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I was quite excited by this combat because it gives Ace the opportunity to use specific feats but I'm ok with moving on if necessary.
Ace wants to wait for Dancing Sunbeam to act to have more room and get behind the pillar. Moreover I would like to try the Cover Fire feat but I'm not sure it's adapted to PbP because the GM has to make a choice :
You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.
How would you want to play this cmlobue? Shall we state beforehand what the typical choice of the ennemy would be ?
Also Ace has the Hit the Dirt! reaction to ranged attacks but I can easily announce this when I post Ace's actions.

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I'm fine with being botted if needed.

cmlobue |

Looks like paizo.com has lost the dying condition.
Bina gets the hero point for part 2 for her last minute save of the mission.
And I have been informed I should have given out three hero points by now, so Ace can also have one.

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Thanks ! Forgot to mention it but Ace chose a potency crystal as his supplementary item and asked someone to install it on his musket before the next day :-)

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What do we roll for the tasks?

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Hey everyone, just a quick message to say i'm a bit overwhelmed by work for the moment so please feel free to bit me as needed. I'll be back online tomorrow I think. Sorry for the wait

cmlobue |
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The hero point for part 3 goes to Kornel.
Isaku and Bina, I still need you to complete the >sign in sheet<.
Part 4 is a little different. You will be making decisions about what tasks to perform, but unlike the first parts, you will only complete one of each pair of tasks, rather than as many as you can within the time frame. Each pair has a combat and a skill/hazard challenge.

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OK should be all set on the sign-in sheet. :)
Also I keep forgetting I have the Nimble Dodge feat, so I'll have to remember to use that from now on!

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Each creature within 10 feet of the time rift is slowed 1 for as long as they remain in the area, unless they succeed at a DC 15 Fortitude save. Most of your skill checks will have this DC as well.
...
Remember the possible slowed condition.
I take it then, that the quickened 1 bonus we received has lapsed and is not in effect for this encounter.

cmlobue |

It has not; I was just expecting it to be used on a combat. But if you'd prefer to be faster now, yo are welcome to it.

cmlobue |

I checked, and the quickening is only for a combat encounter, so slow if you approach the rift, but fast when you fight something.

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I'm going to assume that someone patched Mandoo/Libitina up during the rest period between securing the pod and the big rift showing up, and that they started this encounter with their full 30 hp (and not 25/30). Let me know if this wasn't the case, as things will get complicated very quickly.
You have the damage to Mandoo listed separately from the damage to Libitina. As a Summoner/Eidolon, Mandoo/Libitina share the same pool of hit points. So Libitina's -26 hp and Mandoo's -1 hp means that Mandoo/Libitina are currently at -27 (or 3/30 hp). If Mandoo/Libitina drop to 0 hp, then Libitina's physical form dissolves and she returns to the Boneyard while Mandoo drops to the ground unconscious and probably dying. If he regains consciousness, he will need to spend an entire turn remanifesting Libitina back from the Boneyard.
Libitina isn't immune or resistant to anything that Mandoo isn't, so any conditions she picks up apply to the Mandoo/Libitina whole. Unless I hear otherwise to a question I just posted in the rules channel on Org Play Online, I'm going to assume that saving throws against effects are made by the Summoner/Eidolon half that took the hit, in this case that would be Libitina.
Mandoo, you are quickened, so you get an additional action.
Ah, ok. I was thinking that the extra action would counteract the slowing so that we ended up at the standard 3 actions. Apparently we are not being time-slowed by any rifts at present and get the full 4 actions.
Had I realized this, I would have used the extra action to have Mandoo Stride away from the smaller critters and would have placed him behind Ace (where I've dropped a red dot). Not sure it's worth going back and redoing the bug's turn; at this point it might just be best to either (1) sacrifice the action altogether, (2) have Mandoo Stride away immediately after the bug attacks him (as a reaction say), or (3) tack the extra action to the beginning of his next turn. Let me know which.

cmlobue |

Sorry I was not clear. The slow effect was from proximity to the large rift, which is now gone, so everyone gets four actions per turn. (I'm sure it was meant to cancel the slow in the fight where everyone was, but the house did not earn it before you started that fight).
If you moved in advance, that would just move the 1 damage to Ace, since the bug would have done stride-stride-strike, and I'm not sure that would matter.
I noticed on your character sheet that your school gave you a scroll of heal. You may want to consider drawing that with your bonus action.

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If you moved in advance, that would just move the 1 damage to Ace, since the bug would have done stride-stride-strike, and I'm not sure that would matter.
That's what I was hoping for, ha ha :) Right now though, I'm more worried about Yellow. With only 3 hp left, a stride-stride-strike from it might just finish Mandoo off. If Red and Blue target Libitina and do 3 hp of damage, then that's game over for Mandoo as well.
I noticed on your character sheet that your school gave you a scroll of heal. You may want to consider drawing that with your bonus action.
Mandoo has Heal in his repertoire, as well as Battle Medicine, so no need to pull the scroll just yet. Plus, he has a Dagger in one hand and a Whip in the other, and I don't want to drop either.
Why don't I want to drop the whip just yet? Well, because the Whip has a reach of 10ft, which means that Purple is within range. That makes it possible for someone to flank the critter on the other side, such as either Bina this round, or Libitina next round. This all assumes that Mandoo remains conscious.
In fact, it may be that Bina is in flanking position right now. The Flanking rules say that A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Looks like a straight line from Mandoo to Bina goes through a corner and the opposite side. I'm not sure if that officially counts as flanking, but I suspect not. Bina may have to move a square west to be for-sure flanking.
I think my best bet for Mandoo's last action is to cast the one action Protect Companion that will bump Libitina's AC by one and hope for the best. Odds are though that Mandoo will go to 0 hp this round and that Libitina will thus disappear. If someone could prop him back on his feet when that happens, I would really appreciate it.

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Yes, I'm pretty sure Bina and Mandoo are flanking. I hope he stays up! I've never done three attacks before and depending on how my Perform check goes, I just might. Agile plus FF would go a long way to getting three hits! I mean it's probably not gonna happen but I can dream lol.

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EDIT: Got ninja'd! Mandoo got himself fixed up so adjusting my final action. Also adjusted dice rolls to not be against FF AC, since Bina's no longer flanking.
Sorry for the ninjaing, but as Mandoo's turn comes after Bina's in the initiative order, Mandoo hasn't moved yet on her turn. I even added a Delay action into Mandoo's turn to make sure that Bina gets to go first in case she wanted to try for flanking.
If the GM decides that she's not flanking with Mandoo in her current square (which I suspect is the case), then perhaps she could use one of her actions to Step west a square to make it certain. You would lose one of your middle attacks, assuming you kept the finisher as the last.
Hopefully you see this before your turn is set in concrete.

cmlobue |
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Yes, flanking was fine.
I am definitely thinking that my next new character is going to be a summoner. Considering that I'm saving up for the Poppet Ancestry, I'm now picturing a doll riding around on something mostly human looking, and won't everyone be surprised when they realize that the toy is in charge.

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I was about 20' away from the big guy (before backing off) and he still hit me from there??

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btw, are we going to be done before Outpost starts? I signed up Isaku for another game thinking we would be...

cmlobue |

Do you remember where exactly you started the turn? Isaku is 25 feet away now, and since he strode rather than stepped, I assumed he traveled at least 10 feet away.
This game is timed, so unless there are significant site-related delays (over a week), it will end before Outpost.

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Do you remember where exactly you started the turn? Isaku is 25 feet away now, and since he strode rather than stepped, I assumed he traveled at least 10 feet away.
This game is timed, so unless there are significant site-related delays (over a week), it will end before Outpost.
I put a red dot where I started. I was 20' away before I moved back. That's a large tail if it got me from where I was standing... :)

cmlobue |

Bug is long, but not that long. AOO never happened.

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Yeah. Libitina is itching for a fight.

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Was there enough time tomrefocus between waves? Fight.

cmlobue |

You have 10 minutes between waves, so a single Refocus or Treat Wounds by each character is fine.

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Fight.
Dancing Sunbeam - are you still wounded? We got a night's rest I believe so that should no longer be true.

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I've just posted a bunch of healing on Gameplay. Everyone should be at full strength for the next encounter.
Do we lose that nice quickened 1 benefit for the coming fight against the hounds? It only lasted for one encounter, right?

cmlobue |

You had a night's rest before the time rift. You had 10 minutes between each encounter. Quickened is gone now.

cmlobue |

Time to heroically kick puppies, folks.

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Should we treat that big arch thingy to the east of us as a wall, or can we move through (under) it? Can any part of it provide cover?

cmlobue |

This big arch thingy? No to "under", not advisable to "through", yes to "cover".

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I was just looking through my sheet looking to see if there was some way to improve Mandoo and Libitina's usual attack pattern and noticed the Potency Crystal hanging from Mandoo's +1 Dagger. It turns your weapon into a +1 Striking weapon for the rest of your turn. Eidolons get to take advantage of the runes on any magical weapon that their summoner is holding, so Libitina has been getting a +1 to her attacks because of it. By activating the Potency Crystal on his +1 Dagger it turns it into a +1 Striking Dagger with an extra die of damage on a hit. The way the rules are written, it is not 100% clear that the effects of the Potency Crystal transfer to the eidolon. I asked the question on the rules channel and the answer I got was that most GMs would probably rule it that way, but that there was no guarantee, so I should ask my own GM. Since activating a Potency Crystal does not eat up any actions, I'll go ahead and do it with the assumption that Libitina gets the extra die of damage. If our GM feels that this should not be the case, then feel free ignore the extra die of damage.

cmlobue |

I've been reading up on summoners, and your interpretation seems to be correct. But now you get to experience one of the other weird rules interactions - when you are subject to the same area damage, you take the greater of what the PC or eidolon would take.

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But now you get to experience one of the other weird rules interactions - when you are subject to the same area damage, you take the greater of what the PC or eidolon would take.
Yes indeed. If you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). So we both roll saving throws vs area damage, and the worst roll applies... but only once to the pair, not to each individually.
I am really liking my summoner incarnation of Mandoo. He's one of my favorite PCs to play. Great RP potential there, which I like. I hope you like playing your new summoner just as much.

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We all knew this was coming. Drama demands it.
LOL. I was hoping it would come to this.
I’m still trying to figure out Mandoo/Libitina’s reaction. Kornel may want to keep the hound between him and Libitina for a bit longer though :)

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Was that circle undead yours? I almost thought of including it in my electric arc.

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Was that circle undead yours? I almost thought of including it in my electric arc.
Go for it! Save Libitina some time :)
By the way, Electric Arc is not technically an Attack (like say Telekinetic Projectile). It does not require a roll to hit and does not count against your MAP. The targeted do get a basic reflex roll against it though.

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If it comes my turn again I'll cast Electric arc again.

cmlobue |

If it comes my turn again I'll cast Electric arc again.
It is your turn, but I will wait to bot you until either everyone else has gone or you have the chance to end the combat with your spell.
You're almost there, everyone!
Also, for anyone curious, the damage aura is not a mental effect. That's just my own flavor for why seeing them would cause damage.

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It kinda sucks that you can't use Medicine to Earn Income. Seems like a natural way to make a living.
During his downtime, Mandoo provides instruction to Field Medic trainees on how to quickly triage the wounded and stabilize their condition under active battlefield conditions.
Warfare Lore (Earn Income) vs DC 14: 1d20 + 4 ⇒ (20) + 4 = 24
That crit earns a 1 level bump in earnings, that should be good for 16sp over the 8 days of downtime.

cmlobue |
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Congratulations on completing scenario #3-99 Fate in the Future! Your chronicle sheets can be found >here<. If you want your day job printed on it, just post it below and I will update the sheet, but it is no longer required for GMs to do that. Reporting is done by the con organizers, so it may be a couple of days before you see that online, but your characters are all free now. Let me know if there are any problems.
For those curious/doing the SFS special at Outpost, the house completed 1 of 5 conditions in part 1, and everything in parts 2, 3 and 4 (4, 2 and 1 , respectively), so the Starfinders will have a good amount of help completing their side of the story.
The thread will remain open for a few days in case of questions or any final roleplay you would like to do.
I hope you all enjoyed this - I certainly did. Thank you all for playing.

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Crafting: 1d20 + 8 ⇒ (15) + 8 = 23