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fort: 1d20 + 14 ⇒ (14) + 14 = 28 to resist it and this time he tries to be more careful with his timing, studying movements and other things. hit knife: 1d20 + 19 ⇒ (15) + 19 = 34

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Fortitude Save: 1d20 + 11 ⇒ (18) + 11 = 29
Kait'lax will once again try to make an opening for Joe.
Attack vs. KAC, Aid Another: 1d20 + 8 ⇒ (12) + 8 = 20

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Id can still participate. This is not a time-critical event.
Jackojare scores a fine hit on the king he faces, and it offers him a salute in return, while Kait continues to try and distract the king facing Joe.
Status, Slumbering Kings Awaken! Round 3. Successes:6; Bold to act.
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used; fort DC19 still required
Id: 86/99SP; damage; (antigravity 4/20);Fatigued.
Joe: 47/168SP; +2 to hit on challenge.
Dridapex (pink)
Jaqweh : 14/15rp; antigravity used 4/20;
Jackojare: 0/132SP; 83/83hp;
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;

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Will further participation risk leaving Id exhausted? I don’t have any more spell gems.

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round 2 fortitude save: 1d20 + 10 ⇒ (2) + 10 = 12
Tolar will try new and hopefully better climbing feats.
athletics: 1d20 + 23 ⇒ (20) + 23 = 43 +8 for climbing
fortitude for round 3: 1d20 + 10 ⇒ (2) + 10 = 12

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While Tolar is impressive with his climbing, he too feels the weight of the tasks he is perfomring. Exhausted
The king he faces also withdraws.
@Id you would suspect further participation would like Id at the risk of exhaustion.
Status, Slumbering Kings Awaken! Round 3. Successes:7; Bold to act.
Id: 86/99SP; damage; (antigravity 4/20);Fatigued.
Joe: 47/168SP; +2 to hit on challenge.
Dridapex (pink)
Jaqweh : 14/15rp; antigravity used 4/20;
Jackojare: 0/132SP; 83/83hp;
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used; Exhausted.

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This is what I was worried about. Id needs at least an 11 to not get exhausted, which is now afflicting one of our main fighters. We still have a boss fight to go. I don’t know if it’s worth it with likely a <50% chance of even succeeding. If possible, I’ll let someone who isn’t yet fatigued take a crack at racking up more successes; I think it’s best if I burn a 3rd level spell slot to get Tolar back to fatigued.

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I agree. Get Tolar out of Exhausted. Bad enough we're rushing through, let's not make it worse. We have Successes >= Party size. Usually that's enough to avoid total failure, but I suspect that this scenario will find a way to punish us further anyway. I still don't see how a party that gets TPKed can bring any data back to Guidance.

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Joe one more time informs from powered armor speaker, that he is the Law.
He repeats it in Aklo to make things gloomer.
Intimidate! to impress: 1d20 + 20 ⇒ (2) + 20 = 22
Fortitude (excluding Toughness): 1d20 + 14 ⇒ (12) + 14 = 26
Probably speakers works bad with Aklo dialect...
ID did not get where I can spend this +2 to hit Chalenge

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Id spends some of his remaining power to remedy some of Tolar's exhaustion.
Using Level 3 spell slot to cast lesser restoration on Tolar, exhausted goes to fatigued.
Joe or anyone else with decent Fortitude can probably keep at it a little longer, but for Id it's 50/50 on each save and check at best. I really don't like those odds if we still have a boss fight left. Is the kings' help crucial to winning this fight?

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Joe holds off the psychic assault, but is unable to further intimidate the king who is obviously made of stern stuff.
Id meanwhile removes the worst of Tolar's fatigue.
The kings look at each other and slowly back up into the walls of the tower. As they do so, a cool breath of wind flows through the tower.
With the wind there is a change. The explosions sound much, much louder now, as if something separating you from them had been removed...
[i]The way is open![/b] thinks Dridapex in what might almost be excitement.
Any last prep you want to do?
Status,
Id: 86/99SP; damage; (antigravity 4/20);Fatigued.
Joe: 47/168SP; +2 to hit on challenge.
Dridapex (pink)
Jaqweh : 14/15rp; antigravity used 4/20;
Jackojare: 0/132SP; 83/83hp;
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used;

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Kait'lax casts transfer charge so that all the batteries in everyone's equipped devices are full.
The round before entering, they will use Miracle Worker to enhance their own armor and Killdroid's glaive.

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After clashing with ichor kings Joe feels overwheelmed even though he's body and armor unharmed in general. He looks at the direction of especially loud explosion. And then start checking team and equupment...
We are in a ppor condition, squad. We can wait and catch our breath. Or rush. I am not the only one who decide now as I can not be sure we preavil. Helknights have heavy weaponary and explosives. So we are. But we also got something more. Tactics. ...
Half orc opens powered armor for a while to drink some water and contemplate for a few seconds.
Even Fabula appears in her sneaky drow armor to gift JOe with gloomy gaze of mechanical eye:
If you die I wwill be free finally!
JOe then continues his speech
- Do not hesitate to withdraw if things get worse. As for plan A ... Jack and ID - hold mass of foe at bay. Tolar, you start with heavy wepon fire, but swap as I with the droid assault the knight in command whoever it be. Jaqweh, help me with it, but support people otherwise. Fabula, give me information, Kighsta surely will too, right? Share your plans or hesitations.
I am afraid to continue without rest honestly. But narratively Joe surely do not ant to pause.

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We really should rest before this fight. Our soldiers are going to get butchered.

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I agree a 10 minute rest to spend RP to regain SP would be great, I could also make another grenade since I used my homemade grenade.

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I expected some roleplay around, giving example. Because finding motivation to push and probable losing lives or to pause and probably losing information ...that's really worth to rp ;) Anyway let's decide whether we take 10 minutes rest or not.
@Aerondor, have you ever performed Total Party Kill as a GM?

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Kait'lax would vote to push, but they are still in good health and not as much danger during combat.

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Clearly there will be consequences for resting. Lower rewards or possible total failure. If it was just a matter of someone had to die to ensure mission success I would throw myself on that proverbial grenade and pay for the raise. But I think we are all expecting a major fight and if Tolar drops early the party loses a major source of damage and potentially other party members will die. I'll go along with the majority but I do feel a rest is our best chance of the whole party surviving this. Complete mission success may not be possible at this point.

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Jaqweh steps up to Joe and places a hand on the knee of the very large power armor.
"We have to take care of the team. Officer school 101, right? Take care of your troops, and they'll take care of you."
He looks meaningfully over at Tolar, Jakolore, and even Killdroid.
"We've faced the Hellknights before. They're tough, canny, and hit hard, Joe. You know this. They've been up there beating their heads against that wall, and while they might be low on ammo..."
He pauses as another explosion rocks the tower.
"Or not," he corrects himself with a wry smile. "They're not injured. They're coming into this fight fresh. Let's make sure we're as fresh and ready as we can be, too."
Joe asked for some RP to help sway him. You all know I vote to rest. A dead party can't succeed, and this scenario has proven to be tougher than most already.

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Dridapex looks concerned at the ongoing destruction while the party hangs-five. However it is also aware that you are its best chance to stop the wholescale destruction of the tower.
As you think best..
You pull your gear together and head up the tower to the top.
There you see a (to some of you) familiar face, along with three other Hellknights. These carry large targeting cannons that glow with eldritch runes.
You recall "tasting" her memories.
You recall feeling the heat of flames licking up your legs and see Kelria consumed by fire atop a spike of iron within a Hellknight fortress. A feeling of triumph and resignation fills the memory as Kelria emerges from the flames unscathed.
Kelria avoided explaining the history behind her burning, thought she clearly indicates that the flames purified her heretical past.
The figure in large armour turns to you “You![b]” Paralictor Kelria exclaims. “[b]I remember you, Starfinders. I have tasted your memories. They tasted... weak.”
Meanwhile poors of ichor seem to have been set alive by the hellknights, casting the room into a hellish glow.
init kelria: 1d20 + 10 ⇒ (19) + 10 = 29
init guard red: 1d20 + 7 ⇒ (18) + 7 = 25
init guard blue: 1d20 + 7 ⇒ (16) + 7 = 23
init guard1 yellow: 1d20 + 7 ⇒ (6) + 7 = 13
Feel free to move your starting location as you roll for initiative but keep them behind the yellow line.
Status, Initiative. Anyone beating a 29 may act
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.
Joe: 168/168SP; +2 to hit on challenge.
Jaqweh : 14/15rp; antigravity used 4/20;
Jackojare: 132/132SP; 83/83hp;
Kait'lax : 110/110SP; antigravity used 4/20; .
Killdroid 54+11/110HP;
Tolar: 110/110SP; 71/77HP; haste used(5r);
Kelria (29)
red (25)
blue (23)
yellow (13)
stuff (10)
Dridapex (pink)

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After a short rest. "I'm feeling much better." Tolar is sticking with the rusty sword for now.
initiative: 1d20 + 13 ⇒ (4) + 13 = 17
"Just getting this out of the way you understand, Are you willing to stop this destruction and go home with your lives? We are not here for revenge for your past deeds. That would just be a bonus if you decide to be stubborn."

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"I'll take a beat up Starfinder over some stupid Hellknight any day. If they were so great, they would have already found a way out of here. After all we've been through, we're not weak, we're stronger! We... folks? Why are you all lying on the ground?"
Conceding defeat, Kait'lax sits down and tinkers with his drone for a while.
Transfer charge topped up the batteries on all the antigravity belts, at the cost of one of my own batteries. Also, Killdroid recovers 25% of its max HP during a short rest, so now at 81.
Initiative: 1d20 + 7 ⇒ (17) + 7 = 24

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Jaqweh walks around the group as they rest helping each as he can.
When the team arrives at the top of the tower, he's not taken aback by Kelria's words, as he would expect such anger from a Hellknight. He adjusts his grip on his poacher's pistol, but does not give her the satisfaction of a reply. Yet.
Initiative : 1d20 + 8 ⇒ (10) + 8 = 18
Knowing we're going into a fight with friggin' Hellknights, we have weapons ready, of course.

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Okay, so we did get the ten minute rest, I wasn't sure, Jackojare did say he would have made another grenade, and I would have made the shock grenade mk III and loaded it into my grenade launcher.
Jackojare after moving up a little fires a shot from his grenade launcher, in a 15 foot radius, looks like, I get only one following the template on map, so it gets yellow. hit: 1d20 ⇒ 4 yellow dot on the map, just don't roll a 1 dmg: 3d12 ⇒ (11, 3, 8) = 22 electric and dc 22 for half. I still have one grenade left, that is the mindspike grenade, MK 3
Put the templates next to the slide, so you can see the 15 foot radius one and know there is no possible way I can get two.

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Initiative (fatigued): 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7

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Yes, I've assumed you are resting up, and prepping everything so you can precast anything you want, or take serums/boosters etc; so Jackojare can certainly craft his grenade. He does need to roll for initiative before firing his grenade though.
Status, Initiative. Anyone beating a 29 may act
Joe: 168/168SP; +2 to hit on challenge.
Jackojare: 132/132SP; 83/83hp;
Kelria (29)
red (25)
Kait'lax (24): 110/110SP; antigravity used 4/20; .
Killdroid 54+11/110HP;
blue (23)
Jaqweh (18) : 14/15rp; antigravity used 4/20;
Tolar: (17) 110/110SP; 71/77HP; haste used(5r);
yellow (13)
stuff (10)
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.
Dridapex (pink) (0)

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init: 1d20 + 9 ⇒ (18) + 9 = 27
init: 1d20 + 9 ⇒ (15) + 9 = 24 As I have to take the lower of the two because of a stain, 24, and I beat all but two enemies and, blue, yellow ain't going to move before I do. Yeah, not use to rolling our own inits in PBP, got to get use to it. Assuming I can still fire that grenade without getting my allies, Jackojare will move there and fire it to get yellow, if I can get red because he moved closer, that is a bonus, but I'm definitely getting yellow without getting my allies. If moving there provokes, I'll have to change my position I moved to, but I plan to keep that action, assuming the main guy doesn't prevent me from taking that action, ie stunned or something. Hopefully I can keep my rolls since I already rolled.

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No worries. So many people have special things for init that I find it faster to get you all to roll. Then if you beat the baddies you can act straight away, and if you don't well, no real delay there. In theory it shouldn't make any difference to the speed of the start of combat, and means things don't get forgotten.
Status, Initiative. Anyone beating a 29 may act
Joe: 168/168SP;
Kelria (29)
red (25)
Jackojare (24): 132/132SP; 83/83hp; - grenade to be fired (see yellow below)
Kait'lax (24): 110/110SP; antigravity used 4/20; .
Killdroid 54+11/110HP;
blue (23)
Jaqweh (18) : 14/15rp; antigravity used 4/20;
Tolar: (17) 110/110SP; 71/77HP; haste used(5r);
yellow (13) (ref dc22 for half damage from 22E(Grenade));
stuff (10)
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.
Dridapex (pink) (0)

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What are the object around? How solid ther are? Are these column provide cover for large creature? What are these bookshelves alike thins on th map? I do not see a place description, can you provide or point at?
Joe wanders about armor, greandes and waponary of enemy.
Culture to recall knowledge about the large vesk: 1d20 + 18 ⇒ (7) + 18 = 25
Dridapex, stay back!
Paraliktor! One chance to cooperate with the Law. Weapon down, hands up! This is your only warning. Team, execute plan A, if Paraliktor resists.
Joe starts moving, preparing his lash but now only Antagonizes paraliktor
vanguards Antagonzie to intimidate: 1d20 + 20 ⇒ (20) + 20 = 40
Nice. This is long vanguards debuff hopefully! -4 to attack is most relevant, I believe

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*beep boop at 81+11/110 HP because Kait'lax can repair me as part of a 10 minute rest to regain stamina*
Joe, I think Aerondor needs you to roll Initiative.

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The pillars are stone columns, so they will provide cover as per normal cover rules. Pick a corner of your square and you need to be able to get to every corner of the opponents square without going through it. The pillars are round on the map, so I'm happy if you can get a line of effect that doesn't go through the image, even if it does clip the square
You remember there is something that she was ashamed of. You may use a swift action to try and use intimidate her (demorilize). Alternatively you can use this advantage you have over her to give yourself or another character a +2 bonus on attacks for one round
"I AM the law." snarls back the mighty vesk. The massive engines on the back of her armour start to fire beginning to slowly lift her off the ground. While that happens she throws a pair of grenades at the team.
She tosses the first between killdroid and Tolar, rolling toward the wall..
attack, range: 1d20 - 2 ⇒ (14) - 2 = 12
P damage, ref DC 21 for half - all but jackojare: 10d6 ⇒ (5, 6, 1, 6, 1, 6, 4, 3, 3, 3) = 38
A second grenade is tossed beneath Joes massive form.
attack, range: 1d20 - 2 ⇒ (15) - 2 = 13
P damage, ref DC 21 for half - all but killdroid: 10d6 ⇒ (6, 5, 2, 5, 5, 4, 2, 4, 3, 2) = 38
The hellknight in red points his targeting cannon at Joe's large form. A mystical rune appears on Joe's armour.
You have no idea what that rune is, but it is technomagical in nature. You think you could maybe hack it, to move it to another target. Might not be easy though. Mysticism or Computers check as a standard action to try this.
Status, bold may act
Jackojare (24): 132/132SP; 83/83hp; - grenade to be fired (see yellow below) ; reflex save DC 21 vs 38P damage I can do your action from above if you like, but will give you the chance to change it if you want.
Kait'lax (24): 110/110SP; antigravity used 4/20; reflex save DC 21 vs 38P damage;reflex save DC 21 vs 38P damage
Killdroid 54+11/110HP;reflex save DC 21 vs 38P damage
blue (23)
flyie stuff (19)
Jaqweh (18) : 14/15rp; antigravity used 4/20;reflex save DC 21 vs 38P damage;reflex save DC 21 vs 38P damage
Tolar: (17) 110/110SP; 71/77HP; haste used(5r);reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage
yellow (13) (ref dc22 for half damage from 22E(Grenade));
Joe: (11) 168/168SP; 1 Mystical rune.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage
Bangy stuff (10);
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage
Dridapex (pink) (0)
Kelria (29)
red (25)

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first reflex save DC 21: 1d20 + 9 ⇒ (14) + 9 = 23 19 -11 = 8 piercing dmg.
second reflex save DC 21: 1d20 + 9 ⇒ (20) + 9 = 29 19 -11 = 8 piercing dmg.

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Ahh, music to a Hellnights ears. More grenade blasts rock the tower.
yellow ref DC 22: 1d20 ⇒ 18
The knight in yellow manages to dodge the worst of the explosion.
Status, bold may act
Kait'lax (24): 110/110SP; antigravity used 4/20; reflex save DC 21 vs 38P damage;reflex save DC 21 vs 38P damage
Killdroid 54+11/110HP;reflex save DC 21 vs 38P damage
blue (23)
flyie stuff (19)
Jaqweh (18) : 14/15rp; antigravity used 4/20;reflex save DC 21 vs 38P damage;reflex save DC 21 vs 38P damage
Tolar: (17) 94/110SP; 71/77HP; haste used(5r);
yellow (13) 11 damage
Joe: (11) 168/168SP; 1 Mystical rune.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage
Bangy stuff (10);
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage
Dridapex (pink) (0)
Kelria (29)
red (25)
Jackojare (24): 132/132SP; 83/83hp;reflex save DC 21 vs 38P

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Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16
DR 2/- and 11 temp HP, so down to 55 HP.
Killdroid barely needs the command to step forward and attack the Paralictor.
Corrosive Merciful Advanced Meteor Glaive: 1d20 + 14 ⇒ (2) + 14 = 16
Fire and Acid Damage: 3d8 + 14 ⇒ (6, 5, 5) + 14 = 30
Might turn merciful back on later, if we decide we want a prisoner.

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Reflex Save: 1d20 + 12 ⇒ (12) + 12 = 24
Reflex Save: 1d20 + 12 ⇒ (9) + 12 = 21
DR 5/-, so two hits of 14 takes them to 82 SP.
Kait'lax positions themself behind a column, ready to start blasting next turn.

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Kait takes on a defensive stance, while Killdroid... fails to kill anything. That armour the vesh is wearing looks very thick.
The hellknight in blue fixes his cannon on Joe, and another mystical rune appears on the big lawmans armour.
Speaking of Kelria, her armour finishes taking off. In a blast of flame and destruction she flies through the starfinders. Flames cover the group and many are badly hurt by the impact of her massive form. She then returns to her spot, smirking.
Special flyby. This is kind of like a trample in pathfinder. Killdroid, Tolar, Id and Jaqweh all get blasted as she flies by. Those damaged may either make an AOO on her, or a reflex save to reduce damage by half. In addition to the bludgeoning damage, there is also a chance of catching fire, so you must all make a second reflex save against that.
Bludgeoning: 3d10 + 1d6 + 27 ⇒ (10, 5, 9) + (1) + 27 = 52
Status, bold may act
Jaqweh (18) : 14/15rp; antigravity used 4/20;reflex save DC 21 vs 38P damage;reflex save DC 21 vs 38P damage; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
Tolar: (17) 94/110SP; 71/77HP; haste used(5r); 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
yellow (13) 11 damage
Joe: (11) 168/168SP; 2 Mystical rune.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage; May make an AOO vs Kelria's movement
Bangy stuff (10);
Id: 99/99SP; damage; (antigravity 4/20);Fatigued.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
Dridapex (pink) (0)
Kelria (29)
red (25)
Jackojare (24): 132/132SP; 83/83hp;reflex save DC 21 vs 38P
Kait'lax (24): 82/110SP; antigravity used 4/20;
Killdroid 58/110HP; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
blue (23)
flyie stuff (19)
Remember heavy gravity is still in effect, so moves are halved.

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Reflex 1 : 1d20 + 11 ⇒ (17) + 11 = 28
Reflex 2 : 1d20 + 11 ⇒ (11) + 11 = 22
Reflex 3 : 1d20 + 11 ⇒ (6) + 11 = 17
Reflex 4 : 1d20 + 11 ⇒ (10) + 11 = 21
2 successes, one fail, no burning.
"Paralictor, you say 'you' are the law, and yet we have Stewards and local LEO's here, too. Your law does not extend everywhere. And it certainly does not extend to the past you are so ashamed of."
Diplo to Intimidate, Expertise, Ferocity Blazon: 1d20 + 22 + 1d6 + 2 ⇒ (18) + 22 + (3) + 2 = 45
On a success, the duration is doubled for his Ferocity Blazon.
Jaqweh then activates his anti-grav belt and jets off to the side of the room, hoping that she can't do that again too soon.
Move action to Demoralize (Improved Demoralize), swift action to activate anti-gravity belt, move using jet-pack 30 ft.
Kait'lax said in this post that they topped up all our anti-gravity belts. So Jaqweh should now be at 1/20 used.
Hopefully he'll start spamming the Inspiring Boosts next round to top folks off. Too bad no one can do that for him, he's already into HP.

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Reflex 1 (fatigued): 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Reflex 2 (fatigued): 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Reflex 3 (fatigued): 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Reflex 4 (fatigued): 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Wow.
Any chance at using stargazer to reroll any of those? Otherwise:
The already fatigued Id takes the brunt of the Hellknights' assault and catches fire.

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Jaqweh avoids the worst of the grenades, but gets caught by Kelri'as armour full in the chest.
His own words seem to rock Delria, although not as much as he would have hoped.
@Id - you need to be outdoors and able to see the stars to use Stargazer, and given the opening sentence of the planet description is "The sun is little more than a glimmer above Aucturn’s poisonous skies." I suspect being able to see the stars would be unlikely.
Id takes a real hammering, and catches on fire.
Status, R1 bold may act
Tolar: (17) 94/110SP; 71/77HP; haste used(5r); 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
yellow (13) 11 damage
Joe: (11) 168/168SP; 2 Mystical rune.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage; May make an AOO vs Kelria's movement
Bangy stuff (10);
Id: 0/99SP; 43/72hp;Fatigued. Burning (3d6)
Dridapex (pink) (0)
Kelria (29) shaken until round 4.
red (25)
Jackojare (24): 132/132SP; 83/83hp;reflex save DC 21 vs 38P
Kait'lax (24): 82/110SP;
Killdroid 58/110HP; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
blue (23)
flyie stuff (19)
Jaqweh (18) : 14/15rp; 0/88SP; 68/70hp; antigravity active.

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@Id - you need to be outdoors and able to see the stars to use Stargazer, and given the opening sentence of the planet description is "The sun is little more than a glimmer above Aucturn’s poisonous skies." I suspect being able to see the stars would be unlikely.
That's what I figured, but after failing literally every save I figured I should at least ask. Id hasn't even acted yet and he’s already down 75% of his health. This is probably going to be a short fight for him.

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Also if that trample effect was a melee hit, Id’s electrostatic field inflicts 3d6 electricity damage to her. Is she now threatening Id?

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zap!: 3d6 ⇒ (1, 5, 4) = 10
The paralictor snarls as she is given a buzz by Id's armor.
I think Tolar has that as well actually.
zap!: 2d6 ⇒ (2, 4) = 6
Status, R1 bold may act
Tolar: (17) 94/110SP; 71/77HP; haste used(5r); 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
yellow (13) 11 damage
Joe: (11) 168/168SP; 2 Mystical rune.reflex save DC 21 vs 38P damage; reflex save DC 21 vs 38P damage; May make an AOO vs Kelria's movement
Bangy stuff (10);
Id: 0/99SP; 43/72hp;Fatigued. Burning (3d6)
Dridapex (pink) (0)
Kelria (29) shaken until round 4. 16 damage;
red (25)
Jackojare (24): 132/132SP; 83/83hp;reflex save DC 21 vs 38P
Kait'lax (24): 82/110SP;
Killdroid 58/110HP; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
blue (23)
flyie stuff (19)
Jaqweh (18) : 14/15rp; 0/88SP; 68/70hp; antigravity active.

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reflex vs aoo: 1d20 + 9 ⇒ (15) + 9 = 24
reflex vs burning: 1d20 + 9 ⇒ (3) + 9 = 12
Tolar will go the long way up and above her. No aoo due to cover from the computers.
"You should have taken the easy choice."
attack with Corroded Vengeance: 1d20 + 19 ⇒ (1) + 19 = 20
S&P & Holy dmg: 5d10 + 21 ⇒ (2, 3, 8, 2, 5) + 21 = 41
Of course.

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@Tolar, cover from what computers?
@Id, restoring 19 health to you, as I forgot to include Kelria's MAP penalty, which presumably also affects grenade save DC
Tolar burns, his hide slightly protected by the thermal capacitors in his armour.
F damage: 3d6 - 5 ⇒ (2, 1, 6) - 5 = 4
Tolar reflex to put out burning DC 14: 1d20 + 9 ⇒ (18) + 9 = 27
The thermal capacitors seem to have worked overtime, smothering the flames quickly.
It appears the Corroded Vengeance is a little rusty... it misses.
The third of the Hellknights points their targeting cannon at Joe, as a third rune appears on his armour.
Status, R1 bold may act
Joe: (11) 168/168SP; 3 Mystical runes.reflex save DC 17 vs 38P damage; reflex save DC 17 vs 38P damage; May make an AOO vs Kelria's movement
Bangy stuff (10);
Id: (7) 0/99SP; 62/72hp;Fatigued. Burning (3d6)
Dridapex (pink) (0)
End of round 1
Kelria (29) shaken until round 4. 16 damage;
red (25)
Jackojare (24): 132/132SP; 83/83hp;reflex save DC 17 vs 38P
Kait'lax (24): 82/110SP;
Killdroid 58/110HP; 52 B damage (reflex DC 20 OR AOO); reflex 20 vs burning
blue (23)
flyie stuff (19)
Jaqweh (18) : 14/15rp; 0/88SP; 68/70hp; antigravity active.
Tolar: (17) 90/110SP; 71/77HP; haste used(5r);
yellow (13) 11 damage

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Joe is overwheelmed with heavy weaponary as if he still expected good outcome from situation.
BUt these hillknights are real power.
Reflex vs grenade: 1d20 + 13 ⇒ (11) + 13 = 24
Reflex vs grenade 2: 1d20 + 13 ⇒ (10) + 13 = 23
If Joe sees an opportunity to bash the bird down, he will surely do this with Clothesline (I even ready to spend Reactive for this if necessary. )
Targeting EAC+8: 1d20 + 18 + 4 ⇒ (19) + 18 + 4 = 41
Most likely large flying Vesk did not notice prepared lash which correctes traectory... If he flying - he may fall.
Fabula! How is he flying being so large? I though only Mechanics can do this
Credits also can make things fly, dumb! - answered Fabula, not even entering the room!
ID, what are those runes for? - Joe points at runes at his armor, and prepared shiled and Dampen for incoming troubles.
Otherwise I will stay with my initial post for main initiative - Antagonize and knowledge check!

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Reflex Save vs. Trample: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex Save vs. Burn: 1d20 + 7 ⇒ (12) + 7 = 19
Well, that's pretty much it for Team Kait'lax's combat utility. Have fun, everyone!

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The 3 rectangles in the center of the room. I thought they were here to destroy information. Book shelves?