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Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Yup, these mountains sure are high!

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cmlobue |

Yeah, taking 20 for a notice check is not going to work. Even for Belkar.
A pale, four-legged creature leaps from the cliffs, creating a rain of ice over the mechs.
Cold Damage: 6d8 ⇒ (7, 6, 5, 3, 5, 5) = 31
Bludgeoning Damage: 7d8 ⇒ (5, 5, 7, 2, 4, 7, 6) = 36
Relfex DC 20 half
The marked area is difficult terrain and provides concealment and a -4 penalty to Perception checks.
”Sefel/Flame Initiative”: 1d20 + 8 ⇒ (17) + 8 = 25
”Yargnod/Palisade Initiative”: 1d20 + 7 ⇒ (15) + 7 = 22
”Telirix/Shadow Initiative”: 1d20 + 13 ⇒ (12) + 13 = 25
”Enemy Initiative”: 1d20 + 9 ⇒ (18) + 9 = 27
It then vanishes
A picture of the creature is shown beside the map, but you can't see it now. Its initial location is marked with an X. Life Science to identify.
Round 1 - bolded may go.
Enemy (invisible)
Shadow Knight (7 PP)
Flame Knight (4 PP)
Time Knight (5 PP)
Palisade Knight (7 PP)

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How about its last seen position?
Ref Save: 1d20 + 13 ⇒ (16) + 13 = 29
When the first shards of ice hit, Telirix uses Shadow Knight's maneuverability to dodge the worst of the impromptu avalanche. When the debris stops falling, he kicks SK's jets into play and launches skyward.
Aid, Life Science: 1d20 + 4 ⇒ (7) + 4 = 11
"Did anyone get a good look? All I can say is that I'm pretty sure it's not a crest-eater or a barathu."
Climb (fly) 40'. Have a good look around.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32

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What was that?
Identify (Life Science): 1d20 + 19 ⇒ (2) + 19 = 21
For now he takes a moment to speed up the party.
[standard] Cast Haste on party
and continues looking around for signs of it.
Perc: 1d20 + 16 ⇒ (5) + 16 = 21

Yargnod Kir'eed |

Refl: 1d20 + 11 + 10 ⇒ (10) + 11 + 10 = 31
Yargnod throws Palisade Knight to the side as dense, hard chunks of ice rain down on them.
His response is all to predictable by this point and he launches a volley of rockets into the last spot they saw the beast.
Rocket Launch: 1d20 + 18 + 10 ⇒ (14) + 18 + 10 = 42
Fire and Piercing Damage: 6d10 + 11 ⇒ (10, 9, 3, 1, 8, 6) + 11 = 48 10' Explode
I have to admit, I still don't have the Mecha piloting rules down. I used my Refl save plus Palisade's modifier for the save but my Piloting Modifier plus the Base Attack Bonus for Palisade for the attack.

cmlobue |

Sefel is not quite sure what or where the creature is, but figures that a haste spell will be helpful regardless.
Telirix can't spot the creature either, but feels an impact on his mech as he ascends.
Claw: 1d20 + 29 ⇒ (13) + 29 = 42
Slashing and Electricity Damage: 8d6 + 24 ⇒ (5, 1, 2, 6, 2, 2, 6, 5) + 24 = 53
A gash opens in Shadow Knight and electricity pours in.
Yargnod, knowing that the creature is near Telirix, do you want to change your action?
Round 1 - bolded may go.
Enemy (invisible)
Shadow Knight (-25 SP, -51 HP, 7 PP, haste)
Flame Knight (4 PP, haste, Reflex save)
Time Knight (5 PP, haste, Reflex save)
Palisade Knight (-25 SP, -3 HP, 7 PP, haste)
Mech math is here under "Mech Statistics".

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"It's right here!" Telirix pitches down and rolls so that he can unload his in the direction of his collision.
Frost cannon, mech BaB, my BAB: 1d20 + 10 + 9 ⇒ (13) + 10 + 9 = 32 ... damage: 6d10 + 11 ⇒ (5, 1, 6, 2, 2, 7) + 11 = 34
I suppose it's got concealment, miss on 1-50: 1d100 ⇒ 79

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reflex: 1d20 + 12 ⇒ (18) + 12 = 30 time knight
recharge shields shields: 3d8 ⇒ (8, 2, 1) = 11
then take total defense action for +4 to AC.

cmlobue |

Reflex Save, Flame Knight: 1d20 + 11 ⇒ (18) + 11 = 29
Mordack takes a defensive position with Time Knight.
Telirix lights up a spot with his cannon.
Yargnod fires on the spot Telirix indicated.
The creature takes a swing at Flame Knight.
Claw: 1d20 + 29 ⇒ (4) + 29 = 33
Slashing and Electricity Damage: 8d6 + 24 ⇒ (2, 4, 4, 3, 3, 4, 2, 6) + 24 = 52
Round 2 - bolded may go.
Enemy (-57 HP, invisible)
Shadow Knight (-14 SP, -51 HP, 8 PP, haste)
Flame Knight (-14 SP, -55 HP, 7 PP, haste)
Time Knight (-3 SP, -3 HP, 5 PP, haste, total defense)
Palisade Knight (-14 SP, -3 HP, 8 PP, haste)

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The creature takes a swing at Flame Knight
From this, is there a new hint on a spot where a creature is?

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I imagine the cliff to the upper left of the map rises above our ledge and the lower left corner drops below. How tall are the cliffs?
Telirix jacknifes into a vertical climb. From this higher perspective he looks down on the battle field. No obvious clues to the creature's location except Flame Knight staggering.
Move action: Climb 40'
"Sefel, get up here with me! Yargnod, Mordak back to back across the ledge. "
I propose we cut the battlefield into two halves, so it has to come at Yarnognod and Mordak from upper left or lower right on the map. That should help us localize where it is.
Telirix fires near Flame Knight, hoping to drive the monster away.
Frost cannon, mech BaB, my BAB target blue dot on map: 1d20 + 10 + 9 ⇒ (17) + 10 + 9 = 36 ... damage: 6d10 + 11 ⇒ (6, 8, 1, 7, 3, 3) + 11 = 39
I suppose it's got concealment, miss on 1-50: 1d100 ⇒ 78

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On command, Sefel launches the Flame Knight vertically.
[move] 40ft up
and then fires his plasma cannon down into the space targeted by Telirix.
[standard] attack
Plasma rifle attack RED, E and F damage: 1d20 + 10 + 12 ⇒ (5) + 10 + 12 = 276d10 + 11 ⇒ (9, 1, 10, 5, 8, 7) + 11 = 51
line, critical wound, 100ft
Concealment miss chance: 1d100 ⇒ 70

cmlobue |

Yargnod calls out the enemy's new location.
Telirix launches into the air and fires on the indicated spot. A halo of frost indicates that it found its mark.
Flame Knight tries the same trick, though a bit more flame-y. It also strikes the invisible creature.
Round 2 - bolded may go.
Enemy (-117 HP, invisible)
Shadow Knight (-14 SP, -51 HP, 8 PP, haste)
Flame Knight (-14 SP, -55 HP, 7 PP, haste)
Time Knight (-3 SP, -3 HP, 5 PP, haste, total defense)
Palisade Knight (-14 SP, -3 HP, 8 PP, haste)

Yargnod Kir'eed |

"You're dead, Mr. Snowman! Dead you hear me?!" Yargnod snarls before unleashing another volley of rockets at the creature.
Rocket Launch: 1d20 + 18 + 10 ⇒ (13) + 18 + 10 = 41
Fire and Piercing Damage: 6d10 + 11 ⇒ (9, 8, 8, 3, 9, 1) + 11 = 49

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Move around and swing with sword whip hit: 1d20 + 10 + 12 ⇒ (17) + 10 + 12 = 39 dmg: 6d8 + 17 ⇒ (5, 6, 3, 3, 8, 6) + 17 = 48 sonic

cmlobue |

Mordack Miss Chance: 1d100 ⇒ 14
Mr. Snowman isn't where Mordack aimed, but Yargnod can see it just fine.
Some of its wounds begin to heal as it goes after the clearly dangerous Palisade Knight.
Claw: 1d20 + 29 ⇒ (14) + 29 = 43
Slashing and Electricity Damage: 8d6 + 24 ⇒ (1, 3, 5, 2, 2, 1, 1, 6) + 24 = 45
Round 3 - bolded may go.
Enemy (-151 HP, invisible)
Shadow Knight (-13 SP, -51 HP, 9 PP, haste)
Flame Knight (-13 SP, -55 HP, 7 PP, haste)
Time Knight (-3 HP, 8 PP, haste)
Palisade Knight (-14 SP, -35 HP, 9 PP, haste)

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Yargnod seems to have a handle on the creature's location. Telirix waits to see where the kanabo attack then aims Shadow Knight's weapons at the same location.
Frost cannon, mech BaB, my BAB: 1d20 + 10 + 9 ⇒ (20) + 10 + 9 = 39 ... damage: 6d10 + 11 ⇒ (7, 8, 7, 1, 6, 2) + 11 = 42
miss on 1-50: 1d100 ⇒ 6 Effing missed my crit!

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Does... somebody have a glitter canon or something to spray on this thing?
He aims at the suspected space again.
[standard] attack
Plasma rifle attack RED, E and F damage: 1d20 + 10 + 12 ⇒ (14) + 10 + 12 = 366d10 + 11 ⇒ (8, 7, 1, 3, 3, 3) + 11 = 36
line, critical wound, 100ft
miss chance: 1d100 ⇒ 15

Yargnod Kir'eed |

Does... somebody have a glitter canon or something to spray on this thing?
"I do, actually!" Yargnod declares since Justifier has a setting that illuminates targets. [b]"But it's stuck in here with me!"
Hopefully the creature has made a mistake, since Palisade Knight is better at melee combat than ranged.
Adamantine Rune Spear: 1d20 + 10 + 12 ⇒ (18) + 10 + 12 = 40
Slashing: 6d8 + 16 ⇒ (6, 2, 1, 2, 2, 4) + 16 = 33
He also slaps the short cut button that he installed that refreshes the shields.

cmlobue |

Botting Mordack
Sefel shoots where the creature is not. Telirix shoots really well at where the creature is not.
Yargnod lights up the creature.
Mordack whips it with Time Knight's sword.
hit: 1d20 + 10 + 12 ⇒ (18) + 10 + 12 = 40
dmg: 6d8 + 17 ⇒ (8, 2, 3, 5, 1, 6) + 17 = 42 sonic
Whips it good.
The creature knits some of its wounds together before going all out against Time Knight and Palisade Knight.
Bite vs. Palisade Knight: 1d20 + 23 ⇒ (3) + 23 = 26
Piercing and Electric Damage: 3d12 + 24 ⇒ (4, 4, 5) + 24 = 37
Claw vs. Time Knight: 1d20 + 23 ⇒ (5) + 23 = 28
Slashing and Electric Damage: 3d12 + 24 ⇒ (8, 6, 3) + 24 = 41
Claw vs. Time Knight: 1d20 + 23 ⇒ (8) + 23 = 31
Slashing and Electric Damage: 3d12 + 24 ⇒ (4, 3, 5) + 24 = 36
Round 4 - bolded may go.
Enemy (-221 HP, invisible, glowing)
Shadow Knight (-2 SP, -51 HP, 10 PP, haste)
Flame Knight (-2 SP, -55 HP, 7 PP, haste)
Time Knight (-14 HP, -9 HP, 8 PP, haste)
Palisade Knight (-3 SP, -35 HP, 10 PP, haste)

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Frustrated, Sefel shoots into the space Mordack successfully whipped.
[standard] attack RED
Plasma rifle attack RED, E and F damage: 1d20 + 10 + 12 ⇒ (7) + 10 + 12 = 296d10 + 11 ⇒ (1, 6, 3, 9, 9, 10) + 11 = 49
line, critical wound, 100ft
miss chance: 1d100 ⇒ 88

Yargnod Kir'eed |

Yargnod spams the button to regenerate the shields as the creature starts carving up Palisade Knight.
"I hate when they fix what I break! We have to figure out how to stop this thing from healing itself!"
For the moment, he's just going to depend on breaking faster than it can fix.
Adamantine Rune Spear: 1d20 + 10 + 12 ⇒ (20) + 10 + 12 = 42
Slashing: 6d8 + 16 ⇒ (6, 2, 2, 4, 5, 1) + 16 = 36
Slashing Crit: 6d8 + 16 ⇒ (7, 2, 2, 3, 3, 8) + 16 = 41

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Strike with whip hit: 1d20 + 10 + 12 ⇒ (6) + 10 + 12 = 28dmg: 6d8 + 17 ⇒ (2, 3, 6, 1, 5, 6) + 17 = 40

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Telirix also focuses fire on Mordak's target square.
1 PP to aim
Frost cannon, mech BaB, my BAB: 1d20 + 10 + 9 + 1 ⇒ (16) + 10 + 9 + 1 = 36 ... damage: 6d10 + 11 + 1d4 ⇒ (1, 7, 1, 4, 8, 9) + 11 + (3) = 44
Miss 1-50: 1d100 ⇒ 42

cmlobue |

Yargnod cuts it in half. That does a good enough job at preventing it from healing. But even if it did, it would flee at this point.
Shadow Knight (-51 HP)
Flame Knight (-55 HP)
Time Knight (-9 HP)
Palisade Knight (-35 HP)
Assuming you want to be at full strength approaching Ayleth's lair, now would be a good time to put those UPBs to work for repair.

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"Who'd have thought a natural organic creature like that would trash mechs? My systems are reading about one half capacity. "
Would definitely like to repair. How many upb's do we have?

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However many UPBs they have, Sefel gets to work on the mechs...
Engineering, repair Shadow: 1d20 + 21 ⇒ (8) + 21 = 29
Engineering, repair Flame: 1d20 + 21 ⇒ (4) + 21 = 25
Engineering, repair Time: 1d20 + 21 ⇒ (13) + 21 = 34
Engineering, repair Palisade: 1d20 + 21 ⇒ (14) + 21 = 35

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Telirix will take 10 to auto-aid those engineering checks. If we don't have enough UPBs to fully repair all the mechs, I'd settle for 3/4 health on Shadow Knight, and I can cloak to dodge some damage in the fight.

Yargnod Kir'eed |

"You should see the kaiju back on my homeworld," Yargnod comments as he pops the hatch and pulls out his tool kit to help with the repairs. "They invented mechs specifically to fight them!"
Engineering Aid Repairing Shadow Knight: 1d20 + 22 ⇒ (14) + 22 = 36
Engineering Aid Repairing Flame Knight: 1d20 + 22 ⇒ (1) + 22 = 23
Engineering Aid Repairing Time Knight: 1d20 + 22 ⇒ (10) + 22 = 32
Engineering Aid Repairing Palisade Knight: 1d20 + 22 ⇒ (11) + 22 = 33

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Shadow Knight (-51 HP)
Flame Knight (-55 HP)
Time Knight (-9 HP)
Palisade Knight (-35 HP)Assuming you want to be at full strength approaching Ayleth's lair, now would be a good time to put those UPBs to work for repair.
The party has 14,785 UPBs, minus whatever you spent on gear (which I don't recall being much). Assuming you converted all cash to UPBs, which is sensible because then you can use them as money or materials.
Using the rolls made so far...
They're tier 11, so 22 HP per hour, DC 26
After Sefel's work on them for one hour.. (220 UPB each)
Shadow Knight (-29 HP) ⇒ 220 UPB
Flame Knight (-33 HP) ⇒ 220 UPB
Time Knight (fixed!) ⇒ 45 UPB
Palisade Knight (-13 HP) ⇒ 110 UPB
After another hour of work by Yargnod... (hope you don't mind, I took his rolls as another hour of work not aid, it's hard for us to fail that DC).
Shadow Knight (-7 HP) ⇒ 110 UPB
Flame Knight (-11 HP) ⇒ 330 UPB (increase cost to keep success)
Time Knight (fixed!) already
Palisade Knight (fixed!) ⇒ 65 UPB
2 hours and 1100 UPBs later we are at the above.

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Another hour of work by (peferrably) Yardnod on Shadow and Flame and we should be all patched up.

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Botting Yardnod
Engineering Aid Repairing Shadow Knight: 1d20 + 22 ⇒ (13) + 22 = 35 ⇒ 35 UPBs
Engineering Aid Repairing Flame Knight: 1d20 + 22 ⇒ (15) + 22 = 37 ⇒ 55 UPBs
Final total: 3 hours and 1190 UPBs.
All mechs repaired.

Yargnod Kir'eed |

Yargnod wipes a little sweat from his brow with his work rag, leaving a smudge of nano-carbon dust behind. He twirls his UPB solidifier gun like a gunslinger and holsters it before brushing his hands and standing up from under the shadow of Shadow Knight.
"That ought to do it. Let's go kill a dragon," he says as he climbs back into Palisade Knight.

cmlobue |

A hexagonal spire of gleaming white stone floats above the mountains, narrowing at the top where its roof furls open to the sky above. A pathway on the other side of the mountain curls around to the front of the fortress, a set of stairs ascending from it to a massive door. Flocks of armored dragonkin patrol the skies, and flying turrets circle the spire’s perimeter, their sensors glowing like beady red eyes. Beneath the fortress, several sets of copper pipes extend from its base to the mountains below.
The mechs can easily fly or climb the pipes to reach the hatch. The hatch is locked, but the team makes quick work of it. I don't think DC 25 is meant to be a barrier at this level.
>Slide 25< Each square is 10 feet.
The hatch opens into a fortress made of multicolored metals fused together in intricate designs. The crest of an adamantine dragon rampant is embossed on the northeastern wall.
Eight of Ayleth's guards remain stationed here, alerted to trouble by the opening of the hatch.
”Sefel/Flame Initiative”: 1d20 + 8 ⇒ (9) + 8 = 17
”Yargnod/Palisade Initiative”: 1d20 + 7 ⇒ (11) + 7 = 18
”Telirix/Shadow Initiative”: 1d20 + 13 ⇒ (6) + 13 = 19
”Red Initiative”: 1d20 + 8 ⇒ (7) + 8 = 15
”Orange Initiative”: 1d20 + 8 ⇒ (19) + 8 = 27
”Yellow Initiative”: 1d20 + 8 ⇒ (4) + 8 = 12
”Green Initiative”: 1d20 + 8 ⇒ (2) + 8 = 10
”Blue Initiative”: 1d20 + 8 ⇒ (5) + 8 = 13
”Purple Initiative”: 1d20 + 8 ⇒ (1) + 8 = 9
”Pink Initiative”: 1d20 + 8 ⇒ (8) + 8 = 16
”Black Initiative”: 1d20 + 8 ⇒ (13) + 8 = 21
The guard with orange insignia raises a rifle and fires on Shadow Knight.
Drake Dragon Rifle: 1d20 + 18 ⇒ (11) + 18 = 29
Fire Damage: 3d6 + 9 ⇒ (2, 2, 1) + 9 = 14
Pinned down by the arrival of the mechs, the minion with black insignia swings a staff at Flame Knight.
Aurora Stun Staff: 1d20 + 21 ⇒ (2) + 21 = 23
Electricity Damage: 3d8 + 15 ⇒ (2, 1, 6) + 15 = 24
Clearly neither of them was prepared to fight giant robot dragons.
Round 1 - bolded may go
Orange
Black
Shadow Knight (7 PP)
Palisade Knight (7 PP)
Flame Knight (4 PP)
Pink
Red
Blue
Yellow
Green
Time Knight (2 PP)
Purple

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"You are brave but foolish. Run now and save yourselves!" Telirix doesn't wait to see what effect his advice has. He lashes out at the nearest guard.
He follows up by stepping within reach of two more guards.
Scythe, mech BaB, my BAB v blue: 1d20 + 10 + 9 ⇒ (8) + 10 + 9 = 27 ... damage: 6d8 + 16 ⇒ (7, 5, 3, 6, 2, 4) + 16 = 43 (15' reach)
The move will draw an AoO from blue if I didn't kill him.

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Ah! The welcoming committee. They wish to party. Sefel remarks before opening fire with his mech's plasma canon.
[standard] attack BLUE
Plasma rifle attack BLUE, E and F damage: 1d20 + 10 + 12 ⇒ (15) + 10 + 12 = 376d10 + 11 ⇒ (5, 9, 5, 9, 6, 9) + 11 = 54
line, critical wound, 100ft

Yargnod Kir'eed |

"I would tell you guys to run, but we can't take the chance that you'll warn anyone so I guess you're just going to have to die here," Yargnod declares and opens the hatch on the chest mounted rocket launchers on Palisade Knight.
He unleashes a volley at the two guards to the right (green and orange.)
Rocket Launcher: 1d20 + 12 + 10 ⇒ (10) + 12 + 10 = 32
I'm going to assume that's a hit and will use 3PP for Devastating Hit to upgrade the damage.
Fired and Piercing: 6d12 ⇒ (12, 1, 8, 2, 11, 8) = 42

cmlobue |

Sadly, not that squishy at this level. Also, I think Yargnod is aiming at the two to the east, who are yellow and green to my eyes.
Telirix scythes through the guard in blue insignia, and Sefel follows up with some plasma. That one is not looking very healthy.
Yargnod fires a rocket towards the pair in the eastern cubby. Boom!
The enemy seems to decide firing a single shot each and then approaching the mechs is the best strategy.
Drake Dragon Rifle, Pink vs. Shadow Knight: 1d20 + 18 ⇒ (18) + 18 = 36
Fire Damage: 3d6 + 9 ⇒ (5, 5, 5) + 9 = 24
Drake Dragon Rifle, Red vs. Time Knight: 1d20 + 18 ⇒ (8) + 18 = 26
Fire Damage: 3d6 + 9 ⇒ (5, 1, 5) + 9 = 20
Drake Dragon Rifle, Yellow vs. Palisade Knight: 1d20 + 18 ⇒ (5) + 18 = 23
Fire Damage: 3d6 + 9 ⇒ (3, 6, 3) + 9 = 21
Drake Dragon Rifle, Green vs. Palisade Knight: 1d20 + 18 ⇒ (19) + 18 = 37
Fire Damage: 3d6 + 9 ⇒ (3, 4, 5) + 9 = 21
The one in blue is, of course, already there, but takes a step before swinging.
Aurora Stun Staff, Blue vs. Shadow Knight: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37
Electricity Damage: 3d8 + 15 ⇒ (8, 8, 6) + 15 = 37
Round 1 - bolded may go
Orange
Black
Shadow Knight (-25 SP, -26 HP, 7 PP)
Palisade Knight (-16 SP, 4 PP)
Flame Knight (4 PP)
Pink
Red
Blue (-97 HP)
Yellow (-42 HP)
Green (-42 HP)
Time Knight (5 PP)
Purple

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"Watch out for those staves! They pack a punch."
GM_lobue, sir, I'm thinking blue purple and orange all moved 10' and I'm going to get an AoO against my choice. Did any of them make a careful 5' move?

cmlobue |

You are correct, all of them provoked.

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use sword whip on red hit: 1d20 + 10 + 12 ⇒ (12) + 10 + 12 = 34 dmg: 6d8 + 17 ⇒ (6, 8, 2, 1, 5, 5) + 17 = 44 slashing

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Blue's still active and mobile. Telirix swipes at him to take him out.
Scythe, mech BaB, my BAB, v KAC blue: 1d20 + 10 + 9 ⇒ (14) + 10 + 9 = 33 ... damage: 6d8 + 16 ⇒ (6, 1, 8, 4, 6, 4) + 16 = 45 (15' reach)

cmlobue |

Telirix hacks at the guard in blue. It is somehow still active and mobile.
The purple-clad guard fires from the stairs, then steps closer.
Drake Dragon Rifle, Pink vs. Time Knight: 1d20 + 18 ⇒ (9) + 18 = 27
Fire Damage: 3d6 + 9 ⇒ (5, 2, 3) + 9 = 19
The one in orange steps toward Shadow Knight and takes a swing.
Aurora Stun Staff, Blue vs. Shadow Knight: 1d20 + 21 ⇒ (11) + 21 = 32
Electricity Damage: 3d8 + 15 ⇒ (3, 4, 7) + 15 = 29
The enemy in black tries to wreck the mech pinning it down.
Aurora Stun Staff, Blue vs. Flame Knight: 1d20 + 21 - 4 ⇒ (12) + 21 - 4 = 29
Electricity Damage: 3d8 + 15 ⇒ (6, 7, 2) + 15 = 30
Aurora Stun Staff, Blue vs. Flame Knight: 1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 20
Electricity Damage: 3d8 + 15 ⇒ (8, 3, 5) + 15 = 31
Round 2 - bolded may go
Orange
Black
Shadow Knight (-14 SP, -50 HP, 8 PP)
Palisade Knight (-2 SP, 5 PP)
Flame Knight (-14 SP, 7 PP)
Pink
Red
Blue (-142 HP)
Yellow (-42 HP)
Green (-42 HP)
Time Knight (5 PP)
Purple

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Sensing that the solder by shadow knight might be near its end, Sefel attempts to finish it off.
[standard] attack BLUE
Plasma rifle attack BLUE, E and F damage: 1d20 + 10 + 12 ⇒ (18) + 10 + 12 = 406d10 + 11 ⇒ (2, 6, 2, 4, 5, 3) + 11 = 33
line, critical wound, 100ft

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Shadow Knight is damaged again. Telirix begins to wonder if he wouldn't be better off in just his powered armor. He slaps the panel to dump extra power to the shields and swipes again at blue. Or lilac(? to my right) if blue is down by Sefel's attack. Then he carefully steps back.
Replenish shields 2 PP . Ethereal body 2 PP. Shadow knight is treated as incorporeal until it's next turn. Down to 4 PP
Replenish: 3d8 ⇒ (1, 3, 8) = 12 Plus the regular 10 or 11 shield regen points.
Scythe, mech BaB, my BAB: 1d20 + 10 + 9 ⇒ (18) + 10 + 9 = 37 ... damage: 6d8 + 16 ⇒ (8, 7, 6, 5, 4, 1) + 16 = 47 (15' reach)
Careful 10' move as shown.
Incorporeal
An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits.
Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions.
An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (see page 260), but enemies have total concealment (50% miss chance; see Concealment on page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight.
Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see.

Yargnod Kir'eed |

With his enemies being kind enough to step up to him, Yargnod switches to Palisade Knight's spear, focusing on yellow and making a full attack.
Adamantine Rune Spear: 1d20 + 18 + 10 - 4 ⇒ (10) + 18 + 10 - 4 = 34
Piercing Damage: 6d10 + 16 ⇒ (5, 6, 4, 10, 2, 7) + 16 = 50
Adamantine Rune Spear: 1d20 + 18 + 10 - 4 ⇒ (15) + 18 + 10 - 4 = 39
Piercing Damage: 6d8 + 16 ⇒ (5, 5, 2, 3, 3, 5) + 16 = 39
I'll burn another 3 PP for a devasting hit on the first attack, assuming it hits. If it doesn't his then I'll spend it on the second and use the damage roll from the first.

cmlobue |

Shadow Knight boosts its shields and hacks at the blue soldier, who falls to the ground. It then shimmers as it phases out of this plane of reality.
Palisade Knight dumps power into its weapons systems, then stabs the yellow enemy twice.
Flame Knight follows that up with a blast of flame, which drops the yellow enemy.
Three of the enemy continue trying to pummel the mechs.
Aurora Stun Staff, Pink vs. Shadow Knight: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Electricity Damage: 3d8 + 15 ⇒ (1, 4, 1) + 15 = 21
Aurora Stun Staff, Pink vs. Shadow Knight: 1d20 + 21 - 4 ⇒ (15) + 21 - 4 = 32
Electricity Damage: 3d8 + 15 ⇒ (2, 6, 3) + 15 = 26
Aurora Stun Staff, Red vs. Time Knight: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37
Electricity Damage: 3d8 + 15 ⇒ (2, 1, 1) + 15 = 19
Aurora Stun Staff, Red vs. Time Knight: 1d20 + 21 - 4 ⇒ (7) + 21 - 4 = 24
Electricity Damage: 3d8 + 15 ⇒ (5, 3, 8) + 15 = 31
Aurora Stun Staff, Green vs. Palisade Knight: 1d20 + 21 - 4 ⇒ (9) + 21 - 4 = 26
Electricity Damage: 3d8 + 15 ⇒ (2, 1, 1) + 15 = 19
Aurora Stun Staff, Green vs. Palisade Knight: 1d20 + 21 - 4 ⇒ (7) + 21 - 4 = 24
Electricity Damage: 3d8 + 15 ⇒ (7, 1, 2) + 15 = 25
Round 2 - bolded may go
Orange
Black
Shadow Knight (-15 SP, -50 HP, 2 PP, incorporeal)
Palisade Knight (-2 SP, 2 PP)
Flame Knight (-14 SP, 7 PP)
Pink
Red
Blue
Yellow
Green (-42 HP)
Time Knight (-11 SP, -13 HP, 8 PP)
Purple