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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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

Science Officer Action round 3:

Scan (-taunt): 1d20 + 18 + 2 - 2 ⇒ (11) + 18 + 2 - 2 = 29


A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks.

Part 4 encounters are now unlocked!


The jinsul capital ship explodes, sending the surrounding ships fleeing into space and allowing the Starfinder fleet to provide air support on Bastiar-5.

Table GMs, the Starship mission is closed and the Starfinder Advantage condition is now in effect.


VC Australia - WA

The jinsuls fleet finds itself outmatched by the Starfinders and starts to break apart. The team, having just dealt more damage to the jinsuls they were focused on, find their way to the planet clear as the enemy ship flees.

With Starfinder Advantage, only the Starfinder fleet is present. This perpetually grants covering fire for combat encounters. You can automatically boost and pass an Aid Toke without consuming any resources or needing to succeed on a check. Alternatively, if using an unboosted Aid Token for any benefit that does not require a boost to use, you gain the boosted effect. You have and Aid Token!

Landing sensor data streamed from the forward Starfinder ships depicts a grey planet awash in a faint yellow glow, its crust rippling with seismic energy. As the planet’s surface appears on the viewscreen, a tiered pit emerges, its sides pitching downward so steeply they seem to disappear into the planet’s core. A golden light rises from the centre, gradually building in intensity and illuminating a crowd of frenzied jinsuls that cavort around the perimeter.

As the First Seekers’ starship lands near the pit, all onboard and personal communications devices blaze with divine light and shriek with feedback. Below, a titanic being that the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu. Its many limbs pound the ground in anger as it shouts, “And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!”

The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal. First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. “All Starfinders, advance on the pit! We must stop Dhurus!”

You have three options: clearing the Starfinder landing sites, attacking the perimeter structures, or descending into the pit. In the interests of time, I am going to start you with the Riding God encounter as it is recommended that all tables take this as their first or second encounter during this part of the adventure. If you would like to change to one of the others, let me know ASAP.

The team look at the options and decide to descend into the pit to deal with the core issue.

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.


The features of the earthen terrain: 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. Each column if destroyed topples away from the last source of damage. Toppled columns function as low walls. Ramps, including the bridge to the centre mesa and columns leaning against mesas, function as difficult terrain. All mesas stand 30 feet tall except the centre mesa and the one Ailuros leans against, which stand 60 feet tall. Climbing the side of a mesa requires a successful Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns. If Ailuros’s torso takes sufficient damage, they topple over like a 20-foot tall column, unconscious but still alive.


VC Australia - WA

Three drops of Dhurus’s blood, given life by the devices’ healing power, animate into ooze-like monstrosities that resemble amorphous, glowing, jinsul-shaped nuclei contained within viscous bloody membranes. Just so you know what the tokens represent.

Initiative:

Bakoyo: 1d20 + 4 ⇒ (2) + 4 = 6
Eki: 1d20 + 4 ⇒ (14) + 4 = 18
Klysk: 1d20 + 3 ⇒ (15) + 3 = 18
Quirk: 1d20 + 8 ⇒ (2) + 8 = 10
Skeeter: 1d20 + 11 ⇒ (16) + 11 = 27
Valikar: 1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 2 ⇒ (6) + 2 = 8

Slide 12

See discussion thread for more information

Round 1 commences
Those in Bold may act
Aid Token see slide 6

Skeeter
Eki
Klysk
Valikar
Quirk
Red
Black
Green
Flameclaw

Act in any order within your section
Slide 12
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 ignites his jetpack and flies 20 feet in the air towards green. He then attempts to trick attack green (CR 11 or less). If it hits, green will be flat-footed until the start of Skeeter's next round.

Laser Corona Pistol vs Flat-footed EAC: 1d20 + 12 ⇒ (17) + 12 = 29
Fire plus trick attack: 2d4 + 3 + 4d8 ⇒ (2, 1) + 3 + (3, 3, 6, 3) = 21


VC Australia - WA

The Starfinders face off against these new monstrosities. Skeeter takes to the air and fires, leaving a laser burn on one of the creatures.

Round 1 continues
Those in Bold may act
Aid Token see slide 6

Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk
Red
Black
Green -21
Flameclaw

Act in any order within your section
Slide 12
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.

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 runs behind toppled column and fires towards nearest monstrosity.

corona laser rifle vs flatfooted EAC: 1d20 + 9 ⇒ (20) + 9 = 29 Green jinsul
fire damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
crit damage: 2d6 + 7 + 1d6 ⇒ (6, 2) + 7 + (6) = 21

"Yeeaaahh, there it goes!"

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 takes up a position near the ankle of the fallen giant and fires at the nearest creature (green).

Will take 10 on trick attack for a total of 30.

to hit vs. flat footed EAC: 1d20 + 12 ⇒ (9) + 12 = 21
magical fire damage with trick attack: 3d4 + 4 + 4d8 ⇒ (4, 2, 4) + 4 + (7, 5, 5, 1) = 32


VC Australia - WA

Eki and Quirk both join the fight though each tries to ensure they also have cover. Both attack the nearest creature, which is now looking quite damaged.

Round 1 continues
Those in Bold may act
Aid Token see slide 6

Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk
Red
Black
Green -86
Flameclaw

Act in any order within your section
Slide 12
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)

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 will hustle his way forward, scaling over the fallen column in his way like it wasn't even there. He'll stop just short of the green tinted ball of ooze the others have been pelting and pull back a fist, just waiting for something to get a bit closer. "What are these? Someone tell me the squishiest bits so I can hit those."

Move action to his new spot, and readying to hit the first thing in range. He'll AoO anything that gives him the chance, as well.

Hammer Fist(Bludgeon, Magical): 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d4 + 21 ⇒ (3) + 21 = 24

AoO and random benefits as they matter:

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.

Hammer Fist: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

Damage Shield Electric: 2d6 ⇒ (4, 2) = 6

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 looks over to the slumped over form of Ailuruos, before glancing at all of his friends rushing to go assault the three bloody ooze creatures. He then glances up at the central mesa, wondering as to what the devices purpose is. Deciding that getting up there could be advantageous, both to determining what their purpose could be and to have a higher vantage point to attack the creatures. He begins to spread his wings, but then feels a flow of power go through him from the direction of Ailuros. Suddenly reaching behind him to grab onto his Drone, Klysk pops out of existence for a moment, before returning a second later standing on the top of the central mesa, his Drone standing next to him. He then moves up and examines the device up there. The small creature in his bag also pokes its head out and looks at the device.

Using one of my three castings of Dimension Door to move up to the top of the central Mesa.
Can Klysk try and determine anything about the device up there? What skill would this be?

Standard Action: Dimension Door up to the central mesa; Move Action: move adjacent to the device at the center of the platform.

.

Klysk's drone, while momentarily having to adjust to its change in position, then turns and aims its rifle down at the ooze things on the ground below. Targeting the same creature that the others had been firing at so far, it fires off a single shot.

Corona Laser Rifle (-FA): 1d20 + 10 ⇒ (16) + 10 = 26
Damage (Fire): 2d6 + 7 ⇒ (3, 4) + 7 = 14

Standard Action: ranged attack versus Green.


VC Australia - WA

Klysk, I placed you and your drone where I think you described. Feel free to move to correct or if you are having trouble moving tokens then tell me where I should move them to.

Valikar moves up close to the nearest creature but not quite close enough to whomp it. He prepares to do so as soon as it moves in range. As he watches, another shot fires into the jinsul-like blob and it wilts a little more. It looks heavily damaged at this point.

Klysk, suddenly next to one of the devices begins to examine it for clues as to its function.

Klysk:
The devices have many functions but right now seem to be steadily healing Dhurus (not on the map but somewhere in this mess). You think that drops of its blood can be used to disable them. If you can place a godblood adjacent to a device, someone 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.

Then the creatures begin to move. The red one climbs efficiently up to the nearest platform and starts moving toward Klysk. The black one moves toward the pack of Starfinders.

As Valikar watches the green one he is doubly surprised, first when it seems to be healing itself and then when it shoots some of its own substance toward the vesk. In its weakened state, it misses convincingly.

Similarly, Skeeter becomes the target of some sticky, blood-like substance from black. This one fails in its range estimation but only just. The ground in front of Skeeter is splattered in what looks like an acidic substance, eating into the ground itself.

GM screen:

green: 1d20 + 15 ⇒ (2) + 15 = 17 A dmg: 2d6 + 7 ⇒ (6, 1) + 7 = 14 corrode: 1d6 ⇒ 1
black: 1d20 + 15 ⇒ (9) + 15 = 24 A dmg: 2d6 + 7 ⇒ (4, 1) + 7 = 12 corrode: 1d6 ⇒ 6

Round 1 concludes, Round 2 commences
Those in Bold may act
Aid Token see slide 6

Red
Black
Green -95
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk

Act in any order within your section
Slide 12
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.

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 uses automated climbing equipment to rise to the top of same mesa Klysk is on. My climb speed is 15 ft. so double move for 30 ft. Also check is needed only in hazards.

Athletics if hazardous circumstances: 1d20 + 4 + 8 ⇒ (8) + 4 + 8 = 20


VC Australia - WA

Eki easily climbs up to join Klysk near the central device.

Round 1 concludes, Round 2 commences
Those in Bold may act
Aid Token see slide 6

Red
Black
Green -95
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk

Act in any order within your section
Slide 12
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/-

Continue to trick attack green, continue to make it Flat-footed.

attack vs EAC Flat-footed: 1d20 + 12 ⇒ (16) + 12 = 28
fire damage plus trick attack: 2d4 + 3 + 4d8 ⇒ (2, 2) + 3 + (3, 2, 7, 2) = 21


VC Australia - WA

Skeeter fires into green, hitting it squarely. It relaxes into an unconscious blob.

A Starfinder can move an unconscious abomination (godblood) up to their speed with an Athletics or Acrobatics check, or by creatively and appropriately utilizing spells or equipment.

Round 1 concludes, Round 2 commences
Those in Bold may act
Aid Token see slide 6

Red
Black
Green -116
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk

Act in any order within your section
Slide 12
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 continues to fire away at these strange jinsul creatures. He targets the nearest one (black).

Takes 10 on trick attack for a total of 30

to hit, likely vs flat footed: 1d20 + 12 ⇒ (1) + 12 = 13
magical fire damage: 3d4 + 4 + 4d8 ⇒ (4, 1, 1) + 4 + (8, 3, 8, 1) = 30

Something about the putrid smell of the acid attacks was obviously distracting to Quirk.


VC Australia - WA

Quirk is overcome by an odour only he can detect but it makes him gag at the most inopportune moment, sending his shot wide of its target.

Round 1 concludes, Round 2 commences
Those in Bold may act
Aid Token see slide 6

Red
Black
Green -116
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Valikar
Quirk

Act in any order within your section
Slide 12
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)

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

Metagamey, I'm pretty sure these things are getting back up. Can anyone ID them to figure out how to make it stop. Or Klysk did you learn anything helpful?

Valikar just sort of... stares over his shoulder as ooze squirts by, then back at the now half-melted blob that shot it at him. "I... don't know what I was expecting. Not that." With a grunt he turns on his heel and stops over on black, trying to paste it down into the ground by generously applying both his fists on top of it.

Move to his new location, standard to attack! He'll Step up and use his AoO if given the chance.

Hammer Fist(Bludgeon, Magical): 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d4 + 21 ⇒ (3) + 21 = 24

AoO and Laundry List:

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.

AoO: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

Damage Shield: 2d6 ⇒ (1, 5) = 6

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.

Round 1 - Graviton Charge: 1

Flameclaw moves forward reaches out toward the one on the walkway. "Give my friends some time to do their thing ..."

Move. Gravity Hold stellar revelation. DC 17 Fortitude to resist. If it fails, move it 15 feet toward me.


VC Australia - WA

GM Screen:
Fort: 1d20 + 11 ⇒ (17) + 11 = 28

Valikar strikes out at black but finds the lack of cohesive shape difficult to connect with.

Flameclaw tries to manipulate gravity itself to pull red off its path but discovers that these creatures are not so easy to manipulate.

Round 2 continues
Those in Bold may act
Aid Token see slide 6
+1 ranged attacks vs Black


Red
Black
Green -116
Flameclaw
--2--
Skeeter[/b] 20 ft up
Eki
Klysk
Valikar
Quirk

Act in any order within your section
Slide 12
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.

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 quickly send some information to his drone, before walking around the platform he is currently on to be opposite the device from the approaching ooze. Drawing his rifle as he moves, he then activates his energy shield.

Moving around the platform as a move action, activating Energy Shield as a standard.

.

The drone will speak out to everyone else, speaking in a deep robotic voice "We need to get the oozes adjacent to the devices on the platforms. We can then try to use them to disable the decices, which will stop them healing Dhurus." The drone then scuttles around the edge of the platform to be behind Klysk.

Moving around the platform as a move action.

Apologies for the delay in posting, I tried to post yesterday evening before going offline, and thought I had posted. It appears I didn't, or it was eaten by the site.

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

"Klysk, did I copy you correctly? We have to get the whole ooze up on the platforms and next to those devices?"

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

After a moment, Klysk's drone speaks up again. "From what I can tell about these devices, probably. It would be better to assume that the answer is yes. Once you get one next to a platform, anyone with skills in computers, engineering, knowledge of bodies, or magic can make an attempt to disable the devices. It will likely be difficult, and it will destroy the ooze if successful."

Does it appear that it would destroy a still living ooze? Or only a dead one?


VC Australia - WA

The godblood just needs to be adjacent to the device. It does not need to be unconscious.

The Starfinders communicate between themselves, slowly forming a plan.

GM Screen:

Black vs V KAC: 1d20 + 18 ⇒ (1) + 18 = 19A dmg: 1d8 + 12 ⇒ (7) + 12 = 19corrode: 1d6 ⇒ 1
Red vs D EAC: 1d20 + 15 ⇒ (11) + 15 = 26A dmg: 2d6 + 7 ⇒ (5, 5) + 7 = 17corrode: 1d6 ⇒ 5

The ooze near Valikar lashes out at him but it seems the two just can not connect.

The one on the platform moves a little closer and shoots some of its substance toward Klysk's drone, covering the poor thing with its sticky blood. 17 Acid damage + Corrode - 5 pts acid (Corrode acts like Burning but does acid damage)

Round 2 concludes, Round 3 commences
Those in Bold may act
Aid Token see slide 6
+1 ranged attacks vs Black


Red
Black
Green -111
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Drone -17 Corrode (5)
Valikar
Quirk

Act in any order within your section
Slide 12
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 double move, flying to the platform in the NE.

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 advances up and grabs the unconscious godblood, walking up to the mesa with Skeeter at the top and beginning to climb.

Athletics(to carry godblood): 1d20 + 15 ⇒ (10) + 15 = 25
Move a total of 25 feet to get to the mesa. I have 55 feet of movement left which is *almost* enough to climb up to the top.

Athletics(climb): 1d20 + 15 ⇒ (7) + 15 = 22

As he reaches the top, the tentacled creature climbs out of one of Flameclaw's side pouches, scrambling across the mesa to begin investigating the device. Skeeter, feel free to use my reroll when you need it, since I don't have the skills to do anything with these devices.

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

This mesa was 60 ft high right? If so, then I'll need another double move to reach top

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.

Blah, I missed that the one I'm climbing up is *also* 60 feet high (thought that was just the middle one), so I'm only about halfway up it. Holding onto an unconscious godblood. I'm sure this will end well. ;)

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 aims his rifle towards the approaching ooze, firing at it if he can. If it is to far below the rim of the mesa to be visible, he will wait to fire on it until it is in sight. As he does so, he will attempt to see if there is anything he can tell about how these creatures work. While doing so, he mentally contacts Eki. {Lets try and get this ooze next to the device. If we do, we might be able to kill it significantly faster.}

If I have a clear line of sight on Red, I'll make a ranged attack against it. If not, I'll ready an action to fire on Red if they move withing line of sight. (I don't know how it being on lower elevation affects this.)

Thunderstrike Sonic Rifle vs EAC: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (Sonic): 1d10 + 7 ⇒ (5) + 7 = 12

Life Science to Identify Creature: 1d20 + 14 ⇒ (17) + 14 = 31

Standard Action: (potentially ready to) ranged attack vs Red; Move Action: given to Drone.

.

Corrode for 5 acid damage

The drone, having just been splattered with acidic gunk from the nearest ooze, quickly scuttles to be out of the probable line of fire from it. Scuttling around the edge of the platform, it then moves off the edge of the mesa. Sticking to the wall, it aims its rifle at the ooze next to Valikar and fires a single laser shot at it. It then shakes itself in an attempt to rid itself of the acidic sludge on its body.

Corona Laser Rifle vs EAC (+CS): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage (Sonic): 2d6 + 7 ⇒ (1, 1) + 7 = 9

Reflex Save vs DC 15: 1d20 + 8 ⇒ (7) + 8 = 15 Corrode damage ended.

Move Action: move to new position; Standard Action: ranged attack vs Black.

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 begins moving toward the central monolith to assist Klysk, but not before he takes another shot at the creature still near Bakoyo and Valikar.

Taking 10 on trick attack for a total of 30.

to hit: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
magical holy fire damage with trick attack: 3d4 + 4 + 4d8 ⇒ (1, 3, 2) + 4 + (2, 7, 1, 6) = 26


VC Australia - WA

Skeeter uses the advantages of flight to move around.

Flameclaw moves the unconscious godblood with him as he begins the climb to join Skeeter.

Eki completes his climb to join Klysk.

Klysk manages to carefully aim and skirt a shot just past the side of the device to hit the approaching creature, all while carefully observing it to learn more.

Klysk:
Godblood Abomination LE Medium ooze - Vulnerable to Freezing.

The drone takes a shot at the ooze below but misses due to its effective gyrations required to shake off the acid that had marred casing.

Quirk also misses his shot at the same ooze as he moves off to join Klysk.

Round 3 continues
Those in Bold may act
+1 ranged attacks vs Black

Red -12
Black
Green -111
Flameclaw
--2--
Skeeter 20 ft up
Eki
Klysk
Drone -22
Valikar
Quirk

Act in any order within your section
Slide 12
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)

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

Augh! Sorry! I got home from work and was too tired to remember I needed to post!

Valikar decides to have a good old fashion brawl with this black godblood ooze. He ducks and weaves several times even though he make heads or tails of how the thing is reacting, then with a touch of fancy footwork he tries to give it a good 1-2 combo to the... squshy bit that sort of looks like a face.

Full round action to full attack black. Will AoO if it gives me a chance.

Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 + 21 ⇒ (3) + 21 = 24

AoO and stuff:

AoO: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

Damage Shield Electric Damage: 2d6 ⇒ (4, 6) = 10
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.


VC Australia - WA

Valikar continues to be frustrated by the amorphous nature of his opponent but proves just as effective at dodging its attack.

Flameclaw notes the ooze he is dragging seems to be recovering but is not yet conscious.

Eki watches the ooze cross the bridge and neatly dodges the sticky blood it shoots in his direction.

GM Screen:

black vs V KAC: 1d20 + 18 ⇒ (10) + 18 = 28A dmg: 1d8 + 12 ⇒ (2) + 12 = 14corrode: 1d6 ⇒ 2Distraction DC15
red vs E EAC: 1d20 + 15 ⇒ (3) + 15 = 18A dmg: 2d6 + 7 ⇒ (2, 3) + 7 = 12corrode: 1d6 ⇒ 5Distraction DC15

Round 3 concludes, Round 4 commences
Those in Bold may act
+1 ranged attacks vs Black

Red -12
Black
Green -106
Flameclaw
--4--
Skeeter
Eki
Klysk
Drone -22
Valikar
Quirk

Act in any order within your section
Slide 12
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.

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 nods to Klysk "Yeah, I did listen when the drone announced information about these devices, now let's see if I can make it work while the blob slings its acid towards me."

The red one seems to be close to the device
engineering: 1d20 + 17 ⇒ (18) + 17 = 35

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 continues climbing with the recovering godblood.

Athletics: 1d20 + 15 ⇒ (20) + 15 = 35

He moves swiftly up the column, finally dropping the godblood next to the device. He looks at Skeeter, "Do your thing ..."

I think it takes a double move to make it all the way to the device.


VC Australia - WA

Eki turns to the device and applies everything he knows to try to reverse the healing process. Suddenly the ooze attacking him is pulled toward it and some of its matter sucked into the machine. The creature dissolves into a non-living inert puddle.

Flameclaw delivers his burden to Skeeter, obviously hoping for similar results.

Round 4 continues
Those in Bold may act
+1 ranged attacks vs Black

Red -12
Black
Green -106
Flameclaw
--4--
Skeeter
Eki
Klysk
Drone -22
Valikar
Quirk

Act in any order within your section
Slide 12
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.

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 was just making sure. I'll go help Valikar now.} Klysk then walks towards the edge of the platform, extending his wings from his back and leaps away from the mesa top, flying out over the battlefield. Dropping in elevation as he moves, he finally ends his movement at about forty feet above Valikar and the remaining conscious ooze. As he goes, he sends information to his drone about what to say for the moment.

Double moving to new position. I should be 40 feet off the ground if I was correct in my movement calculations.

.

Klysk's drone speaks as it trains its rifle on the ooze still near Valikar. "The ooze on top of the central pillar has been successfully dealt with. If possible, use weapons that deal cold damage against the oozes, as they appear to be vulnerable to low temperatures." It then fires off a single shot at the ooze.

Corona Laser Rifle vs EAC: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (Fire): 2d6 + 7 ⇒ (6, 6) + 7 = 19


VC Australia - WA

Klysk's drone delivers the first damage to the ooze near Valikar while also transmitting information to the team. Klysk, himself, flies down to support his vesk teammate.

Round 3 concludes, Round 4 commences
Those in Bold may act
+1 ranged attacks vs Black

Red -12
Black -19
Green -106
Flameclaw
--4--
Skeeter
Eki
Klysk 40ft up
Drone -22
Valikar
Quirk

Act in any order within your section
Slide 12
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 attempt to disable the device.

Engineering: 1d20 + 17 ⇒ (10) + 17 = 27

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

With the creature on the central pillar dealt with, Quirk returns his full attention to the ooze still on the ground.

After stepping behind the pillar, Quirk steadies his aim and fires.

Taking 10 on trick attack for a 30

to hit with +1 bonus due to Valikar: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16

magical holy fire damage: 3d4 + 4 + 4d8 ⇒ (1, 4, 3) + 4 + (1, 7, 2, 4) = 26

I swear. Two rounds ago it was a 1. Last round was a 2. This round was a 3. Any bets on what I'll roll for the next round?

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

I'm gonna bet on a 17, just because it's messing with you.

As the others deal with the other two oozes and return to help Valikar they are met with a scene. An EPIC SCENE of daring battle, two grand combatants (A grumpy vesk and a pile of sludge) battling and harrying each other with mighty blows that accomplish little. Goop and fists flying, roars and splurting sounds crying out, and the earth not really doing much of anything beneath their feet.

Despite having accomplished nothing but distracting the creature this entire time, Valikar seems to be all in all pretty amused by the whole affair. "No cold! Only fists!"

Full attacking again! AoO as available

Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

Hammer Fist(Bludgeon, Magical): 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 21 ⇒ (2) + 21 = 23

Spoiler:

AoO: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d4 + 21 ⇒ (1) + 21 = 22
Crit Damage: 1d4 + 21 ⇒ (1) + 21 = 22
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.

Damage Shield Electric: 2d6 ⇒ (5, 6) = 11


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


VC Australia - WA

Skeeter applies his engineering skills to the device and thinks he has it worked out when the last little piece that needed to twist into place escapes him. (So close!)

Quirk shoots at the remaining ooze at ground level but begins to realise the sights on his gun must have been knocked off-kilter.

Valikar continues his battle as if the world depended on his success and finally, with his second blow, he connects with the ooze leaving a large gully in the amorphous blob.

The whole team hear the cheers of fellow Starfinders as elsewhere jinsuls begin to flee.

As the team watch, the two living oozes show signs of healing. The one on the platform with Skeeter and Flameclaw gains consciousness and attacks. Flameclaw - 16 Acid damage

The one on the ground continues to flail ineffectually at Valikar.

GM Screen:

Green vs F EAC: 1d20 + 18 ⇒ (6) + 18 = 24A dmg: 1d8 + 12 ⇒ (4) + 12 = 16
Black vs V EAC: 1d20 + 18 ⇒ (1) + 18 = 19A dmg: 1d8 + 12 ⇒ (3) + 12 = 15

Round 4 concludes, Round 5 commences
Those in Bold may act
+1 ranged attacks vs Black

Red -12
Black -37
Green -101
Flameclaw -16
--5--
Skeeter
Eki
Klysk 40ft up
Drone -22
Valikar
Quirk

Act in any order within your section
Slide 12
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.

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

"Valikar, can you hear me? Closest device similar to the one we used is to west from you, could you lure that thing there so I could try to have said machine swallow it." Eki shouts to Valikar and shoot at black ooze.

corona laser rifle, tracking: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 move action to track the black
fire damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15

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 fly straight down 30 feet, flapping his wings to remain airborne for the time being. Aiming his rifle at the ooze creature, he fires off a single blast.

Thunderstrike Sonic Rifle vs EAC (+CS): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage (Sonic): 1d10 + 7 ⇒ (6) + 7 = 13

Move Action: move 30 feet down (new elevation 10 feet above ground); Standard Action: ranged attack versus Black.

.

The drone will take aim at the ooze remaining near Valikar, taking a single shot to maintain accuracy.

Corona Laser Rifle vs EAC (+CS): 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage (Fire): 2d6 + 7 ⇒ (6, 3) + 7 = 16

Standard Action: ranged attack versus Black.

.

As a reminder, Klysk can cast Dimension Door twice more for this encounter, which can bring an unconscious creature along with it. As such, we can theoretically get this ooze to any given platform. Klysk would point this out himself, but as he is deaf, he wasn't able to hear anything said in this encounter that his Drone can't relay to him.

Also, I may not be very available over the weekend to post. If everyone else has already posted for a round, go ahead and bot me (I have instructions in my profile, but I'll modify them here).

Botting:
On the next round, Klysk will prioritize moving Black and Valikar to a nearby platform if Black in unconscious, delaying until after everyone else goes to let the most potential damage come in. If the ooze isn't dropped, he will fly to the ground and make a ranged attack against it, using specifics as listed in my profile.

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/-

Gosh dang it!
Tries again

Engineering Disable: 1d20 + 17 ⇒ (13) + 17 = 30

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 begins slashing with his solar weapon at the godblood. Full attack

Solar weapon attack 1: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
Solar weapon damage: 2d6 + 17 ⇒ (5, 4) + 17 = 26 S + 1d3 ⇒ 3 F

Solar weapon attack 2: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
Solar weapon damage: 2d6 + 17 ⇒ (5, 5) + 17 = 27 S + 1d3 ⇒ 3 F

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

"Lure it?" Valikar stops to think for a moment, then attempts to grapple the ooze in front of him and then drag it off with him towards the indicated platform. "LURING!"

Standard action to grapple the ooze, then IF that works a move action to drag it 50 feet towards the platform. I can take 39 to climb up the side if I have move to do it.

Grapple: 1d20 + 14 ⇒ (6) + 14 = 20

AoO and usual stuff:

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

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.

Damage Shield - Electric: 2d6 ⇒ (4, 5) = 9

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