Hmm's 2-00 Fate of the Scoured God (Tier 7-8) (Inactive)

Game Master Hmm

MAPS
Aid Token TextAid Token ExchangeSuccess Progress ChartFleet Locations

REWARDS:

MASTER OF STARS TOUCH-UP:

Level 1 Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.

Level 2 When using the reward above, all the PCs' non-gunnery skill checks made during the same round gain the +4 bonus.

Level 3 In place of the level 1 reward, the PCs can force the crew of an enemy ship to take a –2 penalty to all non-gunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.

PRAYER AND REFLECTION

Level 1 The PCs gain significant insight into Iteration-177's understanding of the divine and share a portion of his intuition. A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.

Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Level 3 When using either reward above, the PC can double the bonus.

ROOKIE TRAINING

Level 1 The PCs improve their allies' morale, making them more reliable in combat. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.

Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Level 3 In place of the level 1 reward once during the adventure, when the table uses an Aid Token, they gain two benefits instead of one. They cannot choose the same effect twice.

STARSHIP PRIMING

Level 1 Pleased with the PCs' review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Level 2 When using the reward above, all of the PCs' gunnery rolls during that round gain that benefit.

Level 3 In place of the level 1 reward, a PC can select any one successful starship weapon attack to count as critical damage if it deals Hull Point damage, even if the die result isn't a natural 20.

SUPPLY RUN

Level 1 Zigvigix grants the PCs priority access to some Starfinder Society equipment. Once during the adventure, each PC can requisition a weapon with an item level up to the PC's level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.

Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC's level. These consumables cannot have permanent effects, and PCs who don't use them during the course of the scenario must return them at the end of the adventure.

Level 3 When using the level 1 reward, the weapon can have an item level up to the PC's level + 1.

TACTICAL PREPARATIONS

Level 1: The PCs assist overviewing the Society's default plan of engagement. The PCs can reroll any one skill check while in the same location as a fleet.

Level 2: Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Level 3: During a single encounter in the same location as the jinsul fleet, the PCs can activate this reward to remove any extra enemies or challenges provided by the jinsul fleet.

High Society Influence (Iteration-177) Ally boon:
Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.

Iteration-177's Attention Ally boon:
The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.

Choleric memories grant the benefit of resistant armor.

Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.

Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).

For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.

Surviving Companion boon:
The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.


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Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok holds his pike at the ready until the blinding light fades his vision and he sees the jinsul defeated.

"Good job!" Ivok unpacks a bottle of water and takes a long drink. "Let's make to prepare ourselves. From here on out this is a sprint to the finish!" He takes a moment to dribble some of the water for his amphibious companion as well.

Besides the bonuses to initiative from TACTICAL PREPARATIONS Buff-Bot mentioned. Ivok doesn't have any special buffs or spells to cast going into this battle.

That should be the last of our rewards from the start of the adventure leaving us only the newest set of boons

I suspect Duhm would cast reflecting armor going into the pit, but not sure about their spell count or duration of something like haste.

Edit: I was reminded that I have a jetpack and that I should preemptively activate that. I will activate it beforehand for normal flight.

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Thanks for the bot Ivok. Woke up late today.

Duhm Kaoh prepares for the final battle by casting a few spells..
Reflecting Armor, Lesser Resistant Armor Fire, and will cast Haste for entering combat.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet prepares by declaring, "I was born ready!!!!"

Dataphiles

2 people marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

EVERY TIME I MEET ITERATION-177 I LEARN SOMETHING NEW... BUT I HAD HOPED THAT AFTER REVEALING THEIR DEITY-ADJACENT STATUS THINGS MIGHT BE DIFFERENT. ALAS, ANOTHER MEETING AND A NEW NAME.

He swaps out the battery on his graviton pistol and readies his axe. Pausing for a moment he grins, and shakes it a few times until it becomes a jinsul leg blade (Standard action to use Glamered property to change it). He moves forward, adjusting his vocal modulator and jinsul effects.

In a gravelly jinsul voice he whispers on the comms to his friends. "Don't wait for his answer, just come in blasting... but even a moment of hesitation could be a huge boon for us."

Using Altered Bearing to try to keep my Jinsul guise up as a move action by forgoing my expertise bonus.
Disguise: 1d20 + 17 ⇒ (10) + 17 = 27

In Jinsul: "Oh great and powerful Dhurus, the interlopers have been fought off, we are here to assist in the destruction of this usurper!"

If this give the opportunity, will be spending 1 RP to attempt a Fast Talk bluff check at the opening of combat. If this doesn't work, will be preparing Buff-Bot 9001

Bluff: 1d20 + 17 ⇒ (17) + 17 = 34

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok gives a small shrug considering Iteration-177 and responds to Buff-Bot. "Not so strange. I'm certainly not the same vesk he met just a couple years ago. Every day I try to be a greater person the day before and so the same for others."

"I will admit, " concedes Ivok as he considers the revealed form, "Iteration's changes are better for the cameras."

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Jindam walks over and grabs his corona laser rifle from where he dropped it, switching out the batteries on the rifle and his pistol for good measure. "I don't suppose we'd have time for a rest?" he quips, before following the group's lead.

I'm assuming we can't take a 10-minute rest to regain stamina here, but if that isn't correct, I'd like to do that.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I admit I'm assuming that we are on straight run to Dhurus, but I would also be interested if we have chance to rest before the next fight.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

No chance to rest here, alas.

Dataphiles

1 person marked this as a favorite.
Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Oh right, +2 on that disguise check for my vocal modulator...

Buff-Bot mentally crosses his fingers. This just has to work for 3 seconds...


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Mission: Rising God

As Buff-Bot disguises himself and does the lie of his life, he enters just in time to watch the Herald Ailuros fall, crumpling to a vicious blow from Dhurus. Though the heralds were fair matches for one another, in this pit Dhurus claims the advantage.

A miasma of golden energy obscures the floor of this exposed chamber, covering it as if it were a mist and shrouding the bases of numerous stone columns and earthworks that bloom from the ground. Five bizarre devices stand embedded in the stone atop the monoliths, their sigil-ridden circuitry thrumming with energy seemingly extracted from the very soil beneath them. Several columns lie toppled in what seems to be the wake of a massive struggle. The limp form of what was once the divine herald Ailuros lies motionless against a mesa, barely breathing.

Dhurus rumbles in satisfaction. “So, they are routed? Excellent! Time to finish what's left!” Wounded from his fight, he flies off to fight a small group of defiant Starfinders elsewhere in the pit. However, three drops of Dhurus's blood, each given life by the devices' healing power, animate into ooze-like monstrosities that resemble amorphous, glowing, jinsul-shaped nuclei contained within viscous bloody membranes.

Mysticism or Engineering 23 (Devices):
The devices steadily heal Dhurus and are an anchor for his power, but drops of its blood can be used to disable them. If a godblood is adjacent to a device, you can attempt a Hard Computers, Engineering, Life Science, Medicine, or Mysticism check as a full action to disable the device, permanently destroying the ooze in the process.

Mysticism or Life Science 22 (Animated Blood):
These are God Blood Abominations, Lawful Evil and semi-immortal extensions of Dhurus himself. A godblood's regeneration cannot be overcome by conventional damage. The only way to permanently kill a godblood is to successfully load it into a device.

You can move an unconscious abomination up to your speed with an Easy Athletics or Acrobatics check, or by creatively and appropriately utilizing spells or equipment.

Mysticism or Life Science 27 (Animated Blood):
Vulnerable to Freezing (Ex) A godblood's fluid form can be frozen with cold damage. It has cold vulnerability, and if it takes cold damage it does not recover hit points via its regeneration until its next turn (although the godblood cannot be permanently slain in this way; see regeneration above).

Mysticism or Life Science 32 (Animated Blood):
Special Abilities:

Blood Surge (Ex) A godblood's blood surge attack has a range increment of 30 feet and unlimited ammunition.

Sticky Blood (Su) Three times per day as a reaction, a godblood can inflict its corrode critical effect on a creature it strikes with its slam or blood surge attack, even if the attack is not a critical hit. Using this ability does not inflict double damage like a normal critical hit; it only inflicts the corrode critical effect. As long as a target of this ability suffers the corrode effect, it gains the entangled condition.

Yes, the godbloods count as extensions of Dhurus for the purpose of the Jinsul Witness boon (see Starfinder Society Scenario #1–34: Heart of the Foe).

★ --- ★ --- ★ --- ★

It is tier 9 and up that gets to face the god himself. At this tier, you at least get to fight extensions of him and his divine energy, and what we do here helps weaken his power.

Standing columns are 30 feet tall, and creatures can share their spaces with no penalty; Medium or smaller creatures that share a square with a column gain cover. Toppled columns function as low walls. Ramps, including the bridge to the center mesa and columns leaning against mesas, function as difficult terrain. All mesas stand 30 feet tall except the center mesa and the one Ailuros leans against, which stand 60 feet tall. Climbing the side of a mesa requires a successful DC 18 Athletics check. Ailuros's torso functions as a standing column, while their legs function as toppled columns.

Who goes first?:

Initiative, Buff-Bot 9000: 1d20 + 7 + 2 + 4 ⇒ (9) + 7 + 2 + 4 = 22
Initiative, Duhm Kaoh: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Initiative, Ivok Dracusk: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Initiative, Jindam Lightstream: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Initiative, Raatchet: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Initiative, Thri-Kreen: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Initiative, Godsbloods: 1d20 + 2 ⇒ (6) + 2 = 8

★ --- ★ --- ★ --- ★

I am rewarding Buff-Bot 9000's audacity with a surprise round. Have fun with it.

★ --- ★ --- ★ --- ★

Round 1 + Surpruse
Active conditions: +2 to all attacks for the first round

Raatchet
Thri-Kreen
Buff-Bot 9000
Jindam
Ivok
Duhm Kaoh

================================

Red Godsblood
Yellow Godsblood
Purple Godsblood

================================

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Engineeering: 1d20 + 15 ⇒ (17) + 15 = 32

"Those machines are healing Dhurus! Even now he can't stand a fair fight. We need to take them down, but only way we are it to use his own blood to shut them down. If we do that we take out his support and take these abominations with a single set!"

Looking toward his allies Ivok asks Jindam, as well as Raatchet, "You shown more than your fair share of strength already, but you will need to push a bit harder. With the gift Ailuros has given, can you get Raatchet up to the central tower. There you both can put an end to that creature in an instant!"

Quote:
The devices steadily heal Dhurus and are an anchor for his power, but drops of its blood can be used to disable them. If a godblood is adjacent to a device, you can attempt a Hard Computers, Engineering, Life Science, Medicine, or Mysticism check as a full action to disable the device, permanently destroying the ooze in the process.

As for general plan, as I mention, it might be a good idea for Jindam to get Raatchet up to the central pillar with a dimension door since there is one godsblood up there adjacent and vulnerable to the disabling the anchor.

If Thri-Kreen agrees we can work together to try to disable the machine closest to us, by flying up and working together to lure the god blood closer and attempt to disable.

Otherwise people can join Jindam if everyone is fine with that (since he can bring up to four other people). Is there anyone that can't fly?
Edit: Although it is also likely they will not be so willing to run toward the devices themselves.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok flies with a blazing speed into the air with the haste takes position near the first machine. He launches a blast of electricity at the blood red Godsblood in an attempt to draw it closer. "Come on you beast! Show me the strength that Dhurus left you! Show me what you can do!"

Ranged Attack vs Red
Explode 10 ft Weapon vs AC 5. DC 15 Reflex for Half
Attack Static Shock Caster: 1d20 + 10 ⇒ (4) + 10 = 14
Electricity Damage+Active Condition: 1d12 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Surprise Round: fly up 30 ft.
Round 1: Fly to pillar (drawing weapon) and fire on Red.

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Thri-Kreen uses Buff-Bot's distraction to reach the top of the closest column using their jetpack and examine the device. Surprise round They then scan one of the blood creatures with his custom scanner before firing a dart.

Mysticism on device: 1d20 + 15 ⇒ (13) + 15 = 28 Free action?

Custom Scanner on blood: 20 + 10 = 30 Move action

Called Conserving Advanced Needler Rifle: 1d20 + 13 ⇒ (10) + 13 = 23
Piercing: 1d8 + 7 ⇒ (6) + 7 = 13
Biohack: Vulnerable to Sonic

"Hit 'em with cold if you can, then bring the body to one of these devices quick before they regenerate. It is the only way to destroy them!"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Yes, identification is a free action still!

For your calculations, there are five devices and three godbloods. Some of the devices you will need to disable rather than permanently destroy, as you don't have enough blood to permanently destroy them all. You'll need to move at least one godblood around to be adjacent to more than one device in this.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities
Ivok Dracusk wrote:
As for general plan, as I mention, it might be a good idea for Jindam to get Raatchet up to the central pillar with a dimension door since there is one godsblood up there adjacent and vulnerable to the disabling the anchor.

I'm fine with that. So the plan is for Jindam to dimension door us directly to the center device. And because the Godsblood is already there next to the device, Raatchet can attempt his full action to disable the device and destroy the purple Godsblood without even firing a shot on purple. Genius!

Jindam, what do you think?

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

I don't have the ability to fly. So I'm going to put us 30ft above the central pillar and just take the falling damage.

Jindam feels the weird flow of Iteration-177's magic pulsing through him. Hearing Ivoks plan, he shifts his grip, touches Raatchet and Duhm Kaoh, twists reality around the three of them, putting them all 30ft above the central pillar. The shock of freefall immediately grabs him and he drops to the pillar adjacent to the oozelike thing.

Falling Damage: 2d6 ⇒ (1, 5) = 6

I'm only going to move my piece on the map. I'm assuming Raatchet and Duhm Kaoh are willing, but I don't know. Also, I believe the act of touching people is all part of the action of casting the spell/SLA as one standard, so I think I have a full round of actions left. Though I will spend a swift to regrab my rifle as I fall

"Howdy Dhurus. It's nice to get you!" He says as he lands, shifting his grip back on to his rifle. "Тэнд та бага зэрэг цус алдсан гэж бодож байна."

Jinsul:
"I think you lost a little blood there."

Get 'em and Clever attack on the ooze thingy.
Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (18) + 14 + (3) + 1 = 36 +2 from Stain of Perplexity? Possibly +4 if this counts as influencing them and they count as Demons.
Attack with Corona Laser Rifle vs FFEAC: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 Get 'em Included
Fire Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Jindam, I might be missing something, why are you placing yourself midair above the pillar rather than on the pillar?

Dataphiles

1 person marked this as a favorite.
Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Semi-ninja'd! Jindam probably read a previous version of my post where I talked about attacking purple from the air. But then I realized we ddin't need to do that...we just need to go straight to the center device and disable it which will kill purple without having to attack purple. So I edited my post but I think Jindam already saw my previous post and responded to that one.

@GM Hmm, if you'll allow it, I propose a modification to Jindam's actions as follows:

  • Jindam Surprise Round: Standard action to dimension door himself and Raatchet (and anyone else who wants to go) right to the center device on the pillar and not in the air, so no falling damage
  • Raatchet Surprise Round: Use a standard action to begin disabling the device
  • Raatchet Round 1: Use a move action to finish disable device attempt. What Raatchet does for his standard action will depend on whether the disble attempt was successful.
  • Jindam Round 1: Up to Jindam but his actions will probably depend on whether Raatchet's disable attempt was successful or not.

    Life Science to identify: 1d20 + 17 ⇒ (9) + 17 = 26
    "Uhhhh guys?? Just be aware that these things regenerate and the only way to kill 'em is through these devices. There is no other type of conventional damage that can stop their regeneration!"


  • "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Raatchet's plan is fine with me!

    Ivok flies up and attacks the Red ooze! It takes seven damage!

    Red Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15

    Thri-Kreen flies up next to Ivok and shoots at Red, making it vulnerable to Sonic! In the process he discovers that they also have DR.

    I probably should have given you that detail as well when I was composing my post at two am... Their defenses also include that they have Regeneration 5 and DR 5 / bludgeoning.

    Jindam takes Raatchet up to that top level. Since there is no need for the falling damage, it did not happen! Jindam discovers that he cannot feint the mindless Godbloods, but he can shoot it fine! All the fire damage goes through!

    Also, forget what I said about disabling all five devices. All you need to do is take out the Godsbloods at this tier. Destroy three devices and three Godsbloods!

    ★ --- ★ --- ★ --- ★

    Round 1 + Surprise
    Active conditions: +2 to all attacks for the first round, hasted

    Raatchet
    Thri-Kreen
    Buff-Bot 9000
    Jindam
    Ivok
    Duhm Kaoh

    ================================

    Red Godsblood (vulnerable to sonic, -15)
    Yellow Godsblood
    Purple Godsblood (-17)

    ================================

    Second Seekers (Luwazi Elsebo)

    Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
    Skills:
    Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
    Stats and Abilities:
    Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

    The falling was because Raatchet asked to go 60ft up because he wanted to shoot the thing from the air. I did 30ft because I didn't have a fly speed. It's up to the GM if/how she wants to retcon any part of it. It looks like she said I didn't take it at all, so I'll fix that. But I'll keep my round of actions (after the fall) because that's probably what my character would have done for now regardless. I'll try the disable attempt on the next round if Raatchet doesn't succeed on theirs.

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Unless there is something at hand Ivok's attack should still hit despite the low roll. It is an explode weapon just needs to hit an intersection. Rather than a creature. It would be 15 electricity damage, DC 15 Reflex for Half.


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Oh derp. Fixed!

    Dataphiles

    Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

    Once Jindam *POOFS!* himself and Raatchet up to the center mesa, Raatchet immediately gets to work on the device!

    "Well this is certainly a new one... Never tried to destroy a drop of nasty ysoki-killing god blood via sabotaging an ancient mystical god-healing device before. If this works, does this somehow also make me...a god?!?"

  • Surprise round: Standard action to begin disabling the devise
  • 1st round move action: Finish disable attempt
    Engineering: 1d20 + 21 ⇒ (14) + 21 = 35

    Assuming the above engineering roll was sufficient and disabling required both hands so no weapon was drawn, Raatchet will do this for his 1st round standard action...

    Raatchet moves to the edge of the mesa, drawing his laser rifle and getting a good view of the two remaining godbloods.

  • Dataphiles

    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    Buff-Bot scampers up the fallen column, then activates his jump jets to make it to the platform with Ivok and Thri-Kreen. ONCE ONE TAKES FLIGHT I SHALL ATTEMPT TO PULL IT TOWARDS US. FOR THE MEANWHILE... OPEN FIRE ON ANY AVAILABLE TARGET.

    He leaves his 'jinsul leg blade' behind and draws his sonic pistol.

    Surprise round, move partway up the column, drawing sonic pistol. Round 1, move to fly to other mesa, standard to Super Get 'Em + Attack

    1 Resolve for Improved Get 'Em on Red and Yellow for +2 attack AND damage

    Sonic pistol vs Red EAC: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
    Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

    Currently hands have sonic pistol and graviton pistol. Leg blade can be called.

    Exo-Guardians

    LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

    Duhm Kaoh surprise round is casting Haste on the party. Also I am good with the plan to warp.

    Duhm Kaoh gets to work helping the others, but sees that Raatchet has the engine under control. He gets ready to strike the godblood if it approaches close enough.

    Readied Action Jukebox Hero Attack(I.S Axe Slashing): 1d20 + 7 ⇒ (1) + 7 = 8
    Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (3, 4, 3) + 9 = 19

    Second Seekers (Luwazi Elsebo)

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    Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
    Skills:
    Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
    Stats and Abilities:
    Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

    I don't *POOF*, I *BAMF*. :P

    Dataphiles

    1 person marked this as a favorite.
    Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

    GAHHHH!!! That's right! I KNEW I had the wrong sound for Nightcrawler teleportation but I couldn't remember what it was!!


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Raatchet disables the device and destroys purple! Duhm hastes the party! Buff-Bot get 'ems the remaining enemies!

    ★ --- ★ --- ★ --- ★

    Red surges some of its blood at Buff-Bot!

    Red blood surge: 1d20 + 15 ⇒ (2) + 15 = 17
    Acid Damage + Corrode: 2d6 + 7 + 1d6 ⇒ (3, 3) + 7 + (1) = 14

    Its just-created wings are still too wet to fly so it climbs down its pillar towards the tasty, tasty Starfinders.

    Yellow double-moves and is climbing the tall pillar to get at the other equally delicious set of Starfinders.

    It is currently 30 feet up the side.

    ★ --- ★ --- ★ --- ★

    Round 2
    Active conditions: Haste on Party, +2 to attack and damage

    Raatchet
    Thri-Kreen
    Buff-Bot 9000
    Jindam
    Ivok
    Duhm Kaoh

    ================================

    Red Godsblood (vulnerable to sonic, -27, Get 'em)
    Yellow Godsblood (get 'em)
    Purple Godsblood (DEAD)

    ================================

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    I'm trying decide between holding position on the top and flying down to fight it.

    With my freezing weapon I could try to knock it out quickly and drag it back up (hopefully next turn). But this might interfere with the approach if it is going to spend next turn to easily walk straight toward the machine. Any thoughts?

    Second Seekers (Luwazi Elsebo)

    Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
    Skills:
    Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
    Stats and Abilities:
    Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

    "So Ivok said we have to get these things next to a machine, right? Let's try to draw that one," he says, pointing at the one marked with a yellow tag, "To the device over there." Jindam adds, pointing to the tower to their NW.

    Without waiting for an answer, he shifts his grip and reaches out to touch Raatchet and Duhm Kaoh and *BAMF!* the three of them are suddenly on the NW tower.

    I've moved my token, I don't know if they're 'willing' or not.

    As he shifts his grip back onto his rifle, he adds, "
    За за, Buggy, алив аваад ирээрэй!"

    Jinsul:
    "Allright, Buggy, come get some!"

    I'm not sure if it's in 60ft or not because I am half asleep and can't do trigonometry right now, but if it is, that's Get 'Em on yellow.

    Dataphiles

    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    Buff-Bot looks over the field and shrugs. "This one appears willing to come to the instrument of it's demise. Recommendation, aggravate it, and maintain a low profile forcing it to ascend the tower."

    He takes a few steps forward to get a reasonable line of sight, than fires a pulse at the bloody mass, hoping to hasten its advance before dropping prone.

    Move: walk forward, Standard: Improved Get 'em on Red + Free Attack, Swift: Drop prone to hopefully stay out of line of sight

    Graviton Pistol: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
    Save or be pulled 20 ft towards us. I have no idea if it can go 'up' and latch onto the wall but every square of movement is time saved.

    Super Improved Get Em should still be up on Red and Yellow for everyone except me and Duhm Khao based on the order of last round.

    Dataphiles

    Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

    Yep, Raatchet is willing! Raatchet will delay his turn until after Jindam has bamf'd us!

    After Jindam teleports Raatchet, Raatchet yells, "Woooohooo! That's the only way to travel! Walking is for chumps!"

    Raatchet turns towards yellow activates combat tracking on it and says, "Alrighty, be a good lil drop of blood and come to papa!!" Raatchet then fires at yellow in the hopes of getting its attention.

    Laser Rifle vs EAC, get'em: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
    Fire & Cold Damage, overcharge, get'em: 1d8 + 8 + 2d6 + 2 ⇒ (2) + 8 + (6, 2) + 2 = 20

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Ivok moves to one side calling out to the abberation, "Come up here! If you move slow there will be nothing left for me to fight when you get up here!"

    Move and fire Ranged Attack at red space
    Explode 10 ft Weapon vs AC 5. DC 15 Reflex for Half
    Attack Static Shock Caster: 1d20 + 10 ⇒ (17) + 10 = 27
    Electricity Damage: 1d12 + 8 ⇒ (10) + 8 = 18

    Exo-Guardians

    LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

    Duhm Kaoh activates his Magboots to start climbing down the tower.
    Athletics (Climb): 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18
    Athletics (Climb): 1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13

    Dataphiles

    Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

    Duhm doesn't want to bamf with Raatchet and Jindam? Does Duhm secretly find it disreputable to bamf around with small sized creatures?!? :-p

    Second Seekers (Jadnura)

    N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

    Thri-Kreen sholders his needler rifle move and calls his his blindmark rifle to his hands swift.

    "All this insect on insect violence. Why don't you come over here and we can discuss our differences like civilized arthropods."

    Called Thunderstrike Blindmark Rifle: 1d20 + 12 ⇒ (13) + 12 = 25
    Sonic: 2d4 + 7 ⇒ (4, 4) + 7 = 15

    Red


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    The Starfinders cheer as they scatter the jinsul infantry, allowing the junior agents to gain ground. The jinsuls retreat into the lower level of the structure.

    Table GMs, the Routed Infantry condition is now in effect


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Duhm, magboots work great on metal, but not so great on these stone towers. Since you would likely figure this out the moment you activated your magboots, I am not going to immediately apply sixty feet of falling damage. You may choose some other action this turn. Do you stay where you are, BAMF, or fall?


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Jindam bamfs, taking Raatchet with him, applying Get 'em to Yellow. Buff-Bot drags Red forward to the tower, but not up the tower. Raatchet targets Yellow, freezing the godsblood for a moment and interrupting its ablity to regenerate!

    Ivok sends explosive electrical damage at the creature.

    Red reflex: 1d20 + 7 ⇒ (18) + 7 = 25

    It takes nine damage!

    ★ --- ★ --- ★ --- ★

    Red regenerates some of its damage, climbs up and slams Buff-Bot!
    Red slam: 1d20 + 18 ⇒ (13) + 18 = 31
    Acid Damage+Corrode: 1d8 + 12 + 1d6 ⇒ (3) + 12 + (3) = 18

    Yellow does not regenerate any damage!

    If Duhm stays at the top of the tower or falls to the ground:

    The Yellow Godsblood moves up or down the tower to slam him!

    Yellow slam: 1d20 + 18 ⇒ (11) + 18 = 29
    Acid Damage+Corrode: 1d8 + 12 + 1d6 ⇒ (3) + 12 + (6) = 21

    If Duhm BAMFs with Jindam and Raatchet:

    The creature spits blood at him!

    Yellow blood surge : 1d20 + 15 ⇒ (12) + 15 = 27
    Acid Damage+Corrode: 2d6 + 7 + 1d6 ⇒ (3, 4) + 7 + (2) = 16

    The yellow godsblood will follow Duhm, whichever direction he goes! Sorry about having Schrödinger's location for the yellow bug, but it really does depend on what Duhm chooses. To Jindam & Raatchet, ranged attacks are still a safe bet, no matter which direction it went on the tower wall.

    ★ --- ★ --- ★ --- ★

    Round 3
    Active conditions: Haste on Party, +2 to attack and damage

    Raatchet
    Thri-Kreen
    Buff-Bot 9000 (-18)
    Jindam
    Ivok
    Duhm Kaoh (?)

    ================================

    Red Godsblood (vulnerable to sonic, -53, Get 'em)
    Yellow Godsblood (get 'em, -30)
    Purple Godsblood (DEAD)

    ================================


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    I am the tool of the GM

    Click. Whirr.

    BOTTING DUHM

    Duhm just PMed me to tell me that he fell, so...

    Round 2

    Falling Damage: 6d6 ⇒ (2, 2, 5, 4, 5, 1) = 19

    "CRAAAAAAAAAAAP!"

    Round 3

    He gets up and attacks Yellow on the floor of the canyon.

    "I'm going to get your little buggy ass!'

    Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 ⇒ (19) + 7 = 26
    Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (2, 4, 5) + 9 = 20


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Duhm Kaoh falls to the floor of the canyon, and the yellow godsblood joins him there! Then he vents his frustration on the yellow godsblood!

    ★ --- ★ --- ★ --- ★

    Round 3
    Active conditions: Haste on Party, +2 to attack and damage

    Raatchet
    Thri-Kreen
    Buff-Bot 9000 (-18)
    Jindam
    Ivok

    Duhm Kaoh (-40)

    ================================

    Red Godsblood (vulnerable to sonic, -53, Get 'em) Top of side of tower
    Yellow Godsblood (get 'em, -50) On canyon floor
    Purple Godsblood (DEAD)

    ================================

    Second Seekers (Luwazi Elsebo)

    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Dropping his cannon in favor of the freezing pike Ivok dives off the pillar using his jetpack to crash into the creature from below. "Come on! Just a bit further!" He does his best to hit the creature hard while keeping it from falling the ground at same time. Unfortunately it hampers his accuracy.

    Haste-up to 60 ft Move + Full Attack on Red
    Holy, Ethereal, and Opportunistic fusions
    Attack Tactical Cryopike vs EAC (reach): 1d20 + 14 - 4 + 2 ⇒ (1) + 14 - 4 + 2 = 13
    Cold Damage: 1d8 + 17 + 2 ⇒ (5) + 17 + 2 = 24
    Attack Tactical Cryopike vs EAC (reach): 1d20 + 14 - 4 + 2 ⇒ (4) + 14 - 4 + 2 = 16
    Cold Damage: 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26

    Putting myself below the creature in the hopes of stopping it from falling back to the ground.

    Dataphiles

    Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

    Raatchet watches with jaw open as Duhm steps off the edge of the mesa and promptly allows gravity to do it's thing. "Uhhhh... Well that was kinda dumb... No wait! Duhm? Dumb?!?! Ohhhhhhh..."

    A light bulb goes on over Raatchet's head and he quickly turns to Jindam and says, "Hey! Did you get...."

    I imagine Jindam would be glowering at Raatchet at this point....

    "Right! Less talky. More shooty!"

    Raatchet fires again at yellow!
    Laser Rifle vs EAC, get'em: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
    Fire & Cold Damage, overcharge, get'em: 1d8 + 8 + 2d6 + 2 ⇒ (4) + 8 + (6, 1) + 2 = 21
    Remove 2 from both rolls if get 'em doesn't apply.


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Ivok places himself under the Red Godsblood and misses twice! Raatchet handily fires at Yellow!

    ★ --- ★ --- ★ --- ★

    Round 3
    Active conditions: Haste on Party, +2 to attack and damage

    Raatchet
    Thri-Kreen
    Buff-Bot 9000 (-18)
    Jindam

    Ivok
    Duhm Kaoh (-40)

    ================================

    Red Godsblood (vulnerable to sonic, -53, Get 'em) Top of side of tower
    Yellow Godsblood (get 'em, -81) On canyon floor
    Purple Godsblood (DEAD)

    ================================

    Exo-Guardians

    LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

    It's all good. If you can't laugh at yourself, you can't laugh at anyone else.

    Dataphiles

    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    Buff-bot cautiously steps back. ALMOST...

    Guarded step back, Improved Get Em + Attack

    Graviton Pistol: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
    Reflex DC 17 or be pulled towards me... and more importantly next to the thingamajig.


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Red Reflex: 1d20 + 7 ⇒ (6) + 7 = 13

    Red's appendages flail as it gets pulled up next to the device!

    Too bad Graviton pistols do not provide attacks of opportunity!

    ★ --- ★ --- ★ --- ★

    Round 3
    Active conditions: Haste on Party, +2 to attack and damage

    Raatchet
    Thri-Kreen
    Buff-Bot 9000 (-18)
    Jindam
    Ivok
    Duhm Kaoh (-40)

    ================================

    Red Godsblood (vulnerable to sonic, -53, Get 'em) Top of tower
    Yellow Godsblood (get 'em, -81) On canyon floor
    Purple Godsblood (DEAD)

    ================================

    Dataphiles

    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    NOW! THRI-KREEN? IS THERE A 'DELETE GODSBLOOD' BUTTON ON THAT THING?

    Second Seekers (Luwazi Elsebo)

    Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
    Skills:
    Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
    Stats and Abilities:
    Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

    Jindam glowers at Raatchet, then at Duhm. "Don't we have to get that thing up here to disable this contraption?" He asks, doublechecking the range on his rifle. "I think I only have juice for one more of those side steps."

    He looks across at the very far away bugling and shrugs.

    The trig I just did in my head on 2 hours of sleep says it's way farther than 60ft away when you consider height, so I'm unable to do any Envoy special stuff, I think.

    "Hey, Duhm. Bring it up here, please."

    Covering Fire on the Yellow one for Duhm

    Covering Fire with Rifle vs AC 15: 1d20 + 12 ⇒ (3) + 12 = 15 Wow...I can't believe I almost failed that. +2 to Duhm's AC vs the next attack from Yellow, IIRC.

    Dataphiles

    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    I forgot that I dropped prone last round to take cover. So instead of a guarded step, that would have to be a crawl action which provokes an AoO from the godblood, which I'll gladly take.

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