[Outpost IV][SFS] #3-06: Rise of the Vault Lord

Game Master 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.


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Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Reflex save: 1d20 + 12 ⇒ (1) + 12 = 13 Ack, OK ... spending my re-roll on that

Reflex save w/ 1 Nova: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

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, steps out of the building it was sheltering in and ignites its jet pack again boosting it 20' straight up in the air. As it begins its ascent its colossus coil changes out its battery, inserting a fresh one into its battery well. Move action to move and move action to reload.

Benoit, stabs his nova lance at an oncoming wight AOO on aqua square. and then uses his custom rig to activate his energy shield, covering his body in a layer of force energy that deflects all incoming attacks. 24 temporary HP

Nova Lance AOO vs. Acqua Square: 1d20 + 13 ⇒ (5) + 13 = 18
Electricity/Fire Damage: 3d4 + 14 ⇒ (1, 3, 1) + 14 = 19

Does TEC-9 have clear line of sight on the magefire now? I took aqua square of the map.

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

"Benoit - I'll try to hold off the undead. Can you help with the mage fire?"

Laser vs EAC (dk blue pent): 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Damage (F): 2d4 + 4 ⇒ (4, 3) + 4 = 11 4 hp left
Laser vs EAC (dk blue pent): 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12 miss
Laser vs EAC (dk blue pent): 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Damage (F): 2d4 + 4 ⇒ (1, 3) + 4 = 8 dead

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

@Ashuer, you going to eat those AOO's from the two wights or guarded step away from them?

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Is there any way to close the doors? I'm thinking Star Wars style: shoot the control panel with a blaster ; if the computer doesn't have an override option

Fast forward to 1:04

Wayfinders

Human ace pilot mechanic | sp 72/72 | hp 61/66 | rp 8/9 | EAC 26| KAC 28| Fort +7, Ref +12, Will +7 | Perception +15(+17 vis), low-light, see invisibility, infrared and ultraviolet spectrum
Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1

Reflex: 1d20 + 12 ⇒ (9) + 12 = 21

Pan fires an extended burst at the magefire. Light machine gun has the ghost killer fusion if its relevant.

Full attack, harness: 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
Full attack, harness: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18

Damage: 2d10 + 9 ⇒ (5, 7) + 9 = 21
Damage: 2d10 + 9 ⇒ (4, 2) + 9 = 15


#6-00 ACTUAL MAP

@Pan when attack, can you tell me if you hit KAC or EAC and what type of damage you are dealing? It will help me a lot! Thanks :)
@Compucast of course! You can seal a door with a successful Computers or Engineering check while adjacent or with the appropriate ranged computer equipment, or by shooting out a control panel!

Pan shoots twice the strange creature, but his bullet don't seems to do that much damages.

@Faraeon
@Gab

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Can I use magic missiles to target the control panels? And any idea about the amount of damage I would need to inflict to take one out?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Does the haste effect apply only to full ATTACK or to any full ACTION?

Gab takes two quick shots then scurries, hopefully, out of the way of the magefire's flame lash.

Gelid Hail attack 1 vs. flat-footed EAC: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Gelid Hail damage (cold/piercing): 2d6 + 5 ⇒ (2, 6) + 5 = 13
Gelid Hail attack 2 vs. flat-footed EAC: 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11
Gelid Hail damage (cold/piercing): 2d6 + 5 ⇒ (1, 2) + 5 = 8


#6-00 ACTUAL MAP

@Gabber only full attack.
@Compucast You can't use MM against object "objects are not damaged by the spell."

Wayfinders

Male Korasha Lashunta Icon Operative (Daredevil) 9 SP 72/72 HP 58/58 RP 10/10 | KAC 29 EAC 28 | Saves F+7 R+12 W+7 | Initiative +9; Perception +14 | Resistance Cold 5, Fire 5 | Status: N/A

Faraeon ignores the undead that have shambled up behind him. He takes to the air once again and gets into position to get a bead on the magefire before firing his neutriad pistol.

Move away will provoke 2 AoOs, but I have the Mobility feat, so +4 to my AC.
Moving a total of 40ft, with a 20ft ascent. My current elevation is noted in a text box beside the map.

Trick (acro) take 10 vs CR12
Disruptive Neutriad pistol vs FF EAC: 1d20 + 13 ⇒ (2) + 13 = 15
Damage (B/force): 1d6 + 4 ⇒ (1) + 4 = 5
Trick damage: 4d8 ⇒ (2, 4, 8, 1) = 15

Disruptive fusion on my neutriad pistol

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

@Benoit - I've got uncanny shooter so no AOOs from my shots.


#6-00 ACTUAL MAP

GM rolls:

AoO vs KAC: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
Damages, P: 1d8 + 3 ⇒ (1) + 3 = 4

AoO vs KAC: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23
Damages, P: 1d8 + 3 ⇒ (7) + 3 = 10

Gab and Faraeon both miss the creature!

@Compucast

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Gritting his teeth at the waste of a powerful spell, Compucast points his fingers at the closest door, and channels electrical power from the room into a massive surge toward it and its control panel.

Hopefully I can catch one of the undead minions too
E damage: 10d6 + 4 ⇒ (4, 2, 5, 4, 3, 2, 6, 6, 5, 4) + 4 = 45

Will use what movement he can to try and climb a little, maybe 5' up.


#6-00 ACTUAL MAP

Compucast destroys one undead at the same time as the control panel! The door close shut, stoping the flow of undead coming from here!

GM rolls:

vs Ashuer
Bite: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
Damages, P: 1d8 + 3 - 6 ⇒ (5) + 3 - 6 = 2

vs Pan
Bite: 1d20 + 5 + 15 ⇒ (1) + 5 + 15 = 21
Damages, P: 1d8 + 3 ⇒ (1) + 3 = 4

Fire: 12d6 ⇒ (5, 3, 1, 1, 1, 3, 5, 1, 2, 1, 2, 4) = 29
Burning: 4d6 ⇒ (3, 2, 5, 1) = 11

One of the undead is able to bite Ashuer for a little scratch. 2 damages

The magefire moves and sends a tendril of flames on several Starfinders!

ROUND 7 (bold may act)
Undead
Magefire -13HP
Compucat 0SP/-8HP + Ref DC18 for half 29F and not burning 11F
Faraeon -14SP
Ashuer -25SP + Ref DC18 for half 29F and not burning 11F
Gab -46SP + Ref DC18 for half 29F and not burning 11F
Pan 0SP/-8HP
Benoit -75SP + Ref DC18 for half 29F and not burning 11F
TC-09 13/100HP

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Reflex: 1d20 + 12 ⇒ (1) + 12 = 13 Are you kidding me...! Grr!!

While on flames, Gab gives a rousing if anxious speech about the triumph of the Starfinder Society in times like these.

Spend 1 RP, all allies in 60 feet gain 35 SP. Unfortunately, it's a full action, so pulling out my fire extinguisher will have to wait until next turn.

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

Reflex Save: 1d20 + 11 ⇒ (10) + 11 = 21

The magefire is 10' away from Benoit and his reach weapon. Does he get an AOO when it attacks with its fire ability?

Benoit, shrugs off the magefire's flames. His energy shield absorbs all the damage that was meant for him. He brandishes his nova lance at it, thumbing the custom built switches on it to charge it to 150% of its normal power level, and stabs.

"Yeah, I might die today, but I'm taking you with me to the abyss you blasted monstrosity. Sure as I drink dwarven ale!"

Nova Lance vs. Magefire EAC: 1d20 + 13 ⇒ (7) + 13 = 20
Electricity/Fire + Overcharge Damage: 3d4 + 14 + 1d6 ⇒ (3, 3, 3) + 14 + (4) = 27

TEC-9 flies into position for a clear shot on the magefire and opens fire with its colossus coil.

Colossus Coil + Coordinated Shot vs. Magefire EAC: 1d20 + 11 - 4 + 1 ⇒ (20) + 11 - 4 + 1 = 28
Electricity Damage: 3d8 + 10 ⇒ (5, 6, 3) + 10 = 24

Colossus Coil + Coordinated Shot vs. Magefire EAC: 1d20 + 11 - 4 + 1 ⇒ (15) + 11 - 4 + 1 = 23
Electricity Damage: 3d8 + 10 ⇒ (7, 4, 7) + 10 = 28

Critical Electricity Damage: 3d8 + 10 ⇒ (4, 8, 8) + 10 = 30

Critical Arc Electricity Damage: 2d6 ⇒ (4, 2) = 6

@Gab, sorry Gab the arc damage is applied to you since you are the closest to the magefire.

Actually, it has elemental immunities so that means critical hits don't affect it?

The hasted TEC-9 uses a move action to fly and spends a resolve point to full attack.

The coordinated shot bonus from Benoit applies to all ranged attacks on the magefire.

AOO if Benoit gets one:
Nova Lance vs. Magefire EAC: 1d20 + 13 ⇒ (7) + 13 = 20Electricity/Fire Damage: 3d4 + 14 ⇒ (3, 1, 4) + 14 = 22

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast tries frantically to put out the flames as his flesh starts to melt away.
ref: 1d20 + 7 ⇒ (7) + 7 = 14

Howling through the pain he sends another bolt of electricity into the middle door belching forth undead.
arcing surge, dangerous spells: 10d6 + 4 ⇒ (4, 2, 6, 3, 2, 1, 5, 4, 4, 3) + 4 = 38
And hopefully one of the little undead too

His thermal capacitors start to smoke as they redline. But at least Gab has some nice things to say to him. That makes the vesk feel much better.

Wayfinders

Male Korasha Lashunta Icon Operative (Daredevil) 9 SP 72/72 HP 58/58 RP 10/10 | KAC 29 EAC 28 | Saves F+7 R+12 W+7 | Initiative +9; Perception +14 | Resistance Cold 5, Fire 5 | Status: N/A

"Thanks for the pep talk, Gab! Now to finish this!" Faraeon moves around to the back(?) of the magefire, striding through the air with uncanny confidence. He lines up a shot, using Benoit's position to take particular advantage of the creature and fires!

Trick (acro) take 10 vs CR12
Disruptive Neutriad Pistol vs FF EAC: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Damage (B/force): 1d6 + 4 ⇒ (5) + 4 = 9
Trick Damage: 4d8 ⇒ (4, 1, 5, 1) = 11
Target is flat-footed to everyone until start of my next turn


#6-00 ACTUAL MAP

@Benoit an elemental can't be crit, but depending on the critical effect can take one. That's how it works in PFS1 and 2 but can't find the same rule in SFS right now.
The magefire tendrils doesn't provoke.

Benoit miss the Magefire but TEC-9 hits it twice with his weapon!

Gab takes the full effect of the tendril but encourages his comrades with powerful words +25SP for everyone!

Compucast sends another powerful blast of electricity, and close another door while destroying one more undead!

Fareon misses the Magefire!

@Ashuer & Pan

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

Reflex Save: 1d20 + 10 ⇒ (1) + 10 = 11 Ouch! Take 24F and gets burning 11F. Takes another 6F from burning. Gets 35 SP back from Gab (or 25 SP?)

Seeing that the magefire has come out of the building, Ashuer changes his attack to the magefire.

Trick (Survival Take 10) vs CR 15
Laser (conserving) vs FF EAC: 1d20 + 12 ⇒ (5) + 12 = 17
Damage (F): 2d4 + 4 + 5d8 ⇒ (1, 2) + 4 + (2, 5, 8, 2, 5) = 29

Ends by trying to shake out the fire.
Reflex Save DC 16: 1d20 + 10 ⇒ (19) + 10 = 29

Acquisitives

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Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (
GM Ilmakis wrote:
+25SP for everyone!

+35 SP because I spent the RP for the extra healing

Wayfinders

Human ace pilot mechanic | sp 72/72 | hp 61/66 | rp 8/9 | EAC 26| KAC 28| Fort +7, Ref +12, Will +7 | Perception +15(+17 vis), low-light, see invisibility, infrared and ultraviolet spectrum
Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1

Pan hustles away from the group of undead and empties his machine gun into them once again.

automatic burst, KAC, ghost touch/magic: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d10 + 9 ⇒ (2, 8) + 9 = 19

Extra move from haste, full attack to use automatic fire in a 30' cone.

That should get and all of the zombies in that group to the south of the magefire.


#6-00 ACTUAL MAP

GM rolls:

Bite: 1d20 + 5 + 10 ⇒ (18) + 5 + 10 = 33
Damages, P: 1d8 + 3 - 6 ⇒ (2) + 3 - 6 = -1
Bite: 1d20 + 5 + 10 ⇒ (8) + 5 + 10 = 23
Damages, P: 1d8 + 3 - 6 ⇒ (1) + 3 - 6 = -2

Fire Damages: 12d6 ⇒ (1, 3, 4, 2, 2, 3, 3, 3, 3, 1, 1, 5) = 31
Burning: 4d6 ⇒ (4, 1, 4, 6) = 15
Burn: 4d6 ⇒ (6, 1, 6, 1) = 14

Pan destroys a pack of undead while Ashuer miss the Magerife.

The remaining undead close to Ashuer, but fails to hit or bypass his resistance.

The Magfire makes Compucast and Gab burn bright! As the Starfinders burn, some of the creature's wounds starts to heal.

ROUND 8 (bold may act)
Undead
Magefire -65HP
Compucast 25SP/-38HP Burning for 15F + Fortitude DC18 or takes 14F
Faraeon
Ashuer -18SP
Gab -27SP Burning for 15F + Fortitude DC18 or takes 14F
Pan -29SP
Benoit -40SP 6TempHP remaining
TC-09 13/100HP

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, keeps the excess energy from his nova lance's battery flowing into its plasma jet as he jabs it at the magefire again.

"Quit it with your little fairy spells. Let's get down and dirty. Look me in the eye, see what's going in there. C'mon you bloody git, let's party.""

Nova Lance vs. Magefire EAC: 1d20 + 13 ⇒ (15) + 13 = 28
Electricity/Fire + Overcharge Damage: 3d4 + 14 + 1d6 ⇒ (2, 1, 3) + 14 + (1) = 21

TEC-9, shifts its jetpack's turbines to point straight down so it can hover in place before it unleashes another torrent of electricity from its colossus coil.

Colossus Coil + Coordinated Shot vs. Magefire EAC: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Electricity Damage: 3d8 + 10 ⇒ (3, 2, 3) + 10 = 18

Move action to hover and standard to fire its weapon.

Coordinated shot is still in effect for all range attacks on the magefire.

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

Ashuer keeps firing at the magefire.

Trick (Survival Take 10) vs CR 15
Laser (conserving) vs FF EAC: 1d20 + 12 ⇒ (20) + 12 = 32
Damage (F): 2d4 + 4 + 5d8 ⇒ (3, 3) + 4 + (5, 7, 6, 4, 1) = 33
Crit Damage (F)?: 2d4 + 4 + 5d8 ⇒ (1, 1) + 4 + (8, 1, 2, 3, 2) = 22
Burn: 1d4 ⇒ 4

Wayfinders

Human ace pilot mechanic | sp 72/72 | hp 61/66 | rp 8/9 | EAC 26| KAC 28| Fort +7, Ref +12, Will +7 | Perception +15(+17 vis), low-light, see invisibility, infrared and ultraviolet spectrum
Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1

Pan drops the empty machine gun and releases the disintegrator rifle from his glove of storing.

Stepping back to put some space between him and the magefire, he opens fire.

Full Attack, vs. EAC: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
Full Attack, vs. EAC: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22

Acid damage: 1d20 + 9 ⇒ (1) + 9 = 10
Acid damage: 1d20 + 9 ⇒ (19) + 9 = 28

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

Pan's attack rolls are 28 and 23 if he didn't add the coordinated shot bonus from Benoit.

@Ashuer, I think the magefire is resistant to fire damage.


#6-00 ACTUAL MAP

@Pan using the glove is a swift action and you can’t make a full action after taking a swift action (a full action takes the move, standard and swift action of the round).
@Ashuer the Living Magefire is a fire creature and is immune to fire.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Fortitude save: 1d20 + 5 ⇒ (15) + 5 = 20

"It's healing ... Why is it healing? Can we stop its healing?" Gab tries to think if he knows anything about this thing.

I'll try Mysticism to recognize any more properties of this thing, but given that this is a historical event in the Pact Worlds, I'm also going to roll Culture, on the off chance I'm aware of this thing from my historical knowledge.

Mysticism: 1d20 + 4 ⇒ (10) + 4 = 14
Culture, expertise: 1d20 + 20 + 1d6 + 2 ⇒ (20) + 20 + (4) + 2 = 46

Gab fires his gelid hail pistol point blank at the creature.

Bluff (Clever Feint, Convincing Liar): 1d20 + 20 ⇒ (5) + 20 = 25
Bluff (Clever Feint re-roll): 1d20 + 20 ⇒ (5) + 20 = 25
Well, that was nice and pointless ... Okay, spending a RP to make it a success, so the thing is flat-footed.
Gelid Hail pistol attack vs. flat-footed KAC: 1d20 + 12 ⇒ (4) + 12 = 16
Gelid Hail pistol damage (cold/piercing): 2d6 + 5 ⇒ (2, 5) + 5 = 12
Having disoriented the creature, he darts away from it. While he moves, he deftly pulls his fire extinguisher from his starfinder backpack.

Aside from using the fire extinguisher to put out our burning condition, is there anything else we could do with it to fight this thing? For example, if I threw it at the thing and someone else (with better aim) shot it, so it exploded foam in the middle of the magefire, would I suspect that would be particularly helpful?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

I do believe the orange square wight would have gotten an AoO on me during my move, but I can avoid the others

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Sorry, busy weekend. Are there still more undead coming out of that last doorway?

Compucast snarls at the warning nodes of his suits thermal capacitor's giving him the unwelcome news that he was already well aware of. He was on fire. The suits medical system was also warning him that his body was suffering potentially permanent thermal damage. He already knew that too.

Actions here: If there are still undead streaming in through the last door, Compucast will try to close it. That constant stream of undead is not helping us at all. Otherwise he'll roll on the ground and try to stop the burning, giving him a bonus save this round at +4

if the doors still have undead flooding through them.:

Compucast glares at the final door as he uses the last of his most potent spell energy to close it.
surge: 10d6 + 4 ⇒ (1, 3, 2, 4, 4, 6, 3, 3, 3, 1) + 4 = 34
- end of round burn save below.

the undead are just lurking there, but not new ones appearing:

He rolls on the ground, as a dead vesk is no help at all.
roll on the ground, bonus from 1 burn save: 1d20 + 5 + 4 + 2 ⇒ (4) + 5 + 4 + 2 = 15
normal roll a end of the round to stop burning, with bonus from2 consecutive burn saves: 1d20 + 5 + 2 + 2 ⇒ (10) + 5 + 2 + 2 = 19
fort save requested: 1d20 + 6 ⇒ (3) + 6 = 9
Its official: The dice bot hates me this game.

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

The laser, it does nothing! Will switch weapons next round.

Wayfinders

Human ace pilot mechanic | sp 72/72 | hp 61/66 | rp 8/9 | EAC 26| KAC 28| Fort +7, Ref +12, Will +7 | Perception +15(+17 vis), low-light, see invisibility, infrared and ultraviolet spectrum
Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1

Oh, that's right, I always forget that. Just the one attack, then.

Wayfinders

Male Korasha Lashunta Icon Operative (Daredevil) 9 SP 72/72 HP 58/58 RP 10/10 | KAC 29 EAC 28 | Saves F+7 R+12 W+7 | Initiative +9; Perception +14 | Resistance Cold 5, Fire 5 | Status: N/A

"Nononononono," Faraeon growls as the magefire seems to regain some of its brightness. He tumbles through the air and fires on the creature once again.

Trick (Acro Take 10) vs CR 12
Disruptive Neutriad Pistol vs FF EAC: 1d20 + 13 ⇒ (16) + 13 = 29
Damage (B/force): 1d6 + 4 ⇒ (5) + 4 = 9
Trick damage: 4d8 ⇒ (3, 7, 5, 1) = 16
On a hit, target is off-target


#6-00 ACTUAL MAP

GM rolls:
vs Ashuer
Bite: 1d20 + 5 + 10 - 4 ⇒ (19) + 5 + 10 - 4 = 30
Damages, P: 1d8 + 3 - 6 ⇒ (5) + 3 - 6 = 2
Bite: 1d20 + 5 + 10 - 4 ⇒ (13) + 5 + 10 - 4 = 24
Damages, P: 1d8 + 3 - 6 ⇒ (5) + 3 - 6 = 2

Bite: 1d20 + 5 + 10 - 4 ⇒ (18) + 5 + 10 - 4 = 29
Damages, P: 1d8 + 3 - 6 ⇒ (1) + 3 - 6 = -2
Bite: 1d20 + 5 + 10 - 4 ⇒ (1) + 5 + 10 - 4 = 12
Damages, P: 1d8 + 3 - 6 ⇒ (3) + 3 - 6 = 0

Bite: 1d20 + 5 + 10 - 4 ⇒ (6) + 5 + 10 - 4 = 17
Damages, P: 1d8 + 3 - 6 ⇒ (2) + 3 - 6 = -1
Bite: 1d20 + 5 + 10 - 4 ⇒ (10) + 5 + 10 - 4 = 21
Damages, P: 1d8 + 3 - 6 ⇒ (4) + 3 - 6 = 1

vs Pan
Bite: 1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13
Damages, P: 1d8 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Damages, P: 1d8 + 3 ⇒ (3) + 3 = 6

Fire: 12d6 ⇒ (5, 3, 4, 1, 1, 4, 3, 4, 5, 2, 1, 4) = 37
Burning: 4d6 ⇒ (2, 6, 3, 5) = 16

Ahsuer realizes that his weapon does nothing on the Magefire. Gab mystifies the creature but miss it.
Benoit hit, but his weapon is not that good against the Magefire and TEC-9 miss.
Faraeon hits the creature but as the creature is not an undead, it doesn't do as much damage as expected.

Compucast closes the last door and destroy another undead and stops burning at last!

Pan changes weapon and hit the Magefire with some acid.

The undead moves toward Pan, and the other attack several times Ashuer but do only scratches. 4 damages

The Magefire steps next to Benoit and Ashuer and send another tendril of Fire on Benoit and Compucast.

No more undead come from the closed doors.

ROUND 9 (bold may act)
No More Haste
Undead
Magefire -89HP - FF/OffTarget -
Compucat 6SP/-38HP + Ref DC18 for half 39F and not burning 16F
Faraeon -14SP
Ashuer -27SP
Gab -43SP Ref DC25 for not burning 16F
Pan -50SP
Benoit -75SP + Ref DC18 for half 39F and not burning 16F
TC-09 13/100HP

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Just as he thinks he is safe, the horrid magefire unleashes on him again. The Vesk, his flesh literally melting off his form within his armour screams in pain.

ref: 1d20 + 5 ⇒ (17) + 5 = 22 Poor thermal capacitors reduce damage by another 5

Channeling his pain, the vesk projects two small missiles of force into the magefire as he retreats into the inner room.

MM: 2d4 + 2 + 4 ⇒ (4, 2) + 2 + 4 = 12
spell resistance if required: 1d20 + 9 ⇒ (16) + 9 = 25

by my calculations that puts me on 5hp and 0sp. P.

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 Reflex Save: 1d20 + 11 ⇒ (4) + 11 = 15

Benoit catches on fire!

As the magefire moves in on him Benoit stabs at it with his nova lance again even as he burns.

Nova Lance AOO vs. Magefire EAC: 1d20 + 13 ⇒ (14) + 13 = 27
Electricity/Fire Damage: 3d4 + 14 ⇒ (4, 1, 1) + 14 = 20

Grunting against the pain of his new injuries he again disables his nova lance's power regulator safety protocol and continues to attack with it.

Nova Lance vs. Magefire EAC: 1d20 + 13 ⇒ (1) + 13 = 14
Electricity/Fire + Overcharge Damage: 3d4 + 14 + 1d6 ⇒ (4, 1, 3) + 14 + (3) = 25

TEC-9, hovers in its current position and activates its colossus coil again sending a current of electricity straight at the magefire.

Colossus Coil + Coordinated Shot vs. Magefire EAC: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

Electricity Damage: 3d8 + 10 ⇒ (8, 2, 7) + 10 = 27

Coordinated shot bonus is still in affect on the magefire.

Benoit Reflex Save: 1d20 + 11 ⇒ (7) + 11 = 18

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

Frustrated by his failure to anticipate the laser being ineffectual, Ashuer steps back, drops it and pulls his sonic pistol, before taking another shot at the magefire.

Trick (Survival Take 10) vs CR 15
Sonic Pistol vs FF EAC: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damage (F): 1d8 + 4 + 5d8 ⇒ (5) + 4 + (6, 7, 1, 3, 4) = 30


#6-00 ACTUAL MAP

@Ashuer to be able to draw your new weapon and do a trick, you need to move and trigger AoO from the undead. Do you do that?

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

My move was just a guarded step back. Shouldn't trigger right?


#6-00 ACTUAL MAP

Step don't provoke but, if you step, you can't draw a weapon while doing it and can't do a trick. You need a 'regular move' to be able to draw a weapon at the same time.

Second Seekers (Ehu Hadif)

Male CG ysoki xenoarchaeologist operative 9 | SP 26/72 HP 55/56 | RP 6/8 | EAC 23; KAC 24; DR(P)/6; Resist Elec/5, Fire/5, Cold/5, Acid/6 | Fort +4; Ref +10; Will +10 | Init: +7 | Perc: +19 (trap spotter), SM: +16, Darkvision 60' | Speed/Swim/Climb 50' | Active conditions: Haste| Ammo: 48/60 Battery, 29/29 Sniper

Got it. Yeah, let's go ahead and trigger with the move

Wayfinders

Male Korasha Lashunta Icon Operative (Daredevil) 9 SP 72/72 HP 58/58 RP 10/10 | KAC 29 EAC 28 | Saves F+7 R+12 W+7 | Initiative +9; Perception +14 | Resistance Cold 5, Fire 5 | Status: N/A

"Keep it up, crew! A few more good hits and we'll finish this thing off," Faraeon shouts over the groans of the undead and the roar of the flames.

Trick (Acro take 10) vs CR12
Disruptive neutriad pistol vs FF EAC: 1d20 + 13 ⇒ (1) + 13 = 14
Damage (B/force): 1d6 + 4 ⇒ (1) + 4 = 5
Trick damage: 4d8 ⇒ (3, 8, 6, 6) = 23
On a hit, target is off-target

Wayfinders

Human ace pilot mechanic | sp 72/72 | hp 61/66 | rp 8/9 | EAC 26| KAC 28| Fort +7, Ref +12, Will +7 | Perception +15(+17 vis), low-light, see invisibility, infrared and ultraviolet spectrum
Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1

Pan curses in irritation and fires his disintegrator at the undead in front of himm.. Drawing two AoOs.

Full attack, vs. EAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Full attack, vs. EAC: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22
Damage: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d20 + 9 ⇒ (10) + 9 = 19

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

Pan's second attack is a 23 with the coordinated shot bonus.


#6-00 ACTUAL MAP

AoOs:

Bite: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24
Damages, P: 1d8 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
Damages, P: 1d8 + 3 ⇒ (1) + 3 = 4
Burning: 4d6 ⇒ (4, 4, 3, 3) = 14

Compucast avoid part of the burn and sends some magic missile against the unliving creature, taking some chunk of it, before taking cover inside the building.

Benoit takes the full damage of the fire and starts burning bright. no AoO for you as the creature steps towards you, not moved then miss the creature and continue burning 14 more next round.

TEC-9 fires at the creature and kills it!

@Ashuer sorry, hadn't yet looked at the damages the Magefire took, it's dead before your turn.

I will call off the fight here, just decide between you who kills the remaining undead and use the ammunition accordingly.
Also, you need to take care of the two burning, Gab and Benoit

Compucat 0SP/-51HP
Faraeon -14SP
Ashuer -27SP
Gab -43SP Ref DC25 for not burning 16F
Pan -50SP
Benoit 0SP/-30HP DC24 to stop burning 14F
TC-09 13/100HP

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab sprays himself with his fire extinguisher then, as soon as he gets the opportunity, extinguishes Benoit.

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 drop his nova lance and grab his fire extinguisher off the gear clamp attached to his armor and spray himself down.

"Argggh, that stings!"

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Did that -51 to hp include my thermal capacitors? If so, I'm unconscious. I'll spend the rp to stabilise. I thought I still had 5hp due to the capacitors.

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Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

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#6-00 ACTUAL MAP

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Consumables:
akashic download 3/3 | Miracle Worker 1/1 | Shirt Reroll 1/1


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