SFS 1-39 Herald's War (7-10) [Gameday 8] [Starship; SS LE; SS Jad] (Inactive)

Game Master Saashaa

Maps and such


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Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Klysk will attempt to increase the amount of power running to the ship's engine, hoping that they can speed past the Jinsul front line before the opposing fleet can fully react and move to block their progress.

I will also be using Communalism (Shirren ability that Killik used) to roll twice on this and take the higher result.
Engineering (roll 1): 1d20 + 18 ⇒ (2) + 18 = 20
Engineering (roll 2): 1d20 + 18 ⇒ (18) + 18 = 36


1-06

The crew of Starfinders think quickly as the Jinsul are forming up their fleet.

Klysk, knowing that whatever happens it will need to be fast, diverts all auxiliary power to the engines. The Drake lurches forward as a sudden propulsion comes from the thrusters. The whole crew is nearly thrown from their positions. Killk's keen eyes quickly analyze the forming jinsul fleet and they spots a location that is soon to open due to a larger jinsul vessel moving through the smaller ones. Without even moving a mandible they telepathically show Dusty what they have spotted. Without even skipping a beat Dusty uses the burst of propulsion to thread the Drake through the Drake-sized hole in the formation.

With the sudden jamming of their sensors, the jinsul seem unaware of the break in their line...Also, they are a bit distracted as it is at this point that the combination Starfinder and Kreiholm Freehold fleet attacks. Coilgun fire, missiles, and torpedoes suddenly clutter the spaces where starships aren't. Dusty spends a few moments dodging stray fire.

As the Drake regains it's bearings and finds the carrier once more a jinsul fighter emerges from some bay doors in the underside of the carrier and begins flying straight at the Drake.

"There! The bay doors!" shouts Jasper as the jinsul fighter speeds toward the Drake.

Dusty cracks his knuckles as he eyes the incoming jinsul fighter. At this knuckle cracking moment Gab's mouth twitches into a smirk and he quickly leans down and whispers something into Dusty's ear.

"Nice," Dusty says quietly as Gab's smirk seems to have been contagious. "Fasten your seatbelts, folks," he says as he speeds the Drake in what looks like a collision course for the jinsul fighter. The smirk turns to a grin when the jinsul fighter seems to have taken the bait and continues right at the Drake.

With a quick motion, Dusty cuts the engines and turns the Drake a hard right. With another he reengages the thrusters and the ship rockets forward in the new direction and just a hair off from colliding with the jinsul ship. The Starfinder crew is jerked around in their seats, thankfully they took Dusty's advice. With a quick barrel roll and another hard cut the Drake was speeding for the now closing bay door of the carrier.

It looks as if they may not make it but, with a noise from engineering and a short blackout of the lights on the ship, the Drake lurches forward once more with even more speed. With that extra boost the Starfinders narrowly make it into the bay.

The Starfinders managed to go fast enough to make it through the bay door, but now that speed is a problem...(to be continued)...

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"Brakes!" Gab screams from the captain's chair, eyes wide the approaching walls of the bay. "More brakes!"


1-06

After a strange and terrible sound from engineering, some yelling from the crew and a long, cringe-worthy screech of metal on metal, the Drake comes to a stop inside what is very likely a hangar bay.

Outside of the ship, through the vliewscreens you can see dark metal alloy with ornamental etchings, some of which are abstract designs while others are religious imagery, make up the walls within the vessel. Small lights are embedded in the walls in irregular patterns, providing dim light to the entire area. The enormous hangar bay is all but empty—only a few badly damaged jinsul starships ships sit on the metal alloy floor. This area obviously usually holds numerous jinsul ships, they have clearly already been sent into the brewing engagement outside the carrier.

A couple moments later the lights of the Drake flicker back on. It appears that the skill of the Starfinder crew is significant. With some minor work the Drake could fly once more. But that is a thing for another time. Right now the Starfinders have a mission...

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killick scans the hanger bay looking for possible exits. Activating the armour seals in case the atmosphere on a Jinsul ship is toxic and mentally braodcasts, Can anyone access a layout of the ship showing the location of the command deck?

Exo-Guardians

Female LG Human Priest Divine Champion Solder 10 | Speed 35ft, 35 fly |SP 51/90 | HP 74/74 | Res 9/11 | EAC 30 | KAC 33 |Fort +9, Ref +10, Will +10 | Init +12 | Perc +9
Starship:
Engineering +4, Gunery +14, Piloting +17

Shrike unfastens her safety harness and stands up from her console, though her eyes stay on the camera feed. She looks the symbols over, trying to discern some kind of meaning from them.

Mysticism: 1d20 + 12 ⇒ (5) + 12 = 17

Her fangblade is in hand, her muscles tense. Her eagerness for combat shows in her stance and her gaze, nevermind the surface thoughts pouring over possible combat scenarios in the telepathic equivalent of quietly muttering to herself.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab nods to Killick. "Good idea." He activates his own environmental protections, and makes sure his radiation badge is fully charged and hanging from his armor. He draws his ghost killer ghelid hail pistol with a tactical baton attached to it via bayonet.

Lady Shrike, may want to check your stat line. You're showing down SP, but we haven't taken any damage yet.

Also, I do know the Jinsul language, in case any of this is readable.

The small tentacled creature peeks out of Gab's starfinder backpack, a faintly nervous trilling sound coming from it.

Gab looks around at the crew as he gets ready to open the airlock. "Everyone good to go?" After whatever last prep actions, he opens the airlocks and moves out, looking for any movement.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik also speaks Jinsul.

Acquisitives

Male Damaya Lashunta | SP 49 HP 39 | RP 7 | EAC 18 KAC 18 | Fort +4, Ref +5, Will +6 | Init +3 | Perc +10 | Spells 1st: 5 | Spells 2nd: 4 | Spells 3rd: 3| Technomancer/7

Jasper activates his environmentals. I can probably access the ship's computers if we find a terminal

Unless I can do it from within our ship and do a scan of it to see what's left in here and/or maybe get a layout of the ship.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Klysk will also check to ensure that his environmental seals are activated before standing up and moving over towards the airlock. Drawing his rifle, he concentrates for a moment while sending an information packet to his drone. It activates, skittering out from where it had stashed itself and moving up beside Klysk. {I am ready to go. Let us be quick.}

Klysk is also capable of speaking and reading Jinsul.


1-06

As the mechanic class has a specific ability that allows for remote hacking, I generally rule that none other can do it.


1-06

Across the bay from the Drake is a large blast door that undoubtedly leads further into the ship. Next to the large blast doors is a screen the wall. It is lit up for some purpose.

The only sound in the bay is a slight hum. It is quiet...

Suddenly all of your comms come to life with the voice of Luwazi Elsebo, "You’re inside? Good. From what we know about jinsul ships, there should be a command chamber closer to the front of the ship, probably on an upper decks. The hierarch will be there. The ship is enormous, but time is of the essence, so try to make it to the command chamber in less than thirty minutes. See if you can hack a terminal and access the ship’s map to find the best route.”

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik heads into the bay, weapon at the ready. He has no real skill with computers and so keeps watch for potential dangers.

Perception: 1d20 + 20 ⇒ (3) + 20 = 23

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Exiting the ship, Klysk heads towards the lit-up screen next to the door. Once he gets next to it he will examine it, looking for anything that could show a schematic of the carrier.

Would this require a Computers check?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab scurries across the room to the lit up screen. Assuming it is a terminal, he begins looking for an access port to plug in his hacking kit. He glances at Klysk, and sends telepathically in shirren, "You want to take lead on this?"

Computers(assist): 1d20 + 8 ⇒ (17) + 8 = 25

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty nods. "I'll do what I can to help."

Also fluent in Jinsul. Cannot fail an aid another check for Computers.


Male Halfling Cook Hireling

Perhaps I can provide some assistance Sirs says a small pale skinned halfling who, somehow, no-one has noticed until now. He steps out of the shadow of Killiks armour and starts to help with the door.

Archibald is my hireling, he cannot fail to assist on a computers check with +17 or he can mak the primary check depending on what other peoples skills are like.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

If it is Computers:
Computers: 1d20 + 18 ⇒ (20) + 18 = 38 Plus at least 3 Aids, so a total of 44 so far.


1-06

As the Starfinders rush from their ship, across the bay, jinsul emerge from behind the broken down ships. They gather together in a show of force brandishing tools that look to serve the purpose of repairing starships. This emergence was audibly under the order of another jinsul (the red one) wielding a standard jinsul plasma rifle.

Archibald finds a tool container to hide behind.

Initiative:

Gab initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Jasper initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Killk initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Klysk initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Shrike initiative: 1d20 + 11 ⇒ (19) + 11 = 30
Dusty initiative: 1d20 + 9 ⇒ (19) + 9 = 28

Jinsul initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Red initiative: 1d20 + 8 ⇒ (6) + 8 = 14

Shrike
Dusty
Killk
Red
Jasper
Klysk
Gab
other jinsul

Shrike, Killk, and Dusty are up

your computers check will be conserved.

Exo-Guardians

Female LG Human Priest Divine Champion Solder 10 | Speed 35ft, 35 fly |SP 51/90 | HP 74/74 | Res 9/11 | EAC 30 | KAC 33 |Fort +9, Ref +10, Will +10 | Init +12 | Perc +9
Starship:
Engineering +4, Gunery +14, Piloting +17

Shrike wastes no time, rushing forward with trails of ion following her behind. She crashes into the Jinsul line like a wrecking ball, meeting her foe with with steel and fury.

Jump packing forward, then Blitz charge at green

Ghost Killer Fangblade: 1d20 + 14 ⇒ (20) + 14 = 34
damage, slashing: 1d12 + 17 ⇒ (2) + 17 = 19

crit damage!: 1d12 + 17 ⇒ (1) + 17 = 18

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

I would like to use Fast Talk. I have spent the Resolve Point. I would have targeted Yellow, since this takes place before initiative is rolled.

Fast Talk Feat:
You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.

When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Bluff: 1d20 + 17 ⇒ (3) + 17 = 20

I will use my Convincing Liar re-roll instead of expertise die
Bluff: 1d20 + 17 ⇒ (10) + 17 = 27

So that would beat a +11 Perception modifier and a CR 3, so I'm going to guess that's a fail

Gab speaks quickly in flawlessly-accented jinsul.

Jinsul:
"Hey, we were sent to help you guys repair these ships ..." He glances around. "What, no one told you we were coming? Typical!"

He mutters to the group, "Yeah, they ain't buyin' it ..."

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killick also swoops forward using his jetpack and taking cover under the wing of the nearby Jinsul ship. He takes a shot at the nearest jinsul (yellow) but it goes well wide.

Rifle vs KAC: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d8 + 9 ⇒ (3, 5) + 9 = 17


1-06

Red blades: 1d20 + 18 ⇒ (12) + 18 = 30
1d12 + 12 ⇒ (11) + 12 = 23

Jinsul:

"Kill this human!"

The jinsul bellows as it steps forward and stabs Shrike with its leg blade.

Jasper, Klysk, and Gab are up

My stuff:

Discourage 22: 1d20 + 14 ⇒ (11) + 14 = 25

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab calls out to Shrike, "That looked worse than it was. You can shake it off!"

Move Action: Quick Inspiring Boost improvisation. I'll spend the RP so that Shrike recovers 19 SP. She can't benefit from it again.

Standard Action: Clever Attack improvisation.

Bluff(Clever Attack): 1d20 + 17 ⇒ (13) + 17 = 30
Okay, I'll keep that and add Expertise: 1d6 + 1 ⇒ (6) + 1 = 7 for a total of 37. So yellow is, I assume, flat-footed against all attacks until the end of my next turn.

Gellid Hail attack, range penalty, vs. yellow's flat-footed KAC: 1d20 + 7 - 6 ⇒ (20) + 7 - 6 = 21
Whoah! Was *not* expecting to hit with that ...
Gellic Hail damage, crit: 4d6 + 6 ⇒ (1, 5, 2, 4) + 6 = 18
That is 9 C & 9 P (not that I suspect it matters on these guys). And the crit effect ...
Bleed: 1d6 ⇒ 5

Gab pauses a moment, picking out a gullible-looking target, and fires at him, in an attempt graze his giant head-torso in a disorienting way. The frozen ice shard flies from the gelid hail pistol, and seems to strike an artery, as blood begins gushing from the jinsul's head, flowing down into his eyes. Gab calls out, "That's how we handle people like you, Triaxus-style."

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty didn't get a chance to act before Red.

Dusty whips out his semi-auto pistol and darts into a position for a cleaner shot, tumbling along the dock floor the rest of the way to fire a the leader with the plasma rifle.

Full action trick attack with move. Acrobatics take 10 for trick result of 31, affecting CR 11 or lower.

Attack vs. KAC (flat-footed): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage (P): 2d6 + 3 ⇒ (2, 6) + 3 = 11 plus debilitating trick (off-kilter)


1-06
frome my previous post wrote:

My stuff:

Discourage 22: 1d20 + 14 ⇒ (11) + 14 = 25

As Gab calls out to Shrike the rifle toting jinsul begins shouting, (in jinsul) "Holy Dhurus! Holy Kadrical! Crush our enemies so that we may take our rightful place!". Due to the shouting, Shrike cannot hear Gab's words.

The effect is that Shrike is unaffected by the Inspiriing Boost.

We will not retcon the hit from red as the off kilter would have caused it to miss. It will have the off kilter until after its next attack(s)

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Klysk moves up next to Killik, taking aim at the apparent leader of this group as he fires off a burst of sound. (targeting red)

Sonic Rifle vs EAC: 1d20 + 8 ⇒ (14) + 8 = 22
Damage (Sonic): 1d10 + 7 ⇒ (7) + 7 = 14

Move Action: move up; Standard Action: fire at Red.

Current Health: Sp 49; HP 48; RP 7

.

His drone then stays in place, taking aim at the same target that Klysk aimed at. (targeting red)

Laser Rifle vs EAC: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Damage (Fire): 4d6 + 14 ⇒ (3, 1, 2, 6) + 14 = 26 Crit Effect: Burn 1d6

Standard Action: fire at Red.

Current Health: HP 70

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Do I still lose the Resolve?


1-06

Yes


1-06

Jasper moves forward, aims the rifle at the closest jinsul and fires.

Arc Static Rifle: 1d20 + 8 ⇒ (5) + 8 = 13
Electric DMG: 1d12 + 6 ⇒ (12) + 6 = 18

The jinsul then take the opportunity of a target and swarm Shrike with their plasma leg blades.

plasma leg blade green: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
E & F: 1d6 + 10 ⇒ (5) + 10 = 15

plasma leg blade orange: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
E & F: 1d6 + 10 ⇒ (2) + 10 = 12

plasma leg blade yellow 1: 1d20 + 12 + 2 - 4 ⇒ (17) + 12 + 2 - 4 = 27
E & F: 1d6 + 10 ⇒ (4) + 10 = 14
plasma leg blade yellow 2: 1d20 + 12 + 2 - 4 ⇒ (3) + 12 + 2 - 4 = 13

plasma leg blade green 1: 1d20 + 12 + 2 - 4 ⇒ (18) + 12 + 2 - 4 = 28
E & F: 1d6 + 10 ⇒ (5) + 10 = 15
plasma leg blade green 2: 1d20 + 12 + 2 - 4 ⇒ (19) + 12 + 2 - 4 = 29
E & F: 1d6 + 10 ⇒ (6) + 10 = 16

72 E & F damage to Shrike (95 damage total so far)

Shrike
Dusty
Killk
Red
Jasper
Klysk
Gab
other jinsul

Shrike, Killk, and Dusty are up.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Reminder to everyone that yellow is flat-footed until the end of my turn, so feel free to take him out ...

Gab gapes in shock as he sees Shrike being filleted with leg blades. Unseen to anyone, he throws up a little, but catches it in his cheek pouch.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Oh my, we cannot have that thinks Killik. I fear I do not have much in the way of direct healing he broadcasts directly to Lady Shrike, and that my efforts are best placed trying to disable the enemy

Flying forward he brings his will to bear on the enemy, warping and twisting time around them.

Casting Slow, affecting all of the enemy. Each needs to make a DC20 will save or be slowed. For Lady Shrike's benefit, if you gaurded step away from a slowed enemy they will not be able to melee attack you unless they have reach.

Slow:

School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both, and it can’t take full actions. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack. Slow counters and negates haste.

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty rolls along the floor to try and get a sneaky shot on the nearest jinsul.

Full action trick attack against green with move. Acrobatics take 10 for trick result of 31, affecting CR 11 or lower.

Attack vs. KAC (flat-footed): 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Damage (P): 2d6 + 3 ⇒ (4, 5) + 3 = 12 plus debilitating trick (flat-footed)

Acquisitives

Male Damaya Lashunta | SP 49 HP 39 | RP 7 | EAC 18 KAC 18 | Fort +4, Ref +5, Will +6 | Init +3 | Perc +10 | Spells 1st: 5 | Spells 2nd: 4 | Spells 3rd: 3| Technomancer/7

I'm back and should be able to post "normally" again, which icon am i on the map?


1-06

Dusty misses yellow. You are your icon.

green will: 1d20 + 6 ⇒ (8) + 6 = 14 fail
yellow will: 1d20 + 6 ⇒ (16) + 6 = 22 succeed
orange will: 1d20 + 6 ⇒ (19) + 6 = 25 succeed
blue will: 1d20 + 6 ⇒ (16) + 6 = 22 succeed
green will: 1d20 + 8 ⇒ (17) + 8 = 25 succeed
huh...that was unexpected...

The leader looking jinsul seems to shrug off Killk's spell and continues focusing on Shrike...

red leg blade: 1d20 + 18 - 4 - 2 ⇒ (14) + 18 - 4 - 2 = 26
red leg blade: 1d20 + 18 - 4 - 2 ⇒ (10) + 18 - 4 - 2 = 22

...and misses twice.

Shrike, Jasper, Klysk, and Gab are up.

Exo-Guardians

Female LG Human Priest Divine Champion Solder 10 | Speed 35ft, 35 fly |SP 51/90 | HP 74/74 | Res 9/11 | EAC 30 | KAC 33 |Fort +9, Ref +10, Will +10 | Init +12 | Perc +9
Starship:
Engineering +4, Gunery +14, Piloting +17

After planting her feet and shouting a battlecry, Shrike swings wildly in an attempt to disembowel her opponent!

Fangblade, full attack on red: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d12 + 17 ⇒ (1) + 17 = 18

Fangblade, second attack on red: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d12 + 17 ⇒ (11) + 17 = 28

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

@Lady Srike, is your stat line right? I think you took 95 damage last round?

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

@GM Sasha, did red catch on fire due to my Drone's critical hit?

Klysk continues to take aim at the apparent leader of the Jinsul group, firing off a singular shot with his sonic rifle. He then focuses on sending commands to his drone.

Sonic Rifle: 1d20 + 8 ⇒ (13) + 8 = 21
Damage (Sonic): 1d10 + 7 ⇒ (3) + 7 = 10

Standard Action:[b] fire at Red; [b]Move & Swift Action: given to Drone.

.

The drone, still targeting the leader Jinsul, fires off two quick shots at the many-limbed target.

Laser Rifle: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Damge (Fire): 2d6 + 7 ⇒ (3, 1) + 7 = 11

Laser Rifle: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Damge (Fire): 2d6 + 7 ⇒ (4, 2) + 7 = 13

Full-Round Action: full-attack Red.

Acquisitives

Male Damaya Lashunta | SP 49 HP 39 | RP 7 | EAC 18 KAC 18 | Fort +4, Ref +5, Will +6 | Init +3 | Perc +10 | Spells 1st: 5 | Spells 2nd: 4 | Spells 3rd: 3| Technomancer/7

Does the spaceship block line of sight? I want to move Jasper 30ft to the right in line with Orange, Blue, and Red then use the spell Arcing Surge. But if it blocks then I'll do something else.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab bolts forward, his speed suspension on display, getting closer to the fray. He fires at the leader, hoping to be as disorienting as against his earlier target.

Move action. Standard action: Clever Attack

Bluff(clever feint) vs. Red: 1d20 + 17 ⇒ (4) + 17 = 21
Yeah, re-roll that w/ Convincing Liar
Bluff(clever feint re-roll): 1d20 + 17 ⇒ (1) + 17 = 18
Okay, so spending 1 Resolve Point to make it a success.

Pistol attack vs. Red KAC (flat-footed): 1d20 + 7 ⇒ (3) + 7 = 10
Pistol attack: 2d6 + 3 ⇒ (2, 4) + 3 = 9

This time the ice shard flies wide, but is still sufficient to disorient the leader of the jinsuls.

Reminder, yellow does have a bleed condition


1-06

I'll say no. There are some frameworks that are holding up the ships as would be sensible. Also, thank you for the reminders.

fire: 1d6 ⇒ 3

reflexes vs Arcing Surge:

ref Or: 1d20 + 9 ⇒ (15) + 9 = 24
ref blu: 1d20 + 9 ⇒ (5) + 9 = 14
ref red: 1d20 + 11 ⇒ (1) + 11 = 12

Acquisitives

Male Damaya Lashunta | SP 49 HP 39 | RP 7 | EAC 18 KAC 18 | Fort +4, Ref +5, Will +6 | Init +3 | Perc +10 | Spells 1st: 5 | Spells 2nd: 4 | Spells 3rd: 3| Technomancer/7

Jasper runs into position and lets loose a surge of electrical energy (120ft line in case I hit other things lol).

Arcing Surge Electricity DMG: 10d6 ⇒ (6, 1, 1, 3, 3, 6, 2, 3, 4, 4) = 33

DC=18 Reflex Save for half damage.


1-06

yellow bleed: 1d6 ⇒ 4
Though a giant lightning bolt savages over half of the jinsul, their leader yells at them, in jinsul "Take this one down! Dhurus demands it!"

plasma leg blade green: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
E & F: 1d6 + 10 ⇒ (1) + 10 = 11

plasma leg blade orange 1: 1d20 + 12 + 2 - 4 ⇒ (7) + 12 + 2 - 4 = 17
plasma leg blade orange 2: 1d20 + 12 + 2 - 4 ⇒ (5) + 12 + 2 - 4 = 15

plasma leg blade yellow 1: 1d20 + 12 + 2 - 4 ⇒ (16) + 12 + 2 - 4 = 26
plasma leg blade yellow 2: 1d20 + 12 + 2 - 4 ⇒ (6) + 12 + 2 - 4 = 16

plasma leg blade blue 1: 1d20 + 12 + 2 - 4 ⇒ (16) + 12 + 2 - 4 = 26
plasma leg blade blue 2: 1d20 + 12 + 2 - 4 ⇒ (20) + 12 + 2 - 4 = 30
E & F: 1d6 + 10 ⇒ (5) + 10 = 15
E & F: 1d6 + 10 ⇒ (4) + 10 = 14 + Shrike has the burning condition

In a flurry of mostly ineffectual plasma leg blades, a couple find their mark and Shrike falls to a knee, burning. The jinsul let out a monstrous cheer and then look at the other Starfinders a bit hungrily.

Shrike
Dusty
Killk
Red
Jasper
Klysk
Gab
other jinsul

Shrike, Killk, and Dusty are up.
F: 1d6 ⇒ 6 Shrike falls at the beginning of her turn

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty darts away from the hungry-looking jinsuls. "Hang in there, Shrike!" He rolls over behind the cover of the jinsul ship's thruster and fires back.

Full action trick attack against yellow with move. Acrobatics take 10 for trick result of 31, affecting CR 11 or lower. Also it hasn't mattered yet because I haven't hit, but I forgot to add my trick damage!

Attack vs. KAC (flat-footed): 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Damage (P, trick): 2d6 + 3 + 4d8 ⇒ (6, 3) + 3 + (4, 2, 4, 3) = 25 plus debilitating trick (flat-footed)

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik looks at the prone form of Lady Shrike with concern, telepathically he broadcasts to the group I will try and buy us some time

Flying forward he rises into the air, just out of melee range and looks down on the Jinsul, grouped together quite helpfully. His eyes, already large and glistening, seem to grow larger and his mouthparts grind and slurp. His mind enters theirs, filling them with images of burrowing beetles digging through their exoskeletons and feasting on their flesh, out of reach of claws or leg blades.

Move action to fly forward, rising 10' in the air so out of regular melee reach for medium creatures. Casting level 3 fear. It affects living creatures of CR8 or lower in a 30' cone which should hit all of them. DC20 will save or they are panicked for 1 minute and must flee. If they save then they take a -1 penalty to AC, attack roll and skill checks due to Echoes of the Overmind.

Panicked:

You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions. In addition, you take a –2 penalty to all ability checks, saving throws, and skill checks. If cornered, you cower and don’t attack, typically using the total defense action in combat and nothing else. You can use special abilities, including Spells, to flee; indeed, you must use such means if they are the only way you have to escape.

Exo-Guardians

Female LG Human Priest Divine Champion Solder 10 | Speed 35ft, 35 fly |SP 51/90 | HP 74/74 | Res 9/11 | EAC 30 | KAC 33 |Fort +9, Ref +10, Will +10 | Init +12 | Perc +9
Starship:
Engineering +4, Gunery +14, Piloting +17

Shrike does her best to fend off her opponents, meeting legblade with whirring steel. "Not enough! You're going to have to try harder if you want to-"

The crusader's words are cut short as one of those leg blades pierces right through her armor, under the ribs, with rivulets of blood running along the edge before sizzling and boiling away. Shrike clutches her blade, struggling to stay on her feet. "want... too... defea..."

The horrid wound bursts into flame, engulfing a portion of her armor. That last bit of shock is enough to finish the job, with Shrike's armored form hitting the floor with an audible thud.

Her burning body adds a grim light to the raging battle.

Down and out, thankfully she doesn't need to spend a resolve until her next turn. Also, I forgot to mention that her initial crit from the fanglbade inflicted condition, so that's 1d8 on Green at the start of its turn.


1-06

So...as the burning condition happens during your turn and losing a resolve point if you are dying happens at the end of your turn, you would in fact lose a resolve point. That is, unless you choose to spend RP stabilize. Up to you.
1d8 ⇒ 5
red burn: 1d6 ⇒ 1 huh

yellow will save: 1d20 + 10 ⇒ (8) + 10 = 18 fail
green will save: 1d20 + 10 ⇒ (17) + 10 = 27 pass
orange will save: 1d20 + 10 ⇒ (19) + 10 = 29 pass
blue will save: 1d20 + 10 ⇒ (4) + 10 = 14 fail
red will save: 1d20 + 12 ⇒ (12) + 12 = 24 pass

Two of the jinsul seem to follow Killk as he flies up and then suddenly look very terrified. They drop their bolt guns.

Meanwhile, the leader, who looks savaged, fervently points its rifle at Jasper and fires.
pew vs eac: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20
F: 2d6 + 7 ⇒ (4, 2) + 7 = 13
pew vs eac: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
F: 2d6 + 7 ⇒ (1, 4) + 7 = 12

Jasper, Klysk, and Gab are up.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab runs up into the fray. As he does so, he smoothly pulls his fire extinguisher from his starfinder backpack. He sprays Shrike with a blast of the extinguishing foam, putting out the flames covering her.

There is nothing on the fire extinguisher description that indicates a range, so I assume I have to be adjacent. Between being flat-footed and slowed, I assume green doesn't get an AoO on me.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Still targetting the lead Jinsul, Klysk takes another shot with his sonic rifle. This time, he quickly overrules the guns normal workings, allowing excess energy to collect in the shot before firing. He then focuses on giving his drone more commands.

Sonic Rifle: 1d20 + 8 ⇒ (20) + 8 = 28 Crit Effect: Deafen (DC 15 Fort save or be deafened for 1d4 minutes)
Overcharge Crit Damage: 2d10 + 1d6 + 14 ⇒ (7, 1) + (5) + 14 = 27

Standard Action: using Overcharge Mechanic Trick on Red; Move & Swift Actions: given to Drone.

.

The Drone will take two quick shots at the leader.

Laser Rifle: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Laser Rifle: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14

Full-Round Action: full-attack Red.

Acquisitives

Male Damaya Lashunta | SP 49 HP 39 | RP 7 | EAC 18 KAC 18 | Fort +4, Ref +5, Will +6 | Init +3 | Perc +10 | Spells 1st: 5 | Spells 2nd: 4 | Spells 3rd: 3| Technomancer/7

Is the leader dead now? If not i'll make an attack against them

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