliot full att +braced+get em+coordinations #1: 1d20 + 11 - 2 + 2 + 1 ⇒ (19) + 11 - 2 + 2 + 1 = 312d6 + 7 ⇒ (6, 3) + 7 = 16
Elliot full att +braced+get em+coordinations #2: 1d20 + 11 - 2 + 2 + 1 ⇒ (14) + 11 - 2 + 2 + 1 = 262d6 + 7 ⇒ (6, 4) + 7 = 17
| Ragabash Lupo |
The Blue Azata double moves.
The Yellow Angel moves in and swings at the Yellow swarm with it's Sword of Light.
Sword of Light: 1d20 + 5 ⇒ (15) + 5 = 20
S: 1d6 + 3 ⇒ (5) + 3 = 8
The Red Archon repositions and tries to slam the Yellow swarm.
Slam: 1d20 + 5 ⇒ (8) + 5 = 13
B: 1d6 + 3 ⇒ (3) + 3 = 6
3/6 rounds left
Another tiny Angel pink and Archon orange arrive, along with a tiny Agathion green . lighting symbols on map
Rags instructs them to enter, find his friends and assist them, and to tell his friends to leave the building. All three double move in and begin singing a heavenly chorus.
"You've done well, we've got it from here!
You've done well, now turn to the rear!
Do not fret, it is okay!
Heaven is here to save the day!"
5/6 rounds left
Hearing their heavenly brethren singing, the original three pick up the chorus as well.
Rags implores over the comms again, <Don't be fool hardy L! Listen to the Angels!>
| Talek112 |
Talek takes aim with his cryo rifle and fires on the swarm
cryo rifle full attack: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 271d8 + 6 ⇒ (7) + 6 = 13
cryo rifle full attack: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 171d8 + 6 ⇒ (5) + 6 = 11
| Ellison "L" Wreg’lich |
Moving around closer to the door.
”I think we’ve got it. Let’s finish it off strong so we can grab this box and head out. Our vlakan friend is going to stress himself to death otherwise”
I wonder if vlakan people’s show affection like canines? With tail wagging and licking? Would be odd to see such a display from the steward
Get em on yellow.
GM_MG
|
Taleks first shot does in the mold, blowing the mass of filaments apart.
Out of combat!
GM_MG
|
Taleks first shot does in the mold, blowing the mass of filaments apart.
Out of combat!
| Ellison "L" Wreg’lich |
”Quick, check that door, then we can grab the box here and scoot.”
| Ragabash Lupo |
The assorted good outsiders hear L's orders and comply to the best of their ability while still summoned. They check the door.
The Orange Archon and Pink Angel retriev the box and move with their fly speed of 30 ft out of the building back towards Rags. Assuming there isn't a skill check involved. If there is and they don't have it they will wait for someone else.
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.
CG Outsider (azata, chaotic, extraplanar, good).
Senses Low-light vision.; Perception +3
HP 6/6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to electricity and petrification; resistance to cold and fire 1
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P) 120'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Culture -3
Languages:Common and Celestial.
LG Tiny Outsider (archon, extraplanar, good, lawful).
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 electricity and petrification
Speed 30 ft fly (perfect)
Melee slam +5 (1d6+3 B)
Ranged light ray +2 (1d4 F) 60'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy +0, Intimidate +0
Languages: Common and Celestial.
NG Outsider (agathion, 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 electricity and petrification; resistance to cold and sonic 1
Speed 30 ft walk/climb/swim
Melee claw +5 (1d6+3 S)
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Survival+0
Languages: Common and speak with animals (as per the xenodruid connection power).
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.
LG Tiny Outsider (archon, extraplanar, good, lawful).
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 electricity and petrification
Speed 30 ft fly (perfect)
Melee slam +5 (1d6+3 B)
Ranged light ray +2 (1d4 F) 60'
Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Diplomacy +0, Intimidate +0
Languages: Common and Celestial.