SFS 1-27 - King Xeros of Star Azlant (KS) (Inactive)

Game Master phaeton_nz

(Tier 5-8) Tags: Starship
Playing Low Tier

Slides


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Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

As Desha determines that the magic is some sort of teleportation magic, Merisiel steps in ..... and vanishes, appearing in an identical looking chamber. In front of her is a set of stairs going up - as well as a suspicious looking laser trap

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Ah a teleport and a laser trap the other side hold off a moment I'll sort the laser trap Merisiel speaks into her comms

engineering: 1d20 + 10 ⇒ (15) + 10 = 25

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

What's wrong with just using normal doors... Krara grumbles as she waits the the elf to give the word to follow.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

And it's disabled

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

”Ah ha! Amazing! Right, onward team! Sounds like Merisial has cleared up a trap for us too!” Desha follows the elf through the portal and moves to the base of the stairs.

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Basalt steels himself and steps into the teleporter.

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

As Krara follows the others through the portal, the vesk looks around. If they've got all these magic doors about, maybe that's why there hasn't been a living soul still here. Maybe their hiding in the between spaces...

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Or maybe they got eaten by the grues

thankfully in an sfs scenario this does not count as giving the gm ideas (at least not to use on us)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Hehehehehehe))

You hop through the portal and climb the stairs past the now, deactivated shock caster trap.

A floating brass cube, its sides covered with countless shifting glyphs and sigils, spins slowly on its corner atop a low crystal plinth. Its base is heavily augmented with cables and processing boards, fanning out to an elaborate network of computer screens and video monitors akin to most starship command centers that runs the perimeter of the room. Two crystal doors stand in the wall opposite the stairs, the wall between them set with a cylindrical chamber containing an iridescent spindle aeon stone held in place by tendrils of electricity.

Aldroxis and two xeros guards are here. So far, you have the drop on them. Aldroxis is frantically working a console while the two guards are behind him watching the door.

Initiatives:
Aldroxis: 1d20 + 4 ⇒ (11) + 4 = 15
guard1: 1d20 + 5 ⇒ (16) + 5 = 21
guard2: 1d20 + 5 ⇒ (1) + 5 = 6

Draken: 1d20 + 9 ⇒ (20) + 9 = 29
Basalt: 1d20 + 7 ⇒ (1) + 7 = 8
Desha: 1d20 + 4 ⇒ (11) + 4 = 15
Krara: 1d20 + 6 ⇒ (8) + 6 = 14
Merisiel: 1d20 + 7 ⇒ (13) + 7 = 20

Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis
Krara
Basalt
Guard 2 (Green)

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Having waited for their comrades to step through first, Draken follows through as the rear guard, weapons ready at Merisiel's warning. Keeping low, the Operative moves through the room before taking aim.

Can't see anything on the map - but will target the guy on the computer if I can see them - move upto 40'

Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack

Corona Laser vs EAC: 1d20 + 13 ⇒ (13) + 13 = 26for Fire damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9

If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (8, 4, 4, 4) = 20

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((added the opposition to the slides)

Draken tricks and hits although some of that damage doesn't go through

The Red Guard shoots back at Draken with some sort of aeon stone
scarlet prism aeon stone: 1d20 + 8 ⇒ (6) + 8 = 14
fire: 1d6 + 3 ⇒ (2) + 3 = 5

Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -24 flatfooted
Krara
Basalt
Guard 2 (Green)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel moves forward and tries her own trick Resistant to fire huh lets see how you like cold Waves her frost wand/pistol in his direction before throwing the knife

trick on aldroxis: 1d20 + 16 ⇒ (19) + 16 = 35
knife: 1d20 + 9 ⇒ (3) + 9 = 12
slash damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick: 3d8 ⇒ (4, 8, 8) = 20

make him off target if Merisiel hits

Was going to claim thischaracter had mobility but thats my other operative

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Could you help me out a bit with where I should be if I had just walked through the portal? Trying to figure out where I can get to for action economy purposes.
Specifically, I’m wondering if I could move up behind Merisiel and have line of sight/effect to any of the Azlanti.

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

I think the portal popped us out near the base of some stairs, and Merisiel, Draken, and the Azlanti are at the top of the stairs?

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Okay, then hopefully I won't have issues with line of sight/effect on this.

Desha moves in behind Merisiel and catches sight of the Azlanti at the top of the stairs over near Basalt (Green). She reaches out with her thoughts and tries to seize on the guard's motor functions, hoping to hold them in place.

Move to stairs and cast Hold Person (DC17 Will save or the target is paralyzed for 6 turns. If the target does fail, it may spend a full round action on its turn to attempt another will save.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

will save: 1d20 + 4 ⇒ (13) + 4 = 17

Merisial's knife misses and the green tagged Xeros Guard shakes off the Hold Person effect.

Aldroxis immediately casts Mirror Image
images: 1d4 ⇒ 1

Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -24 flatfooted
Krara
Basalt
Guard 2 (Green)

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Basalt pulls out a grenade and tosses into the midst of the enemy.

Flash Grenade: 1d20 + 7 ⇒ (10) + 7 = 17 Blind DC 14: 1d4 ⇒ 3 rounds.

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Must get me some of those glitterdust bombs

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Good to see a captain insisting on going down with the ship! Krara says as she follows Desha up the stairs and lines her caustolance at the now two mages.

Bad for you of course, but good to see at least a scrap of honor amongst you Azlants. She then fires at the mage and his twin. Let's show him our appreciation!

Improved Get 'Em! on the caster/Aldroxis
attack v EAC: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for Acid: 2d6 + 6 ⇒ (4, 4) + 6 = 14
1 him, 2 image: 1d2 ⇒ 1

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

ref: 1d20 + 8 ⇒ (1) + 8 = 9
ref: 1d20 + 3 ⇒ (15) + 3 = 18
ref: 1d20 + 3 ⇒ (13) + 3 = 16

Adroxis catches the full blast of the flash but the guards evade it.

The green guard throws a frag grenade II into your group, to land just behind who is in front. Unfortunately it actually lands 5ft in front of the lead character.

throw: 1d20 + 11 ⇒ (1) + 11 = 12
explode: 2d6 ⇒ (4, 5) = 9 piercing, 15ft, DC 14

Round 2
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -38 flatfooted, 1 image, blinded 3
Krara
Basalt
Guard 2 (Green)

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Reflex: 1d20 + 12 ⇒ (7) + 12 = 19

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (15) + 9 = 24

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

reflex: 1d20 + 11 ⇒ (1) + 11 = 12

Wincing as the shrapnel from the enemies’ grenade hammers into their armour and bruises them, Draken narrows their eyes - these Azlanti really had a thing for ruining their wardrobe! As their azimuth pistol had reduced effect, they feinted the enemy leader before shooting with their Thunderstrike pistol.

Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack

Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (18) + 9 = 27 for sonic damage: 1d8 + 3 ⇒ (7) + 3 = 10

If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (4, 4, 2, 1) = 11

Don’t provoke due to uncanny shooter

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((If you're shooting Aldroxis, please roll a d2 - 1, you hit him, 2 - you pop the image))

The red guard also throws a frag grenade, trying to get it in the middle of your group.
throw: 1d20 + 11 ⇒ (8) + 11 = 19
explode: 2d6 ⇒ (1, 2) = 3 piercing, 15ft, DC 14

Both guards have also moved to grant their boss a clear line of fire

Round 2
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -38 flatfooted, 1 image, blinded 3
Krara
Basalt
Guard 2 (Green)

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

Impressed by Green’s resolve, Desha decides to crush the Azlant’s mind instead of just trying to hold it still. (Mind Thrust II vs Green - DC17 Will save for half)

Mind Thrust II: 4d10 ⇒ (9, 10, 4, 1) = 24

She then moves up past Basalt and Red before calling out telepathically to her crew ”If anyone’s interested, I’m going to open up on these pronkers. If you can clear a path I can hit em all.”

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Sorry, i usually do it as the GM

image: 1d2 ⇒ 2 So flat- footed and image popped

Reflex: 1d20 + 11 ⇒ (4) + 11 = 15 no damage from evasion

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (1) + 9 = 10

The second she does not evade

Then moves up and stabs at red

sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
stab: 1d20 + 9 ⇒ (18) + 9 = 27
slice: 1d4 + 5 ⇒ (1) + 5 = 6
trick: 3d8 ⇒ (1, 1, 7) = 9

Flat footed if trick and hit until my next turn

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

will: 1d20 + 4 ⇒ (14) + 4 = 18

Adroxis is still blinded but he starts casting .... something, There is no apparent effect at this stage. The green guard seems to resist the Mind Thrust. My nickname is Iron Will. he snarls.

Round 2
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -38 blinded 2
Krara
Basalt
Guard 2 (Green) -12

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Oh, so you speak Common? Krara snarls back. With a grin she continues: Then you can get a new nickname as 'bad at protecting the boss' as she fires at the muttering caster, hoping to disrupt the vile magic he's bringing to bear.

Quick Dispiriting Taunt to try and intimidate Green. Standard t do another Improved Get 'Em! shot at Aldroxis

Intimidate v Green: 1d20 + 16 + 1d6 + 1 ⇒ (15) + 16 + (1) + 1 = 33
Attack v Aldroxis' EAC: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 for Acid damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Aldroxis is blind and casting a spell while next to Basalt? OK
AoO Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (14) + 5 = 19 Blunt and Sonic Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Basalt goes all out against the blind Aldroxis

Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 Blunt and Sonic Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 Blunt and Sonic Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Only one attack impacts on Androxis but that is enough to cause his summoning to fail. Meanwhile Green is shaken but tries to shoot Krara with an assault rifle.
v KAC: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
piercing: 1d8 + 3 ⇒ (5) + 3 = 8

Round 3
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -50 blinded 2
Krara
Basalt
Guard 2 (Green) -12, shaken

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Only one hit! How high is his AC? I want that armor.

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

Rolling their eyes at the rebuttal from their foe, Draken continues to duck and weave, raising their pistol and taking a shot at Adroxis.

Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack

Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23 for Sonic, Magic Damage: 1d8 + 3 ⇒ (6) + 3 = 9

If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (5, 7, 6, 5) = 23

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

The Red Guard tosses a grenade in the middle of your group, but it falls short.
incendary grenade II: 1d20 + 13 ⇒ (1) + 13 = 14
explode: 2d6 ⇒ (3, 4) = 7 fire
burn: 1d6 ⇒ 1 DC 17

Round 3
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -77 blinded 2
Krara
Basalt
Guard 2 (Green) -12, shaken

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha fires her rifle point blank at Red, then extends the bipod on the weapons base and stabilizes it.

Pulse rifle: 1d20 + 9 ⇒ (18) + 9 = 27 Damage (So): 1d10 + 6 ⇒ (7) + 6 = 13

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Here seen my grenade?

sleight trick: 1d20 + 16 ⇒ (8) + 16 = 24
stab Red: 1d20 + 9 ⇒ (7) + 9 = 16
stab damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick damage: 3d8 ⇒ (3, 6, 8) = 17

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

It's obvious that the Azlanti Empire has really impressive armour. Merisiel misses but Desha hits.

Aldroxis retreats into the corner of this room. His vision is clearing but is still blurry and he casts Overheat, trying to catch as many of the party as possible - he doesn't seem to care if any of the guards get caught in the blast.
fire: 2d8 ⇒ (2, 6) = 8 DC 18 reflex for half

Green, Basalt and Merisial need to save
ref: 1d20 + 3 ⇒ (1) + 3 = 4

Even though Green took the full force of the blast, he seems mostly unaffected.

Round 3
Draken
Guard 1 (Red) -28 flatfooted
Merisiel
Desha
Aldroxis - -77 blinded 1
Krara
Basalt
Guard 2 (Green) -15, shaken

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Coward! Krara yells as Alroxis retreats away from the stairs and out of her line of sight. turning to the green guard, the vesk snarls.

Looks like we saw what sort of 'honor' the Azlanti way has for their own. Well, if that is what your own commanding officer will do to you, imagine what you can expect if you don't surrender right now!

Attempting a Quick Dispiriting Taunt on Green (and hoping they can understand me), then Improved Get 'Em!ing on green.

Intimidate: 1d20 + 16 + 1d6 + 1 ⇒ (12) + 16 + (2) + 1 = 31
Attack v Green EAC: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 for Acid: 2d6 + 6 ⇒ (3, 5) + 6 = 14
If Green can be Initmidated by that and Krara's shot hits, they are also sickened for 1 round

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

When is that Aldroxis going to learn? AoO Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (2) + 5 = 7 Blunt and Sonic Damage: 1d6 + 7 ⇒ (1) + 7 = 8

"This would go much easier on you if you just give up." Get'Em! on Aldroxis

Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Blunt and Sonic Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (4) + 9 = 13

Note to self If you going to buy estex suits cause of all those lovely upgrade slots you better put something in them

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Krara just misses but that last attack by Basalt takes the Azlanti commander out as he attempts to back through a door into a smaller chamber.

Green shoots at Krara with some sort of aeon stone
scarlet prism aeon stone: 1d20 + 8 ⇒ (1) + 8 = 9
fire: 1d6 + 3 ⇒ (4) + 3 = 7

Round 4
Draken
Guard 1 (Red) -28 flatfooted
Merisiel
Desha
Aldroxis (dead)
Krara
Basalt
Guard 2 (Green) -15, shaken, improved get'em

Second Seekers (Luwazi Elsebo)

Non-Binary Lashunta (Damaya) Operative (Spy) (Corporate Agent, Jetbike Racer) 7 | SP 48/49 HP 46/46 | RP 7/7 | EAC 27; KAC 28 | CMD (KAC+8) 36 Fort +2; Ref +11; Will +6 Evasion | Init: +9 | Perc: +14, SM: +15 Senses: Low-Light, Darkvision (60') | Speed 40ft | Resist: Fire 5, Cold 5 Active conditions: Uncanny Agility.

With a smirk as their commander goes down, Draken feints a shot with one pistol on the red guard before shooting them in the gut.

Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack
Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (2) + 9 = 11

If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (3, 5, 1, 4) = 13

Sonic, Magic Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Unfortunately that attack is not successful and Red draws a carbon steel curve blade and tries to hit Desha with it.
vKAC: 1d20 + 11 ⇒ (10) + 11 = 21
slashing: 1d10 + 7 ⇒ (9) + 7 = 16 critical bleed d6

Everyone but Draken is up.

Guard 1 (Red) -28
Guard 2 (Green) -15, shaken, improved get'em

Second Seekers (Jadnura)

Female CN Vesk Envoy 6/Soldier 4| SP 0/104 HP 45/70 | RP 10/10 | EAC 26; KAC 27 | Fort +14; Ref +13; Will +11 (+2 vs fear) | Init: +6 | Perc: +13, SM: +7(+1d6+1)| Low-light vision| Resist Fire 5, Cold 5, Electricity 10
Current Conditions:
None

Krara steps forwards a bit and fires again at the closest Green guard.

Basalt! Can you shut the device down before we all get blasted into space?

Improved Get 'Em! on Green again
Attack v Green EAC: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for Acid: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Though she knows she will leave herself open to attack from the Azlanti, Desha opens fire on the red guard, firing a series of shots into them.

Full attack against Red with a light bipod, so the penalty is reduced by 1

Pulse staccato rifle: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21 Damage (So): 1d10 + 6 ⇒ (10) + 6 = 16
Pulse staccato rifle: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16 Damage (So): 1d10 + 6 ⇒ (2) + 6 = 8

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

"Sure" Basalt sounds disappointed as he half-heartedly throws a punch at red before going to the door.

Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (2) + 5 = 7 Blunt and Sonic Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

see this shows knife to green its for you turns and stabs red

trick: 1d20 + 16 ⇒ (16) + 16 = 32
stab: 1d20 + 9 ⇒ (17) + 9 = 26
1d4 + 5 ⇒ (1) + 5 = 6
3d8 ⇒ (1, 5, 3) = 9

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Between Desha and Merisial, Red goes down - only the Green guard is now active but it looks like if he's going to go, he's taking as many Starfinders with him as possible. He too draws a blade, steps forward, and hacks at Merisiel.
KAC: 1d20 + 11 ⇒ (12) + 11 = 23
slashing: 1d10 + 7 ⇒ (7) + 7 = 14 critical bleed d6

Basalt moves to the console that the Azlanti commander was at and has a look at the readouts. It looks like there's some sort of conflict between the old magic tech and the new additions. (Computers or Mysticism to figure out what's going on and how to fix it)

Everyone, including Draken, is up.

Guard 2 (Green) -15, improved get'em

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha sends a telepathic message into the remaining guard’s mind, ”Let’s see how strong your will is now!”

Mind Thrust II (DC17 Will for half): 4d10 ⇒ (2, 8, 7, 10) = 27

Wayfinders

Dwarf Xenoseeker Envoy (steward officer) 5| SP 36/40 HP 36/36 RP 6/6| EAC 20 KAC 20| F +5 R +7 W +5, +2 v poison and spell| Init +7, Percep +6

Computers: 1d20 + 5 ⇒ (4) + 5 = 9

Basalt calls for Draken. "This is more than me. Can you take a look at it?"

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