DICEBOT
|
not DICEBOT, DICEBOT likes to get in your face.
Osuro
|
Well, the other 3 of us all carry nothing heavier than a pistol. Carson has the pistol with the most damage potential (2d6+3 [10] versus 2d4+2 [7] versus 1d10+2 [8]). I think Carson's pistol is the best place to put it. As for the To-Hits, the operatives are both at +8 vs Carson's +7. A difference, yes, but not a substantial one.
GM Eclipse
|
Assuming the group attempts to return through the path they initially took.
The Starfinders begin their trek towards the research facility, finding that the only feasible entrance is near the scaffold tower. As they clear the surrounding rocks, two security guards hail them from the top of the walls.
"The Starfinders have returned? I hope you completed your mission, the Doctor is waiting to talk to you so you can return home. Your ship has been repaired." the red armored one calls out.
The guard is clearly not telling the truth about any of his statements.
---
The other guard is on his comm unit, sending messages as soon as you came into view.
---
Osuro
|
Sense Motive: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
"Great! Glad to hear it! We're looking forward to discussing some of what we saw with your scientists!"
She settles back into the vehicle and turns to her companions.
"He's lying through his teeth, and they are letting others know we're here. Smells really bad."
She'll surreptitiously prepare her pistol.
Stealth/Sleight of Hand/Bluff as appropriate: 1d20 + 14 ⇒ (14) + 14 = 28 Yes, they all have the same modifier.
GM Eclipse
|
Osuro is spot on with her thoughts but her quick words let's the Starfinders move about within the area. Osuro can tell this will come to blows eventually if not soon but the Starfinders can place them as they see fit within the area.
"Perfect, the gates are unlocked. Head in and we will make sure the Doc knows you are back." the orange armored one says as he motions them inward, opening the gates.
Not even the snow can muffle the shrieks of steam valves and the hum of electric generators emanating from the steel scaffold tower. Regularly spaced blue signal lamps send waves of blue light up the length of the tower, while thick reinforced plastic walls enclose the tower’s base like a makeshift fortress.
The walls stand 15 feet tall. A creature can climb the slippery ladders on the wall by succeeding at an Easy Athletics checks, or the scaffold itself with a successful Average Athletics check. Climbing the 150-foot-tall tower provides cover against all attacks through the scaffold but creatures doing so must make an Average Acrobatics check to balance while taking actions other than climbing.
Sharing a square with a generator or stone provides cover against Medium or smaller creatures at ground level, or up to an altitude of 15 feet for prone creatures.
Inflicting 15 damage on a generator detonates it like a shock grenade I (DC 12), removing it from the map. Creatures can open or close the automated doors with a move action while adjacent to them, requiring a creature to attempt a successful Easy Computers, Engineering, or Strength check. Closed Doors are marked with Red X.
The snowfall provides creatures with concealment beyond 60 feet.
Carson of Downton
|
Carson will move into the enclosure and contemplate the damage the generators will take from grenades.
Darkrunner-42
|
Darkrunner approaches the enclosure, draws his laser pistol, but he pauses just outside of it.
They may lock the doors once we enter.
DICEBOT
|
Smells really bad."
The fish rots from the head DICEBOT adds as a piece of culinary wisdom. He moves along the wall, intending to scale it.
All ladders everywhere?
GM Eclipse
|
They are really hard to see on the map, I will highlight them. Yellow Triangles.
DICEBOT
|
Ah, they're on the inside. I'll take my chances scaling the walls if needed. I'll keep my chosen position.
GM Eclipse
|
Darkrunner-42: 1d20 + 10 ⇒ (10) + 10 = 20
Carson: 1d20 + 3 ⇒ (20) + 3 = 23
Osuro: 1d20 + 6 ⇒ (16) + 6 = 22
Dicebot: 1d20 + 2 ⇒ (19) + 2 = 21
Security Guard: 1d20 + 8 ⇒ (7) + 8 = 15
Security Guard: 1d20 + 8 ⇒ (19) + 8 = 27
Security Guard: 1d20 + 8 ⇒ (16) + 8 = 24
Security Guard: 1d20 + 8 ⇒ (2) + 8 = 10
Security Guard: 1d20 + 8 ⇒ (7) + 8 = 15
Security Guard: 1d20 + 8 ⇒ (1) + 8 = 9
The group moves in with their guard up and for good reason, as four more security guards show up. Two rush out of the side doors, while two more climb up from the back of the wall.
"Alright boys and gal, drop your weapons and this can go quicker. A bit to nosy for our business here. The doctor is busy." one of the guards says as they begin to open fire.
Auto-rifle @ Carson: 1d20 + 10 ⇒ (7) + 10 = 17
Auto-rifle @ Carson: 1d20 + 10 ⇒ (9) + 10 = 19
Both fire inwards towards Carson but miss their target.
---
Combat Round 1: Bold may act.
Security Guard (Orange)
Security Guard (Yellow)
Carson
Osuro
DICEBOT
Darkrunner-42
Security Guard (Red)
Security Guard (Blue)
Security Guard (Green)
Security Guard (Purple)
Carson of Downton
|
I might as well use this now, as I may not get another chance.
Carson pulls out a Barbed Shrapnel grenade and tries to throw it up on the wall next to Red.
Grenade Throw, DC 5 to hit Red's square: 1d20 + 4 ⇒ (15) + 4 = 19
Piercing explode DC 16,crit:1d6 embed: 2d6 ⇒ (3, 5) = 8
Darkrunner-42
|
The android sighs audibly.
Yes, this went roughly how we expected. You have lived down to our expectations.
They might take it as a taunt but the android is merely grousing about the situation.
He sprints away from the wall, programming a series of distracting sounds into his datapad, all of this designed to get the guard atop the structure (orange) to look right down the barrel of his laser pistol.
[full round] trick attack ORANGE (moving 25')
corona laser pistol attack ORANGE, F damage: 1d20 + 8 ⇒ (7) + 8 = 152d4 + 2 ⇒ (4, 3) + 2 = 9
Computers, Trick Attack fire damage: 1d20 + 15 ⇒ (6) + 15 = 213d8 ⇒ (8, 7, 2) = 17
If this succeeds, ORANGE is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
DICEBOT
|
DICEBOT likes to get in your face, so races up to the two guards that are on the ground.
Double move + draw sword
Osuro
|
Also attempting to fool the guard out front, Osuro feigns a limp as she moves up to the wall for support, before attempting to blast him.
Bluff for Trick Attack vs Orange: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37 Looks like a success to me! Flat-footed vs my attack and I'll put him off-target until my next turn.
Liquidator Disintegrator Pistol vs Flat-Footed Orange w/ 1 range increment: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 Assuming enough elevation that 2 squares is more than 15'
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (9) + 2 + (6, 5, 7) = 29
Wow. NICE dice this round.
GM Eclipse
|
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Carson's grenade showers the red guard in shrapnel, but they manage to duck some of the blast. The grimace at the embedded pieces of metal in their leg.
Darkrunner and Osuro quickly take down the guard with the orange visor, as his armor smokes from the flames of Darkrunner but the acid blast from Osuro shears right through their armor leaving a bubbling mess.
Auto-rifle @ Carson: 1d20 + 10 ⇒ (11) + 10 = 21
Auto-rifle @ DICEBOT: 1d20 + 10 ⇒ (15) + 10 = 25
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Auto-rifle @ DICEBOT: 1d20 + 10 ⇒ (7) + 10 = 17
Auto-rifle @ DICEBOT: 1d20 + 10 ⇒ (10) + 10 = 20
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Auto-rifle @ Carson: 1d20 + 10 ⇒ (1) + 10 = 11
The guards all continue to move around, some stepping back from DICEBOT. Carson avoids most of the fire but DICEBOT is hit twice, his armor threatening to give under the fire.
---
Combat Round 2: Bold may act.
Security Guard (Yellow)
Carson
Osuro
DICEBOT (-16)
Darkrunner-42
Security Guard (Red) (-4, Embeded)
Security Guard (Blue)
Security Guard (Green)
Security Guard (Purple)
Carson of Downton
|
Carson moves to get cover from some of the guards, pulling his Semi-auto pistol as he moves.
Then he turns to take a shot at Red.
Attack with advanced semi-auto pistol: 1d20 + 7 ⇒ (4) + 7 = 11
piercing damage (2d6+3 P; analog): 2d6 + 3 ⇒ (3, 3) + 3 = 9
The rolls speak for themselves.
Osuro
|
Osuro moves into the structure, attempting to distract the guard closest to her doorway in, with some evasive movement intending to create some misdirection as to her intent. Which is lethal.
Bluff for Trick Attack vs Red: 1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35 On success I will make him flat-footed against everyone. Looks promising.
Liquidator Disintegrator Pistol vs Flat-Footed Red: 1d20 + 8 ⇒ (5) + 8 = 13 Not so promising.
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (9) + 2 + (3, 1, 6) = 21 Average die roll
Darkrunner-42
|
Now Darkrunner sprints around the corner of the outside of the complex, coming just into view of the two guards near DICEBOT. His datapad plays back capture from just seconds before of the guards' own commotion.
[full round] trick attack PURPLE (moving 30')
corona laser pistol attack PURPLE, F damage: 1d20 + 8 ⇒ (3) + 8 = 112d4 + 2 ⇒ (3, 4) + 2 = 9
Computers, Trick attack fire damage: 1d20 + 15 ⇒ (3) + 15 = 183d8 ⇒ (6, 8, 7) = 21
If this succeeds, PURPLE is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
cursed dice
DICEBOT
|
DICEBOT has step up, so move right up with these two goons. Not sure if that would alter last turn's picture (AoOs perhaps?)
Vs purple
Rapid chopping: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 231d6 + 10 ⇒ (4) + 10 = 14
Rapid chopping: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 111d6 + 10 ⇒ (6) + 10 = 16
Always chop from left to right, and keep your fingers out of the way of your knife! DICEBOT provides some helpful technique advice
16 damage to sp
GM Eclipse
|
You would get an AoO if you wanna roll that before they go. If not I will run the next turn in the morning. Or at least the two near you in the morning.
GM Eclipse
|
Carson struggles to get a bead on the guard, as his pistol chips away at the wall next to him.
Osuro has better luck, with her distraction proving perfectly timed. The acid sizzles into exposed flesh and the guard drops.
Darkrunner-42 uses similar tactics to make his shot hit, almost dropping another guard.
DICEBOT quickly pushes the advantage and finishes cutting down the purple armored guard.
---
Auto-rifle @ DICEBOT: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Auto-rifle @ Carson: 1d20 + 10 ⇒ (2) + 10 = 12
The blue armored guard retreats back around the corner.
---
Combat Round 2: Bold may act.
Security Guard (Yellow)
Carson
Osuro
DICEBOT (-21)
Darkrunner-42
Security Guard (Blue)
Security Guard (Green)
Osuro
|
Wash, rinse, repeat
Bluff for Trick Attack vs Yellow: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33 On success I will make him flat-footed against everyone. Looks solid.
Liquidator Disintegrator Pistol vs Flat-Footed Yellow: 1d20 + 8 ⇒ (1) + 8 = 9 :facepalm:
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (10) + 2 + (7, 6, 2) = 27 And OF COURSE it was good damage!
Carson of Downton
|
Carson finally doesn't need to move.
Come on group, let's take out Yellow. Get'em
He put Get'em on Yellow
Then he takes a shot at Yellow
Attack with advanced semi-auto pistol w/Get'em: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
piercing damage (2d6+3 P; analog): 2d6 + 3 ⇒ (4, 6) + 3 = 13
Does the Yellow guard look anything like the Monk from Rogue One?
Darkrunner-42
|
Darkrunner charges towards DICEBOT, hoping to continue his success around the outside of the structure. He aims upward at a guard he hopes he's distracted...
[full round] trick attack GREEN (moving 30')
corona laser pistol attack GREEN, F damage: 1d20 + 8 ⇒ (13) + 8 = 212d4 + 2 ⇒ (4, 4) + 2 = 10
Computers, Trick attack fire damage: 1d20 + 15 ⇒ (11) + 15 = 263d8 ⇒ (8, 1, 2) = 11
If this succeeds, GREEN is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
DICEBOT
|
Strength to open door: 1d20 + 5 ⇒ (18) + 5 = 23
DICEBOT tries to open the door he is at, and then moves to the ladder.
GM Eclipse
|
Some of the Starfinders find it difficult to get their target locked in, even with successful distractions. Darkrunner-42 on the other hand nearly takes the green armored guard off his feet.
???: 1d4 + 4 ⇒ (2) + 4 = 6
---
Auto-rifle @ DICEBOT: 1d20 + 10 ⇒ (17) + 10 = 27
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Auto-rifle @ Carson: 1d20 + 10 ⇒ (8) + 10 = 18
Another volley collides with DICEBOT as he prepares to ascend the ladder and the blue guard reappears after opening the back door. Across the courtyard, Carson still manages to avoid the fire focused on him.
---
Combat Round 3: Bold may act.
Security Guard (Yellow)(Flat-Footed)
Carson
Osuro
DICEBOT (-23)
Darkrunner-42
Security Guard (Blue)
Security Guard (Green)(-21)(Flat-footed)
Carson of Downton
|
Carson continues to try and get Yellow out of the fight.
We can do this, let's take out Yellow. Get'em
He put Get'em on Yellow
Then he takes a shot at Yellow
Attack KAC with advanced semi-auto pistol w/Get'em: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
piercing damage (2d6+3 P; analog): 2d6 + 3 ⇒ (1, 2) + 3 = 6
Maybe I need to go back to grenades.
Darkrunner-42
|
Darkrunner sprints into the structure, following DICEBOT and firing at green after another one of his distraction attempts.
[full round] trick attack GREEN (moving 30')
corona laser pistol attack GREEN, F damage: 1d20 + 8 ⇒ (18) + 8 = 262d4 + 2 ⇒ (4, 2) + 2 = 8
Computers, Trick attack fire damage: 1d20 + 15 ⇒ (8) + 15 = 233d8 ⇒ (8, 4, 3) = 15
If this succeeds, GREEN is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
DICEBOT
|
DICEBOT climbs to the top of the ladder
Athletics: 1d20 + 10 ⇒ (18) + 10 = 28
and tries to get in the face of the guard standing there.
Yippie-ka-yay, do you feel lucky?
Sword attack: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 10 ⇒ (5) + 10 = 15
Osuro
|
Wash, rinse, repeat
Bluff for Trick Attack vs Yellow: 1d20 + 14 + 4 ⇒ (8) + 14 + 4 = 26 On success I will make him flat-footed against everyone.
Liquidator Disintegrator Pistol w/ Get 'em vs Flat-Footed Yellow: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (10) + 2 + (5, 1, 7) = 25
GM Eclipse
|
Carson nearly hits his target but the projectiles ricochet off the armor's plates. Osuro however takes the moment's distraction to nail the guard between the eyes, the burning sensation the last thing they feel before falling unconscious.
DICEBOT climbs the ladder and quickly gets his revenge, swiping the feet out of the unlucky guard. He grimaces before toppling into the snow below.
Will redirect the attack from Darkrunner to Blue, if you are okay with that.
Darkrunner seeing his target fall, quickly adjusts his aim to the blue aromored Ryphorian. His bolt laser dances between the transformers and nails the guard in the chestplate, leaving a smoking hole. The guard clutches his chest barely standing.
---
Auto-rifle @ Darkrunner: 1d20 + 10 ⇒ (3) + 10 = 13
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The guard can barely hold his pistol up, the shot careening into the snow.
---
Combat Round 4: Bold may act.
Carson
Osuro
DICEBOT (-23)
Darkrunner-42
Security Guard (Blue) (-23)
Carson of Downton
|
Carson moves around the structure to get a view of Blue.
There's only one left up. Let's Get'em
and put Get'em on Blue
Osuro
|
I thought I posted earlier? Must have never got past the preview.
Wash, rinse, repeat
Bluff for Trick Attack vs Blue: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31 On success I will make him flat-footed against everyone.
Liquidator Disintegrator Pistol w/ Get 'em vs Flat-Footed Blue: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (5) + 2 + (2, 4, 6) = 19
Darkrunner-42
|
Just as his teammates do, Darkrunner converges on the last assailant, distractions still operational.
[full round] trick attack BLUE (moving 30')
corona laser pistol attack BLUE, F damage: 1d20 + 8 ⇒ (4) + 8 = 122d4 + 2 ⇒ (4, 2) + 2 = 8
Computers, Trick attack fire damage: 1d20 + 15 ⇒ (19) + 15 = 343d8 ⇒ (8, 5, 8) = 21
If this succeeds, BLUE is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
DICEBOT
|
DICEBOT climbs down and gets in the face of the guard.
Double move
GM Eclipse
|
The snow swirls as a volley of shots fly around the last guard, he winces as one goes over his head but another clips his arm. He spins and grabs it before succumbing to the pain. If it wasn't for the machinery, quiet may have fallen over the area.
The Starfinders get a brief moments respite.
---
Combat Round 5: Bold may act.
Carson
Osuro
DICEBOT (-23)
Darkrunner-42
Osuro
|
"If there is anything immediately useful on the guards, we should grab it." Osuro goes over the man in front of her, grabbing a power cell from his weapon if nothing else presents itself.
Perception for a quick search: 1d20 + 10 ⇒ (19) + 10 = 29
Carson of Downton
|
Carson will move to the nearest fallen guard that someone else is not searching and look for keys, access codes, or other useful equipment.
Perception to search, Visual based checks are +2 from this: 1d20 + 12 ⇒ (19) + 12 = 31
Darkrunner-42
|
Darkrunner wonders if there's anything interesting about the power structure in the center of this area.
Engineering: 1d20 + 15 ⇒ (1) + 15 = 16
DICEBOT
|
DICEBOT grabs the gun the guard in front of him was holding, then proceeds back to the ladder.
GM Eclipse
|
Each guard has an autotarget rifle, standard taclash, 2x incendiary grenade I, healing serum MK1, mindlink circlet MK1, and a credstick.
Darkrunner-42 confirms most of the knowledge they have of the machinery, it keeps the area in continuous winter and has a large amount of electricity running through it. Any attacks on the structure will likely cause a shower of sparks.
---
As the group loots, Farvenzi comes into view carrying Spinjack on their back.
"You shouldn't have come here. You are impeding our business. Especially you!" the ryphorian calls out, firing on Darkrunner as their jetpack kicks on.
Corona Laser Rifle: 1d20 + 15 ⇒ (16) + 15 = 31
Fire Damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13
Farvenzi dives down towards the android.
Thunderhead Dragonglaive: 1d20 + 17 ⇒ (3) + 17 = 20
Slashing and Electric Damage: 2d8 + 14 ⇒ (4, 6) + 14 = 24
The laser crashes into the android's chest, but he ducks the glaive.
---
Combat Round 6: Bold may act.
Carson
Osuro
DICEBOT (-23)
Darkrunner-42 (-13)
Spinjack (Currently 10 feet above the wall top, 25 feet total in the air.)
Farvenzi (Currently flying just above a conduit, 5 feet up in the air.)
Osuro
|
Seeing Spinjack overhead, Osuro moves closer and while trying to get him to reconsider the tactics of the situation.
Bluff for Trick Attack vs White: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20 Ouch. Flat fails.
Liquidator Disintegrator Pistol vs Flat-Footed White EAC w/ 1 range increment: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 Probably not enough. Killing it this round!
Acidic w/ Trick Attack: 1d10 + 2 ⇒ (2) + 2 = 4
Carson of Downton
|
The bad guys are back, so let's Get'em.
He put Get'em on White
Then he takes a shot at White
Attack KAC with advanced semi-auto pistol w/Get'em: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
piercing damage (2d6+3 P; analog): 2d6 + 3 ⇒ (5, 2) + 3 = 10
Maybe the Get'em on white would help Osuro hit?
Darkrunner-42
|
The android looks at Spinjack with a confused, but emotionless expression.
Me? Hmm. It would seem you made business about us. Here comes our final offer...
The last phrase echoes from his data pad as he repositions himself before firing.
Final offer... final offer... final offer... then the sound of laser fire.
[full round] trick attack WHITE (moving 15')
corona laser pistol attack WHITE, F damage: 1d20 + 8 ⇒ (17) + 8 = 252d4 + 2 ⇒ (1, 4) + 2 = 7
Computers, Trick attack fire damage: 1d20 + 15 ⇒ (2) + 15 = 173d8 ⇒ (1, 8, 7) = 16
If this succeeds, WHITE is flat-footed against this attack
Debilitating Trick (Ex) When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. (choosing flat-footed if it works)
DICEBOT
|
If that dragon if five feet up, he's within reach when I step in, right?
DICEBOT takes a careful steps towards the big flying thing, and wildly swing up at the air.
Dueling sword: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 10 ⇒ (1) + 10 = 11
Move: 5ft step, Standard: attack
GM Eclipse
|
Carson's shot misses Spinjack, careening into the snowy skies but his directions help Osuro score a hit. His armor sizzles a moment before the acid dissipates.
(AoO) Thunderhead Dragongliave: 1d20 + 17 ⇒ (7) + 17 = 24
Slashing and Electric Damage: 2d8 + 14 ⇒ (3, 4) + 14 = 21
Darkrunner-42, joins in but as he repositions Farvenzi swipes at him, leaving a large sparking gash across the back of his armor. His aim stays true, battering Spinjack with his laser.
Yep, you can still swing up towards him.
DICEBOT moves in and engages with the dragonkin but his blades go wide.
---
"We don't need the doctor being misguided." Spinjack spits back, continuing to focus on Darkrunner.
Corona Laser Rifle: 1d20 + 15 ⇒ (12) + 15 = 27
Fire Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Ignoring the attacks of DICEBOT, Farvenzi attempts to keep Darkrunner close hovering hovering over and swinging again.
Thunderhead Dragonglaive: 1d20 + 17 ⇒ (3) + 17 = 20
Slashing and Electric Damage: 2d8 + 14 ⇒ (6, 1) + 14 = 21
Darkrunner proves to be difficult to strike but Spinjack's aim is sharp; the android feels his stamina waning as his wounds start to bubble with dark liquid.
---
Combat Round 7: Bold may act.
Carson
Osuro
DICEBOT (-23) You get an AoO on Farvenzi.
Darkrunner-42 (-45)
Spinjack (-11)(Currently 10 feet above the wall top, 25 feet total in the air.)
Farvenzi (Currently flying just above a conduit, 5 feet up in the air.)
DICEBOT
|
AoO: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 10 ⇒ (5) + 10 = 15
The two of you being misguided is more than enough
DICEBOT hacks away at the big flying thing that seems to ignore him.
More slashing: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 10 ⇒ (1) + 10 = 11
Carson of Downton
|
C'mon folks, let's Get'em
He puts Get'em on White
Then he takes a shot at White
Attack KAC with advanced semi-auto pistol w/Get'em: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
piercing damage (2d6+3 P; analog): 2d6 + 3 ⇒ (5, 4) + 3 = 12
I just cannot hit.
Osuro
|
Hesitant about the target selection right now, Osuro still follows orders and goes after Spinjack, but she tries hard to sell that she'll be attacking the larger, more imposing of the two instead.
Bluff for Trick Attack vs White: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36 Oh, I REALLY hope that succeeded!
Liquidator Disintegrator Pistol vs Flat-Footed White EAC w/ Get'Em & 1 range increment: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
Acidic w/ Trick Attack: 1d10 + 2 + 3d8 ⇒ (2) + 2 + (6, 5, 8) = 23
Make him Flat-footed against everyone.