[SFS/Shifty] #2-24: Cornered Rat (Inactive)

Game Master Nik B.

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Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

Did Jack take in to account the Rawksim healed him before he got blasted again?


VC - Sydney, Australia

Leftover damage from the tunnel explosion can’t have helped

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Good point!
Assuming that Jackojare was at 0 sp and 46/69 HP before Rawksim healed, then the 36 healing from Mystic Cure would've topped him back up to full HP. Then taking 21 dmg from Mind Thrust + 31 from the halfling + 4 Burn = 56 dmg taken, leaving Jackojare still standing (albeit on fire haha) with 13 HP?
If Jackojare is unconscious and on fire, Rawksim will definitely help. Otherwise, it's time to start shooting. Pew pew!

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

No I didn't take that into account, nor did I see the healing. So only 56 damage taken, so I'm still up. Now to take my turn.

Drop knife, pull out rifle and fire at red using Communalism which takes the higher of the two results. hit: 1d20 + 15 ⇒ (3) + 15 = 18
and hit: 1d20 + 15 ⇒ (13) + 15 = 28 vs KAC
dmg: 2d8 + 12 ⇒ (4, 7) + 12 = 23
reflex: 1d20 + 10 ⇒ (9) + 10 = 19 to put out burning.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Shifty wrote:
Leftover damage from the tunnel explosion can’t have helped

Okay, I thought I did post it saying I was taking the 10 minute rest when we were given the chance. I see I didn't, if I'm dying, then I guess I messed up. If I'm not then thanks.

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Seeing Jackojare still standing and putting himself out, Rawksim steps forwards to get a clean shot at Yellow. "Hang in there, Jack - just gotta deal with these clowns, and then I can see to your burns!"
vs Yellow EAC: 1d20 + 14 ⇒ (4) + 14 = 18
Sonic dmg: 1d10 + 11 ⇒ (3) + 11 = 14


VC - Sydney, Australia

I'll give you a benefit of doubt, but going forward we're all clear we need to make sure we have - the high end plays for keeps :)

Jackojare has his aim on point, and gets the flames out...

Rawk fires and misses.

Naylor, then its 'do horrible stuff to the party again' round.

R2
Naylor
Benoit - acted
Gremvest - Acted
Jackojare

R3
Rawksim - acted
ENEMY

R - 48 [Slow 9]
O -
Y - 32

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

I had a quick touch-point with Numbat last night, and sounds like there's a whole lot of 'Life' going on, so I'm going to bot for Naylor.

@Shifty: I put a "?" on the map - can Naylor move through that square? If so, then they'll move to the spot I marked "N". If not, then Naylor will stay where they are now.

Naylor goes for the full-action trick attack vs Yellow, taking 10 on the Trick roll, and going for flat-footed if they succeed.
Trick attack – take 10 for 32
Hail Pistol vs KAC: 1d20 + 12 ⇒ (3) + 12 = 15
potential Cold and Piercing damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
potential trick damage + Flat-footed: 4d8 ⇒ (5, 7, 6, 4) = 22

EDIT: Ooof, sorry, Numbat. I did Naylor dirty :C


VC - Sydney, Australia

You take the chance that you can make it to the spot :)

The halflings concentrate on Gremvest

Yellow
Trick 1d20 + 22 - 20 ⇒ (2) + 22 - 20 = 4 = DC or lower tricked
Attack 1d20 + 17 ⇒ (7) + 17 = 24 vs EAC miss.
Damage 3d4 + 8 ⇒ (3, 4, 2) + 8 = 17

Orange
Trick 1d20 + 22 - 20 ⇒ (5) + 22 - 20 = 7 = DC or lower tricked
Attack 1d20 + 17 ⇒ (5) + 17 = 22 vs EAC miss.
Damage 3d4 + 8 ⇒ (4, 4, 4) + 8 = 20

Seems there is something in the air...

The Ysoki tumbles away...
Acrobatics 1d20 + 21 + 5 ⇒ (17) + 21 + 5 = 43
Then lashes Gremvest with its mind.
Hold Person - DC19 Will.
If you save, you take akes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn.

R3
Naylor
Benoit
Gremvest
Jackojare

R4
Rawksim
ENEMY

R - 48 [Slow 9]
O -
Y - 32

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Will save: 1d20 + 8 ⇒ (13) + 8 = 21

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Attack of opportunity on Yellow Halfling:
Ghost killer opportunistic nova lance vs Yellow's EAC: 1d20 + 14 + 2 - 1 ⇒ (14) + 14 + 2 - 1 = 29
Electricity and Fire Damage: 3d4 + 16 + 3 ⇒ (3, 2, 1) + 16 + 3 = 25

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Gremvest chases the trio of naughty enemies and goes Supernova!

With a flash of brilliant yellow light, the Solarian emits fire damage in a 15-foot radius, which should hit all three of the enemies around him. Reflex DC 18 to halve the damage.

Supernova Fire Damage: 10d6 + 2 ⇒ (2, 4, 1, 6, 3, 4, 5, 3, 4, 5) + 2 = 39

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

As the ysoki turns the corner and comes into view TEC-9's targeting computer locks in on him. A high pitched whine fills the passageway as the drone's disintegrator cannon unleashes a stream of disruptive energy at the foul ysoki. readied action

Disintegrator Cannon vs. Red EAC: 1d20 + 10 ⇒ (20) + 10 = 30
Acid Damage: 1d20 + 9 ⇒ (1) + 9 = 10

Following its combat protocols, TEC-9 advances on the ysoki and the halfling and unloads another stream of death from its disintegrator cannon. Cannon is a line weapon so it will possibly hit both red and orange, but not Gremvest.

Disintegrator Cannon + Coordinated Shot vs. Red and Orange EAC: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Acid Damage: 1d20 + 9 ⇒ (20) + 9 = 29

Critical Acid Damage: 1d20 + 9 ⇒ (10) + 9 = 19
Corrode Damage: 1d6 ⇒ 1 Treat the corrode condition the same as the burning condition.

Benoit's powered armor propels him through the winding passageways and straight into the running battle. Seeing the brilliant flash of Grem's supernova he drops his hand axe and puts both hands on his nova lance before saying.

"I'll give you something to laugh about now."

Everyone get qets a +1 to their attack rolls against all the enemies thanks to Benoit's Coordinated Shot feat from now on.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Jackojare will move forward some and fire at orange hit: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
dmg: 2d8 + 12 ⇒ (2, 4) + 12 = 18

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Naylor's going to get that Trick off against Yellow one of these days!
Trick attack – take 10 for 32
Hail Pistol vs KAC: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
potential Cold and Piercing damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
potential trick damage + Flat-footed: 4d8 ⇒ (4, 8, 3, 1) = 16

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Rawksim's had enough of this tricky ysoki. He moves into place, uttering mystical incantations in a repeating holding pattern, waiting for Red to make their move...
Readying a Dispel Magic to Counter if Red casts again; will be my CL vs DC of 11 + Red's CL.
Caster Level check to counter if Red casts: 1d20 + 11 ⇒ (11) + 11 = 22


VC - Sydney, Australia

A lot to unpack here!
Rawk your spell gets cast :)

Gremvest punishes the moving halfling.

***

Gremvest explodes!
R 1d20 + 7 ⇒ (14) + 7 = 21 - Half
O 1d20 + 11 ⇒ (8) + 11 = 19 - Nil
Y 1d20 + 11 ⇒ (16) + 11 = 27 - Nil

The halflings seem to just avoid the hit miraculously - the ysoki gets singed.

***

Tec 9 fries the Ysoki.

It then misses the Ysoki and the Halfling!

Benny arrives at the battle.

***

Jack shoots at the halfling, but the people in the way block the shot.

***

Naylor nails a halfling!

***

Rawk gets ready to counter...

***

The first halfling works on Gremvest.

Orange
Trick Take 10 = 32 Pass
Attack 1d20 + 17 ⇒ (15) + 17 = 32 vs FF EAC - hit
Damage 3d4 + 8 + 4d8 ⇒ (1, 3, 2) + 8 + (1, 6, 1, 8) = 30
+Flat Footed to all.

The other works on Benoit.

Yellow
Trick - Take 10 = 32 Pass.
Attack 1d20 + 17 ⇒ (6) + 17 = 23 vs FF EAC hit.
Damage 3d4 + 8 + 4d8 ⇒ (4, 1, 1) + 8 + (4, 2, 1, 1) = 22
+Flat Footed to all.

They then move away, laughing at the inability of the Starfinders to stop them

Seems there is something in the air...

The Ysoki blasts Gremvest
Mind Thrust 8d10 ⇒ (8, 10, 10, 6, 2, 6, 8, 1) = 51
***COUNTERED BY RAWKSIM***

Then dances away as well.

Reflex 1d20 + 7 ⇒ (10) + 7 = 17 - no longer burning.

R4
Naylor
Benoit
Gremvest
Jackojare

R5
Rawksim
ENEMY

R - 97
O - 0
Y - 73

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Thank you, Rawksim for keeping me in the game.

Naylor moves to keep their target in sight and attempts another tricky shot.

Trick attack – take 10 for 32
potential trick damage + Flat-footed: 4d8 ⇒ (4, 8, 6, 4) = 22

Hail Pisol vs KAC: 1d20 + 12 ⇒ (7) + 12 = 19
potential Cold and Piercing damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Gremvest starts glowing again, as he gains 1 attunement point and graviton attunes.

Using Gravity Boost and Haste (his speed is 80' currently), Gremvest clambers up the walls, sprints along the ceiling, then drops down behind Tec-9. Then he spins around and stabs at the Ysoki with Flashing Strikes.

don't forget everyone: y'all got Haste, although not Tec-9 because he was not within range when I did that.

Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (7) + 14 - 3 = 18
Electricity and Fire Damage: 3d4 + 14 ⇒ (2, 3, 4) + 14 = 23
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
Electricity and Fire Damage: 3d4 + 14 ⇒ (4, 3, 3) + 14 = 24

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

Flat footed to all means Benoit can't take an AOO against anything this round correct? I also assume the halfling's trick attack was from a ranged weapon. If it wasn't Benoit's electrostatic field will go off.
Unfortunately, since Benoit is wearing powered armor he doesn't get a speed bonus from haste.

The halfling's sneaky moves momentarily fools Benoit and its attack impacts squarely on the center of Benoit's armor's breastplate. The shot is quickly absorbed by the dwarf's energy shield, but then causes it to short out.

As the Laoites flee, Benoit chases after them. He takes a hand off his nova lance and pulls a flash grenade from his utility belt before lobbing it into the middle of the mass of ysoki and halflings. The flash grenade Mk. 1 catches all three of them. DC 15 reflex save or be afflicted with the blinded condition.

Blinded (rounds): 1d4 ⇒ 1

"You can't run if you can't see."

TEC-9, holds its ground as the Laoites come surging at it. It backs up to give Gremvest room to maneuver It'll eat the AOO if there is one. as the vesk comes running along the wall past it. Its fire control computer locks on the halfling directly in front of it orange and fires its artillery laser.

Artillery Laser vs. Orange EAC: 1d20 + 10 ⇒ (15) + 10 = 25
Fire Damage: 2d8 + 9 ⇒ (2, 1) + 9 = 12

No coordinated shot bonus this round. So haste doesn't affect Benoit's speed, but does it still let him move normally and then full attack?


VC - Sydney, Australia

Correct Benny, they flat footed both Benny and Gremvest before moving to prevent you guys getting any AoO off

Gremvest does his hasted wall climbing trick - and finally removes the ysoki as a combatant.

The grenade goes off...
O 1d20 + 11 ⇒ (8) + 11 = 19
Y 1d20 + 11 ⇒ (12) + 11 = 23
Neither mind.

Tec shoots one though - it does mind that.

Hail flies into the face of Ms Orange - courtesy of the Starfinding Operative.

R4
Naylor - acted
Benoit - acted
Gremvest - acted
Jackojare

R5
Rawksim
ENEMY

R - Dead
O - 45
Y - 73

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Edit, dammit, have to move, so I move first and then fire on orange. hit: 1d20 + 15 ⇒ (19) + 15 = 34 dmg: 2d8 + 12 + 2 ⇒ (5, 2) + 12 + 2 = 21


VC - Sydney, Australia

Jackojare runs in firing - hiting the halfling!

R4
Naylor - acted
Benoit - acted
Gremvest - acted
Jackojare - acted

R5
Rawksim
ENEMY

R - Dead
O - 66
Y - 73

Rawk up

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Oh sweet, I'm hasted too! Already have a +10 enhancement speed from Aeon Stone, so +20 net speed more for Rawksim. Still, that gives me a 100 ft fly speed! Zoom!

Expertly turning through the tunnels, Rawksim flies to the flank to take a shot at Yellow.

vs Yellow EAC: 1d20 + 14 ⇒ (19) + 14 = 33
Sonic dmg: 1d10 + 11 ⇒ (6) + 11 = 17


VC - Sydney, Australia

The Halflings get a bit tired of flashing lance man.

Orange
Trick - Take 10 = 32 Pass.
Attack 1d20 + 17 ⇒ (8) + 17 = 25 vs FF EAC hit.
Damage 3d4 + 8 + 4d8 ⇒ (2, 4, 2) + 8 + (3, 8, 2, 5) = 34
+Flat Footed to all.

Trick - Take 10 = 32 Pass.
Attack 1d20 + 17 ⇒ (20) + 17 = 37 vs FF EAC hit.
Damage 6d4 + 16 + 8d8 ⇒ (2, 1, 3, 4, 3, 4) + 16 + (4, 4, 8, 6, 3, 5, 6, 3) = 72
+Off kilter
+Burning 1d4 ⇒ 4

Ouch handful of hp left - is that DR against Pierce or Slash?

R5
Naylor
Benoit
Gremvest
Jackojare

R6
Rawksim
ENEMY

R - Dead
O - 66
Y - 90

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

TEC-9, lumbers into a firing position on the halflings again. A high pitched whine fills the passageways as its disintegrator cannon fires. orange

Disintegrator Cannon vs. Orange EAC: 1d20 + 10 ⇒ (5) + 10 = 15
Acid Damage: 1d20 + 9 ⇒ (3) + 9 = 12

Benoit, lets TEC-9 get its shot off before moving in front of his drone. Taking a hand off his nova lance, he draws a starknife from a sheath on his utility belt and flings it at the fleeing halflings. orange

"You can't run forever."

Starknife vs. Orange KAC: 1d20 + 10 ⇒ (12) + 10 = 22
Piercing Damage: 1d4 + 13 ⇒ (4) + 13 = 17


VC - Sydney, Australia

Tec 9 misses, but the starknife doesn't!

R5
Naylor
Benoit - acted
Gremvest
Jackojare

R6
Rawksim
ENEMY

R - Dead
O - 83
Y - 90

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Naylor continues their pursuit of yellow.

Trick attack – take 10 for 32
potential trick damage + Flat-footed/Off-target: 4d8 ⇒ (7, 1, 4, 1) = 13
Hail Pisol vs KAC: 1d20 + 12 ⇒ (5) + 12 = 17
potential Cold and Piercing damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

But finds the corner position and awkward one and also wonders if they need to recalibrate their weapon sights.


VC - Sydney, Australia

Naylor really considers recalibrating a weapon sight as the shot goes wide.

R5
Naylor - acted
Benoit - acted
Gremvest
Jackojare

R6
Rawksim
ENEMY

R - Dead
O - 83
Y - 90

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Can I move to the left? If I can move to the left, and, assuming the map is symmetrical, move down and around to get into a good firing position vs Yellow with 100 ft of flight, I'd like to do so.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Jackojare moves south and readies and action to fire when ready, trigger, when one gets in line of sight. If only they would hold still, I'd use my heavy fire, which adds my strength to damage but is a full action.


VC - Sydney, Australia

You could always take that chance Rawksim :) is your intent to shift around the other side and try trick attack?

jack positions.

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Attunement 2

"Oooof! These little turds don't fight fair!"

Gremvest moves west to explore those last tunnels, and to catch his breath. I'd like to see what's over there before taking my standard action.

Don't follow the question. Enhanced Resistance (Kinetic) is all physical attacks.


VC - Sydney, Australia

Map updated :)

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Gremvest describes the rest of the map to the team. "They don't got an escape route this way.... ugh... my head.... my shoulder.... my scales... ouch.... Damn operatives!"

The Solarian moves back to stand beside Rawksim and drinks a healing serum.

Serum of Healing: 1d8 ⇒ 5

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Rawksim flits down-and-around to keep these halflings hemmed in; they'll risk provoking from his bayonet if they try and slip past.
"This has been fun, but the time has come for you two to move on to the next stage of your journey."
vs yellow EAC: 1d20 + 14 ⇒ (8) + 14 = 22
Sonic dmg: 1d10 + 11 ⇒ (3) + 11 = 14


VC - Sydney, Australia

The halflings tear shots into Rawksim - who is then unable to do anything about them running past.

Orange
Trick - Take 10 = 32 Pass.
Attack 1d20 + 17 ⇒ (14) + 17 = 31 vs FF EAC hit.
Damage 3d4 + 8 + 4d8 ⇒ (3, 4, 2) + 8 + (5, 4, 5, 3) = 34
+Flat Footed to all.

Yellow
Trick - Take 10 = 32 Pass.
Attack 1d20 + 17 ⇒ (6) + 17 = 23 vs FF EAC hit.
Damage 3d4 + 8 + 4d8 ⇒ (3, 1, 3) + 8 + (2, 2, 4, 5) = 28
+Off target.

They run up the passage opposite and out of sight!

JACKOJARE - they run past your readied action - you can take a shot at Orange as they pass

R6
Naylor
Benoit
Gremvest
Jackojare

R7
Rawksim - off target
ENEMY

R - Dead
O - 83
Y - 104

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

I moved Benoit 55', let me know what he sees.


VC - Sydney, Australia

Two halflings as he comes up the other side :)
*assuming the readied shot from Jackojare isn't a showstopper that drops one

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

Okay, they are over there. I thought they had gone toward Jack. Anyway, Benoit would have seen them before he moved 30' so TEC-9 will move up and fire and then Benoit will move up and throw again.

The halflings take off running again. TEC-9 chases after them as fast its mechanical legs can. As it closes the distance its disintegrator cannon fires again filling the passageway with disruptive energy.

Disintegrator Cannon vs. Orange KAC: 1d20 + 10 ⇒ (4) + 10 = 14
Acid Damage: 1d20 + 9 ⇒ (16) + 9 = 25

Benoit's returning fusion teleports his starknife from where it was embedded in the Laoite's body back to his hand. He chases after them again and throws his knife, hoping it strikes home.

Starknife vs. Yellow KAC: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Piercing Damage: 1d4 + 13 ⇒ (4) + 13 = 17


VC - Sydney, Australia

You can fire from the bottom of the first set of stairs, but they do have some cover as they are up and over the next staircase... still misses though with those rolls :)

Second Seekers (Luwazi Elsebo)

M Ryphorian LN Ace Pilot Mystic (Skyfire Centurion) XI | SP 0/99 HP 34/70 | RP 0/12| EAC 22* KAC 25* | Fort +6; Ref +9; Will +12 | Init: +10 | Perc: +24 | No Conditions

Ugh, ok. Our inability to roll above 10 for attack rolls means it's time to start playing dirty. Eat magic missiles!
Rawksim launches a volley of shooting stars at Yellow.
Force dmg: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

readied action at orange: 1d20 + 15 ⇒ (15) + 15 = 30 dmg: 2d8 + 12 ⇒ (3, 6) + 12 = 21 waiting to see if it is dead before I act in round 6.

Wayfinders

Male Vesk NG Icon Solarian 10 | SP 81/110 HP 76/76 RP 7/9 | EAC 27 KAC 28 | Fort +10 Ref +8 Will +11 (13) | Init +3 (7) | Perc +7 SM +5 | Resist acid 5, cold 6, elec 5/10, fire 10, DR 5/- | Spd 50', jump jets

Attunement: 3

Belting out a Vesk war song, Gremvest chases the Halflings and attacks Yellow with Flashing Strikes!

Nova Lance vs Yellow's EAC: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24
Fire & Elec damage: 3d4 + 14 ⇒ (1, 1, 2) + 14 = 18
Nova Lance vs Yellow's EAC: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
Fire & Elec damage: 3d4 + 14 ⇒ (2, 4, 1) + 14 = 21


VC - Sydney, Australia

And with that, the halflings are finally pulled down.

/endcombat

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

Benoit retrieves his abandoned hand axe. He places back in the holder on his back and sheathes his starknife.

Activating the flashlight on his armor, he examines Gremvest's wounds before taking out his medkit and beginning to clean and bandage them. He offers the vesk a painkiller and says, "I told yee that trying to stop laser bolts with your body wasn't going to work. Typical vesk, of course you didn't listen."

Benoit Medicine (Treat Deadly Wounds): 1d20 + 16 ⇒ (17) + 16 = 33

Restores 13 HP to Grem's total.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Naylor keeps a wary eye behind them and along the side passages as they make their way to the rest of the team.

"I doubt that is the last trouble we'll find in here. I'll keep watch while those who need it rest and heal."

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Take 10 minutes to spend RP to regain stamina and reload my gun.

Dataphiles

Male LN Dwarf Roboticist Mechanic 12 (PC sheet) | SP 97/120 HP 78/78 | RP 10/11 | EAC 28, KAC 31 | Fort +12, Ref +13, Will +7 | Init: +5 | Darkvision 60', Perc: +18, SM: +3 | Speed 30 ft. (Land) | Active Conditions: DR/10 Electricity, Electrostatic Field | TEC-9 | EAC 22 KAC 25 | HP 120\120 | Perception +16 | Fort +6, Ref +5, Will +3

Benoit, will Treat Deadly Wounds on Jackojare also.

Medicine (Treat Deadly Wounds): 1d20 + 16 ⇒ (3) + 16 = 19

That doesn't pass the DC of 25.

Benoit, will take 10 minutes and spend 1 resolve point not to regain stamina, but to recharge his energy shield.

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