GM Jhaeman's Dawn of Flame, Chapter Five: "Solar Strike"

Game Master Jhaeman

Maps & Handouts

The Sun Diver


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Shrine is fine!


Protector Nyralaen and the other planners for the anassanoi resistance are obviously pleased to hear that you're ready for another mission so quickly. They deliver a full briefing, explaining that Kahlannal contains several shrines to its Protectors. One of the shrines, that to Protector Jheghal, was assaulted early in the invasion. Protector Jheghal was able to activate the shrine's defenses (ensuring that the sacred items inside would not fall into enemy hands) before he sortied out into battle and was killed.

We mourn Protector Jheghal and venerate his sacrifice. Yet now the time for action has come: if we are able to obtain the sacred items inside, we can induct a new Protector and bond them to the chariot. And more, we may be able to use the relics to heal Protector Faeffel, who still lingers in the mind-ebb.

When Nyralaen broadcasts the word "chariot", an image accompanies it that is very different than a primitive wheeled-vehicle: an anassanoi "chariot" is a strange vehicle of flowing, mercury-like metal that seems capable of altering its form and merging with other chariots to make even larger vehicles. The chariot is the command center for the shrine's security. Minor telepathic ability is required to establish contact with it, and then it can be asked to unlock the doors in the shrine before it is instructed to journey to our headquarters here.

However, Nyralaen explains, the chariot itself is within a protective dome in the shrine, which, since Protector Jheghal has died and cannot unlock with his touch, it will only open with the telepathic key-word concept "peace".

Mild anxiety accompanies the final part of Nyralaen's briefing. And we must warn you: our agents have identified one of Nysteryx's most trusted lieutenants, a sun giant named Vellera, attempting to crack the magical seals on the shrine. Without the key-word, she has been unable to enter--but the occupiers are resourceful, and may yet discern a way in. Be wary!

To activate the telepathic key-word, one member of the group must have a spell like mindlink, telepathic message, etc. In the alternative, you can see if Taeress or Zhyffor would accompany you.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Would a Mindlink Circlet work?


Indeed!


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Amhesha uses the Mindlink Circlet to communicate, I can activate it myself. I always wear a Mindlink Circlet since my mom is a Shirren, she says as she taps the mindlink circlet on her head.

"Sun giant, huh? Thanks for warning us don't think I know much about them, though," she says. She turns to the local xenobiologist, Theo, for any advive on fighting it.

Recall Knowledge, LS: 1d20 + 14 ⇒ (2) + 14 = 16


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

That should work. I also have a telepathic message spell as a backup.

She also looks to see what advice Theo will give about a Sun Giant.

Hey Theo... can we fight a Sun Giant? Do we need any special resources?


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Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

"If it bleeds I can kill it." Theodore says, rising to his full height and cracking his knuckles. "But I suppose you wanted specifics."

Life Science: 1d20 + 11 ⇒ (14) + 11 = 25
GM, what do I know about Sun Giants? Party, assume I share whatever info I get here.


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m N duergar Biohacker 9 | sp 72/72 | hp 60/60 | rp 9/10 | EAC 22 KAC 23 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 10/10

Ha! A giant. Just a giant! Even tha worthless white-skinned dwarves fought them well... An' I gonna rip out his kneecaps an' juggle them in front o' his eyes, bhahaha!... Tulgram (looking a bit like Popeye the Sailor) kneads his fists, knocking alternately with his knuckles inside his palms like a real boxer, and then suddenly stops. Sorry colleagues, my new partner is releasing too much adrenaline. From time to time, we sort of argue about who's in charge here, but I always win. Otherwise, someone will find themselves in a waste tank, right? The last phrase is clearly not addressed to you.

Aye, while we're getting ready, I'll have a little more fun. Tulgram takes out a tiny vial of Mehrren's blood, opens it, sticks his tongue out wide and drops one small drop directly into his mouth. As a drop of blood passes through the duergar's insides, a biological supercomputer in his brain performs an in-depth study of the creature's DNA.

Life Science: 1d20 + 21 ⇒ (15) + 21 = 36 VS DC 27


As Theodore and Amhesha search their memories (and datapads) for information on sun giants, Tulgram conducts a DNA test on Protector Mehrren's blood!

Amhesha:
You haven't heard of "sun giants" before--they must be relatively rare.

Theodore:
You've heard of "sun giants", but don't know much about them. Sun giants seek to bring their light to the dark corners of space,
either through benevolent exploration or selfish conquest. They hold particular animosity toward creatures from the Shadow Plane. Even being within a stone’s throw of a sun giant can leave creatures dazzled by their brightness!

Tulgram's check is successful--one down!


Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"I also have a Mindlink Circlet." Xylian says. A sun giant may not be a dragon, but would still qualify as big game hunting.


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With everyone reporting ready, a resistance scout leads you through a veritable labyrinth of narrow passageways, disused magtrain tunnels, and building basements. Finally, you emerge out onto the streets of Kahlannal. There are few shadows here, as the buildings of pearlescent material or silver metal seem to channel the light into every recess and crevice.

The shrine is ahead. This is as close as I can guarantee your safety, the guide broadcasts telepathically alongside images of azer and ignan patrols.

There's a special mechanic in place to see whether you can reach the shrine undetected. Each of you attempts a Stealth check. If a character's check exceeds the DC by 10 or more, they cancel out another PC's failure. At least half of you need to meet the DC to avoid notice of an occupation patrol.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis thanks their guide quietly and assures the scout that they can take it from here.

Then she looks at each of her companions, wondering who she needs to help out in this endeavor.

I have a +16, so I don't think there will be a problem for me... but who has the lowest? I can cast invisibility on someone else to improve their roll. Is Theo the hardest to hide?


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

+15 here, can't have a sniper without it.


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Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

+2! Apparently, ten foot tall bears aren't very stealthy. Who knew?

As they head through the tunnels, Theo shares what he knows about sun giants with the group. Feel free to read the spoiler


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis casts invisibility on Theodore before they head in, saying

Okay, they can't see you, but try to not make too much noise, because they can still see you.

Then she heads in as well.

Stealth: 1d20 + 16 ⇒ (4) + 16 = 20

Wow, low roll, but with my bonus I think that is enough to help someone else out as well. If Amhesha does better at rolling than I did, we might be doing good.


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Stealth: 1d20 + 15 ⇒ (18) + 15 = 33

That good enough?


Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian the giant robot stomps down the center of the road. Just kidding, he leaves his powered armor behind for now, though his cannon is no less threatening.

Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
X is dextrous, but has no points in stleath but it's like -5 if he was wearing his powered armor so it could be worse :P
Oh, did the solanites give us a usb charger compatible with their outlets to recharge our batteries?


The group try to make their way stealthily toward the shrine. Amhesha slinks silently from doorway to doorway, but Zharis is so concerned with her allies that she lingers in view a touch too long--fortunately, Amhesha is able to motion her back into a nearby recess.

For his part, Xylian has the natural ability but lacks the training to move tactically without detection.

Amhesha succeeds, and exceeds the DC by 10 (negating an ally's failure).

By a smidge, Zharis does not succeed.

Xylian does not succeed.

From the three checks, our result is two successes and one failure. Tulgram and Theodore (with a +20 from invisibility) are up!


m N duergar Biohacker 9 | sp 72/72 | hp 60/60 | rp 9/10 | EAC 22 KAC 23 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 10/10

Tulgram naturally does his best to move unnoticed. The problem is that the task is a little beyond the capabilities of the obese duergar.

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis chides herself for overconfidence, and nods to Amhesha for the save.

Yikes. For some reason I thought the DC was 10 (probably mixing up games again). Darn. We may fail because Zharis failed a performance.

Zharis sees the rest of the party struggling, and tries to come up with a plan B on the fly. She wonders if she can can use disguise self and "discover" the rest of the group herself. Then she could pretend to be doing a security exercise, or even leading some prisoners. She has enough manacles for everyone... she starts digging them out while they wait for Theo to cross, and whispers the plan to Amhesha.

Not sure if we still have a chance to turn this around, or if there are in-game consequences that prevent it, but I could disguise myself as the torturer we have on ice, and try to talk our way out of the situation.


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Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

Stealth: 1d20 + 2 + 20 ⇒ (16) + 2 + 20 = 38

Knowing he's invisible, Theodore concentrates on walking softly, not letting his claws tap on the metal floor plating, etc.


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Just as an azer patrol is about to come around and bend and spot Tulgram, invisible hands reach out and lift him into hiding! The patrol passes by, none the wiser.

Soon, the urban infrastructure of Kahlannal gives way to a a lush, open park. A path leads to an oblong, pearlescent building that looks like a natural, dome-shaped shell. A swirling spire rises from it, while thin windows in dazzling colors cover the angled front, surrounding three giant doors, the centermost of which has a large hole melted through it!

Tulgram's attempt fails, but Theodore's attempt succeeds by more than 10, negating the failure. Final account is 4 successes and one failure: PASS!

The Shrine is on the new Slide # 2. Please go ahead and place your tokens however you'd like to approach.


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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I popped everyone onto the map, and put us on a little path on the west side, but if anyone has a plan and wants to approach from a different direction, just let me know.


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Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian will scan I guess? for any cameras that may be accessible so they can get a lay of the land.

Wireless Hack:
Remote Hack (DC 24): You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.


m N duergar Biohacker 9 | sp 72/72 | hp 60/60 | rp 9/10 | EAC 22 KAC 23 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 10/10

Tulgram clutches his weapon and prepares to strike when the time comes.
All good .)


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The group approach the building from the far side of the doors. Xylian scans the area for cameras to access, but it seems the anassanoi either don't use public surveillance technology or have chosen not to install it outside a sacred place like a Protector's Shrine.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Amhesha will scan for any kind of technology, hybrid or otherwise, that she can gain access to to gain an advantage.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis will keep an eye out for any alternate entrances, or anything else that looks unusual.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


m N duergar Biohacker 9 | sp 72/72 | hp 60/60 | rp 9/10 | EAC 22 KAC 23 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 10/10

Perception: 1d20 + 21 ⇒ (13) + 21 = 34 any dangers


A search of the perimeter of the shrine shows no hidden dangers and nothing out of the ordinary, apart from the large hole melted in the centermost of the shrine's three doors! The hole is almost 8 feet wide and 12 feet high!

The area beyond is brightly lit, and the group's scouts realize the light beyond the doorway flickers and moves--fiery creatures linger there!

Map updated. We're not on Initiative--yet.

@Amhesha: Regarding the scanning for tech, nothing on the outside of the shrine jumps out at you, but there's very likely some high-tech stuff inside.

Telepathic Ability:
Above the melted doorway are etched characters in Anassan, and these words have telepathic encoding that attracts attention and automatically translates for anyone within 20’ who understands language: the passage says: “All blessings are imparted to those with peace in their hearts.”


Fortunately, the fiery creatures haven't seen the strangers from beyond the star!

You can attempt a Mysticism check to ID the creatures. If you want to do something special you can, or I can start just start Initiative and give you a Surprise Round since you succeeded on your stealthy approach earlier.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Okay, if there is no other way in, then I guess we're doing a battle, eh? I don't think trying to talk is going to do much.

Hey Amhesha, you're a sniper, right? Think you can shoot one of those things from here? Maybe we can draw them out. Also, I suspect they will be harder to kill up close. That hole in the door looks huge. Anyone got any bright ideas before we begin?


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

GM. How far back would you say is reasonable to retain line of sight to inside?

"Yes, I can manage that. How far back do you want me? I can go a decent ways back without the scope, but even farther with... but I'd be worried about getting," she says as she struggles to find the next word, instead inserting a nebulous word of Protean, "from behind while I'm too far out."


Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

If we can shoot 'em through the door, I can help with that as well." Theo says, drawing his Gelid Ice Carbine.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

"My damned paws would give out on me if you want the full range of this thing 1000ft range increment , though. The shobhads make one hell of a sniper rifle. I'll tell you what I know about these guys."

Mysticism: 1d20 + 9 ⇒ (20) + 9 = 29 Guess she knows.


m N duergar Biohacker 9 | sp 72/72 | hp 60/60 | rp 9/10 | EAC 22 KAC 23 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 10/10

[ooc]Life or Physical Science +21 (instead of mysticism, the ability of a biohacker), take 20 (another ability of a biohacker), with a result of 41[ooc]

Tulgram listens to Amhesha, nods like an old professor to a young student, and then complements her words...


Amhesha evaluates good sniper positions while Tulgram peers knowingly as the fiery creatures.

@Amhesha: You bet! Actually, a pet peeve of mine is that Paizo has the vast majority of its encounters in small, confined areas, so that things like weapon range increments and special character abilities related to long-distance fighting rarely comes into play. Now, the scenario doesn't give me much information on what's around the shrine, but it seems to be in an open park-type area. So, we'll trust in the mighty gods of randomness and say you have an unobstructed sight line of This many feet: 1d1000 ⇒ 461.

Amhesha:
These are plasma elementals! Much like the much more common fire elementals, plasma elementals are outsiders particularly vulnerable to cold. Neither electrical nor fire attacks would likely harm them, however.

Tulgram:
These are plasma elementals! Much like the much more common fire elementals, plasma elementals are outsiders particularly vulnerable to cold. Neither electrical nor fire attacks would likely harm them, however. They are surely skilled fliers, able to dart quickly around the battlefield and make hit-and-run attacks. Fortunately, they don't have any ranged offensive capabilities.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Amhesha gives parting wisdom as she starts walking. "Plasma Elementals. If you have a cold weapon you've been using on the Azers, it'll work just as well on these guys," and with that, she walks about 461 feet away, distance no impediment to her rifle. She then gets out her tripod, humming a little in Protean as she does so. This is more like it.

Surprise rounds are still Standard or Move, right? She'll burn a round on activating combat tracking, and hoping it doesn't go down in a round.

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