| GM Ilmakis |
Pan shots at Oshessa and hit her! But as soon as his bullet wounds the Morlamaw, Pan senses a pain in the same area he wounded her!
Pan need to make a DC17 Will Save or take 5 point of damages
Round2 (bold may act) - Need a DC15 Athletics to move through the water -
JYD -3SP
Ashtif 0SP/4HP/-1RP
Sprocket
Oda 0SP/-10HP
Chorizal 0SP/-1HP - (–2 penalty to ability checks, attack rolls, and skill checks)
Pan
Oshessa -1HP
Red
Blue
Sprocket Tension
|
Sorry for not posting been a busy weekend.
Claptrap is going to move around to the side and take a swing.
Claptrap Athletics: 1d20 + 9 ⇒ (16) + 9 = 25
Claptrap Doshko Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Claptrap Doshko Damage: 1d12 + 5 ⇒ (2) + 5 = 7
Sprocket will then take a shot.
Arc Pistol Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Arc Pistol Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Oda Umox
|
Oda fires into the next room at the enemy.
Underwater Light Reaction Cannon: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Ashtif Cloudskipper
|
Ashtif considers his wounds for a moment, but sees an opening and decides to attack.
Full Action: Trick attack on Oshessa. I have the Uncanny Mobility exploit, so this movement does not generate an AoO
Ashtif kicks himself off the wall, to swim past his comrades.
Athletics (Swim), athletic clothing: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Unfortunately, the kick is unsuccessful, and he is unable to fight against the current.
Chorizal
|
Chorizal swims up to the spot vacated by Claptrap so that he can reach Oshessa with his tactical pike.
Athletics: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
Athletics: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
But somehow, he's not able to make it, even with 2 tries.
Will Save: 1d20 + 3 ⇒ (8) + 3 = 11
| GM Ilmakis |
If not for the water, Sprocket is certain that he will have hit Oshessa electricty attack takes a -4 to attack rolls.
Claptrap's doshko strikes to far from its intended target.
Oda miss Oshessa while Chorizal swims with some difficulties toward her.
Ashtif is pushed back by the current and can't reach a position where to attacking the Morlamaw priestess.
Is that all you can do Starfinders? Even the Manta Corpse gave me more trouble. snarls Oshessa.
One of his minion attacks Claptrap but fails to hit the robot while another takes a step back and casts a Mystic Cure on Oshessa. You see that he is wrecked in pain as some of his life is given to his leader.
The chief cultist takes a step back and casts a spell on Chorizal!
Fear the Pain Starfinder, Fear it
Blue Attacks vs KAC: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Damages, P: 1d6 + 3 ⇒ (5) + 3 = 8
Blue Attacks vs KAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Damages, P: 1d6 + 3 ⇒ (2) + 3 = 5
Mystic Cure: 1d8 + 4 ⇒ (2) + 4 = 6
Round3 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/4HP/-1RP
Sprocket
Oda 0SP/-10HP
Chorizal 0SP/-1HP Will DC17 vs Fear or be Panicked
Pan
Oshessa full HP/-1RP
Red -5HP
Blue
Sprocket Tension
|
Claptrap Athletics: 1d20 + 9 ⇒ (3) + 9 = 12
Claptrap Athletics: 1d20 + 9 ⇒ (1) + 9 = 10
Claptrap tries to move but is having a hard time and Sprocket shoots again.
Sprocket Attack: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Sprocket Damage: 1d6 + 2 ⇒ (6) + 2 = 8
| GM Ilmakis |
In Oshessa's room the Athletic DC is only 10, so Claptrap is able to move :)
As Claptrap move the culist that was attacking it, gives a tusk strike and hit the drone -3HP DR counted nevertheless, its attack strike only water. use your roll for Claptrap attack and moved it.
Sprocket this time hit Oshessa's but don't do as much damage as expected 4 damages, because water
Damages, P: 1d6 + 3 ⇒ (1) + 3 = 4
Round3 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/4HP/-1RP
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Will DC17 vs Fear or be Panicked
Pan
Oshessa full -4HP/-1RP
Red -5HP
Blue
Chorizal
|
Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
Chorizal smirks at Oshessa. Who would be afraid of a multicolored, blubbery...massive...long tusked...servant of a dark god!?!
His pike falls from numb fingers and he does his best to get away from this massive threat.
Athtletics: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Athtletics: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Oda Umox
|
Oda roars and fires again.
Underwater Light Reaction Cannon: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d10 + 3 ⇒ (1) + 3 = 4
| GM Ilmakis |
While Chorizal decides it's enough for him and withdraw from the fight 1 mn, Oda hits the chief cultist even if the damages are not that great.
Round3 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/4HP/-1RP
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 1/10
Pan
Oshessa full -8HP/-1RP
Red -5HP
Blue
Junk Yard Dog
|
JYD drops his CLR since it is doing almost no damage and pulls out his Pulsecaster Rifle instead hoping it will be slightly better and targets Blue but there is too much in the way.
PCR vs EAC: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
PCR Dmg: 1d6 + 5 ⇒ (3) + 5 = 8
Ashtif Cloudskipper
|
Athletics(Swim), athletic clothing: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Ashtif rights himself and kicks off the wall forcefully this time, darting past his allies, swinging out with his underwater tactical baton as he reaches Oshessa.
Trick Attack(Survival w/ explorer specialization): 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22 Probably not a success, I imagine ...
Baton attack vs. KAC: 1d20 + 5 ⇒ (11) + 5 = 16
Baton damage: 1d4 + 1d8 ⇒ (1) + (2) = 3
Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (5) + 7 = 12
Athletics: 1d20 + 7 ⇒ (5) + 7 = 12
Pan tries to swim into the other chamber, but flounders helplessly.
| GM Ilmakis |
JYD decides to change weapon but his aim is off and his shot hit nobody.
Unfortunately for Ashtif, he is unable to trick Oshessa and the water stops at the last time his baton who bounce off harmlessly on Oshessa's thick skin.
Pan is stopped by the current and unable to move.
Oshessa decides to strike at Ashtif she then takes a step to let her cultist attack the Starfinder.
The Cultist Tusk goes deep into Ahstif flesh and he falls unconscious.
The last cultist continues to attack Claptrap, but none of his tries connect with the drone!
Damages + Poison: 1d4 + 8 ⇒ (2) + 8 = 10
Tusk vs KAC: 1d20 + 5 ⇒ (14) + 5 = 19
Damages, P: 1d6 + 3 ⇒ (4) + 3 = 7
Tusk vs KAC: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Damages, P: 1d6 + 3 ⇒ (6) + 3 = 9
Tusk vs KAC: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Damages, P: 1d6 + 3 ⇒ (1) + 3 = 4
Round3 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-1RP - Unconscious - Dying -
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 2/10
Pan
Oshessa full -8HP/-1RP
Red -5HP
Blue
Sprocket Tension
|
Claptrap will attack Oshessa.
Doshko attack: 1d20 + 7 ⇒ (19) + 7 = 26
Doshko Damage: 1d12 + 5 ⇒ (3) + 5 = 8
Sprocket will try to move into the room.
Athletics: 1d20 - 1 ⇒ (4) - 1 = 3
Unable to move Sprocket will just take a shot at Oshessa.
attack: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Junk Yard Dog
|
JYD tries to move again, flounders on the first try but makes the second.
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Athletics: 1d20 + 7 ⇒ (19) + 7 = 26
Oda Umox
|
Oda takes aim once again and pulls the trigger.
Underwater Light Reaction Cannon: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d10 + 3 ⇒ (1) + 3 = 4
She hangs her head.
Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Pan swims up and takes another shot at Oshessa.
Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
| GM Ilmakis |
Claptrap hit Oshessa's but its weapon is not very efficient in the water 4 points of damages. Its master as still some difficulties to moves through the waters and fails to hit its target.
JYD moves while Chorizal continues to flee! Apparently, the water is not an obstacle in his state...
Oda miss as Ashtif stops bleeding.
Pan hits again Oshessa and in return shares part of her pain! Will Save DC15 or take 5 damages
Share my Pain, human! Before you feal death and loss. she snarls at Pan.
She takes a step towards Pan and strikes with a injection glove at him. She finds a weak spot and hurt badly Pan! 21 damages + poison (4 damages) Fortitude DC14
Her two cultist try to attack Claptrap but they both failed.
Damages (crit), P + Poison Fortitude DC14: 2d4 + 16 ⇒ (1, 4) + 16 = 21
Blue: 1d20 + 5 - 4 + 2 ⇒ (10) + 5 - 4 + 2 = 13
Damages: 1d6 + 3 ⇒ (4) + 3 = 7
Blue: 1d20 + 5 - 4 + 2 ⇒ (6) + 5 - 4 + 2 = 9
Damages: 1d6 + 3 ⇒ (2) + 3 = 5
Red: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Damages: 1d6 + 3 ⇒ (1) + 3 = 4
Red: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Damages: 1d6 + 3 ⇒ (3) + 3 = 6
Round4 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 3/10
Pan -25SP Will Save DC15 or take 5 damages, Fortitude Save DC14 vs poison
Oshessa -19HP/-2RP
Red -5HP
Blue
Pan Randiradon
|
Will: 1d20 + 5 ⇒ (1) + 5 = 6
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Sprocket Tension
|
So piercing damage deals full damage underwater according to the rules page, so that would be 8 damage.
Sprocket will take a shot at Oshessa.
Attack: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Damage: 1d26 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Crit Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The Arc Pistol has Arc 2 so one of the other guys takes 2 damage.
Claptrap attack Oshessa.
Doshko Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Doshko Damage: 1d12 + 5 ⇒ (9) + 5 = 14
| GM Ilmakis |
I don't know why, I believed that a Doshko was doing Slashing damages... Noted.
Sprocket shoots a perfect hit on Oshessa and hurt her a little more as well as one of her goonies. Unfortunately, Claptrap is not able to land a hit on her.
Pan easily resists the poison but not the throw back pain.
Round4 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 3/10
Pan -30SP
Oshessa -21HP/-2RP
Red -6HP
Blue
Chorizal
|
Chorizal is starting to feel safe from that vicious monstrosity but he can still get further away, he's sure.
Athletics: 1d20 + 11 ⇒ (1) + 11 = 12
Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
Junk Yard Dog
|
JYD Overcharges his PCR, takes aim and fires at Oshessa.
PCR vs EOC: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
PCR Dmg (E)(Non-Lethal): 2d6 + 5 ⇒ (6, 1) + 5 = 12
Oda Umox
|
There is a muffled explosion as Oda fires another shot.
Underwater Light Reaction Cannon: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Ashtif Cloudskipper
|
Ashtif remains unconscious.
Not going to spend a RP to return to the fight at this time, not with the two pain-loving lackies hanging around back here.
| GM Ilmakis |
@Asthif noted and understood.
JYD find his target this time and zap Oshessa who winces in pain - alone - 6 damages.
Following JYD examplem Oda also hit her target, making Oshessa bleed.
Round4 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -3HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 3/10
Pan -30SP
Oshessa -35HP/-2RP
Red -6HP
Blue
Pan Randiradon
|
Pan attempts a full attack at Oshessa.
Attack, vs. KAC: 1d20 + 9 + 2 - 4 ⇒ (2) + 9 + 2 - 4 = 9
Attack, vs. KAC: 1d20 + 9 + 2 - 4 ⇒ (11) + 9 + 2 - 4 = 18
Damage1st: 1d6 + 5 ⇒ (6) + 5 = 11
Damage2nd: 1d6 + 5 ⇒ (4) + 5 = 9
Junk Yard Dog
|
For Round 5, JYD continues to fire at Oshessa with a full attack.
PCR vs EAC: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
PCR vs EAC: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
PCR Dmg (E)(Non-Lethal): 1d6 + 5 ⇒ (3) + 5 = 8
PCR Dmg (E)(Non-Lethal): 1d6 + 5 ⇒ (1) + 5 = 6
| GM Ilmakis |
Pan's munitions are running low 7/9 but his last one wounds a little bit more Oshessa.
She continues to attack Pan and asks her cultist to target him with his last offensive spell.
Pan is hit again and need to fight of the poison as well as the mental attack that target his mind!
The other cultist continues to attack the drone and scratch it a little bit.
Damages (+poison): 1d4 + 8 ⇒ (2) + 8 = 10
Injection Glove: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damages (+poison): 1d4 + 8 ⇒ (3) + 8 = 11
========
Damages: 2d10 ⇒ (4, 6) = 10
========
Tusk: 1d20 + 5 ⇒ (17) + 5 = 22
Damages: 1d6 + 3 ⇒ (1) + 3 = 4
JYD continues to shoot aimlessly at Oshessa the water making his aim off.
Round5 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -6HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 4/10
Pan -38SP/-7HP - +10 damages Will Save DC14 for half - Fortitude Save DC14 vs Poison
Oshessa -44HP/-2RP
Red -6HP
Blue
Oda Umox
|
Oda ejects the spent magazine and reloads her cannon then fires again.
Underwater Light Reaction Cannon: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Pan Randiradon
|
Will: 1d20 + 5 ⇒ (15) + 5 = 20
Fort: 1d20 + 5 ⇒ (4) + 5 = 9
"I think old girl is sweet on me," Pan says, gritting his teeth through the pain.
He fires his shredder again, then attempts to swim back into the other room.
Attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22
Sprocket Tension
|
Claptrap is going to attack Oshessa.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d12 + 5 ⇒ (4) + 5 = 9
Sprocket will drop his Arc Pistol and draw his semi auto tactical pistol from his mouth and takes a shot at Oshessa.
Attack: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Ashtif Cloudskipper
|
Quick question: Does being "prone" in water require the "Stand Up" action to stop being prone? Or could I Return to Fight, then do Trick Attack, and just Swim move directly from prone as part of the trick attack action?
| GM Ilmakis |
@Ashtif I will say you can "stand-up" as part of the move action with a successful athletic check to swim.
Oda shoot miss her intended target.
Pan sense the poison in his veins. As he shoots at her, he senses a wave of pain hitting him back Will DC15 or take 5 damages, you can make another DC14 fortitude save against the poison..
Claptrap continues to strike mighty blow on Oshessa! But his master fails to hit her.
Round5 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -6HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 4/10
Pan -38SP/-7HP - +5 damages Will Save DC15 for half - Fortitude Save DC14 vs Poison
Oshessa -58HP/-2RP
Red -6HP
Blue
Chorizal
|
| 1 person marked this as a favorite. |
Athletics: 1d20 + 11 ⇒ (2) + 11 = 13
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25
Chorizal flounders for a bit but then gets into one of the cages and closes the door behind him.
Now, that fearsome creature will have to break the cage open to murder him and devour his entrails!
Pan Randiradon
|
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Will: 1d20 + 5 ⇒ (2) + 5 = 7
| GM Ilmakis |
If Pan easily stop the poison to weaken him, is not able to sustain the pain that Oshessa throws back at him!
Her two cultist strikes at the drone.
Each time one of them hit Claptrap, they move it away from Oshessa!
Then Oshessa moves away from Claptrap and heals herself.
May My Pain be yours my Lord!
Damages: 1d6 + 3 ⇒ (3) + 3 = 6
Tusk: 1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17
Damages: 1d6 + 3 ⇒ (1) + 3 = 4
Tusk: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damages: 1d6 + 3 ⇒ (4) + 3 = 7
Heal: 1d8 + 4 ⇒ (5) + 4 = 9
Round6 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -17HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 5/10
Pan -38SP/-17HP
Oshessa -49HP/-3RP
Red -6HP
Blue
Chorizal
|
| 2 people marked this as a favorite. |
Chorizal closes his eyes and puts his hands over them. "If I can't see her, she can't see me. If I can't see her, she can't see me. If I can't see her, she can't see me. If I can't see her, she can't see me. "
Sprocket Tension
|
Sprocket tell Claptrap to get closer and attack Oshessa.
Athletics: 1d20 + 9 ⇒ (14) + 9 = 23
Claptrap takes a step towards Oshessa and takes a swing.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d12 + 5 ⇒ (5) + 5 = 10
Sprocket takes a shot at Oshessa
Attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Ilmakis |
Whe Claptrap tries to move, the cultist try to tusk it!
AoO (blue): 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Damages: 2d6 + 6 ⇒ (5, 4) + 6 = 15
AoO (Red): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damages: 1d6 + 3 ⇒ (2) + 3 = 5
They both hit, but Claptrap is not completely destroyed and is able to attack Oshessa but fails to hit.
Is master, certainly worried by his creation well being, is also unable to hit Oshessa.
Round6 (bold may act) - Need a DC15 (only DC10 in Oshessa's room) Athletics to move through the water -
JYD -3SP
Ashtif 0SP/0HP/-2RP - Unconscious - Stable -
Sprocket
Claptrap -35HP
Oda 0SP/-10HP
Chorizal 0SP/-1HP Panicked 5/10
Pan -38SP/-17HP
Oshessa -49HP/-3RP
Red -6HP
Blue
Sprocket Tension
|
When moving underwater you can't use the step action to avoid the Attacks of Op?
Ashtif Cloudskipper
|
Ashtif twitches, having a horrible dream where he is chained to a giant skull, being held down in water, drowning, as blood flows from the skull's eyes, filling the water around him.