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Melissas technical position might be peon willing to risk herself to keep you alive but I think in game turns that's still Ally...
I was trying to figure out when the heck you would ever use this thing...I don't think I got that the -4 was from the full attack anyway. Or -6 with the.. And Melissa was keyed in on the old unwieldy weapon paradigm.
AKH HURRY!!
Melissa's hot and cold thermos thermal capacitor knocks a leeetle bit of the edge off of that (cold resistance five). She then full attacks!... shooting jaraduk in the butt and Akh in his tail.
"violating about 12 of moms rules here.... "
Jaraduk be healed!: 6d8 ⇒ (3, 7, 2, 5, 1, 6) = 24
Mope rope be healed!: 6d8 ⇒ (3, 2, 8, 7, 8, 7) = 35

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GobboBot
"Oh I get it you just want him to shoot ME in the face more I see how this is gonna go... Gobnab it.exe"
Trick Attack 1d20 + 25 + 4 ⇒ (10) + 25 + 4 = 39
If trick attack >= 20+(1.5*CR), then target is flat-footed.
If trick attack >= 30+(1.5*CR), then ignore cover/concealment but not total.
24-atm extrusion rifle vs KAC:1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26
Damage 2d10 + 12 ⇒ (5, 9) + 12 = 26
Trick Attack Damage: 5d6 ⇒ (1, 5, 1, 3, 2) = 12 Targets CR12 and below are auto flat-footed vs trick attack

Jaraduk Cometrunner |

He feels a sudden sharp pain in his rear, and only a moment later realizes how it's helping him.
Woo! Thank you!
He turns to the tiger...
[move] Step southwest (not quite a flank?)
[standard] attack GREEN
advanced doshko attack; P damage (analog, unwieldy): 1d20 + 19 ⇒ (5) + 19 = 242d12 + 18 ⇒ (9, 12) + 18 = 39

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Very nice AoO, Akh! I'm going to say it's the first square he moved into, that triggered the AoO. So that would be one space earlier, which would have prevented the attack!
Akh rips into the tiger, spreading neon ink splatters across the light brown paving. Jaraduk steps up, his doshko splitting the thing in half!
Melissa shoots Akh and Jaraduk with healing serum, vanishing each of their flashing warning lights from your HUDs. Unfortunately, they are replaced with a ysoki-shaped one from the freezer-burn delivered by Sinjin.
Guess? sends a sniper round into the weak point opened up in Sinjin's chest, following the trail of blood that Akh opened. The drow doubles over, blood pouring over his lips in a splattering waterfall. "No... no... NO!" He drops down to the ground, staggers to the edge where he formerly held the three captives, and lunges over the edge!
Round 9! Everyone is up!
Melissa 104 Damage
Jaraduk 104 Damage
Akh 139 Damage
Guess? 26 Damage
Red Lord Sinjin, dEaD?!?!
Green Tattoo Tiger, 197 Damage
Pink Tattoo Tiger, 213 Damage

Akh Xi |
2 people marked this as a favorite. |

Akh flies over in pursuit and approaches the edge of the balcony. "We didn't get to see his special phoenix tattoo. So he's probably about to use it the moment we-"

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You take a few moments, trying to understand what just happened. Did you just... win?
Then, just a few seconds later, Sinjin rises back into view on jet-black wings. Bloody and defiant, his features twisted with rage. Blood trickles from his mouth and weeps from his wounds as he rips at his collar and reveals a phoenix tattoo on his neck. Fire explodes from the tattoo, healing Sinjin’s wounds and making his muscles bulge. The expensive suit tears at the shoulders and the wrists. He shakes with mad laughter—but as the fire continues to rage, his voice becomes panicked. His body grows, grotesquely tripling in size as half-formed wings erupt from his back, dripping sizzling ink. In Sinjin’s place is a terrifying beast, part drow and part monstrous bird. Consumed by fire that chars his flesh, he howls in agony and rage. A sphere of fire explodes outwards, burning away the holographic wall and all the greenery within thirty feet. Art on Slide 1!
The pistol falls from Dark Sinjin as the wreathe of flames burn at his skin. "I AM YOUR DOOM!"
Burn: 3d6 ⇒ (3, 5, 2) = 10
Round 10! Everyone is up!
Melissa 104 Damage
Jaraduk 104 Damage
Akh 139 Damage
Guess? 26 Damage
Lord Sinjin, REBORN!, 10 Damage
But even as the inkwarped drow crime lord ascends above you... the environment around you fades to white... Not a railroad station, not your traumatic childhood but... the basic corporate starship galley of BD514, where most of you first met. While Melissa doesn't recognize this specific galley or this specific autochef5000, starship galleys really don't vary that much. It still holds the well-worn feeling of a crew's favorite spot. Even if it is coated in the EJ-corporate branding instead of the trophies from your adventures. It is here, in the galley of a starship, where your crew comes back together again. You see flickers of those you have loved and lost along the way - Lars, Strek, Del, the crew of the Wintermourn, Shan and Tarika. A physical bond seems to connect the four of you, the last surviving crew. It strengthens you. Convinces you that you're ready to take on this last and final threat. To end Lord Sinjin once and for all.
DING! Surprise! Level up! One last time! Welcome to Level 13!

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"Can't drop.. someone.. needs.. keep.. idiots. Alive. " she gulps down one last meal of genuine goop from cheffy 1.0 while casually shooting her team mates in their posteriors. The full spectrum of vitamins fills out that six pack she's been working on.... which is completely hidden by the fluff and the fluff. (toughness and the level gets her in much better shape)
One round of free healing
be healed jaraduk : 6d8 ⇒ (3, 2, 7, 4, 2, 4) = 22
Polishing the mech dragon: 6d8 ⇒ (6, 6, 4, 5, 6, 4) = 31
(We had six good healing serums, one went to His Furry magesties SS keister, 2 last round, now 2 this round. , so one more 6d8 then 4 3d8s in the caustoject)
"If he wins, he's going to burn down everything we ever loved or loved us. I don't know if we're living, but we're NOT losing...One last time with feeling... "
GET EM!!!
+2 hit and damage to everyone. using signature support to not burn that resolve point for the second time today.
Swift HORMf the caustoject into cheekpouch
Move: move and draw the x gen, walk under the bench and hopefully the bench gives a little cover
Standard GET EM ALL! and shoot
1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20 vs KAC
damage: 2d12 + 13 + 2 ⇒ (12, 5) + 13 + 2 = 32
... of course after her rousing speech she shoots the stone bench she's under and the bullet goes ricocheting around making her duck and dance.

Akh Xi |
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I'm at full HP, so save the healing for yourself Melissa.
As Sinjin reveals his new, monstrous birdlike form, Akh gathers his coils. He reflects on the path he took to get here, full of strange and unwelcome coincidences and cruel circumstances. He thinks to the Sinjin in his memories, who was once a mentor, maybe even a friend. He'd never really known Sinjin, and especially doesn't recognize the power crazed drow now suffering from his own excesses in front of him.
At the end of the day though, this is just another inevitably terrible event that needs to be soldiered through. He chooses to face it with the same morose determination that has let him survive this far.
He answer's Sinjin's bold claim with "Do you think we'll just let you beat us? After we've survived everything else you concocted so far?" Akh shakes his head "I don't think so. Plus you're the one that's doomed. You're all falling apart. Less than 50% Sinjin left in there, I'd say. Also..." He flexes his coils and readies his claws. The dark energy of unraveling leaks from his every scale, and billows in a haze from his claws. He opens his maw and after an awkward pause says "...you look kind of silly."
Akh reaches out with an outstretched claw and a black fuzzy haze jets out like a blade toward Sinjin. Thanks to the level up, Sinjin is *in reach* of an entropic strike
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (7) + 21 + 2 - 3 = 27 Damage (A, force): 5d6 + 18 + 2 ⇒ (4, 6, 2, 4, 4) + 18 + 2 = 40
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (6) + 21 + 2 - 3 = 26 Damage (A, force): 5d6 + 18 + 2 ⇒ (5, 5, 3, 3, 6) + 18 + 2 = 42

Jaraduk Cometrunner |

Jaraduk sighs.
This is usually for crowds, but let's give it a try!
He fires on Sinjin...
[standard] attack RED
merc nil grenade launcher (riot grenade iii) vs RED’s square (AC5), S damage (DC18): 1d20 + 13 ⇒ (18) + 13 = 311d8 + 13 ⇒ (6) + 13 = 19
Specials: Explode (15 ft., 1d8 S plus nonlethal, staggered, DC 20), nonlethal
and then steps behind Akh.
[move] 15ft

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Gobbobot.exe
Use scope so i don't hit our meatshield...friend
Trick Attack 1d20 + 25 + 4 + 1 ⇒ (12) + 25 + 4 + 1 = 42
If trick attack >= 20+(1.5*CR), then target is flat-footed.
If trick attack >= 30+(1.5*CR), then ignore cover/concealment but not total.
24-atm extrusion rifle vs KAC:1d20 + 16 + 1 + 2 ⇒ (16) + 16 + 1 + 2 = 35
Damage 2d10 + 12 + 1 ⇒ (2, 10) + 12 + 1 = 25
Trick Attack Damage: 7d6 ⇒ (2, 2, 1, 4, 4, 4, 4) = 21 Targets CR12 and below are auto flat-footed vs trick attack
Quip.exe
"Sinjin buddy you really need to see someone about that burning sensation..."

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Sinjin has been inkwarped! His unique tattoo has gone wrong. The drow is more animal, elemental than sentient now. His weapons and armor are pointless against the raging inferno that he has become. His body has evolved into an inky, fiery weapon itself. The phoenix within him desires to close in melee combat - not somewhere you want to be with his fiery aura and punishing claws. You do, however, see small eruptions of bloody, superheated ink popping out of his body. If weaponized correctly, these could be potent long-range weapons.
The white landscape snaps out of existence, replaced by the screaming of oxygen being sucked up by the fiery aura of New-Sinjin. While Melissa paints the wall, Jaraduk takes a broader approach.
Reflex, DC 20: 1d20 + 17 ⇒ (5) + 17 = 22
Jaraduk's grenade is not as effective as it would be against a crowd, but the Dark-Sinjin seems to have lost the near-mystical evasiveness that he and Akh used to share. (The final thing they shared, gone?) Akh, beautiful and terrible as the dawn reaches further than ever but his entropic attacks are deflected by Sinjin's new form. "Silly?! I AM THE VACUUM! I AM THE SEARING PAIN OF BETRAYAL!"
Guess? manages to hit Sinjin with a rifle shot. The warped monstrous bird-person turns slowly to pierce the goblin with a stare into eternity. "Cute. But unworthy." He dives down towards Akh, claws forward! Triggering AoO! Sinjin lands between Jaraduk and Akh, crashing into the android.
slam @ Akh: 1d20 + 25 ⇒ (12) + 25 = 37
B&F Damage: 6d12 + 24 ⇒ (9, 8, 5, 12, 10, 8) + 24 = 76 wowza
fire damage (DC 21 Fortitude avoids) @ Akh & Jaraduk: 3d6 ⇒ (3, 3, 5) = 11
Round 11! Everyone is up!
Melissa 104 Damage
Jaraduk 104 Damage Pass a DC 21 Fort save or take damage.
Akh 210 Damage Pass a DC 21 Fort save or take damage.
Guess? 26 Damage
Inkwarped Sinjin, 56 Damage

Akh Xi |

Mysticism: 1d20 + 18 ⇒ (7) + 18 = 25
DC37 seems a little unreasonable, but I guess Akh isn't specialized in it. Also, ouch. At least its split damage so Akh gets to resist it down to 66.
Akh propels another dissolving jet at Sinjin as the flame-drow-bird approaches.
AoO Entropic Claw vs EAC: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 Damage (A, force): 5d6 + 18 + 2 ⇒ (1, 1, 6, 6, 3) + 18 + 2 = 37
Using last Reactive for an extra reaction. Activating his brand new repairing nanites. Gaining Fast healing 3.
A cloudy haze leaks out from Akh's body, enveloping his form and actively working to sustain him in the face of this burning onslaught.
He then braces himself against the heat rolling off Sinjin's body.
Fort vs. Fire: 1d20 + 13 ⇒ (2) + 13 = 15
Resisted down to 6 dmg. Akh is at 25 HP, healing up to 28 on start of his turn.
----
Akh, utterly determined, strikes out twice more at what now qualifies as point-blank range. Hazy ripples project out from his claws even as oil leaks out from his body and splatters along the ground.
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (17) + 21 + 2 - 3 = 37 Damage (A, force): 5d6 + 18 + 2 ⇒ (2, 5, 6, 6, 1) + 18 + 2 = 40
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (4) + 21 + 2 - 3 = 24 Damage (A, force): 5d6 + 18 + 2 ⇒ (3, 2, 1, 2, 2) + 18 + 2 = 30

Jaraduk Cometrunner |

DC 21 Fort save vs 11 Fire: 1d20 + 10 ⇒ (12) + 10 = 22

Jaraduk Cometrunner |

Does Sinjin have any resistances that could be bypassed with Penetrating Attack?
Jaraduk drops his grenade launcher, moves forward drawing his doshko and slams down into Sinjin...
[free] drop grenade launcher
[move] 5ft drawing doshko
[standard] attack PINK
advanced doshko attack; P damage (analog, unwieldy): 1d20 + 20 ⇒ (2) + 20 = 222d12 + 19 ⇒ (10, 11) + 19 = 40

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If Akh was at full HP, save the good shot as melissa is only missing 7 hp or so post level up. He'll probably be getting it next round...
Average of 6d8 would be 54 ..crap can't full attack so 22 ish.
Inspiring boost heals 2x envoy level + charisma mod, which would be 28.
Free Drop machine gun (melissa is making a mess of heavy weapons all over the place)
Swift draw causto from cheek pouch
Standard Inspiring Boost
Move Give AKH a hurry
"Float like a butterfly sting like a spicy noodle! Whack step and Back off if you have to! Trust your team the bull isn't going to be well done in one whack " she hopes...
<<<AKH +28 Stamina>>>
<<Akh HURRY!>> (not sure if that goes this round or next round)

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Gobbo bot .exe
Trick Attack 1d20 + 25 + 1 + 4 ⇒ (16) + 25 + 1 + 4 = 46
If trick attack >= 20+(1.5*CR), then target is flat-footed.
If trick attack >= 30+(1.5*CR), then ignore cover/concealment but not total.
24-atm extrusion rifle vs KAC:1d20 + 16 + 2 + 1 ⇒ (9) + 16 + 2 + 1 = 28
Damage 2d10 + 12 + 1 ⇒ (5, 6) + 12 + 1 = 24
Trick Attack Damage: 7d6 ⇒ (3, 6, 6, 5, 1, 5, 2) = 28 Targets CR12 and below are auto flat-footed vs trick attack
Quip.Wav

Akh Xi |

Melissa - not sure I'm going to make use of that hurry. Akh's got a lot more fight left in him than his HP/SP implies, primarily because of his fast healing. So my plan is to sit and full attack and then stay to make sure Jaraduk has the flank.

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I'll throw it on Jaraduk then? Its a move action I don't have much else that goes there. Catching a full attack from this guy is a BAD idea.
At three HP a crit could easily kill you and I can only fix that ONCE....

Akh Xi |

If a crit comes in with enough damage to trigger the massive damage rule through Akh's resistances and mitigate, then that's fate.

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DC37 seems a little unreasonable...
Yeah, since it's a one-of-a-kind I gave it Rare status. Partially that, partially since you're pretty high level the Skills are getting pretty specialized.
Jaraduk doesn't know much about the Mystical, but Akh confirms that the Sin-Phoenix is all gas no brakes. Jaraduk and Akh surround the former Lord Sinjin with blows, one of which connects. The Phoenix groans in pain and a gout of fire explodes from the wound at Akh's claws!
Incineration! @ Akh: 6d6 ⇒ (4, 1, 5, 1, 5, 2) = 18 DC 21 Reflex save for half! If you weren't a not-Operative that is...
While Melissa boost's Akh's will to keep fighting - and passing a surprisingly large weapon from her mouth - Guess?'s shot pings from Sinjin's melted face guard. The morphed bird-thing wrenches it's jaw back into place. "You need help from ones such as these?" He turns to Jaraduk. "Steak.. flambe." A burst of muscle and flames surround the nuar! A (regrettably) delicious smell fills the air and Jaraduk's outline joins Akh's on your HUD - one red, one yellow.
slam @ Jaraduk: 1d20 + 25 - 4 ⇒ (19) + 25 - 4 = 40
B&F Damage: 6d12 + 24 ⇒ (10, 5, 5, 11, 2, 2) + 24 = 59
slam @ Jaraduk: 1d20 + 25 - 4 ⇒ (17) + 25 - 4 = 38
B&F Damage: 6d12 + 24 ⇒ (4, 11, 9, 6, 7, 3) + 24 = 64
Further barbeque coats you as Sinjin's fiery core burns his own drow flesh as well as your own.
fire damage (DC 21 Fortitude avoids) @ Akh & Jaraduk & Sinjin: 3d6 ⇒ (6, 1, 3) = 10
Round 12! Everyone is up!
Melissa SP 9/101 HP 70/81
Jaraduk SP 0/130, HP 36/97
Akh SP 28/156 HP 28/95
Guess? 26 Damage
Inkwarped Sinjin, 117 Damage

Jaraduk Cometrunner |

Jaraduk snorts and grits his teeth...
DC21 Fortitude: 1d20 + 10 ⇒ (17) + 10 = 27
I can't keep up so close to ground zero here! he quickly realizes.
He backs away and picks his grenade launcher back up.
[move] 10ft
[move] pick up weapon

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Jaraduk snorts and grits his teeth...
[dice=DC21 Fortitude]1d20+10
I can't keep up so close to ground zero here! he quickly realizes.
He backs away and picks his grenade launcher back up.
[move] 10ft
[move] pick up weapon
You can take another action you've got melissas Hurry. You could swing before leaving, or five foot step five foot step and not get whacked of opportunity. Im assuming the 10 foot tall firebird of inky death has reach.
edit OH. guess flat footed him, i THINK he lost whatever made him unable to be flat footed if he lost evasion too... you could test that or just 5 foot 5 foot.

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GET EM! +2 hit no damage
Doesn't take her own advice and shoots Akh in the butt
be healed!: 6d8 ⇒ (6, 5, 2, 2, 1, 3) = 19 last good one I think...
Move: Hurry on akh
There's a slight SQUEEEK as her grandchilds cloak goes from 1 to 2 charges. (thank you absurdly expensive speed charger)
Akh, if you full attack and 5 foot back You can force him to move attack instead of double attacking , Jaraduks lost the flank anyway, you have 20 foot reach I can't see a downside there.
Hurry on Akh
- 4 point swing on his AC between the get am and the FF.

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Trick Attack 1d20 + 25 + 1 + 4 ⇒ (13) + 25 + 1 + 4 = 43
If trick attack >= 20+(1.5*CR), then target is flat-footed.
If trick attack >= 30+(1.5*CR), then ignore cover/concealment but not total.
24-atm extrusion rifle vs KAC:1d20 + 16 + 2 + 1 ⇒ (13) + 16 + 2 + 1 = 32
Damage 2d10 + 12 + 1 ⇒ (3, 7) + 12 + 1 = 23
Trick Attack Damage: 7d6 ⇒ (3, 1, 3, 2, 4, 5, 6) = 24 Targets CR12 and below are auto flat-footed vs trick attack

Jaraduk Cometrunner |
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Jaraduk swings before stepping away...
advanced doshko attack; P damage (analog, unwieldy): 1d20 + 20 ⇒ (12) + 20 = 322d12 + 19 ⇒ (8, 7) + 19 = 34
But still, it's too hot in the kitchen.

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Sniff.. sniff.. sniff....
Melissa has scent and starts to droool a little
"Why do I have a sudden craving for Azlanti Burger Monarch even through the armor seals?!?!?"

Akh Xi |

Reflex vs incinerate: 1d20 + 15 ⇒ (12) + 15 = 27
Fort vs. heat: 1d20 + 13 ⇒ (13) + 13 = 26
Akh may be may be looking very badly damaged, but he still manages to cough out a laugh "The only one really flambe-ing here is you Sinjin. Have you thought about how you're going to put yourself out?" He sends two precise bursts of haze at Sinjin with sweeps of his claws and then floats back a few feet.
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (6) + 21 + 2 - 3 = 26 Damage (A, force): 5d6 + 18 ⇒ (1, 4, 6, 1, 2) + 18 = 32
Entropic Claw vs EAC: 1d20 + 21 + 2 - 3 ⇒ (19) + 21 + 2 - 3 = 39 Damage (A, force): 5d6 + 18 ⇒ (6, 6, 3, 6, 4) + 18 = 43