phaeton_nz |
And red slime splatters onto Jersey's jersey. Only Blue is left.
Von Junzt |
Von Junzt demoralizes blue and moves away from the kerfuffle:
Intimidate to Demoralize blue: 1d20 + 15 ⇒ (3) + 15 = 18
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
phaeton_nz |
Blue is now shaken but not stirred.
Seggas Yakan, DVM DMD |
Seggas glances around the large form of Sturmvanger and raises up Bii to take another shot.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (8) + 5 = 13
Acid Damage: 1d6 ⇒ 4
She curses as her aim gets thrown off by the slime starting to shake about. "Dangit, why the flip is a slime jumping up and down like that?"
Sturmvanger |
Sturmvanger sees an opening and steps up to take advantage.
Tactical Doshko): 1d20 + 5 ⇒ (3) + 5 = 8
Piercing: 1d12 + 4 ⇒ (12) + 4 = 16
He has no more luck than his bonded partner. In fact, he misses by a larger margin.
<We should definitely avoid *muted-Vesk-Metal.*>
Misty kit |
Taking an aim at the blue creature Misty Kit fires.
Nightarch Needler: 1d20 + 7 ⇒ (3) + 7 = 10Damage: 1d6 + 1 ⇒ (6) + 1 = 7
"Is it just me, or is this thing really hard to hit?"
phaeton_nz |
Seggas actually manages to hit ((Blue: -4)) to her surprise.
Blue smacks Jersey back
pseudopod: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 sonic: 1d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Everyone is up.
((Is that Nightarch Needler versus EAC or KAC?))
Seggas Yakan, DVM DMD |
Seggas looks up at Sturm with widening eyes.
She pulls out her data pad and starts to play a lullaby on full volume, before she regrips her weapon and fires another shot at the hopefully less rambunctious slime.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Acid Damage: 1d6 ⇒ 6
phaeton_nz |
Blue: -15
Sturmvanger |
Sturmvangers moves a bit closer to the fight then takes another swing, trying to end the fight once and for all.
Tactical Doshko): 1d20 + 5 ⇒ (6) + 5 = 11
Piercing: 1d12 + 4 ⇒ (4) + 4 = 8
For some reason, he just can't seem to get a bead on the thing.
Von Junzt |
Von Junzt goes around the ooze and activates one of his restraining spinnerets on the creature:
Restraining spinneret vs. EAC: 1d20 + 4 ⇒ (7) + 4 = 11
Rounds entangled (if it hits): 1d4 ⇒ 2
Entangled: You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Ending the entangled condition requires the target to succeed at an Acrobatics check or Strength check as a move action (DC 14).
Jersey 12 Joro |
Jersey switches his focus to the final ooze. "You'll be playing a new tune soon!"
Starknife vs KAC: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage (P): 1d4 + 3 ⇒ (1) + 3 = 4
Starknife vs KAC: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Damage (P): 1d4 + 3 ⇒ (4) + 3 = 7
Misty kit |
KAC, it's a solid projectile.
vs KAC: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d6 + 1 ⇒ (2) + 1 = 3
Instead of saying anything through teleptahy, this time Misty Kit speaks aloud.
In a voice like a foghorn, Misty Kit cheers. "Yes! Yes! I hit it!"
phaeton_nz |
It's not sure who made the killing blow but everyone nearby is splatted with blue slime. It is possible Jersey could now sell his jersey to an art gallery.
=== Combat over ===
Von Junzt |
Von Junzt will take a 10 minutes break to replenish his spinneret, if possible.
Sturmvanger |
Sturmvanger closes his eyes just in time to avoid getting goo in them. He blows out his breath to spray what has surrounded his mouth away then wipes his eyes.
Then, incredulously he pats himself down. "Hey! I didn't get hit."
Misty kit |
"No injuries here either." Misty Kit thinks at the group. "I wouldn't mind a short moment to restock my biohacks, but I am otherwise good to go if the group decides on speed."
Misty Kit spends a moment reloading their dart launcher.
phaeton_nz |
A ten minute rest is easily obtained. As you look around, you can easily deduce what happened—a nearby music store has broken windows and a powered-down electronic enclosure inside.
Once rested, you resume your journey to the Lorespire, taking the more direct route. Soon, you reach Drifter's End, the familiar neighberhood near the Lorespire.
The sprawling streets and corridors of Drifter’s End are barren without the blaze of neon signs and bustle of pedestrians. The streets are nearly empty, and most windows of shops, bars, and apartment housing units have been quickly boarded up with plywood or
sheets of corrugated metal. A pregnant silence hovers over the stricken neighborhood, as though the Station itself holds its breath in anticipation.
Flickers of peripheral movement attract attention as dozens of spindly machines emerge like hornets from a disturbed nest. The black and silver bots crawl out of grates, explode through doorways and hatches, and tumble out of alleyways to form a writhing mass in the middle of the street. The crowd collectively snaps to attention and scuttles away, as though bound for a singular destination.
Sturmvanger |
"Destroyed by our own machines. I'd swear off all electronics but the best weapons have chips," Sturmvanger says.
He waits to see if anyone answers Jersey's question.
Von Junzt |
"Where... are... they... going?" Von Junzt tries to spot their destination - he stands on a chair or something equally nonathletic-like.
Misty kit |
"I could get some altitude and get a look. In fact, I will."
Misty Kit flies in a spiral that more or less leads straight up for a while.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
And then returns to the party to report what they saw.
phaeton_nz |
Nobody is sure what they are but they match the description of those 'rogue units' you were told about back in the Security Pavilion.
It also looks like they too, are heading for the Lorespire Complex.
Sturmvanger |
"Agreed. If we can't get there first, lets at least follow them closely so that we can stop them if they get started," Sturmvanger says.
He pulls out his impact cannon and breaks into a trot on the trail of the bots.
Misty kit |
"Yes, let us go for a rescue."
Misty Kit readies their weapon as the group moves.
And they are also reading Startled Scream
Before initiative is rolled during an encounter, you can scream as part of combat banter even if you’re surprised. If you do, allies who are surprised but can hear you don’t gain the flat-footed condition, while allies who aren’t surprised gain a +1 insight bonus to initiative checks. You gain the appropriate benefit depending on whether you are surprised or not. However, your scream is loud, possibly drawing the attention of foes that can hear you and alerting others within earshot. You’re also shaken until the end of your next turn.
phaeton_nz |
As you start following the bots, the trailing six stop and turn, as if to prevent you from doing so. They are small bots.
Misty screams.
Initatives:
red: 1d20 + 2 ⇒ (20) + 2 = 22
orange: 1d20 + 2 ⇒ (3) + 2 = 5
yellow: 1d20 + 2 ⇒ (6) + 2 = 8
green: 1d20 + 2 ⇒ (3) + 2 = 5
blue: 1d20 + 2 ⇒ (8) + 2 = 10
purple: 1d20 + 2 ⇒ (11) + 2 = 13
el'zar: 1d20 + 0 + 1 ⇒ (18) + 0 + 1 = 19
sturmvanger: 1d20 + 0 + 1 ⇒ (13) + 0 + 1 = 14
von juntz: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
seggas: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
jersey: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
misty: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Order: Red, Seggas, Von Juntz, El'zar, Sturmvanger, Purple, Misty, Blue, Yellow, Orange, Green, Jersey.
Red skitters up to Sturmvanger and wallops him with an integrated tactical blade.
blade: 1d20 + 7 ⇒ (14) + 7 = 21 bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7
Seggas, Von Juntz, El'zar and Sturmvanger are up.
Sturmvanger |
Sturmvanger seems to recoil at the blow but then it becomes evident that he drawing back and drawing up, summoning something from deep inside him. He then lurches his head forward, opening his mouth wide and letting a cone of fire erupt straight in the face of the robot that attacked him.
Breath Weapon (Fire) Damage: 1d6 ⇒ 2
It's a 30' cone so it gets red, orange, yellow and blue. They can make a DC14 Refl save for half.
El'zar Ill Magnificao |
Elzar repositions and readies to throw his survival knife at the first bot to come within 20 feet.
vs KAC: 1d20 + 3 ⇒ (10) + 3 = 13
Damage(s): 1d4 + 2 ⇒ (1) + 2 = 3
Von Junzt |
Von Junzt moves to be better protected by the little lake and demoralizes Orange:
Intimidate to Demoralize orange: 1d20 + 15 ⇒ (18) + 15 = 33
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
phaeton_nz |
ref: 1d20 + 0 ⇒ (6) + 0 = 6 red
ref: 1d20 + 0 ⇒ (10) + 0 = 10 orange
ref: 1d20 + 0 ⇒ (19) + 0 = 19 yellow
ref: 1d20 + 0 ⇒ (8) + 0 = 8 blue
Orange is also shaken for 4 rounds
Red: -2; Orange: -2 & shaken 4, Yellow: -1; Green: 0; Blue: -2; Purple: 0
((Waiting on Seggas))
phaeton_nz |
((Botting Seggas))
Seggas takes a shot at Orange
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (12) + 5 = 17
Acid Damage: 1d6 ⇒ 4
((insert Seggas's post))
Purple moves down and activates it's eye laser. A beam of fire and electricity, effectively 120ft long, goes through El'zar and Misty.
f&e: 1d6 ⇒ 3 ref save for half.
Misty is up
Seggas Yakan, DVM DMD |
Dangit sorry to hold things up! Joined PaizoCon Europe and it drained me pretty badly!
Seggas pulls out her Bioblaster and with a syringe that extends from a finger injects something into it. She looks up as Sturm gives her a psychic call to watch him, and her eyes widen as she watches him.
She raises Bii and fires a bolt of sickly blue acid at the orange painted robot.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (19) + 5 = 24
Acid Damage: 1d6 ⇒ 3
As the acid burns into the bot, it's obvious that there was about a full mol of nanobots accompanying it as they spread out and start to attack the things armor and leg joints.
-2 AC to Orange, and 50% reduction to all it's speeds.
phaeton_nz |
((I feel your pain Seggas - I was a bit knocked out after Paizocon Europe too))
Red: -2; Orange: -5, -2AC, half speed & shaken 4, Yellow: -1; Green: 0; Blue: -2; Purple: 0
Orange takes a five foot step and also uses it's eye beam, the line going through Misty and Seggas
f&e: 1d6 ⇒ 4 ref save for half.
Yellow runs forward to melee attack Sturmvanger
blade: 1d20 + 7 ⇒ (2) + 7 = 9 bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
Blue moves to a spot where it can eye-beam through Misty and Von Juntz
f&e: 1d6 ⇒ 5 ref save for half.
And Green positions itself so it can eyebeam Misty and Jersey.
f&e: 1d6 ⇒ 3 ref save for half.
So that's four ref saves required from Misty, and one each from Inovu, Seggas, Von Juntz, and Jersey. The DC is 9
Jersey is up.
Jersey 12 Joro |
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
"Whoa! Watch where you are shooting those things!" Jersey dodges most of the beam but still gets grazed by it.
He draws his singing disk and launches it an the nearest bot. Yellow
Singing disk vs EAC: 1d20 + 6 ⇒ (7) + 6 = 13
Damage (So): 1d4 + 3 ⇒ (1) + 3 = 4
phaeton_nz |
Red: -2; Orange: -5, -2AC, half speed & shaken 4, Yellow: -5; Green: 0; Blue: -2; Purple: 0
Red slams into Sturnvanger again.
blade: 1d20 + 7 ⇒ (13) + 7 = 20 bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5
Seggas, Von Juntz, El'zar, and Sturmvanger are up.
Seggas Yakan, DVM DMD |
Seggas just stands in place as the plasma washes over her. She moves Bii out of the brunt of the ray, but otherwise doesn't move a muscle. As the flames wash over her, scales start to push from her skin. Very clearly different from the metallic dragon scales of her companion, these are the red hardened scales of a demon. As the heat fades, the scales disappear back into Seggas's skin.
5 resistance to both fire and electricity. Outside of a crit and two very good dice rolls, those rays aren't going to hurt.
Seggas raises Bii up again and fires a shot at the creature harrying her partner. "Sturm on your right, watch out for the acid blob!"
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (6) + 5 = 11
Acid Damage: 1d6 ⇒ 3
She proves to be a little too cautious with her friend and aims too wide.
phaeton_nz |
Seggas just manages to hit Yellow (-8)
phaeton_nz |
Seggas also notes that they are vulnerable to acid ((adjusting damages))
Red: -2; Orange: -6, -2AC, half speed & shaken 4, Yellow: -9; Green: 0; Blue: -2; Purple: 0
Von Junzt |
Von Junzt demoralizes Blue and Red!
Intimidate to Demoralize blue: 1d20 + 15 ⇒ (11) + 15 = 26
Intimidate to Demoralize red: 1d20 + 15 ⇒ (1) + 15 = 16
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
Sturmvanger |
Sturmvanger recalls the battle techniques he learned back in the arena hardening his skin by sheer force of will and concentration.
He then lashes out with his doshko, an ancient instinct causing him to focus on the most injured of their opponents.
Tactical Doshko): 1d20 + 5 ⇒ (1) + 5 = 6
Piercing: 1d12 + 4 ⇒ (4) + 4 = 8
The weapon goes sailing over the head of his opponent.
DR1/- for the next 4 rounds thanks to my Battlemaster Fighting Style.
Misty kit |
Fort 1: 1d20 + 3 ⇒ (17) + 3 = 20
Fort 2: 1d20 + 3 ⇒ (7) + 3 = 10
Fort 3: 1d20 + 3 ⇒ (12) + 3 = 15
Fort 4: 1d20 + 3 ⇒ (5) + 3 = 8
Let's hope some of those worked. Though I only see 3 save triggers in the post.
phaeton_nz |
There was an earlier save trigger a few posts up
Misty takes only half damage from all but the last one. ((DC 9))
Both Sturmvanger and El'zar miss their attacks.
Blue and Red are shaken.
Red: -2 & shaken; Orange: -6, -2AC, half speed & shaken 4, Yellow: -9; Green: 0; Blue: -2 & shaken; Purple: 0
Purple scuttles next to El'zar and tries to whack him with a tactical blade
blade: 1d20 + 7 ⇒ (8) + 7 = 15 bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
Misty is up.