(Outpost IV) GM Quirk's Strike at Zone 78 (Inactive)

Game Master Quirk, Private Eye

Slides


101 to 150 of 212 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"And it looks like you could use the help. This place looks worse than my hometown on Akiton."

diplomacy, aid: 1d20 + 1 ⇒ (5) + 1 = 6

Some help you just don't need.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 stands quietly to the side while the negotiations take place trying to appear non-threatening even if he's covered in various weapons

Attempt at aid on Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"We're not always the most popular folks around, so we know what that's like."

Aid Another, Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20


The copaxi considers the group of Starfinders. "I think...we may be able talk about this situation..."

We'll do that tomorrow. I'll try to make a post earlier than I usually do.


The Copaxi addresses you from afar, encouraging you to stay where you are. "The Fallen Hand’s demands are simple: we want you to inform
the Starfinder Society and the Pact Worlds that Tabrid Minor is
no longer interested in any off-planet arrangements."
He continues, "While these are extreme demands, please understand that technological expansion must be stopped for
the copi, and the planet, to heal. This radical action is the only way
to fix the situation."

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"Will you give us a moment, sophonts?"

Patterson motions the others closer. "So what do we do about the beacon? Try to talk them into letting us fix it?"

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Well, that be the reason we're here... Now, how ta put it in terms they might agree ta...."


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

"What do you mean?" Navasi asks the copaxi. "What exactly is happening to your people and your planet?"

"Excuse us a moment," Navasi says before joining the huddle. "Freeman has the right of it - it's all in how we pitch it to them."

"Maybe we can include it as part of our terms for passing on their demands? At any rate, it might be worth finding out more of what's going on here before committing to any course of action," she says, glancing back toward the copaxi.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"That, or we could leave, ditch or disable the badges, and sneak back."


The copaxi answers Navasi, "over-industrialization has been the main cause of our problems. To complicate matters, there is a major cover-up, and the military is complicit. If we can find enough support, there will be a revolution."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Overhearing what is being said OP-1 thinks to itself

"...we can't just kill everyone and restore the beacon...can we?.."

while staying quite while the negotiation takes place.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears mutters quietly into the comms, "Polyp breath and its pals could be the problem with the beacon."


Let me help move this along. If you "agree" to the Copaxi's demands, you'll roll either a DC 20 diplomacy check, or a DC 20 bluff check. Yes, I will allow anyone to assist with this roll. Should you not agree to his demands (or fail the diplomacy/bluff roll), he will turn you away, and you can't get to the beacon--that probably means you need to fight him. You may also ask him questions, which he will answer to the best of his ability.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Heh, thanks oh great GM. This is one of those encounter where a few minutes discussion between the players would plot a course of action. Not quite so quick using this way of playing. :)

Freeman whispers, "Just agree ta the demands. No need ta have a fight with em' "

He will do his best to help with the upcoming discussion from Navasi.
roll!: 1d20 ⇒ 7
[ +5 if bluff, +2 if diplo, pre rolling to help speed us along.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 nods as he picks up Freeman's word with his audio receptors

Can't bluff worth of anything, but since we're allowed to assist I'll give it a try

Assist either bluff or diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"Of course we'll go along with that."

Diplomacy, aid another: 1d20 + 1 ⇒ (9) + 1 = 10


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

"We can't promise you support," Navasi begins. "But we can promise to investigate these matters thoroughly and give a true accounting of our findings."

"We will make sure that word of your plight gets out!"

"Part of our mission is to visit a military site in the area - a malfunctioning beacon. While we are there, we will look for signs of the cover up."

"Do you know of the beacon?"


"I do know of the beacon, but not much specifically. I'm afraid I can't offer much help."

The copaxi you have been talking with, along with two others, help to dismantle a barrier on the road, and they let you through.

Tomorrow I will tell you about this beacon. You guys are doing great. This will be the final encounter area, though there will be multiple tasks to deal with.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Pretty smooth there, Navasi. "

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

As they walk in Freeman puts on his best friendly face. "Oh, thank ye!"


New slide. It's an old favorite.

Plants cover what must be the core of the military installation,
obscuring all but the general shape of the structure. The beacon
tower rises from the center, curtained with flowering vines.
Saplings, thick grasses, and brush grow over what must have
once been access paths.

You enter the map on the right side. Place your tokens in the red box. At this point I need everyone to give me a perception check.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Perception check: 1d20 + 1 ⇒ (8) + 1 = 9

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Perception: 1d20 ⇒ 14

On the map.

"That's the beacon, eh? How tall do you reckon that is?"


Moved everyone on to the map. If you would like to slightly adjust your position within the red box, feel free.

Ears pulls his eyes away from the towering beacon (well over 200 feet tall) for a moment. He notices something glowing to his right, partially covered by the overgrown vegetation in the area.

It's the purple-glowy thing not far from the red box.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Perception even if it's a bit late: 1d20 + 9 ⇒ (8) + 9 = 17 (+2 vs traps and free check within 10 ft)

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"What's that?"

Ears points to a purple glowy thing in the brush, then steps carefully closer to it.

Skill check to identify: 1d20 ⇒ 12

Acrobatics +3, Computers +8, Culture +4, Diplomacy +1, Engineering +10, Life Science +8, Mysticism +5, Physical Science +7, Piloting +7, Profession (Professor) +8


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Navasi follows Ears's gaze, looking up, up, up.

She shrugs. "Hard to say. But it's tall."

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman looks to his computer and pulls out naother tool.
"In mah experience, nothn' that glows like dat be good fer ya..."

He scans the area looking for radiaton or any other strange energy.
scan: 1d20 ⇒ 20

computers,engi +15, physical science +12, medicine +12

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson keeps an eye out for attacks while the others examine the anomaly.


As Ears steps toward the glowing anomaly, he smells a sickly sweet scent emerge from the small copse of plants near him.

I'm going to need you to give me a DC 13 FORT save. Failure means you are momentarily paralyzed (for one round). Consider this the surprise round.

A large creature emerges from the nearby plantlife. It has multiple fanged mouths and several bright purple flowers all over its body are blooming as it appears.

There appears to be a second creature making its way through the complex toward you.

You will need to make a DC 13 Will save each round right before your actions. Failure means that you must use TWO move actions to move directly toward one of the creatures. Roll randomly to determine which one. I won't make you roll two saves, that seems like overkill for this already tough encounter. Note that this is different than the save Ears has to make.

GM Screen:
The Freeman: 1d20 + 3 ⇒ (12) + 3 = 15
Patterson: 1d20 + 5 ⇒ (5) + 5 = 10
OP-1: 1d20 + 7 ⇒ (18) + 7 = 25
Ears: 1d20 + 6 ⇒ (6) + 6 = 12
Navasi: 1d20 + 2 ⇒ (4) + 2 = 6
enemy red: 1d20 + 3 ⇒ (8) + 3 = 11
enemy blue: 1d20 + 3 ⇒ (4) + 3 = 7

Bold may go. Please remember to make your save(s) before you go as noted above.
1. OP-1
2. TheFreeman
3. Ears (please make an additional save vs. the paralyzing odor before turn)
4. Enemy Red
5. Patterson
6. Enemy Blue
7. Navasi

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

will: 1d20 + 4 ⇒ (11) + 4 = 15

Freeman moves a little away from the closest one. Drone moves to join him. he tries a shot at it to see what happens. For science, of course, not because they freak him out.

overcharged ice carbine: 1d20 + 5 ⇒ (3) + 5 = 8
C+P damage: 1d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 12

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Look at your attack roll. They're freaking you out, man.

fort save: 1d20 + 3 ⇒ (1) + 3 = 4
"It'"

Ears stops moving altogether.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Oh, they are totally freaking him out. As for the attack roll, the dicebot has just really hated me so far this con. :)

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

DC 13 Will save: 1d20 + 4 ⇒ (15) + 4 = 19

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Fort save: 1d20 + 4 ⇒ (12) + 4 = 16
Will save: 1d20 + 4 ⇒ (19) + 4 = 23

Noticing the enemies appear OP-1 moves to line up a better shot trying to hide behind the rest of the party to catch his target by surprise.

Trick shot using stealth: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 (dc 20+target's CR)
To hit EAC Red(vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
Extra trick shot damage: 1d8 ⇒ 4

If trick shot worked target is flatfooted vs everyone till the start of my next turn

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

At least I don't have to walk into the monster's jaws this round.

Nice attack, Revvy. Go team!


Hey! Looks like everyone made that will save! Good job!

Ears stops in his tracks. Something is clearly wrong with him. Ears feels his muscles tense up and stiffen.

OP-1 and TheFreeman begin firing at the first creature, with OP-1 landing a scorching blow.

The first creature steps forward, attempting to drag poor Ears off into the bushes (well, really just trying to bite him for now...)

to hit: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d6 + 9 ⇒ (2) + 9 = 11

Patterson and Ears:
Patterson, you did make the will save. At this time, both you and Ears are also in range of the paralyzing scent coming from the creature. I'll need DC 13 FORT saves from both of you. The good news is that once you make the save, you are immune for 24 hours (though you'll have to continue to make the will saves, which are different).

Bold may go. Please remember to make your save(s) before you go as noted above. I moved Navasi up in the order to make this just a bit easier. Round 1.
1. OP-1
2. TheFreeman
3. Ears (-11)
4. Enemy Red (-9 and flatfooted)
5. Patterson (saved on will for this turn already)
6. Navasi

7. Enemy Blue

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Fort save: 1d20 + 4 ⇒ (17) + 4 = 21

Are the markings on the map walls? Assuming they are:

Patterson sidesteps and shoots at the creature, his laser blast triggering as he's aimed at the ground.

Artillery laser to Red vs. flatfooted EAC: 1d20 + 9 ⇒ (1) + 9 = 10


Yes, if you're referring to the black lines within the complex, they are certainly walls. They vary somewhat in height (though there aren't many that are less than 8-10' tall). They are also covered with vines and other vegetation.

By the way, the picture of these beasts are from the new set of Starfinder of minis. I was able to get a hold of some last week, and got one of these. It's a great mini, and I would say the paint jobs are better than average when it comes to pre-painted collectible minis.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Mother!?

Fort save v DC 13: 1d20 + 3 ⇒ (19) + 3 = 22
Will save v DC 13: 1d20 + 3 ⇒ (12) + 3 = 15

Spoilered actions, just in case:

The pain from the bite jolts the ysoki from his paralysis. Ducking under Freeman's drone, he quickly runs behind Patterson. "Gun or knife, big fella?"

Move as shown. Cast supercharge weapon on Patterson's choice. +4d6 of damage if you hit.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Will DC13: 1d20 + 6 ⇒ (11) + 6 = 17

Navasi resists the lure of the plant-beasts... for now.

Stepping to the side to open a clear line of fire, Navasi draws her flame pistol.

"Keep yourself clear now," she warns her companions, flame spewing from her weapon.

Anarchic flame pistol: 1d20 + 5 ⇒ (5) + 5 = 10
Fire damage, 20ft line: 1d4 + 2 ⇒ (4) + 2 = 6


Patterson and Ears:
You are now immune to the Fort saves.

The creature that is further away begins slowly making its way through the overgrown complex [ooc](yes, they are molasses slow--they really need you to come to them, so if one or two of you could fail a save, that would be great...)

Neither Patterson or Navasi manage to hit with their weaposn. It appears Ears has shaken off whatever he was going through, and it preparing to cast a spell.

[ooc]Bold may go. Please remember to make your save(s) before you go as noted above. Round 2.
1. OP-1
2. TheFreeman
3. Ears (-11)

4. Enemy Red (-9 and flatfooted)
5. Patterson (saved on will for this turn already)
6. Navasi
7. Enemy Blue

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

will: 1d20 + 4 ⇒ (2) + 4 = 6

Freeman has no intention to get closer... He moves a little to the side to get a shot and takes it. Drone, in the middle of a crush, moves 10' straight up so he can try to add some fire in next time.

overcharged ice carbine: 1d20 + 5 ⇒ (11) + 5 = 16
C+P damage: 1d8 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10


TheFreeman, your failed will save means you MUST use two actions to move closer to one of the creatures. You can take no other actions. For simplicities sake, we will say you move closer to red, though when blue is closer anyone who fails a save might move toward blue.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

The pain from the bite jolts the ysoki from his paralysis. Ducking under Freeman's drone, he quickly runs behind Patterson. "Gun or knife, big fella?"

Saves made in last post. Move as shown. Cast supercharge weapon on Patterson's choice. +4d6 of damage if you hit.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"Gun."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Done! Ears slaps the man's rifle butt. And I hope you make your save.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

My bad, horribly misread that.
Freeman trances out and walks right up to the one. Drone gives a rude whistle and floats up 15' for a better view.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Confused on why The Freeman would move next to the creature in a trance OP-1 says "Don't approach, come back here and fire at them from a distance. It's the tactical better approach"

Will save: 1d20 + 4 ⇒ (9) + 4 = 13

" ...should I join him? .....No, stay here and fire..."

Before following his own tactic

Trick shot using stealth: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Extra trick shot damage: 1d8 ⇒ 7

If hit, red is flatfooted vs everyone till the start of my next turn

101 to 150 of 212 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / (Outpost IV) GM Quirk's Strike at Zone 78 All Messageboards

Want to post a reply? Sign in.