
![]() |

So, I had a thought - Rawksim's Enervation was held until after Naylor goes, so that Red could potentially be Flat Footed. I did it so he'd be easier to hit, but if the Trick works and he's Flat Footed, he maybe can't take Reactions, and maybe can't Rat Switcheroo based on Shifty's explanations for why Red has been saving his Reactions? So the spell and the rat switcheroo technically haven't happened yet, and maybe won't if Naylor gets lucky?

![]() |

Okay, I'm going to delay until after Naylor and Grem since their actions might be affected by Benoit being too close to Red.
TEC-9's highly sophisticated AI manages to activate its jetpack to stop it from crashing to the floor. As it touches down softly on the ground its jetpack's jets fire intensely again and sends it straight back up to where it came from. Making use of the hasted speed boost to get back up to the platform using a double move.

![]() |

I just noticed, but last round Naylor rolled a 44 for his trick attack so unless the ysoki is immune to trick attack it is flat footed until the beginning of Naylor's turn this round so that means it can't take reactions. So consequently we should have Naylor go last this round.
Crap, operative level 7 ability, immune to the flat footed condition.

![]() |

Didn't realize I was hasted and thanks for the bot
Move once to there and fire at green hit: 1d20 + 15 ⇒ (9) + 15 = 24 dmg: 2d8 + 12 ⇒ (1, 7) + 12 = 20
Darnit, didn't see that reflex save at first reflex: 1d20 + 10 ⇒ (16) + 10 = 26

![]() |
1 person marked this as a favorite. |

"OOF!" Gremvest shouts as he's shoved backward by the swirling knife on the "bulky" Ysoki's tail. He uses his move action to jump jet northwest over the gap to the top of the structure, then uses his standard action to Stellar Rush to attack the Red enemy. He attacks twice with Haste and Flashing Strikes (hoping for a nat 20!)
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 + 2 ⇒ (8) + 14 - 3 + 2 = 21
Electricity and Fire Damage: 3d4 + 16 + 2 ⇒ (3, 4, 3) + 16 + 2 = 28
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 + 2 ⇒ (20) + 14 - 3 + 2 = 33
Electricity and Fire Damage: 3d4 + 16 + 2 ⇒ (2, 4, 1) + 16 + 2 = 25

![]() |

"Woohoo! Take that ya bastich!" Gremvest shouts triumphantly.
Gremvest's weapon has the Wounding critical feature.
What kind of wound?: 1d20 ⇒ 19
So Red needs to made a DC 18 Fort save or suffer a hit to a "vital organ" meaning 1d4 Con damage.
Con damage if Red fails save: 1d4 ⇒ 4

![]() |

Reflex vs DC 21: 1d20 + 12 ⇒ (7) + 12 = 19
I think the push happened before the swap so have moved next to yellow. Please correct if needed.
Finding themself next to a rat, Naylor carefully steps away then moves further away from all the creatures while turning to shoot at Red's new position, blending into the rock as possible.
Trick attack (identified) vs 20+CR: 1d20 + 21 + 1 + 2 ⇒ (10) + 21 + 1 + 2 = 34
potential trick damage + Off-target: 4d8 ⇒ (4, 3, 5, 7) = 19
Hail Pisol vs KAC + United Society: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
potential Cold and Piercing damage: 2d6 + 4 + 2 ⇒ (3, 2) + 4 + 2 = 11

![]() |

Benoit, turns and pursues the rotund ysoki back across the platform. Potential AOO from Orange.
"You sneaky git. You don't like it up close and personal do you. You talk a good game and your reflexes might die hard,.....but you're weak when you put your spikes on."
Benoit, gets right up in the Laoite's face and directs two strikes with his nova lance at him.
Nova Lance + United Society vs. Red EAC: 1d20 + 12 + 2 - 4 ⇒ (13) + 12 + 2 - 4 = 23
Electricity/Fire Damage: 3d4 + 13 + 2 ⇒ (3, 4, 3) + 13 + 2 = 25
Nova Lance + United Society vs. Red EAC: 1d20 + 12 + 2 - 4 ⇒ (9) + 12 + 2 - 4 = 19
Electricity/Fire Damage: 3d4 + 13 + 2 ⇒ (2, 3, 4) + 13 + 2 = 24
As Benoit makes his attack the Livaran Dreamer that he encountered in a past mission delivers a mysterious message to his mind allowing him to make a more accurate strike with his lance. Add a +2 to his first roll for a 25 on that attack.
Benoit, will take the United Society bonus to attack rolls and damage. Coordinated Shot is in effect again.

Shifty |

Pending Fort 1d20 + 12 ⇒ (5) + 12 = 17
Jack fires wide of the target.
Naylor also misses the shot.
AOO on Ben
Attack 1d20 + 24 ⇒ (8) + 24 = 32 vs KAC
Damage 6d4 + 14 ⇒ (3, 3, 2, 4, 4, 1) + 14 = 31
Ben - roll your 2d6 reciprocal damage.
Benoit finds neither of his blows landing.
The Ysoki laughs at the comment as he looks at the state of the battered and bleeding party.
@Gremvest: just checking that action economy, Move action (Jump jet and move), Stellar Rush (Standard Action), and a full attack action (full round)?

![]() |

Benoit's electrostatic field activates again.
Electricity Damage: 2d6 ⇒ (2, 4) = 6
I don't remember where Grem was, but I'm pretty sure since he is hasted he has enough movement to just do a regular move and then full attack.

Shifty |

Thats what I was trying to work out - seemed like too many actions and probably not needed anyway as he can cover the distance with hasted movement, then full attack. Stellar Rush comes with additional features so just wanted to ensure the whole attack is resolved before we move on :)
R 7
O 6 (-2 levels)
Y
G 7

Shifty |

The lance thuds squarely into the rat - it wears the full brunt of the blow!
Dispassion moves out of the melee again, getting a bit of distance on the Starfinders.
Acrobatics - take 10 = 44 pass (even with the multiple opponents)
Flying out into the void, Dispassion merely shakes its head at Rawk, then throws a blade.
Attack 1d20 + 22 ⇒ (17) + 22 = 39 vs KAC
Damage 6d4 + 14 ⇒ (2, 3, 3, 2, 1, 3) + 14 = 28
Making Rawks day get very untidy and complex.
Meanwhile the others shuffle in close to their Starfinder victims, with one moving (Guarded step) into Benoit, and two moving (Guarded step) to Jackojare.
Jack
O
Attack 1d20 + 24 ⇒ (3) + 24 = 27 vs KAC
Damage 6d4 + 14 ⇒ (3, 3, 2, 2, 1, 4) + 14 = 29
G
Attack 1d20 + 24 - 2 ⇒ (10) + 24 - 2 = 32 vs KAC
Damage 6d4 + 14 ⇒ (4, 3, 4, 3, 2, 1) + 14 = 31
Ben
Y
Attack 1d20 + 24 ⇒ (12) + 24 = 36 vs KAC
Damage 6d4 + 14 ⇒ (3, 4, 2, 4, 4, 1) + 14 = 32
R6
ENEMY
Naylor
Jack
Grem
Rawk
Benoit
R 60 (-4 con)
O 6 (-2 levels)
Y
G 7

![]() |

Do NPC's have to follow this rule for constitution damage also? Constitution: Fortitude saves. You also lose a number of Stamina Points equal to your level for every 2 damage you have taken to Constitution. For example, if you’re 4th level and you took 5 Constitution damage, you’d lose 8 SP.
Do we have to be at the edge of the platform to have line of sight on Red?

![]() |

If he doesn't have SP, it rolls down to affect HP instead :)
also: oooow, my bloods :C Between being Prone and having Cover I really thought I'd be safe, and yet, here we are with the boss rolling 17s :D
If it's alright with the rest of the party, Rawksim is just gonna....lay down and rest his eyes for a couple rounds.

![]() |

Benoit's electrostatic field emits another arc of electricity.
Electricity Damage: 2d6 ⇒ (1, 1) = 2

![]() |

So does Red has some kind of DR? I have Grem doing 53 electricity/fire damage to add on to the 7 from Benoit's electrostatic field, but that does not include the HP damage from the constitution points deducted.

Shifty |

I have very specifically not given you how many HP was adjusted as that then also provides you the level/cr of the bad guy :) the -4 con piece is indicated though and the effect was applied in full. It was a brutal hit (you know it’s at least 20 points of additional damage or higher from con loss)

![]() |

Naylor flies in pursuit of red.
Trick attack (identified) vs 20+CR: 1d20 + 21 + 1 + 2 ⇒ (3) + 21 + 1 + 2 = 27
potential trick damage + Off-target: 4d8 ⇒ (4, 7, 4, 6) = 21
Hail Pisol vs KAC: 1d20 + 12 ⇒ (7) + 12 = 19
potential Cold and Piercing damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
But it is clear they need more practice with their jetpack as their usual subtlety disappears and their shot goes wide.
Dice bot hates me and I feel useless.

![]() |

Dice bot hates me and I feel useless.
Don't worry - Dice Bot hates all of us this boss fight :D

![]() |

Good that 27 just barely missed me. Measured out the 20 foot template, I can get green and orange without getting me or my ally as long as I move. However moving provokes from two guys
Jackojare moves while pulling out a grenade, the screamer grenade MK 2 and throws it hit: 1d20 + 12 ⇒ (10) + 12 = 22 as long as I don't roll a 1
dmg: 2d10 ⇒ (10, 3) = 13 sonic damage reflex 20 for half

![]() |

Jack is hasted so he can guarded step 10' without getting attacked and then throw his grenade.
Jack also has this Debilitating Attack ability since he is a bombard soldier at 9th level.
Debilitating Attack (Ex) - 9th Level
When you hit an enemy with a ranged attack or an attack with a weapon with the blast or explode special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target deafened, flat-footed, or off-target (see pages 275–277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier).
@Naylor, the dice are screwing us. At some point it has to swing in our favor.

![]() |

@Jackokare I think we need you on Red. Don't worry about the rat mirror images; they're inconvenient, but they're not the ones throwing out 60 dmg every round.
You're our soldier heavy hitter! Go get 'em, champ! I mean...assuming we ever roll above 10 :D

![]() |

"Where do you think you're going, bub!?" Gremvest shouts at the sneaky Ysoki.
Still benefitting from Haste, Gremvest moves 3 squares west and Flashing Strikes at Red with his long nova lance.
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26
Electricity and Fire Damage: 3d4 + 16 ⇒ (2, 3, 2) + 16 = 23
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20
Electricity and Fire Damage: 3d4 + 16 ⇒ (2, 3, 3) + 16 = 24

![]() |

Can I find out if orange and green took AOO's on Jack before Benoit goes?

![]() |

Benoit, steps away from the ysoki that just attacked him. He's looking quite battered by the attacks he's absorbed, but still very much in the fight.
Benoit guarded steps away from yellow and readies an action to attack any ysoki that comes within his 10' reach. He doesn't have any weapons that have a chance of striking Red from where he is even if he rolls a natural 20.
TEC-9 is waiting to see if Orange and Green get AOO on Jack before it goes.

Shifty |

@Ben - Updated Y for the electrostatic
@Rawk - Rawk got knocked out again and went for another fall, has he stabilised or does he have the dying condition in effect?
***
Naylor knows every trick in the Operative handbook, but Dispassion was the author. The ysoki is not tricked, nor hit.
***
Jack moves off, provoking the knifey rats.
O
Attack 1d20 + 24 - 2 ⇒ (2) + 24 - 2 = 24 vs KAC
Damage 6d4 + 14 ⇒ (3, 2, 4, 1, 3, 2) + 14 = 29
G
Attack 1d20 + 24 ⇒ (16) + 24 = 40 vs KAC
Damage 6d4 + 14 ⇒ (4, 2, 2, 2, 3, 2) + 14 = 29
Jack has now taken 87 damage (3 hits), just so you are tracking
A grenade rips into the pair.
O Ref 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
G Ref 1d20 + 15 ⇒ (1) + 15 = 16
Up to you if you want to spend a resolve point...
***
Gremvest rushes forward, but once again, in trading speed for accuracy, the blows fail to find their mark.
***
Benny steps and waits, he sees Jack getting stabbed by the creatures.
Tec9 up
R6
ENEMY
Naylor - acted
Jack - acted
Grem - acted
Rawk - Dying?
Benoit - in progress
R 60 (-4 con)
O 12 (-2 levels)
Y 2
G 20

![]() |

TEC-9, activates its jetpack. A huge cloud of dust expands out from beneath it as it flies straight up 30' in the air. Thank you haste. The drone's fire control system locks on the ysoki that everyone in the party has been trying to hit and fires its artillery laser. Laser's range is 120' and TEC-9 has the Far Shot feat.
Artillery Laser vs. Red EAC: 1d20 + 10 ⇒ (17) + 10 = 27
Fire Damage: 2d8 + 9 ⇒ (8, 3) + 9 = 20
Coordinated Shot bonus on Yellow in affect.

Shifty |

Yay
Miss chance 1d100 ⇒ 75
The laser hits home!
The ysoki proves once again hard to predict, bamboozling Gremvest then flicking a blade
Attack 1d20 + 22 ⇒ (14) + 22 = 36 vs FF KAC
Damage 6d4 + 14 + 7d8 ⇒ (4, 4, 4, 2, 3, 1) + 14 + (7, 1, 6, 5, 8, 2, 4) = 65
The vesk is now on dire peril.
R7
ENEMY - acted
Naylor
Jack
Grem - Dying?
Rawk - Dying
Benoit
R 80 (-4 con)
O 12 (-2 levels)
Y 2
G 20

![]() |

Are we up? Wow, I forgot about that miss chance.

![]() |

Attack of opportunity, whether he moved or made ranged attack first, he was within my reach:
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Electricity and Fire Damage: 3d4 + 16 + 3 ⇒ (4, 2, 1) + 16 + 3 = 26
I'll use Scoured Stars Survivor boon to reduce RP to stabilize, to 1 RP.

![]() |

TEC-9's jetpack propels it forward, but at a descending angle. Drop to 20' feet up and move 15' forward. I'm guessing that puts TEC-9 within 120'. Let me know if that isn't enough It's steady flight gives it a perfect firing platform for it to use its artillery laser once again!
Artillery Laser vs. Red EAC: 1d20 + 10 ⇒ (4) + 10 = 14
Fire Damage: 2d8 + 9 ⇒ (1, 3) + 9 = 13
Miss Chance: 1d100 ⇒ 85
So with Red down below now we have to take into account the distance traveling down if we want to throw something at him correct? I also assume if we don't come to the edge of the platform he can't see us? I'm trying to figure out what Benoit can do.

![]() |

Okay, so to throw something at him from on the platform the range would be at least 50'?

![]() |

So Benoit can't effectively throw a weapon at Red and if he injects a healing serum into Grem it will leave him open to the ysoki on the platform to attack him. Okay, well it's up to you Naylor and Jackojare to play the hero now.
Benoit turns on the ysoki standing next to him and once again releases the safety protocols on his nova lance Overcharge before stabbing the wildly out of control plasma jet at the Laoite. He then backs away from it in the direction of Gremvest.
Nova Lance vs. Yellow EAC: 1d20 + 12 ⇒ (8) + 12 = 20
Electricity/Plasma Damage: 3d4 + 1d6 + 13 ⇒ (3, 2, 3) + (4) + 13 = 25

![]() |

Oh crap - I never posted my intentions for R6. I think I said "I'm gonna rest my eye" but never actually followed through to say what that meant :D If you're ok with it Shifty, I of course meant to spend 3 RP to Stabilize on R6, and then 1 RP to pop back up R7. LMK if that's ok, and I'll remove appropriate RP and take R7 actions.

![]() |

Botting for Naylor since they said they'd be offline for a bit and to feel free to bot as needed
If I understand correctly, Naylor still has their Falcon Boots active (they have no duration) and so can pull a Matrix-move down the walls. They've hasted still, so no problems getting down to ground level and then hugging the Rat-Edifice to try and maintain their own cover vs Red. Going for the Trick hail Mary.
Trick attack – take 10 for 32
Hail Pistol vs KAC: 1d20 + 12 ⇒ (16) + 12 = 28
potential Cold and Piercing damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
potential trick damage + lol operative: 4d8 ⇒ (3, 8, 3, 7) = 21

![]() |

Aargh! I was just a bit slow. Have made it back up the coast to internet. I am going to roll for the trick attack as I had already established doing so on previous turns and we know the take 10 won't work.
Trick attack (identified) vs 20+CR: 1d20 + 21 + 1 + 2 ⇒ (13) + 21 + 1 + 2 = 37
[ooc]Also, going for off-target as there is a demonstrated immunity to flat-footed.

![]() |

Oh sweet - thanks Numbat!! Sorry, I'm not very good at playing Operatives...anyone else have a decent handle on Operating?

![]() |

Nice job you two. I think that to hit roll has a chance to land!
@Rawksim, can you move Naylor on the map? Use the Falcon Boots and get Naylor within 20' of Red. I'm guessing since Naylor is hasted there is enough movement for that to happen.

![]() |

Yep, I did! Naylor ran down the side of the rat edifice and is now within 20' at ground level.
(...Red is at ground level, right?)
If this square isn't good for ground-level, Naylor can move into the next square right-and-down, which is also 20' and should offer some cover (the rat's 'fangs') from Red.

![]() |

Perfect! Naylor's gun only has a range of 20'. Outside of 20' that -2 to hit would have made a big difference.

Shifty |

Take 10 doesn't work but I have two die rolls all good
Happy for you to stabilise and pop up - you realise you then lack RP and are probably dead if you act against the rat again though?
Falcon boots don't appear to have a duration - they are either active or they are not, which is one of those odd things because why wouldn't people just walk around with them on all the time?
Red is at 50' height, level with the top of the pillar (hence Benny being in melee - so adjust accordingly - if you can end somehow within 20' were good :)