GM Numbat's SFS 2-00 Fate of the Scoured God, Tier 7-8 for Outpost III (Inactive)

Game Master numbat1

SFS 2-00 Outpost III


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VC Australia - WA

In case it isn't clear, I believe your goal is to generate as many successes as possible during the series of challenges. There are three possible successes with the first challenge, Culture, Survival, and a slightly easier Disguise. Only one success for each will count. With this in mind, if you want to count Skeeter's roll as a success at Culture, you can decide how you are approaching the other two. If you want to go with total role-play and stick with how your characters would approach things, I am good with that too.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

I can at least aid with survival but disguise is only +0

"So I can help to scout for potential backdoors to that tower"
Survival aid: 1d20 + 7 ⇒ (3) + 7 = 10
"Had to be careful as not to raise suspicions of locals but I'm confident we will find a way in."

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Is there anyone who can take the lead in a Survival roll? I have only a +5. I am thinking Valikar's Doc might need to take the lead on scouting back routes.

Culture(assist): 1d20 + 1 ⇒ (10) + 1 = 11
Survival(assist): 1d20 + 5 ⇒ (9) + 5 = 14


VC Australia - WA

Valikar, do you want your hireling to make the primary Survival check? They currently have two assists.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Survival: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33

Sure! I didn't realize we had decided on that. There's the roll!

As is often the case for the big rockhead, Valikar starts to wander off in a direction completely opposite where Eki or Bakoyo had some hints might be worth it. A few raps on his helmet from the Ysoki on his back, some terse words, and he was doing an about face to head into the mess of alleys under strict direction from his partner in crime. "Heh, it's like a rat warren in here."

He got a glare for that one.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk examines the discarded bits of jinsul armor and clothing nearby. Recalling his previous adventures in jinsul territory, he begins to fashion disguises that will assist in moving through certain areas to get to the objective.

disguise: 1d20 + 9 ⇒ (11) + 9 = 20

an assist with this one might be nice.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will try and aid disguise

Aid Disguise: 1d20 + 5 ⇒ (11) + 5 = 16

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Flameclaw also helps pick up pieces of armor.

Disguise(untrained, assist): 1d20 + 4 ⇒ (3) + 4 = 7

"Oh, that's not armor.... That's a rock. My bad."

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

Since Quirk is doing the main disguise check, I say that it would probably be best to have Skeeter do the main Culture check. Klysk will automatically aid that check.


VC Australia - WA

Jinsul Worshippers
The team put their covers into place and then head toward the tower. However, they find their way blocked by jinsul fanatics praying to Dhurus. They assess the situation and decide that each can attempt to sneak by (Stealth), bully their way past (Intimidate), or nonchalantly bypass them by pretending to do other work (Profession for any type of tech job). Of these options, bullying their way past would seem to be the more difficult route.

Each player choose one skill to attempt or aid. Aim for the group to achieve multiple successes. Only one success per skill.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Eki intends to look like he has arrived to fix traffic lights, but the crowd doesn't seem to care much for the small ysoki.

Profession (Maintenance worker): 1d20 + 16 ⇒ (2) + 16 = 18


Quirk whispers "follow me, I think we sneak in between those vehicles over there."

stealth: 1d20 + 19 ⇒ (2) + 19 = 21

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Flameclaw meditates as they head off, attuning himself to the graviton energy in the universe. When needed, he calls on this to aid him in pulling shadows around himself as he tries to be sneaky, which in has case involves a lot of crouching and unnecessary tuck-and-rolling as he scurries from cover to cover.

Stealth, sidereal influences: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (1) = 23

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter decides his electrician's certificate will finally pay off.

Profession(Electrician): 1d20 + 15 ⇒ (14) + 15 = 29

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

You know what? I'm going to use my reroll for that stealth roll.

stealth: 1d20 + 19 ⇒ (9) + 19 = 28

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 Profession (Vidgamer) works, I'll roll that. Otherwise, I'll roll to lead in Intimidate.

Intimidate: 1d20 ⇒ 19

Profession (Vidgamer): 1d20 + 16 ⇒ (1) + 16 = 17

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar takes one look at the crowd, look down at himself and his size and decides he will try and scale one of the nearby buildings, maybe dragging along anyone else who wants to come and he can manage to carry. That mess just wasn't worth it if he could go around.

Valikar has a climb speed, so he can take 10 except in hazardous circumstances. He gets a 39 (or 44 if the building is metal). Just in case this counts as hazardous, here is the roll.

Climb: 1d20 + 29 ⇒ (5) + 29 = 34 +5 to climb metal surfaces.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

"Maybe it's a safer bet to go with Quirk after all."
Stealth aid: 1d20 + 10 ⇒ (15) + 10 = 25


VC Australia - WA

The team make it past the fanatics using a variety of skills. Several of the simply sneak past while the jinsuls are busy, Skeeter saunters past, stopping to check a nearby electrical panel and looking very official, Valikar climbs up the nearby building and proceeds unnoticed above the group of jinsuls.

When they reach the tower, the STarfinders discover the entrance has security guards and automated doors. After checking the perimeter they decide there are three potential methods past this new challenge. They could use their best Engineering skills to break in through a back door, attempt to distract the guards (Bluff), or steal a key card (Sleight of Hand) which may be the easiest solution.

Again, each of you chooses one skill to attempt or aid. Only one success per skill will count, the goal is maximum number of successes.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Is there an entrance with a single guard? If so, I will attempt to use my Hypnotic Glow revelation to just walk through the security gate (since I can't communicate with the person), if the set-up looks like I can get past the guy in 7 rounds. I guess I'll wave in my jinsul disguise ...?? If that doesn't seem like something that could possibly work, I'll just assist on Bluff

Bluff(assist): 1d20 + 4 ⇒ (3) + 4 = 7

Nevermind. Let's hope the hypnotism is a possibility.


VC Australia - WA

It says "guards", plural but I am willing to allow your Hypnotic Glow to provide a successful aid to either Bluff or Sleight of Hand.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will try and break in a back door.

Engineering: 1d20 + 17 ⇒ (20) + 17 = 37

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Still wearing his disguise, Quirk distracts a nearby guard by dropping something on the ground. As the guard attempts to ascertain what's going on, Quirk grabs a key card off the desk.

sleight of hand: 1d20 + 15 ⇒ (5) + 15 = 20

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Disguised Eki sneaks near one of the guardposts. Suddenly one is leaving their shift as replacement arrives on duty. As they put the key card on pocket Eki quickly snatches it while passing by.
Sleight of hand: 1d20 + 6 ⇒ (15) + 6 = 21

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 and his Drone will follow along with Skeeter, assisting him in getting through the back entrance.

Engineering: 1d20 + 18 ⇒ (2) + 18 = 20 Aid to Skeeter's roll

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar, whose technical skills have never developed past percussive maintenance and handing other people wrenches, opts to help the others with breaking in the back door.

He holds the tooks for Skeeter and Klysk... maybe bashes on a part of the door that isn't quite lined up where it needs to be.

Engineering Assist: 1d20 + 12 ⇒ (5) + 12 = 17


VC Australia - WA

Skeeter easily disables the lock on the back door.

Quirk grabs a key off the desk, only to discover that it looks to be a room key at a nearby establishment.

Flameclaw assists Eki, as he successfully lifts the correct key from one of the guards as they go off duty.

All that is left is Bluff. Valikar?
Klysk, I was slow to give results, if you wish to change to attempting Bluff or aiding Bluff, I will allow it.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Social skills are not Valikar's strong suit.


VC Australia - WA

Moving along then.

With the back door unlocked but a security key in hand anyway, the team enter the building. Their goal - to quickly reach the control centre. Each team member has a choice of attempting to quickly scale the stairways (Acrobatics or Athletics) or try to find a shortcut (Perception). Both options seem equally difficult.

As usual, each of you chooses one skill to attempt or aid. Only one success per skill will count, the goal is to maximize the number of successes.

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Eki takes a good look at the building, trying to figure its architecture.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Second Seekers (Luwazi Elsebo)

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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar has never let a set of stairs slow him down. He's never let a lack of stairs slow him down either. He doesn't even miss a beat as he enters the stairwell and immediately begins taking the steps two or three at a time, his ysoki tag-along clinging for dear life to his armor plating.

And when the others notice some hidden elevator nearby and get up without any effort he won't even be bothered by it, just happy he got a warm-up in.

Valikar takes 10 to climb for a 39 or 44 on metal. If this is an extreme situation there is a roll below.

Climb: 1d20 + 29 ⇒ (15) + 29 = 44+5 on metal surfaces

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Flameclaw is also happy to climb the stairs, though he is moving at a slower speed than Valikar.

Athletics(Climb): 1d20 + 15 ⇒ (1) + 15 = 16

A much slower speed.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk looks for that elusive shortcut.

perception: 1d20 + 16 ⇒ (20) + 16 = 36


VC Australia - WA

Quirk easily finds a short cut. Eki, who was also searching must be content that his teammate was successful.

Flameclaw attempts to climb quickly and is almost dragged along by Valikar, sweeping everyone in his path up the stairs with him.

Athletics and Perception successes. Skeeter and Klysk, do you wish to try Acrobatics?

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will try Acrobatics:

Acrobatics: 1d20 + 19 ⇒ (20) + 19 = 39


Incoming transmission from First Seeker Luwazi Elsebo: "Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in."

You watch on the monitors as both the Starfinder fleet shifts to Agillae-2 and the Jinsul fleet begins to converge on Bastiar-8.

GM's Recovery Efforts has now been completed and the Scanner Defense Action Mission is now available!

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

I'm almost certain that Skeeter already has a success, but I'll roll to aid just in case.

Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14


VC Australia - WA

Energized by the incoming transmission, Skeeter and Klysk team up to provide an amazing acrobatics display and quickly reach the top of the stairs. With the team reunited, they reach the computer room and take a look around.

It is clear there are three things they want to achieve quickly, hack the mainframe (Computers), attempt to steal eject and steal a starship data log (Piloting), and glean information from some documents detailing supply transportation (Sense Motive).

Last time, each of you chooses one skill to attempt or aid. Only one success per skill will count, the goal is to maximize the number of successes.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk quickly leafs through the documents.

sense motive: 1d20 + 16 ⇒ (13) + 16 = 29

Someone may want to try to aid Quirk on this one.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will immediately move to steal the starship log data.

Piloting: 1d20 + 20 ⇒ (8) + 20 = 28

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Eki heads to the computer terminal, guesses password and finds relevant data.

Computers: 1d20 + 15 ⇒ (19) + 15 = 34

"Now we need a ship to get out of here"


VC Australia - WA

The team quickly gather all the information they can and start heading toward escape. As soon as they exit the computer room they hear an alarm sound. The next many minutes are spent desperately dodging jinsul guards and defeating the complex's defensive countermeasures.

Eventually, they reach the tower's docking bay. There they contact Celita who is able to remotely lock the doors behind them, hopefully buying them enough time to steal a starship and rendezvous with her in orbit. The area holds several vessels, including a mostly repaired Starfinder shuttle, evidence of one of the previous Starfinder missions into the Scoured Stars.

It soon becomes apparent that the Starfinders are not alone, not only can they hear the sounds of jinsuls trying to break in but two scorpion-like robots scurry out to attack.

Slide 7

Initiative:

Bakoyo: 1d20 + 4 ⇒ (8) + 4 = 12
Eki: 1d20 + 4 ⇒ (10) + 4 = 14
Klysk: 1d20 + 3 ⇒ (2) + 3 = 5
Quirk: 1d20 + 8 ⇒ (7) + 8 = 15
Skeeter: 1d20 + 11 ⇒ (8) + 11 = 19
Valikar: 1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (15) + 4 = 19

Round 1
Those in Bold may act

Valikar
Skeeter
Red
Green
Quirk
Eki
Flameclaw
Klysk

Act in any order within your section
Slide 7
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

Second Seekers (Luwazi Elsebo)

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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

"Hmm. So much for a stealth operation." He glanced over a shoulder and the heads of the others to stare at the door the Jinsul were trying to break their way through. "Oh well. Forwards it is." One of his shoulders rolled until he popped. Then he let out a half-roar, half cry of excitement and barreled his way towards the two scorpion robots, one of his gauntlet-clad fists aimed to smash into the top of the green one's head.

Move action to new location, standard to attack it. Sorry about the laundry list below.

Hammer Fist(Magical Bludgeoning): 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d4 + 21 ⇒ (2) + 21 = 23
Crit Damage: 1d4 + 21 ⇒ (3) + 21 = 24

Everyone gets a +1 to ranged attacks to anything he's in melee with.
Anything attacking him from range when he's in melee he has a +2 AC against
If the attack hits he and anyone adjacent to him gets a +1 to AC vs green's melee attacks for 1 round.
Anything that succeeds in striking him takes 2d6 electrical damage.
And he has step-up and strike. If green attempts to step away, he'll follow. And anything green does that could trigger an AoO he will react against.

If Struck Damage: 2d6 ⇒ (4, 1) = 5

AoO if needed:

Hammer Fist(Magical Bludgeoning): 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d4 + 21 ⇒ (2) + 21 = 23


VC Australia - WA

Valikar responds immediately to the threat, rushing forward and delivering a mighty blow to one of the robots.

Round 1 continued
Those in Bold may act

Valikar
Skeeter
Red
Green -47
Quirk
Eki
Flameclaw
Klysk

Act in any order within your section
Slide 7
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will move forward and try to stealth to trick attack with his laser pistol on red. If successful, it's flatfooted for this attack and I will use Staggering Shot (Fort DC 19 or staggered until the beginning of my next turn)

Stealth for Trick attack: 1d20 + 21 ⇒ (8) + 21 = 29
attack laser corona pistol: 1d20 + 12 ⇒ (12) + 12 = 24
fire damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
trick attach damage: 4d8 ⇒ (8, 3, 3, 7) = 21

How high is the ceiling?


VC Australia - WA

Skeeter - do you realise that at this level you can take 10 on your trick attack?

Skeeter almost disappears from view as he sneaks up on one of the robots. Taking advantage of that, the ysoki is able to pause and steady, locking in his target before firing a powerful laser at the jinsul construct. While the damage is clearly visible Skeeter seems a little surprised that there is no other effect.

GM Screen:

Red vs Skeeter KAC: 1d20 + 15 ⇒ (12) + 15 = 27 A&P: 2d8 + 7 ⇒ (1, 7) + 7 = 15
Green vs Valikar KAC: 1d20 + 18 ⇒ (3) + 18 = 21 P: 2d6 + 12 ⇒ (4, 1) + 12 = 17

The red robot raises an appendage and sends a shot toward Skeeter. It is not as accurate but still manages to hit with two acid darts. (15 Acid+Piercing damage)

The green robot swings its pincer blade but misses when Valikar instinctively dodges.

Round 1 continues
Those in Bold may act

Valikar
Skeeter -15
Red -30
Green -47 (+1 to ranged attacks against green)
Quirk
Eki
Flameclaw
Klysk

Round 2 commences

Valikar
Skeeter -15

Act in any order within your section
Slide 7
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk moves forward and pulls out his laser pistol and shoots at the one near Valikar (green).

Take 10 on a trick attack? Had no idea. In that case, mark me down as a "30"--CR 10 or lower.

attack with laser pistol, aphelion with +1 for Valikar's ability: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33

magical fire damage with trick attack: 3d4 + 4 + 4d8 ⇒ (4, 1, 1) + 4 + (7, 5, 3, 5) = 30

Merry Critmas to all!

CRIT magical fire damage with trick attack: 3d4 + 4 + 4d8 ⇒ (1, 3, 2) + 4 + (6, 8, 1, 2) = 27

Second Seekers (Luwazi Elsebo)

Male N Ysoki Ace Pilot Operative 7 Ysoki | SP 56/56 HP 46/46 | RP 9/9 | EAC 25; KAC 26| Fort +6; Ref +11; Will +7 | Init: +11 | Perc: +13 Operative 7 | Speed 40ft / Climb 30ft / Swim 30 ft. / fly 30ft(avg)| Active conditions: None, DR 2/-

Skeeter will do a trick attack on red again. He will make the robot flat-footed until the start of Skeeter's next turn.

Taking 10 for CR 11

laser vs EAC flat-footed: 1d20 + 12 ⇒ (20) + 12 = 32
fire damage and trick attack: 2d4 + 3 + 4d8 ⇒ (4, 2) + 3 + (8, 1, 5, 5) = 28

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Looks like you got a crit there, Skeeter. That's two in a row, one more me, one for you! Roll some more damage!

Wayfinders

Male Ysoki Mechanic 10 (Spacefarer) SP 90 | HP 62 | RP 9; KAC 26, EAC 25; Fort +10, Ref +11, Will +7; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft. Character sheet

Faster than blink of eye Eki grabs laser rifle and fires towards one robot. Quick draw

corona laser rifle, combat tracking vs. green: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
fire damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13

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