
GM Ilmakis |

A Starfinder Society Scenario designed for levels 7-10.
During a routine investigation on the false moon of Salvation's End, the PCs encounter an emissary from the vault's mysterious guiding intelligence. Directed to stop an ongoing invasion of another vault, the PCs find themselves caught in the middle of a conflict that could determine the fate of the false moon. Only through the PCs' actions can the machinations of the mysterious Vault Lord be halted.

GM Ilmakis |

You are currently in an uninhabited vault within Salvation’s End with instructions from Venture-Captain Kunoris Vex.
Vex previously assigned you to a rescue facility in case of any team getting in trouble during exploration of Salvation’s End.
After prior incidents, he wanted experienced agents ready in case another team needed a quick rescue. This station’s current assisting staff members include a technician, Archel, a female gnoll mechanic, and a transport driver, Odolf, a male dwarf soldier. There are also level-appropriate weapons, equipment, and supplies loosely supervised by Danax, a male yeti, for purchase.
Feel free to present your character to your comrades and if you need to purchase things, you can do it with Danax.
Read the briefing, and when everyone is ready we will start :)

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"Are you serious? You're going to send us into a vault and tell us not to provoke any conflicts." A dwarf wearing a custom designed suit of powered armor balls up the paper with Kunoris Vex's orders on it and tosses it over his shoulder.
"Well this is it, we are definitely all going to die on this mission!"

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A large vesk, unsurpringly proudly wearing heavy vesk armour lumbers into the briefing room.
He surveys the team with somewhat cold, reptilian eyes. However after first glance there are a few slightly odd things about him. Firstly, while he is wearing the almost inevitable Vesk Overplate, he is somewhat lacking in large sharp implements that typically adorn the weapon harnesses that are built into the suit.
A second glance shows only a single weapon of any description, oddly enough one that looks like it only takes a single hand to fire a laser pistol.
However the worn appearance of the suits claws show that either this, or perhaps a previous wearer, of the armour was not averse to using their natural advantages when it comes to close combat.
"There is no I in Team" he rumbles. Before adding. "And yes, I do know there is an M and an E. That makes me part of the Team."
He addresses Vex. "Do you have instructions about where, in detail, you would like the monitoring equipment to be placed?"

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A ysoki in a stylish purple suit, complete with fashionable cape, walks into the room. He motions with a tip of his hand to his cap and says, "Hey there, everybody. Gabbers Mctalkington here, but you can call me Gab." Gab is a well-known comedian in the Pact Worlds, having gotten his start on Absalom's Got Talent and becoming something of a holovid star, most recently in his BuzzTube series Grub with Gab, a cooking show where he explores the cuisine of different worlds and cultures with a variety of guest hosts ... many of whom he meets through his adventures in the Starfinder Society.
He glances around the room and says, "I'm here to help you, so let me know what you need. I'm definitely a people person, good at being the face of the group, but I'm a solid medic and passable tech support in a pinch, although it looks like that may not be needed in this case." He nods toward the mechanics in the crew. "But I can fill a lot of roles, so hopefully I'll find a way to be useful."

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Pan nods at Gab.
"Good to know we've got a diplomat aboard," he drawls in an Akitonian accent, checking the readouts on his advanced iridishell and machine gun before placing an aeon stone in orbit around his head. "Always prefer to talk it out. Bullets can get expensive."
GM, I'll have my machine gun mounted in the light gunner harness and my disintegrator rifle stored in my glove of storing if I know we are heading into trouble. Note that Pan has permanent see invisibility from his exocortex, as well as the ability to see into the infrared and ultraviolet spectrums.

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An attractive male korasha lashunta bounds into the room after the others. Though his motion and expression are energetic and lively, there's something deadened and distant about his eyes and the dark circles beneath them. "How's it going, everyone? I'm Faraeon Star-Jumper. Looks like we're gonna be working together on this one, so let's handle autographs later, okay?"
Faraeon seats himself beside Gab, whom he recognizes immediately and quietly asks, "Hey, eat anything interesting lately?"
As the group talks over the mission from Vex, Faraeon doesn't seem too phased. "Should be pretty routine, sounds like. Go in, set up the survey equipment, fight a lot of terrible monsters, get out and home in time to have a huge debate about the morally dubious decision we have to make to decide the fate of some innocent creature or group of people. *Sigh* All in a day's work for senior agents of the Starfinder Society, right?"
Though his attitude is rather glum right now due to some personal trauma (i.e., a chronicle from book 1 of Signal of Screams, not to mention a few nasty scenarios), Faraeon is here and ready to help out. He's an operative so he can do most anything decently well, though his specialties are in acrobatics and athletics. He can pretty easily aid on most other checks that might become relevant, like engineering.

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A second Ysoki arrives dressed for field work, with a young human in tow. "Sorry we're late, Kif here forgot to grab my go bag from the office." The young man only rolls his eyes slightly, as he has grown used to being blamed this way. "Anyway, I'm Professor Ashuer Gundy, Arcanamirium School of Archeology. You can call me Ashuer, or Professor, but not Prof. Kif you've met - he's my grad student," he continues briskly.
He nods in recognition to the gnoll and yeti. "Glad to be going back into Salvation’s End. My last visit wasn't nearly long enough to get anything useful done."
I'll see if I can find another image to help avoid confusion with Gab. Ashuer is an explorer operative, so focused on culture and survival. Kif is a master hireling (+17 Bluff, Diplo, Intim), and keeps him from insulting people in the name of science.

GM Ilmakis |

As there could be no time for resupply, please, tell me in your next post how many ammunition you've got for each of your weapon.
You can already know some info about Salvation End (add 5 for each different Salvation’s End adventure your PC have played (these include #1–00: Claim to Salvation, #1–09: Live Exploration Extreme!, #1–20: Duskmire Accord 9, and #2–04: Future’s Fall).
Salvation’s End is an artificial moon the Starfinder Society acquired the exclusive rights to explore. Former First Seeker Luwazi Elsebo initially hired mercenaries to explore the moon after the Scoured Stars incident.
20+
25+
30+

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Diplomacy, 3 relevant adventures: 1d20 + 20 + 15 ⇒ (9) + 20 + 15 = 44
Gab sends relevant mission logs related to the moon Salvation and the Starfinder Society's exploration of it to the entire team, complete with thoroughly annotated and clear summaries. There are links to relevant video archive footage.
You may open all the spoilers and assume that has been shared.

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The large vesk eyes up the group warily.
"I take it that we may run into some opposition?" he notes, as he calculates that this must be the Society "A" team.
"I'll lay in a few more batteries. They come in so useful."
]

GM Ilmakis |

Danax is quite happy to sold you some of his equipment. He takes him some time to find all the equipment requested as the place don't seems to be well tidy, but everything is there.
Enjoy your mission!
Archel finishes fueling the transport before slipping a basket of fresh fruit into the storage bin next to the scientific and surveillance equipment. He flashes a wicked toothy smile. With quick two raps on the roof, the vehicle begins to smoothly accelerate away from the small rescue facility. The impressively arranged corridors that connect the vault entrances of Salvation’s End fly past, soundless and still. The green glow from vault‘s primary entry terminals shines as the transport hums along.
After a few hours, the transport stops at an open maintenance hatch about 10 feet across, a flashing Starfinder beacon wedged into some pipes nearby. Odolf waits only long enough for disembarking and retrieving equipment before quickly turning and zipping back down the corridor.
As you do a last check of your equipment, you notice that Archel has slipped three mk 3 healing serums into the picnic basket!
The access hatch leads through a series of maintenance corridors. There is no sign of activity within and the control systems register as on standby, though it is impossible to gain access to them. [oocwith Computers or Engineering[/ooc]
The vault you enter has locked halfway through its reset cycle, bereft of inhabitants and most plant-life, structures, and terrain. Partially
disassembled buildings and terrain dot the area, with a patchwork with even chunks torn out of them.
The vault comprises an area about 50 miles across, with a ceiling half a mile high. The artificial sky creates a patchwork of light, with girders and maintenance hatches distantly visible in disassembled sections. The terrain is a mix of metal plates, walkways across exposed conduits, and primarily urban terrain near the entrance where you've emerged.
As you check your surroundings, you notice that a breathable atmosphere is present and the temperature is cool but not hostile. The area is incredibly still and dimly lit, with no hum of machinery or other noise to break the silence in this vast nearly empty space.
This large gathering hall is intact, with seats of all sizes facing toward a lecturer’s podium. A power supply provides flickering illumination to a yellow holo-display where a smiling skittermander cheerfully provides distorted lessons in helping a large, elderly vesk to cross the street. Posters in multiple languages extol the virtues of teamwork and show skittermanders and vesk working side by side in harmony.
As you start looking around, four places catch your attention.
A1 This relatively intact structure is a good place to set up your surveillance equipment.
A2 There are signs of noise and slight movement at area.
A3 A crackle of electricity and smell of ozone radiate from area.
A4 Everybody, except Pan, notice a psychic signal from this area.
EXPLORATION ROUND 1
You can all explore one area, or individually explore one each to cover more place in a shorter time.

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Engineering: 1d20 + 22 ⇒ (3) + 22 = 25
"Alright, let's get set up so we can start recording." Ashuer then heads to the most stable looking area A1 and starts looking around.
Perception?: 1d20 + 19 ⇒ (15) + 19 = 34

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Benoit, followed by his hulking combat drone TEC-9, begin to access the situation.
For the Engineering check he will take 10 for a 31. Add a +4 to his check if he can use his library chip to recall knowledge for a 35.
He'll then move to area A1 and begin setting up the surveillance equipment.

GM Ilmakis |

Once you've decided on which area you want to be, please, put your icon on the MAP ;)

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Not sure if that OOC meant we could, or could not use computers to access some of the information in the corridor... just in case it was *could*
As the team approaches the vaul, Computcast spends a moment or two examining the control system.
computers T10: 10 + 21 = 31
Once in the vault proper he looks around.
"We should stay close, but cover as much ground as we can." suggests the somewhat fearless vesk.
perception: 1d20 + 11 ⇒ (9) + 11 = 20
He stalks towards area A4, keen to see what weird signal is coming from the place while Benoit and Ashuer start on setting up the equipment.

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Gab is about to offer assistance on setting up the surveillance equipment, but gets distracted by the noise and motion, so heads toward it to scout what may be going on.
Investigate area A2

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Engineering: 1d20 + 22 ⇒ (19) + 22 = 41
Pan moseys off to the south, firing his jump jets to get on top of the structure, eyes alert for danger.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 +2 from wide-spectrum ocular implants for perception involving vision.

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Intrigued by the psychic signal, given his Lashunta heritage, Faraeon follows Compy up to the northeast at area A4.
Placed tokens for myself and Compucast up there.

GM Ilmakis |

A1 Educational Center
This large gathering hall is intact, with seats of all sizes facing toward a lecturer’s podium. A power supply provides flickering illumination to a yellow holo-display where a smiling skittermander cheerfully provides distorted lessons in helping a large, elderly vesk to cross the street. Posters in multiple languages extol the virtues of teamwork and show skittermanders and vesk working side by side in harmony.
You are able to set up your equipment surveillance.
A2 Crash Site
A malfunctioning vault maintenance drone lies partially buried under rubble.
Make a second Engineering or Piloting check
A3 Power Conduit
Crackling energy arcs between two broken sections of a massive power coupling exposed below a dried out riverbed.
DC25
A4 Subject Compliance
A broken building once concealed one the guiding intelligence’s reprogramming and compliance devices that ensured the test subjects glossed over any anomalies in the simulation.
WhenFareon and Compucast approach the area, they sense growing pressure in their minds.
Failed a DC17
If not, you're safe!
You can operate the device with a successful DC 24 Engineering, Medicine or Mysticism check.
You can reassign all your skill ranks in one skill to an untrained skill for the duration of the adventure
If you try again

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Physical Science: 1d20 + 17 ⇒ (14) + 17 = 31
Pan triggers his comms.
"Got a radiation leak over here. Busted power coupling. Found a breaker, looks like it'll shut it down. How are things looking on everyone else's end? You seeing anything saying I shouldn't shut this off?"

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With the setup complete at the educational center, Benoit and TEC-9 move to the crash site to examine the drone.
Engineering DC 29: 1d20 + 21 ⇒ (11) + 21 = 32
"The drone was destroyed by an internal explosion."

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will: 1d20 + 7 ⇒ (6) + 7 = 13
what: 1d14 ⇒ 8 Medicine
"Interesting.." says Compucast, picking up some string lying around the area.
"It seems to be something that imparts knowledge."
engineering: 1d20 + 18 ⇒ (6) + 18 = 24
Over the coms link, he notifies the rest of the team.
"I think I can tap into this to access training. I imagine it will only last a short time. Probably no longer than we are in the vault. Are we missing any important skills that anyone thinks we need?"

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Asher replies to Pan, "All clear here. We've got the equipment set up and good to go. I'll head down to you."
Head down to where Pan is, keeping an eye out for anything else

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Random: 1d15 ⇒ 7
As Compucast and Faraeon looks down at the device, Faraeon suddenly stands up straighter and shakes his head as if clearing spots from his vision. "Ugh," he groans, suddenly sounding very benign and non-threatening, "Wow, I feel like a loom with a loose warp! You fell that too, Compucast? W- wait a second, why do I know about weaving all of a sudden?"
Engineering: 1d20 + 14 ⇒ (19) + 14 = 33
"Uh...oh." Faraeon clicks into the group comms channel as he goes on, "Hey guys, be careful around this thing. I...think it kinda reassigned some of my memories to teach me how to weave? I'm not sure I'd be too eager to mess with that. I...kinda get the feeling that it won't last forever, but I can't be sure. Don't wanna screw with our heads too much, right?"

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Pan flicks the breaker.
"Messed with your memories? That's alarming."

GM Ilmakis |

Before Ashuer could join Pan, his instruments starts detecting a disturbance!
He warns his comrade who are not totally surprised when 3 creatures appears from nowhere near him!!!
Init Pan: 1d20 + 6 ⇒ (8) + 6 = 14
Init Faraeon: 1d20 + 9 ⇒ (14) + 9 = 23
Init Ashuer: 1d20 + 7 ⇒ (20) + 7 = 27
Init Compucast: 1d20 + 1 ⇒ (16) + 1 = 17
Init Benoit: 1d20 + 4 ⇒ (9) + 4 = 13
Init Gab: 1d20 + 5 ⇒ (13) + 5 = 18
Init K: 1d20 + 4 ⇒ (2) + 4 = 6
Init G: 1d20 + 2 ⇒ (14) + 2 = 16
ROUND 1 (bold may act)
Ashuer
Faraeon
Gab
Compucast
Pan
Benoit
Enemies
Recall knowledge Mysticism for the Dragon
Recall knowledge Engineering/Mysticism for the Large humanoids

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Benoit's initiative roll is lower than what you rolled for initiative G. Should I wait until after G goes before taking Benoit's turn?

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Benoit and TEC-9, move into position behind the corner of a building and prepare to attack. As they reach the corner Benoit activates his energy shield and steadies his grip on his nova lance.
25 temporary HP.

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Mysticism(Identify Creatures): 1d20 + 4 ⇒ (10) + 4 = 14
Engineering(Identify Creatures), expertise: 1d20 + 13 + 1d6 + 2 ⇒ (13) + 13 + (2) + 2 = 30
Since we immediately went into combat, I'm assuming there's no way to talk our way out of the fight. If so, I'll go with that ... but if not, I do have the Fast Talk feat, and can make it so that this is a surprise round on the dragon.
Gab darts down, past Benoit, and smiles waving to the dragon. He begins speaking to the creature in its native language.
Gab motions toward the lecturer's podium.
Gab waves his hand vaguely toward the visible companions.
Bluff (Convincing Liar): 1d20 + 20 ⇒ (18) + 20 = 38
Bluff expertise: 1d6 + 2 ⇒ (4) + 2 = 6
Total bluff roll of 44 ... which I think is a success ... assuming that this falls into the "You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins." category.

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Benoit also glances at the large humanoids to see if he can identify them.
Engineering: 1d20 + 21 ⇒ (18) + 21 = 39

GM Ilmakis |

@Gabbers unfortunately, on this particular situation, I will rule that you can't use this feat. I will keep in mind that you have this feat for other encounters.
Gabbers is not able to remember any useful piece of information on the draconic creature, except that it certainly speaks Draconic...
Both him and Benoit are able to remember something about the large humanoid creature.
They are Cybernetic Golem, constructs that are both magical and technological.
3 questions totals

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"I too feel surprisingly skilled in basket making." notes Compucast. He throws down the string he had inadvertently picked up in disgust.
At the arrival of the creatures, he pauses for a moment to consider them.
mysticism recall: 1d20 + 15 ⇒ (1) + 15 = 16
engineering recall: 1d20 + 18 ⇒ (1) + 18 = 19
But thoughts of basket weaving fill his mind. Disgusted he stalks out into the area and sends a bolt of power down through the creatures.
arcing surge,harmful spells: 10d6 + 4 ⇒ (4, 6, 6, 3, 4, 3, 4, 4, 3, 2) + 4 = 43
E damage, ref dc20 for half

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Resistances and immunities if that is considered one question, vulnerabilities, and special attacks please.

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Engineering: 1d20 + 20 ⇒ (5) + 20 = 25 GM's choice on questions, not sure what will even be left.
Pan activates his combat tracker on orange and fires.
Attack vs. KAC: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage: 4d10 + 16 ⇒ (5, 8, 1, 7) + 16 = 37
LMG 58/60, Disintegrator rifle 40/40

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Mysticism Recall: 1d20 + 13 ⇒ (13) + 13 = 26
Engineering Recall: 1d20 + 22 ⇒ (3) + 22 = 25
GMs choice as well
Asher pulls out his laser pistol while backing away and takes a trick shot at the dragon.
Trick (Survival Take 10): 10 + 25 = 35 CR 15
Laser vs FF EAC: 1d20 + 12 ⇒ (18) + 12 = 30
Damage (F): 2d4 + 4 ⇒ (1, 1) + 4 = 6
Trick Damage: 5d8 ⇒ (1, 2, 2, 8, 5) = 18
If that hit, dragon is FF to everyone

GM Ilmakis |

None of the creature seem harmed by Compucast's spell!
Benoit remember that Cybernetic Golem are immune to magic and have basic construct imunities, they are also resistant to physical damages, except from adamantine and wounding weapons but have no particular vulnerabilities.
Pan shoot is perfect and hits right in the eye on of the cybernetic golem -32HP
Asher recognizes the draconic creature as a true Blue Dragon 1 question, and immediately shoots at it, sending him off balance tricked and it takes the full damages, -24HP
ROUND 1 (bold may act)
Ashuer
[b]Faraeon
Gab/b]
Compucast
Pan
Benoit
G-O -32HP
G-R
Blue Dragon -24HP & FF
Recall knowledge Mysticism for the Dragon
Recall knowledge Engineering/Mysticism for the Large humanoids

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Vulnerabilities or resistances

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Benoit, relays the information he knows about the golems over team's comm channel.
"This is going to be a fight to the death laddies. Those aren't your average space zombies in front of you. Give them your best shot and pray to your respective gods because this could be the day we all die!"

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Gab does all the stuff he said before, but his Scooby Doo-like effort to distract the very clear enemies have no effect, so he shrugs and mutters, "Well, was worth a try..." He holds up the datapad in his hand, that he pulled when walking up toward them, and as he does so it flickers, transforming into a bombarding glamered electromagnetic radshot pistol ... a weapon that no sane person would wield, but that's not something that Gab's often been accused of.
He pushes a button the side and, instead of the normal burst of radiation energy, a swirling vortex of energy manifests at the muzzle of the gun ... and a shimmering purple grenade flies from the vortex, flying toward the space right in front of the dragon.
Bombarding weapon fusion to attack with the loaded incendiary grenade II. Aimed to hit the dragon and the orange golem.
Grenade attack, range penalty: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Grenade damage: 2d6 ⇒ (2, 4) = 6 fire + DC 18 save vs. 1d6 burning

GM Ilmakis |

Ref - Dragon: 1d20 ⇒ 12
Ref - Orange: 1d20 ⇒ 20
Both the Dragon and the Cybernetic Golem avoid burning!
@Faraeon

GM Ilmakis |

======= BOT ME =========
Faraeon moves and tries to trick the dragon!
Trick attack (take 10): 10 + 22 = 32
Trailblazing Semi-auto pistol, advanced vs KAC: 1d20 + 13 ⇒ (1) + 13 = 14
Damages, F&P: 2d6 + 4 ⇒ (5, 5) + 4 = 14
But to eager to do well, he completely miss his shot!
======= / BOT ME =========

GM Ilmakis |

The dragon deploys his wings and flies above the Starfinders.
Revealed in all his glory, it's a terrible things to see! You all need to make a DC18 Will save against fear or be shaken then, yell placed, he breathes on Pan, Gab and Benoît!
Breath Weapon, E (Ref DC18): 12d8 ⇒ (8, 8, 2, 4, 7, 2, 7, 4, 6, 2, 5, 3) = 58
?: 1d4 ⇒ 4
Then the golems activates and shoots at Gabbers.
Orange
corona artillery laser vs EAC: 1d20 + 15 ⇒ (13) + 15 = 28
Damages, F: 2d8 + 8 ⇒ (6, 1) + 8 = 15
Red
corona artillery laser vs EAC: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Damages, F: 2d8 + 8 ⇒ (8, 5) + 8 = 21
corona artillery laser vs EAC: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Damages, F: 2d8 + 8 ⇒ (8, 6) + 8 = 22
ROUND 2 (bold may act)
- ALL make a DC18 Will Save against Fear or be shaken -
Ashuer
Faraeon
Gab -37SP +Save Ref DC18 for half 58E damages
Compucast
Pan +Save Ref DC18 for half 58E damages
Benoit +Save Ref DC18 for half 58E damages
G-O -38HP
G-R
Blue Dragon -30HP & FF (until Ashuer's turn)

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Compucast looks on in horror at the dragon...
will, vesk: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
It seems immune to my magic... or at least electricity.. thinks the shaken technomancer.
He reaches out and touches Faeron's weapon, hoping it will be more effective.
Casts supercharge weapon. Extra 4d6 damage
And then moves back into cover to try and recover his nerve.

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Will, deadened emotions: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Faraeon shakes off the dragon's impressive display with barely a batted eye. He gives Compucast a casual salute to thank him for the boost, then begins running, though his feet don't touch the ground. Instead, discs of energy form beneath his feet and he springs off of these to gradually ascend into the air. He draws his neutriad pistol as he runs, but when he gets a good angle on the foes below, he fires his semi-auto pistol to take advantage of the boost from Compy.
Faraeon ascends at a 45 degree angle to reach 20ft elevation. Trick attack move then shoot, drawing another weapon as part of the movement.
Trick (Acrobatics Take 10): 10 + 22 = 32
Semi-auto vs Red FF KAC: 1d20 + 13 ⇒ (18) + 13 = 31
Damage (F&P), supercharged: 2d6 + 4 + 4d6 ⇒ (3, 6) + 4 + (6, 2, 5, 2) = 28
Trick Damage: 4d8 ⇒ (3, 1, 3, 7) = 14
On a hit, Red must make a DC20 Reflex save or fall prone from the Knee Shot operative exploit

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Will Save: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex Save: 1d20 + 11 ⇒ (12) + 11 = 23
Benoit, feels fear in his old bones as he sees the dragon, but he reacts fast enough to avoid most of its electric blast and the part that catches him is absorbed by his electrostatic field and energy shield. Is resistance applied to damage before temporary HP?
Not wanting to stay the primary target of the dragon, his powered armor's servos whine as they propel him toward the golems. TEC-9, follows closely behind him and aims its colossus coil at the golem in front of it before it fires!
Colossus Coil vs. Orange EAC: 1d20 + 11 ⇒ (19) + 11 = 30
Electricity Damage: 3d8 + 10 ⇒ (7, 2, 8) + 10 = 27

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Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex, shaken: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Pan opens fire on Orange.
Full Attack, vs. KAC, tracker, harness, shaken: 1d20 + 13 + 2 - 3 - 2 ⇒ (12) + 13 + 2 - 3 - 2 = 22
Full Attack, vs. KAC, tracker, harness, shaken: 1d20 + 13 + 2 - 3 - 2 ⇒ (3) + 13 + 2 - 3 - 2 = 13
Damage: 2d10 + 9 ⇒ (2, 4) + 9 = 15
Damage: 2d10 + 9 ⇒ (4, 4) + 9 = 17

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Will save: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex save: 1d20 + 12 ⇒ (20) + 12 = 32
So ... 66 total damage in round 1. And all energy, so my DR does nothing ...
Gab shrieks as flames and heat descend upon him. "I didn't mean it! It was just a joke grenade!"
Somewhat smoldering as the attacks finished, he runs for some cover. As he vanishes behind the cover, he darts out, seeming to point his radshot. At the last moment, though, a different gun materializes in his other hand and he fires with it around the cover at the orange-clad golem.
Move. Swift: Summon called ghost killer merciful gelid hail pistol into hand. Standard action: Clever Attack
Clever Feint (Bluff, Convincing Liar): 1d20 + 20 ⇒ (20) + 20 = 40
Bluff expertise dice: 1d6 + 2 ⇒ (3) + 2 = 5
Two twenties in a row, and no critical effect. Figures. Anyway, the orange one is flat-footed until the end of my next turn
Gelid Hail attack vs. flat-footed KAC: 1d20 + 12 ⇒ (5) + 12 = 17
Gelid Hail damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12 piercing/cold
And ... that's what I would expect ... However, since I do go before Pan, the flat-footed on Orange might be helpful