| Locket Alyara |
With Improved Get 'Em, Locket's attacks will be:
23 to hit Yellow for 31 dam and
20 to hit Blue for 26 dam.
| therealthom |
BG_ that's going to keep Zephyr in the blast radius and subject to 25 damage. Please make a DC 20 Ref save for half. Your current post will stand, but you'll need to gain at least another 10' of altitude to fire on Flags without him having cover from the platform.
Cellion, both those are things I'm likely to forget from time to time. Please keep me honest if you think I did.
Locket smashes the head of the lead jinsul, arcs the orb around to catch the one trying to slide by on his left, then slings the orb into that one again as it reaches out for Faelyn. Both collapse at his feet.
Zephyr punches a laser beam into Flag's thorax. Its screeches click up a notch. His second beam clips the edge of the platform instead the jinsul leader.
Faelyn finds his intended victim dead at his feet. Instead he taunts and attacks the one behind Locket.
Harlan alters reality for the last jinsul engaged in melee and the one by the spire.
The door to Harlan's right slides open and two more jinsul appear.
Initiative, Round 2/3. Everyone's up after I get time to roll for the jinsuls.
Harlan -14 ?
Zephyr
Faelyn
Locket -11
.
Flags -22
Red Jinsul -64
Orange Jinsul -9
Old Yellow Jinsul dead
Green Jinsul -45
Blue Jinsul dead
Yellow Jinsul
BLack Jinsul
| Faelyn "Nym" Arbane Safir |
Move action: Quick Quip on orange.
“Is your job to stand there looking stupid? Cuz' you're really good at it.”
Diplomacy with expertise vs orange: 1d20 + 20 + 1d6 + 1 ⇒ (18) + 20 + (6) + 1 = 45
If success, orange’s attacks against me are off-target, and it’s flat-footed against my attacks; this effect lasts until the end of my next turn.
Standard action: Improved Get ‘Em, spending 1RP. EVERYONE gets +2 to hit AND +2 to damage against ALL targets (except flags) before my next turn.
“We’ve got company! Let’s get ‘em all!”
Clockbaton strike at blue KAC: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
If hit, bludgeoning and electric damage: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8
RP 9 = 10-1
| Z-4 "Zephyr" |
Reflex Save: 1d20 + 8 ⇒ (9) + 8 = 17
The explosive blast overwhelms Zephyr’s force field and thermal capacitor, but they absorb the bulk of the damage.
| Z-4 "Zephyr" |
Zephyr gains another twenty feet in altitude and lines up a shot on the flag-draped Jinsul, trying to take it out!
Artillery Laser: 1d20 + 14 ⇒ (7) + 14 = 21
Laser Damage: 2d8 + 14 ⇒ (3, 1) + 14 = 18
Dreamer of the Host
|
The jinsul on the high platform gets a running start and leaps for Zephyr. It slams into him and claws at the android but can't latch on and drops into the depths of the room.
That would have been fun.
The jinsul (green) by the spire charges forward and leaps the gap toward Locket. Its leg-blades slash at him as it descends to land beside him. It misses and lands awkwardly on the deck. If you've got reach, Locket gets an AoO as it comes in.
Flags screeches some more. Zephyr finds himself engulfed by a cloud hand-sized bots that materialize all around him, restricting his movements. -2 to hit on attacks until further notice.
The large doors beside the landbound party members slides open and two fresh jinsuls swarm onto the platform. Leg-blades bristling, they close with Faelyn and Harlan. Faelyn gracefully sidesteps a slash, but Harlan is not as fortunate. You can glimpse more jinsuls coming behind them.
Initiative, Round 2/3. Jinsul rolls. Status incorporates blast damage, and damage from this round's jinsul attacks. Not party attacks. Harlan and Locket to go.
Harlan -36
Zephyr -25 (10 temp point) -15
Faelyn -12
Locket -23
.
Flags -22
Red Jinsul -64
Orange Jinsul -9 slowed
Old Yellow Jinsul dead
Green Jinsul -45 saved
Blue Jinsul dead
New Yellow Jinsul
BLack Jinsul
Zephyr's black force field
Harlan, +2 AC each round he casts
Flags, haste and 9 rounds of forcefield left ? microbots concentration +1
Next reinforcements 1d4 ⇒ 4 Round 7.
Will save, orange: 1d20 + 5 ⇒ (8) + 5 = 13
Will save, green: 1d20 + 5 ⇒ (18) + 5 = 23
REd, jump to Zephyr: 1d20 + 15 ⇒ (15) + 15 = 30
Grapple v KAC+8, : 1d20 + 13 ⇒ (13) + 13 = 26
Green, jump to Locket: 1d20 + 15 ⇒ (8) + 15 = 23
Melee bite v KAC, L: 1d20 + 13 ⇒ (1) + 13 = 14 ... damage: 1d6 + 9 ⇒ (4) + 9 = 13 P) or
Microbot Assault
Source Starfinder Core Rulebook pg. 364
Classes Technomancer 2
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect distracting cloud of microbots
Duration concentration + 1 round
Saving Throw none; Spell Resistance no
Description
You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.
The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.
black attacks, 1=F: 1d2 ⇒ 2
Melee bite v KAC, F: 1d20 + 13 ⇒ (4) + 13 = 17 ... damage: 1d6 + 9 ⇒ (5) + 9 = 14 P) or
Melee bite v KAC, H: 1d20 + 13 ⇒ (20) + 13 = 33 ... damage: 1d6 + 9 ⇒ (3) + 9 = 12 P) crit damage: 1d6 + 9 ⇒ (3) + 9 = 12
| Harlan Riggs |
Harlan grunts in disgust as the creatures slips past his wards and armor. What a scam those were. He lifts up from the ground and carefully floats 5-ft away from the black jinsul. He then casts another spell to blaze straight through the two new jinsul and head down into the pit to hopefully get out of their melee range and direct line of sight. (Goal is to cast rocket dash and end up just below the elevation of the platform. Harlan has flight so he can end floating in the air. Yellow and black get a DC19 Reflex for half but don't get to take AoOs.
Rocket dash (F): 5d6 + 8 ⇒ (6, 5, 4, 6, 3) + 8 = 32
| Locket Alyara |
Locket's kusari-fundo zings out to meet the incoming jinsul as it lands on the platform beside him.
AoO on Green: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Cold damage: 3d4 + 13 + 2 ⇒ (3, 3, 3) + 13 + 2 = 24
With the arrival of jinsul reinforcements, Locket and Faelyn find themselves outnumbered two-to-one. "Be ready to duck!" he calls to his companion.
Move action: Adaptive Fighting (Great Cleave) Round 1/10
Adjusting the orbit of his twirling weapon, Locket attempts to take advantage of the jinsul's poor landing, sending it arcing out again toward the creature. Quickly pivoting his foot, he turns and sends the flaming orb arcing toward the cluster of foes surrounding Faelyn.
Spinning Cleave: Locket has -2 to AC until his next turn
Kusari-fundo (Green): 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Cold damage: 3d4 + 13 + 2 ⇒ (1, 3, 2) + 13 + 2 = 21
Kusari-fundo (Orange): 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Cold damage: 3d4 + 13 + 2 ⇒ (4, 4, 2) + 13 + 2 = 25
Crit damage?: 3d4 + 13 + 2 ⇒ (2, 3, 4) + 13 + 2 = 24
Spending 1 RP to continue Cleave
Kusari-fundo (Yellow): 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Cold damage: 3d4 + 13 + 2 ⇒ (1, 2, 3) + 13 + 2 = 21
If that's a hit on Yellow, spending 1 RP to continue Cleave
Kusari-fundo (Black): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Cold damage: 3d4 + 13 + 2 ⇒ (3, 4, 4) + 13 + 2 = 26
RP:5/9
Dreamer of the Host
|
Faelyn's taunt strikes home, so does his pistol. {ooc] I'm assuimg the pistol shot was at orange, not blue. [/ooc]
Zephyr blasts the wall just over the flag-draped jinsul's head.
Beep, beep Harlan blazes a trail, scorching the jinsuls and leaving a line of fire on the deck behind him. He ends floating in the air. and look at the camera.
Locket's kusari-fundo leaves chill trails spiraling around him as it ricochets off all the opponents around him.
Only black and flags remain standing.
The black jinsul focuses on the nearest target, Faelyn. Its leg-blades rip into the aasimar. (27 damage)
Another small cubic object flies toward the party and explodes violently. There's a certain cold-bloodedness in the action because the jinsul with you is also incinerated.
(33 damage for Locket, Harlan, and Faelyn. DC 20 save for half. )
Initiative, Round 3/4. everyone to go.
Harlan -36
Zephyr -25 (10 temp point) -15
Faelyn -12
Locket -23
.
Flags -22
Red Jinsul dead
Orange Jinsul dead
Old Yellow Jinsul dead
Green Jinsul dead
Blue Jinsul dead
New Yellow Jinsul dead
BLack Jinsul -42
Ref save, black: 1d20 + 8 ⇒ (11) + 8 = 19
Ref save, yellow: 1d20 + 8 ⇒ (9) + 8 = 17
leg blades v KAC, F full attack : 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27 ... damage: 1d6 + 9 ⇒ (3) + 9 = 12 P; critical 1d6 bleed)
leg blades v KAC, F full attack : 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24 ... damage: 1d6 + 9 ⇒ (6) + 9 = 15 P; critical 1d6 bleed)
Explosion: 9d6 ⇒ (6, 3, 1, 3, 1, 4, 5, 4, 6) = 33
| Z-4 "Zephyr" |
With the strange hands harrying him, Zephyr orients his precision sniper rifle on the flag Jinsul and takes careful aim.
Aimed Sniper Laser with -2: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
Laser Damage: 2d8 + 8 ⇒ (3, 7) + 8 = 18
| Faelyn "Nym" Arbane Safir |
Reflex save vs flags’ spell: 1d20 + 9 ⇒ (6) + 9 = 15
Swing and a miss on the save. Ow. Faelyn is out of stamina and down to 28 HP.
Bleeding and smoking from the attacks, Faelyn steps toward Locket and looks straight into black’s eyes as he raises his pistol.
Move action: Guarded step.
“Fine… attack with something I’m not naturally resistant to. I see how this is going to be. Let’s get that one.”
Standard action: Improved Get ‘Em on black. Everyone targeting black gets +2 to hit before my next turn.
Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).
Shoot yellow: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
If hit, cold damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
| Harlan Riggs |
Reflex vs. explosion: 1d20 + 5 ⇒ (17) + 5 = 22
Harlan somehow dodges the explosion while in the air, just getting a little burned. Well, maybe more than a little. He's looking rather rough. He floats his way north and west, staying underneath the platform in order to reduce the ability of the enemy jinsul to target him. He turns himself invisible while out of direct line of sight.
| Locket Alyara |
Save DC20: 1d20 + 7 ⇒ (6) + 7 = 13 If relevant, Locket has damage resistance 5 to cold/fire. I forgot about it on previous blast
Caught on the tail-end of his all-out attack, this time Locket is unable to avoid the incoming explosion.
Twisting his torso to a side, Locket draws his arm across his body, bringing the weighted end of the kusari-fundo curving with the motion. Extending his arm out before him, he redirects the weapon's path and, with a step toward the lone jinsul in his proximity, he sends it arcing toward his foe in a rapid combination counter-attack.
Kusari-fundo 1: 1d20 + 13 - 4 + 2 ⇒ (1) + 13 - 4 + 2 = 12
Cold damage: 3d4 + 13 ⇒ (4, 2, 1) + 13 = 20
Kusari-fundo 2: 1d20 + 13 - 4 + 2 ⇒ (13) + 13 - 4 + 2 = 24
Cold damage: 3d4 + 13 ⇒ (2, 1, 3) + 13 = 19
Dreamer of the Host
|
Zephyr lances Flags with another laser beam. The cloud of bots disolves into the air. Fron his high vantage the android has a clear view of the flag-bearing jinsul.
Harlan flies forward and disappears.
Faelyn dispatches the last jinsul nearby with a clean headshot at point blank range. Locket can beat the dead jinsul or repost a different move. Please let me know ASAP. Hopefully I can get a post in for you before I leave early tomorrow morning.
Over the last fallen jinsul, Faelyn and Locket get a good look down the corridor. They doesn't see any jinsuls yet, but the Starfinders can hear them clicking down the corridor, and they can move fast. The control panels beside the doors have gone dark except for a steady yellow light.
Only Flags remains in the power room. He screeches from his high platform behind the spires of the power core. He also crouches down.
Because of his higher position, he's going to have cover in varying degrees depending on your PC's location.
Initiative, Still round 3/4. Possibly Locket to redo his last turn.
Harlan -52
Zephyr -15
Faelyn -45 (did I forget to record some damage? You seem to think Faelyn is worse off than I do. )
Locket -56
.
Flags -36 still to go after Locket decides.
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 6
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 0
Next reinforcements 1d4 ⇒ 4 Round 7.
| Faelyn "Nym" Arbane Safir |
My count is 72 total damage thus far:
* 12 from first explosion (made save)
* 33 from second explosion (missed save)
* 27 slashing from black
72 total damage
72 - 48 stamina = 0 stamina and 24 damage to HP
52 HP - 24 damage to HP = 28 HP left
Thus... ow.
| Locket Alyara |
Thanks, I think I'll repost the move!
With the last of the jinsul mob falls to Faelyn's blast, Locket moves toward the other end of the platform to help support Harlan and Zephyr.
Although his angle on the flag-draped jinsul is hampered by distance and the lower vantage point, Locket draws his arm back and whips forth a line of energy in the foe's direction.
Plasma blast (vs KAC): 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14 I think just into 3rd range increment. Exactly 60ft horizontally, but the elevation takes it over
Electricity & Fire damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Dreamer of the Host
|
Faelyn's normal immaculate clothing is spotted with unsightly blood stains.
Locket moves to a firing position with a good line of sight to his target, but his energy bolt only scorches the wall.
Flags scuttles into the corner and squats so that the platform provides more cover from Locket.
Initiative/Status Round 4/5. Everyone to go.
Harlan -52
Zephyr -15
Faelyn -72 (28 HP left )
Locket -56
.
Flags -36
Sorry, just felt dead Monday night. Last night was my anniversary. We went to see Preservation Hall Jazz Band.
.
Thanks, Janosian. You're correct. I'd skipped the slashing damage.
.
SuperS, I agree on third range increment. Thanks for putting that in.
MIrror Image: 1d4 ⇒ 4
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 9/10
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 0
Next reinforcements in Round 7.
| Z-4 "Zephyr" |
"He seems to have used some kind of magic or technology to create duplicate images," says Zephyr into the comms.
Zephyr continues shooting, hoping to either damage the foe or destabilize some images! Meanwhile, his forcefield has almost fully regenerated.
Artillery Laser Full Attack: 1d20 + 10 ⇒ (1) + 10 = 11
1d5 for Jinsul image hit: 1d5 ⇒ 5
Damage on a hit: 2d8 + 14 ⇒ (4, 3) + 14 = 21
Artillery Laser Full Attack: 1d20 + 10 ⇒ (10) + 10 = 20
1d5 for Jinsul image hit: 1d5 ⇒ 4
Damage on a hit: 2d8 + 14 ⇒ (2, 3) + 14 = 19
| Harlan Riggs |
Harlan floats invisibly underneath the platform and to the west. He floats back up once he's on the other side, but doesn't have the opportunity to do much more after he gets eyes on the duplicated jinsul spellcaster. He floats just slightly down so light of sight is broken once more, just in case the jinsul can pierce invisibility.
Will bombard next turn. We're spread out enough and the enemy probably depleted enough in spells that we've got time, I think.
Dreamer of the Host
|
Zephyr, just to be sure you know. The bot cloud evaporated.
Zephyr misses cleanly with one shot and eliminates an image with his second.
Aloft and invisible, Harlan stalks the jinsul with cold calculation.
Initiative/Status Round 4/5. Faelyn and Locket to go.
Harlan -52
Zephyr -15
Faelyn -72 (28 HP left )
Locket -56
.
Flags -36
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 9/10
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 2/5
Next reinforcements in Round 7.
| Locket Alyara |
No problem, GM Thom. Happy Anniversary! I hope you enjoyed the show.
Drawing his hands together before him - thumbs, index and middle fingers of each hand touching to form a triangle - Locket breathes deeply as he pulls his hands toward his chest. Exhaling, he slowly pushes the triangle back away from his body. Extending his left hand out to the side, the pahtra rotates his wrist, moving his fingers in an arc.
The wall at his back ripples along its length, like water disturbed by a stone. Locket turns and steps toward the wall, his front foot finding purchase knee-height above floor level. Continuing his stride, the pahtra lifts his back foot from the floor, his body rotating out and down toward the floor as his centre of gravity reorients to the wall's vertical plane.
Gathering energy into a ball between his hands, he snaps his arm back and flicks a trail of energy in the huddled jinsul's direction.
Move action - activate Falcon Boots. The "stride" is just flavour for his reorienting gravity to the wall. He is essentially in the same 5ft cube, just standing on an adjacent face.
Plasma blast (vs KAC): 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16 w/same range penalty
Electricity & Fire damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19
| Faelyn "Nym" Arbane Safir |
Sorry — missed my cue!
Nym moves along the platform away from the door. As he does, he reaches into his backpack and pulls out a Mk 2 serum of healing.
Gnomish duffel acts as a Starfinder backpack, letting him pull an item out as if he was drawing a weapon.
He takes a deep breath and downs the serum.
“If we have company coming, I’d better get ready for them.”
Mk 2 Serum of Healing: 3d8 ⇒ (4, 2, 5) = 11
28 + 11 = 39 current HP
His body warms from the liquid, but he still feels worse than he hoped.
Catching his breath, he taps comms. “We found the power core, plus a bunch of jinsuls. We’re down to the leader of the first wave, but more are on the way. Sending our location.”
He sends a link to the Find My Comm Device feature on his pad so the sabotage team can follow.
“Can anyone try the door controls and see if we can lock this room? His backup team is coming.”
Dreamer of the Host
|
The control panels beside the doors have gone dark except for a single steady yellow light.
Faelyn tries to rejuvenate himself with a serum.
Flags remains crouched in the corner. It draws a pistol and fires frantically at Zephyr. One beam actually strikes the android and he feels heat bleed out of his armor.
Initiative/Status Round 5/6. Everyone to go.
Harlan -52
Zephyr -28
Faelyn: 39 HP left
Locket -56
.
Flags -36 (3 images)
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 10/10
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 4/5
Next reinforcements in Round 7.
Ranged sable shadow pistol, v Z full attack : 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28 ... damage: 1d10 + 9 ⇒ (4) + 9 = 13C; critical blind)
Ranged sable shadow pistol, v Z full attack : 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20 ... damage: 1d10 + 9 ⇒ (7) + 9 = 16C; critical blind)
| Z-4 "Zephyr" |
Between Zephyr’s force field and thermal capacitor, the heat-draining energy that strikes him is greatly reduced (my calculations 5 off from thermal capacitor and 9 off from force field—not sure if damage counter shown is before or after this is taken into account).
Expecting reinforcements soon, Zephyr keeps firing at the tricky Jinsul!
Artillery Laser Full Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Laser Damage: 2d8 + 14 ⇒ (5, 3) + 14 = 22
Artillery Laser Full Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Laser Damage: 2d8 + 14 ⇒ (1, 8) + 14 = 23
| Locket Alyara |
Locket moves vertically up the walls to improve his line of sight on the jinsul. (or as much as a max of 30 ft will allow)
Flinging his arm first back and then out, he whips an arc of energy crackling across the room toward the jinsul.
Plasma blast (vs KAC): 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Electricity & Fire damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19
| Harlan Riggs |
Harlan stays out of view of the jinsul as he lobs another explosive blast up and above the platform the creature is on. He angles it to flood the entire platform with fire without also catching himself in the blast.
Explosive Blast (F): 9d6 + 8 ⇒ (6, 5, 4, 3, 2, 6, 6, 3, 5) + 8 = 48 DC20 Reflex for half
Now revealed, he flies down and away to hide under the nearby catwalk and stay out of the foe's view.
| Faelyn "Nym" Arbane Safir |
Faelyn opens his wings and ascends 15’ diagonally, moving forward one square in the process.
“Let’s get Flags!”
Standard action: Improved Get ‘Em on flags. Everyone targeting flags gets +2 to hit before my next turn.
Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).
Shoot flags: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 ((second range increment))
If hit, cold damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Dreamer of the Host
|
Thanks, BG. Needed the reminder. Got your forcefield at 0 THP after the shot of cold.
Zephyr's laser reduces the confusion of bodies and limbs that appears to be Flags.
Locket's plasma blast is wide again. Locket's having a tough time with ranged attacks. Better go get into melee with Flags. (PLeeeease?)
Harlan solves the confusing image problem by blasting the entire platform.
Apparently feeling better, Faelyn shows everyone how its done. His gelid blast apparently obliterates on version of Flags, but only one.
You're still faced with two banner-strewn, outraged jinsuls in the corner of the higher platform. At least you can count the legs now.
It's a frustrated, jerkily moving jinsul that swings its pistol away from Zephyr and tries to shoot Locket off the wall. Cold drains the warmth from the pahtra's shoulder.
Clatter click and shadows of two jinsuls at the door. Reinforcements have arrived. [ooc] They actually get here after you go in round 6. I just want you to feel the approaching menace. MWHa, HA HA!
Initiative/Status Round 6/7. Everyone to go.
Harlan -52
Zephyr -19 (thermal capacitor -5 fire)
Faelyn: 39 HP left
Locket -68 (56 HP)
.
Flags -36 (1 images)
Zephyr hits 1d4 ⇒ 3
Faelyn hits 1d3 ⇒ 3
Ranged sable shadow pistol: 1d20 + 18 ⇒ (9) + 18 = 27 ... damage: 1d10 + 9 ⇒ (3) + 9 = 12C; critical blind)
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 0/10
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 4/5
Next reinforcements in Round 7.
| Z-4 "Zephyr" |
With the remaining Jinsul down to one image and exploded by Harlan’s Explosive Blast (should be down another 24 or 48 hp), Zephyr fires another pair of laser bolts even as his force field begins to recover.
Artillery laser full attack with get em: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d8 + 14 ⇒ (8, 1) + 14 = 23
Artillery laser full attack with get em: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d8 + 14 ⇒ (5, 2) + 14 = 21
Dreamer of the Host
|
Thanks again, BG.
Zephyr's laser vaporizes the last image.
Initiative/Status Round 6/7. Everyone to go.
Harlan -52
Zephyr -19 (thermal capacitor -5 fire)
Faelyn: 39 HP left
Locket -68 (56 HP)
.
Flags -56 (0 images)
1d2 ⇒ 2
Ref Save: 1d20 + 10 ⇒ (12) + 10 = 22
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP 0/10
Harlan, +2 AC each round he casts
Flags, haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 0/5
Next reinforcements in Round 7.
| Locket Alyara |
The thinking behind Locket keeping some distance away from flags was concern about the reinforcements catching us unawares. Especially, given it would take multiple turns for him to just close to melee range.
"We've got company on the way!" Locket calls in warning.
Having gained some altitude, he dashes along the wall to a point directly across from the jinsul.
Gathering the energy before him, he sends another lash cracking across the room.
Plasma blast (vs KAC): 1d20 + 13 + 2 - 2 ⇒ (20) + 13 + 2 - 2 = 33 w/Get 'Em & inside 2nd range increment
Electricity & Fire damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Crit damage?: 2d6 + 12 ⇒ (4, 3) + 12 = 19
| Harlan Riggs |
Confident that Flags' days are numbered, Harlan floats up enough to get his beady eyes on it. The moment he has a visual he waves his hand and sends a pair of force bolts at the foe. "Company, eh? I wonder how they'll like seeing the smoldering leftovers we're leavin' here?"
Magic Missile (Fo): 2d4 + 6 ⇒ (4, 4) + 6 = 14
| Faelyn "Nym" Arbane Safir |
Faelyn sees the shot hit Locket. He moves closer for support.
“You’ve got this, Locket. Stay strong!”
Move action to get closer to Locket
Standard action for Inspiring Boost
Locket gains 22 stamina points.
Dreamer of the Host
|
Locket shuffles along the wall, then unleashes a plasma blast straight up from his altered frame of reference. This one catches Flags semi-erect and screeching at high volume. When the blast's glare clears, Flags is looking small in the corner again.
Karmic justice for my comments on Locket's performance.
Harlan bolts Flags.
The flying Faelyn drifts closer to support Locket.
Two jinsul soldiers rush in. Locket's the first intruder that they see and they make a rush at him, firing their pistols. A bolt of cold frosts the wall behind Locket. The other catches him squarely.
7 whole damage!!!!
Perhaps encouraged by his new troops, perhaps just more pissed than usual, Flags straightens and sidesteps along his platform to line up Harlan and Locket. It crouches down, reaches below the edge and unleashes a surging arc of electricity.
40 Electricity damage. Reflex DC for half
Initiative/Status Round 7/8. Everyone to go.
Harlan -52
Zephyr -19 (thermal capacitor -5 fire ; Force field 3/10)
Faelyn: 39 HP left
Locket (15 SP : 56 HP)
.
Flags -109
Red
Yellow
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP in status
Harlan, +2 AC each round he casts
Flags, armor haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 0/5
Next reinforcements 1d4 ⇒ 1
L,Z: 2d2 ⇒ (1, 1) = 2
Yellow caliginous shadow pistol v EAC, L: 1d20 + 10 ⇒ (10) + 10 = 20 ... damage: 1d4 + 4 ⇒ (4) + 4 = 8 C; critical blind)
Red caliginous shadow pistol v EAC, L: 1d20 + 10 ⇒ (14) + 10 = 24 ... damage: 1d4 + 4 ⇒ (3) + 4 = 7 C; critical blind)
arc surge spell gem: 10d6 ⇒ (4, 6, 3, 3, 3, 2, 3, 6, 5, 5) = 40
| Locket Alyara |
Ha! I think so, too. Oh, I forgot that plasma blast has stun as a critical effect DC15, I think - 10+dex+1/2 weapon item level (which unarmed seems to not have a level?)
Reflex DC?: 1d20 + 7 ⇒ (6) + 7 = 13 In the event it is still needed
Trying to dodge the incoming attacks, Locket nods his appreciation of Nym's words of encouragement. "I'm on it," he assures his companion. Thanks!
Locket extends his left arm again, thumb and first two fingers extended as he rotates his hand, tracing an arc in the air. This time, the wall leading toward the jinsul leader ripples as he skips into the air, flipping his body backward to orient toward the new gravity.
Landing lightly on the wall, he continues his march forward, closing on the main jinsul's position.
| Faelyn "Nym" Arbane Safir |
Reflex save vs electricity spell: 1d20 + 9 ⇒ (9) + 9 = 18
This could be baaaaaaad…
| Harlan Riggs |
Reflex vs. lightning: 1d20 + 5 ⇒ (6) + 5 = 11
Oof, hope that stun succeeded! Faelyn, you weren't in the lightning line so no need for you to save against it.
Harlan thoroughly regrets his decision to reveal himself as he smolders. He flicks two more magical bolts at Flags, then dives back into cover before he can get further injured. He stays under the platform but puts the pillar in between himself and the enemy spellcaster.
Magic Missile (Fo): 2d4 + 6 ⇒ (1, 2) + 6 = 9
| Z-4 "Zephyr" |
Zephyr keeps up the rapid fire, hoping he can finally hit the actual spellcasting Jinsul this time!
Artillery Laser Full Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Artillery Laser Damage: 2d8 + 14 ⇒ (3, 6) + 14 = 23
Artillery Laser Full Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Artillery Laser Damage: 2d8 + 14 ⇒ (4, 1) + 14 = 19
Dreamer of the Host
|
| 1 person marked this as a favorite. |
After due consideration, FLags is stunned. Cancel Flags actions in my last post. You guys can keep your subsequently posted actions or repost if your actions change. Let me know.
When the plasma blast clears a very scorched and wilted looking Flags stands still on the platform looking directly at Locket. One of the poles holding a banner snaps and as it drags the banner down the fabric twists and momentarily folds in such a way that the banner symbols spell out "Ouch!" Then the fabric is pulled taut and the word disappears.
Initiative/Status Round 7/8. Everyone to confirm last post or write a new one if actions change.
Harlan -52
Zephyr -19 (thermal capacitor -5 fire ; Force field 3/10)
Faelyn: 39 HP left
Locket (15 SP : 56 HP)
.
Flags -109
Red
Yellow
| Z-4 "Zephyr" |
(As long as Flags is still up, Zephyr will keep firing, so no change to his actions)
| Locket Alyara |
Locket will still double move
Dreamer of the Host
|
Put Flags back in his corner. Figured Zephyr would still full attack. Locket's move makes even more sense with Flags incapacitated. Harlan's likely to change I think. And I believe Faelyn has yet to post actions for this round.
Put a second Harlan token back kinda where he was.
| Harlan Riggs |
I was actually planning on hit and run regardless, so Harlan will still keep his actions.
| Faelyn "Nym" Arbane Safir |
[dice=Reflex vs. lightning]d20+5
Faelyn, you weren't in the lightning line so no need for you to save against it.
Whew!! That could've been bad. There's something about gravity and wings that aren't moving that really affects flight!
| Faelyn "Nym" Arbane Safir |
Whoops… I missed that we were in a new round after doing the inspiring boost.
“Let’s take down Flags! Get ‘em!!”
Standard action: Improved Get ‘Em on flags. Everyone targeting flags gets +2 to hit before my next turn.
Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).
Shoot flags: 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15 ((second range increment))
If hit, cold damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Dreamer of the Host
|
Faelyn fails to freeze the frenetic jinsul leader, but somehow the shot still inspires the rest of the team.
Still smoking slightly, a screeching Flags waves his arms and extends one toward Locket. Lightning arcs along the wall toward the pahtra.
35 E damage DC 13 save for half.
Two more jinsuls clatter into the room. One charges full bore forward firing at Harlan. The other catches Zephyr side eye, skids to a stop and fires on the android. force field 0 2 damage
The two jinsuls already in the room turn their weapons on Harlan. The half-orc is surrounded by a literal web of frozen vapor. Miraculously Harlan is in the interstices between all the strands.
Initiative/Status Round 8/9. Everyone is up.
Harlan -52
Zephyr -21 (thermal capacitor -5 fire ; Force field 0/10)
Faelyn: 39 HP left
Locket (15 SP : 56 HP)
.
Flags -137
Red
Yellow
Zephyr's black force field Expires after Round 10. Heals 3 HP per round. Current temp HP in status
Harlan, +2 AC each round he casts
Flags, armor haste and Forcefield. Expires after Round 10. Heals 2 HP per round. Current temp HP 2/5
Next reinforcements 1d4 ⇒ 1
Spell gem damage: 10d6 ⇒ (1, 6, 5, 6, 1, 5, 4, 4, 1, 2) = 35 ...
4d2 ⇒ (1, 1, 1, 2) = 5
yellow Ranged caliginous shadow pistol v H EAC, full attack : 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 ... damage: 1d4 + 4 ⇒ (2) + 4 = 6 C; critical blind)
yellow Ranged caliginous shadow pistol v H EAC, full attack : 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21 ... damage: 1d4 + 4 ⇒ (3) + 4 = 7 C; critical blind)
red Ranged caliginous shadow pistol v H EAC, full attack : 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 ... damage: 1d4 + 4 ⇒ (1) + 4 = 5 C; critical blind)
red Ranged caliginous shadow pistol v H EAC, full attack : 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22 ... damage: 1d4 + 4 ⇒ (4) + 4 = 8 C; critical blind)
black Ranged caliginous shadow pistol v H EAC,: 1d20 + 10 ⇒ (5) + 10 = 15 ... damage: 1d4 + 4 ⇒ (1) + 4 = 5 C; critical blind)
green Ranged caliginous shadow pistol v EAC, full attack : 1d20 + 10 ⇒ (17) + 10 = 27 ... damage: 1d4 + 4 ⇒ (4) + 4 = 8 C; critical blind)
| Z-4 "Zephyr" |
Zephyr’s force field starts recharging a bit as he keeps shooting at Flags, hoping the creature will eventually go down!
Artillery Laser Full Attack get em: 1d20 + 12 ⇒ (14) + 12 = 26
Laser Damage: 2d8 + 14 ⇒ (2, 2) + 14 = 18
Artillery Laser Full Attack get em: 1d20 + 12 ⇒ (18) + 12 = 30
Laser Damage: 2d8 + 14 ⇒ (7, 1) + 14 = 22