[SFS/Paizocon Online] 6-16 Dawning Fate (Inactive)

Game Master Kludde

Maps and Handouts
RPG Chronicles


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Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Chryssi tries the hand cannon again
swagger hand cannon: 1d20 + 6 ⇒ (2) + 6 = 8 piercing: 1d12 + 3 ⇒ (4) + 3 = 7

She comes close to throwing it at the dino is sheer frustration with it.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher shares her frustration. He throws haymakers instead of guns, though.

Entropic Strike: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 4, 1) + 15 = 22 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 3, 3) + 15 = 24 (force, magic, operative; critical knockdown)

Set 'em up, knock 'em down.


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Chryssi gets knocked back from cannon recoil, so it's up to the mecha to take down the dino, and Kneepuncher does so in good style, with a distracting swing, then an upper-knee in the belly. With a loud, pained roar, the dinosaur goes down.

Combat over!

The small research station has been thoroughly worn down, but a quick investigation shows that the damage to this site isn’t primarily from being exposed to the elements; someone has actually ransacked the location. Research logs are in complete disarray, and hard to puzzle together.

DC 23 Computers:

There's a particular passage that can be reconstructed:
... sense of deja-vu, the feeling that I have observed this situation before. The behaviour of my coworkers has been quite unsettling, some of them lock themselves in the laboratory for days, deeply paranoid, or encrypting shared data. Aurilax even keeps a side-arm with him at all times...

Brewer points out a temporal crystal in the laboratory I think it's best if one of you takes it, since your mission is the most dangerous

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

Being no techhead, Omni opts to take a rest & searches around the facility for something to nibble on. Eventually, she finds some colored rocks to sate her appetite.

"Snacks from Kax. I wonder if that's marketable?"

Second Seekers (Luwazi Elsebo)

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female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

Computers: 1d20 + 17 ⇒ (1) + 17 = 18

Kinbara starts playing DOOM on the device, because of course it can play DOOM.

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

computers: 1d20 + 17 ⇒ (2) + 17 = 19

Chryssi gets distracted by the game. She loves first person shooters.


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After the research station, the strike teams press on. At the coordinates on the base, only an empty field of grass is visible.

DC 20 Will save:

Which is nothing more than an illusion to cloak the entrance of the building. Beyond the entrance, stairs descend 30 feet into an underground bunker. The bunker’s walls are made of sturdy metal and lined with strips of harsh white lighting.

Engineering to know more

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

Omni's Will ain't so great: 1d20 + 5 ⇒ (2) + 5 = 7

See - told ya.

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

will: 1d20 + 6 ⇒ (3) + 6 = 9

Oooh. Pretty wildflowers

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13

"Where? Show me!"

KP and Chryssi are going to be great friends and miss the entire mission.


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OK or Maxamas?

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

will save: 1d20 + 6 ⇒ (2) + 6 = 8 I don't know. Whoa, tons of grass to play on. Come on guys, lets have fun.

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.

will: 1d20 + 5 ⇒ (20) + 5 = 25

"Wait, My sense tell me that this an illusion to cloak the entrance of the building. Beyond the entrance, stairs descend 30 feet into an underground bunker. The bunker’s walls are made of sturdy metal and lined with strips of harsh white lighting."

Being native of Tabrid Minor, an heavy industrialised world. O.K. looks at this building.

enginnering: 1d20 + 17 ⇒ (1) + 17 = 18

I forgot that i can take 10 in starfinder. Can I take 10?

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

There ... wait a minute? Illusion?

She finds a small rock and hurls it into the center of the clearing.

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

Omni shrugs, then closes her eyes (all 3 of them) & marches into the indicated area. She promises not to peek until told that she can do so.

Here's hoping that nothing's waiting to pounce...


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Now that OK Coral has pointed out the illusion, you can all reroll with a +4. Or just take their guidance and enter the building. Either way...

OK point out the illusion, and the bunker hidden by it. Inside, they spot the walls are designed to be reconfigured, forming different rooms and hallways. Chryssi's hair behaves quite weird in here, as if it's waving backward in time, a quite unsettling sight.

Strike teams B and C head out, searching for their respective finitrium engines. The interior of the bunker seems to correspond well to the information provided. The starfinder team heads deeper into the compound, getting close to the finitrium engine.

Suddenly, a shrill alarm sounds, and the lighting strips on the walls flash red. Brewer’s voice comes in over the comms, “This is Strike Team B, reporting in. We’ve disabled an engine, but, uhh, they definitely know we’re here now. Also…” Their voice is drowned out by an ear-splitting sound of metal scraping against metal. A text message arrives from Tip, Strike team B's operative “The walls just shifted, and Order goons are pouring in from all sides. We could use some help over here!”

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

I've run this, so Kneepuncher will follow the group's lead about whether to help Strike Team B or not.

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

So, I guess our choices here are to either push onward to deal with our own finitrium engine or to divert to assist Strike Team B.

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

I say we go help strike Team B. Then again it could be a trap set off by the goons to lure of from the finitrium engine, but then Strike Team B might be dead. Either way, I say we help strike Team B, then can give us a ride if they live.

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

I'm fine with that plan." says Omni.
"Let's hurry."

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

In the words of a famous vid show captain 'Make is so'. Qa'pla

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.
Maxamas Maxamas wrote:
I say we go help strike Team B. Then again it could be a trap set off by the goons to lure of from the finitrium engine, but then Strike Team B might be dead. Either way, I say we help strike Team B, then can give us a ride if they live.

"What can we do against someone who can predict your every action? Destiny is rigid after all? I was fearing that problem would arrive. So i decided to talk to a friend, an SRO who can predict the future even if he doesn't see this.

He told me this. "You can estimate possibilities that exist.
It is in fact very easy for those with training and are categorized as having an "Superior intellect". The fact that you are meeting me O.K is a proof that even you can do those simple estimates.

But knowing which one are more probable to happen is the task that take the most time to compute. Also, even if you know what is more likely to happen, you are constrained by your ressources and can't protect yourself against everything.

In resume, this leader is not omnipotent, she has just more dedication power. Don't be afraid of it as that just give her more power. Even if we both don't actually have one, just follow your heart.

Tabrid Minor's candidature may be in danger if i am associated to abandoning my teammates... and we starfinder don't abandon our own.


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The group decides to come to Strike team B's rescue, and has to navigate in and disperse the harassing order agents.

I need two skills checks from everyone:
- one to navigate to the strike,
- the other to disperse the Order agents.
Any check (an attack rollis also possible for the second check) that you can defend can be used, but you must given an idea of why it is useful.

Possible checks include an Engineering or Computers check to rearrange the walls, a Survival check to find an efficient path, an attack roll to strike against an Order agent, an Athletics check to barricade off a passageway, a Bluff check to transmit false orders from Zhaneni, or a Medicine check to treat the wounds of an injured Starfinder.

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

As a xeno-archaeologist, Omni's had to navigate quite a few underground sites before, so she's learned a few things. First & foremost - have the right tools.
Omni roots thru her satchel extracts a set of navigator's tools, and begins finding a path to Strike Team B.

tool-assisted Survival: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38

Once she finds her way to the defense of her allies, her shield comes up & she wades into the melee. Her juggernaut boosters combine with her Penetrating Strike (ignores 6 hardness), Entropic Charge, & Blaze a Trail abilities to wreak havoc on the opposing troops, the shifting walls, & whatever debris is littered about.

Entropic Strike vs EAC: 1d20 + 13 ⇒ (18) + 13 = 31

She sings like a maniacal Valkyrie the whole time, invoking the music of the spheres.

Dr. A-Prof stands back, buzzing, turning to the other hirelings.
"It'z good zeeing the bozz cut looze every zo often."

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

computers: 1d20 + 17 ⇒ (9) + 17 = 26 to rearrange the walls
shoot: 1d20 + 6 ⇒ (20) + 6 = 26

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

Kinbara helps Chryssi de-labyrinth the bunker.

Computers: 1d20 + 17 ⇒ (8) + 17 = 25

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher is big and yells really loudly

Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.

Let's me look at those walls.

engineering: 1d20 + 17 ⇒ (18) + 17 = 35

Arriving at the place, O.K shoots. eac: 1d20 + 14 ⇒ (1) + 14 = 15

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

athletics: 1d20 + 17 ⇒ (10) + 17 = 27 to barricade a passageway
stealth: 1d20 + 21 ⇒ (8) + 21 = 29 to sneak up on the the order agents and catch them off guard.


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Omni tries to find a way, while Chryssi tries to create one. OK and Kinbara help out, creating an efficient path to the other strike team and allowing them to outmaneuver the Order agents. Although fighting them isn't super-effective, Maxamas and Chryssi still manage to make the difference, and the order agents are fought off.

---

That could have been a nightmare Johpan says In fact, I fully expected it would be the gloomy precog says I had nightmares about giant maws crunching on bone and about being surrounded by an unending tide of opponents. Glad you came to help

Lumina-4 seems to working on some kind of modified laser weapon Here, you can have it. I can either convert it to a longarm or a heavy weapon, as you like, just tell me how to set it. Once it's done, it's permanent

As a heavy weapon, the laser cannon deals 10d6 fire damage. The longarm version deals 8d6 fire damage. Both versions are unwieldy weapons that deal 3d6 burn on a critical hit, have a range increment of 80 feet, a capacity of 40 charges, and a usage of 4 charges.

---

When the groups split again, and the Starfinder head back to their original objective, they finally come upon the chamber containing the engine. The blaring alarms are even louder in this chamber than in the corridors outside. Flashing red lights illuminate the ceiling, overpowering the dim green glow that emanates from the cylindrical engine at the center of the room. Computer consoles on the engine’s side display, “WARNING: FUEL SUPPLY CRITICAL!” A smattering of toolboxes and repair kits lie open near the side of the engine.

Screens along the walls simulate the view of a starry sky.

As the group enters the room, a large laser cannon descends from the ceiling right above the engine, suspended by some larger brackets, and starts firing on the group. Three sentinels seem to be guarding the engine, and draw their weapons to fire.

Anyone moving into the room should make a fort save

init:

Omni: 1d20 + 4 ⇒ (1) + 4 = 5
Maxamas: 1d20 + 9 ⇒ (7) + 9 = 16
Chrysalis: 1d20 + 3 ⇒ (13) + 3 = 16
Ok Coral: 1d20 + 6 ⇒ (7) + 6 = 13
Kneepuncher: 1d20 + 3 ⇒ (10) + 3 = 13

enemy: 1d20 + 2 ⇒ (17) + 2 = 19
cannon: 1d20 + 12 ⇒ (17) + 12 = 29

---

Cannon, Kneepuncher: 1d20 + 18 ⇒ (15) + 18 = 337d6 ⇒ (1, 3, 2, 3, 2, 1, 3) = 15

Rotolaser, Maxamas: 1d20 + 14 ⇒ (16) + 14 = 302d8 + 7 ⇒ (5, 4) + 7 = 16
Rotolaser, Ok Coral: 1d20 + 14 ⇒ (18) + 14 = 322d8 + 7 ⇒ (1, 2) + 7 = 10
Rotolaser, Chrysalis: 1d20 + 14 ⇒ (19) + 14 = 332d8 + 7 ⇒ (8, 1) + 7 = 16

You can disable the laser cannon with computers or engineering skills, though the work would requires multiple succesful checks

---
Chrysalis
Maxamas
OK Coral
Kneepuncher
Omni

---
Sentinel
Sentinel
Sentinel
Cannon
---

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

Omni aligns her shield to protect whoever decides to try disabling the cannon.

She'll be moving into the room soon enough, so she may as well get the fort save out of the way now.

Fort save: 1d20 + 11 ⇒ (16) + 11 = 27

She's untrained with longarms & heavy weapons, so that mega-rifle isn't an option for her.

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Nightmares huh? I recently met a Dream Interpreter who could help you

fort: 1d20 + 3 ⇒ (15) + 3 = 18

Chryssi works on the laser even though that shot hurt.
computers: 1d20 + 17 ⇒ (8) + 17 = 25

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

After taking 16 damage, Maxamas will move into the room fort: 1d20 + 9 ⇒ (14) + 9 = 23 I'm not going to stop there, I'm going to continue moving, I want to know what happened with the fort save before I continue my turn. Didn't even move myself yet cause I don't want to lose my original spot when counting movement, but he is definitely entering the room

Edit: Nevermind
Move Action, Activate Cloaking Field
Move Action, Move half my speed and hide, since with cloaking field I can hide even while being observed. stealth: 10 + 21 = 31 since I can take 10.


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@Chryssi: you'd need to be next to the laser gun to disable it, which is over the finitrium engine. If you're moving in (which it seems from the fort check), could you move your token?

Omni moves into the room without trouble, although he feels the time-warping effect of the finitrium engine tugging on his mind. Chryssi and Maxamas also manage to resist the engine's effect. Maxamas seems to disappear from view, though.

---
Chrysalis (what do you want to do?)
Maxamas
OK Coral
Kneepuncher
Omni
---
Sentinel
Sentinel
Sentinel
Cannon
---

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Chrysalis casts Fly on herself and takes to the air, to land on top of the engine so she can get at the laser. She can juuuust make it there.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

No need for the weapon.

Fortitude Save: 1d20 + 13 ⇒ (6) + 13 = 19

Kneepuncher laughs as the cannon shells plink off his armor. He's a bit far to do anything right away,so he makes himself a big target for the sentinels.

Start of battle + double move = 2 entropy

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.

O.K cowers from the bullet, even if this has used a bit of stamina. (stamina -10)

Even if he could go and disable the engine. O.K prefers to keep the heat toward him. (Photon 1)

Flames of hell goes around him(move action:plasma sheath) and he shoots Blue. (standard action)

attack solar flare-deadly aim vs blue eac: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
fire damage, plasma sheat, photon mode,weapon crystal, deadly aim (holy and force effect: 2d4 + 15 + 1d4 ⇒ (2, 3) + 15 + (2) = 22
crit: 2d4 + 15 + 1d4 ⇒ (3, 1) + 15 + (1) = 20The sentinel is also corrode 1d6.


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Chryssi gets close to the cannon, while Kneepuncher moves onward. OK covers the sentinel in a corrosive substance that starts eating away at the armor and the lashunta inside.

The cannon swivels around and takes a blast at Maxamas

Cannon: 1d20 + 18 ⇒ (7) + 18 = 257d6 ⇒ (4, 1, 1, 5, 4, 3, 6) = 24

The two sentinel have no option but to engage Kneepuncher, while the third tries to shoot down Chryssi
Hammer Fist, Kneepuncher: 1d20 + 17 ⇒ (18) + 17 = 351d10 + 11 ⇒ (3) + 11 = 14
Hammer Fist, Kneepuncher: 1d20 + 17 ⇒ (11) + 17 = 281d10 + 11 ⇒ (8) + 11 = 19

Rotolaser, Chryssi: 1d20 + 14 ⇒ (9) + 14 = 232d8 + 7 ⇒ (8, 2) + 7 = 17

Corrode: 1d6 ⇒ 2

---
Chrysalis
Maxamas
OK Coral
Kneepuncher
Omni

---
Sentinel - Blue (44 + corrode 1d6)
Sentinel
Sentinel
Cannon
---

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

And there goes all of Chryssi's stamina. She hisses menacingly at the Sentinel before casting Invisibility on herself. She then flies upwards to wrap herself round the laser cannon itself so she can start shutting it down.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

If Kneepuncher was close enough, he would have used a reaction to Intervene and take 8 of the damage that would have hit Chryssi.

But for now he focuses on taking out the sentinel in Blue.

Entropic Strike: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 4, 5) + 15 = 30 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (7) + 16 = 23 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 4, 4) + 15 = 25 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (18) + 16 = 34 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

+1 entropy for two attacks in a round. Total 3.

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.

(photon 2)

O.k. concentrates on Blue as his light goes in brightness.

attack solar flare eac: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15

fire damage plasma sheat, photon mode,weapon crystal (holy and force effect: 2d4 + 12 + 1d4 ⇒ (2, 4) + 12 + (3) = 21

attack solar flare eac: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29

fire damage plasma sheat, photon mode,weapon crystal (holy and force effect: 2d4 + 12 + 1d4 ⇒ (4, 3) + 12 + (3) = 22

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

Maxamas will move continuing to hide with a 31 stealth and cast a holographic image of himself to appear right before the enemy Red version of myself.
Will save 20 10+half my level (4), plus my key abilitiy score dex (6).


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Chryssi disappears from view after taking that hit, while Kneepuncher bludgeons the sentinel twice. OK Coral then glows bright, and finishes off the sentinel.

Maxamas conjures a fake Maxamas to distract the enemies of Maxamas.

---
Chrysalis
Maxamas
Fake Maxamas (DC 20 Will)
OK Coral
Kneepuncher
Omni
---
Sentinel - Blue (99 + corrode 1d6)
Sentinel - Red
Sentinel - Green
Cannon
---

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

Omni rushes forward to the base of the engine, engaging green in melee once she's in place to defend her allies.

entropic strike vs Green's EAC: 1d20 + 13 ⇒ (12) + 13 = 25
acid damage: 2d6 + 13 ⇒ (3, 3) + 13 = 19

"Over here!" she bellows.
"Didn't your boss tell you that today is your day to die? No? Some precog she is."


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Corrode: 1d6 ⇒ 5

Omni strikes out at the green sentinel, while a puddle of acid slowly starts dissolving the downed sentinel.

The sentinel lashes out at Fake maxamas

Hammer Fist, Fake Maxamas: 1d20 + 17 ⇒ (11) + 17 = 281d10 + 11 ⇒ (8) + 11 = 19
Will: 1d20 + 8 ⇒ (13) + 8 = 21
Hammer Fist, Kneepuncher: 1d20 + 17 ⇒ (15) + 17 = 321d10 + 11 ⇒ (1) + 11 = 12

The cannon whizzes around, but doesn't seem to find a target...

---
Chrysalis
Maxamas
Fake Maxamas (DC 20 Will - disbelieved by Green)
OK Coral
Kneepuncher
Omni

---
Sentinel - Blue (DOWN)
Sentinel - Red
Sentinel - Green (19)
Cannon
---

Second Seekers (Luwazi Elsebo)

Female Tiefling Technomancer - 7 | SP 00/35, HP 00/39, RP 8/8 | EAC 20, KAC 20 | F+3, R+5, W+6 | Perc +7 | Init +3 | s/d 1:6/6; 2:4/4 3:3/3 DC:15+SL | TSRR:1 | SS(LE) | 124312-713

Chryssi hacks into the cannon
computers: 1d20 + 17 ⇒ (14) + 17 = 31

Maybe she can point it at the engine and get it to fire.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Looks like the red-clad sentinel is the next contestant on The Prosthetic is Right (handed, and likes hitting things).

Entropic Strike: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 3, 1) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (8) + 16 = 24 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 2, 4) + 15 = 23 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

A target within her reach, Omni strikes then steps, moving closer to the massive halfling to provide some aid if (when?) needed

Ent. Strike vs Red's EAC: 1d20 + 13 ⇒ (10) + 13 = 23
acid damage Strike: 2d6 + 13 ⇒ (4, 4) + 13 = 21

Wayfinders

Female Quorlu NG Vanguard 11 | SP 143/143 HP 83/83 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +16 (Lo-Lite/DV), SM +6 | Resist A5-C5-F10

((Oops - swap those actions - it was Step, then Strike.))

Exo-Guardians

Untyped N Copaxi Bureaucrat Solarion 7 | SP 10/63 HP 53/53 | RP 5/6 | EAC 22; KAC 23 | Fort +7; Ref +10; Will +5 | Init: +6| Perc: +5, SM: -1 (blindsense (scent)) | Speed 30ft | Active conditions: None.

OK. just concentrate to be a good shooter, even if it looks like he could explode at any moment.

attack solar flare vs red eac: 1d20 + 14 - 3 ⇒ (7) + 14 - 3 = 18
fire damage plasma sheat, photon mode,weapon crystal (holy and force effect: 2d4 + 12 + 1d4 ⇒ (3, 1) + 12 + (1) = 17

attack solar flare vs red eac: 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31
fire damage plasma sheat, photon mode,weapon crystal (holy and force effect: 2d4 + 12 + 1d4 ⇒ (4, 4) + 12 + (4) = 24
crit: 2d4 + 12 + 1d4 ⇒ (4, 4) + 12 + (2) = 22

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