SFS1e- Following the Trail of Rasheen (KS)

Game Master phaeton_nz

All of the following in order:
1-35 Rasheen's Riches (5-8) - RPG Chronicles - Slides - Low Tier
2-22 Rasheen's Reception (5-8) - RPG Chronicles - Slides - Low Tier
4-14 Rasheen's Remembrance (7-10) - RPG Chronicles - Slides - Low Tier
7-10 Rasheen's Requiem. (7-10) - RPG Chronicles - Slides - Low Tier


651 to 700 of 1,125 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo moves quickly to close the gap with Ears, eager to follow the guiding light, but now also casting a faint glow herself.

Double move, attune photon 1

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

The blue crocodile looking thing moves up and spits a glob of corrosive acid at Borq.
spit: 1d20 + 14 ⇒ (9) + 14 = 23 v EAC. acid: 1d6 + 6 ⇒ (6) + 6 = 12

Qimok and Borq are up.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

Qimok rushes forward to help Borq fight the crocodilian monsters. He strikes at the two nearest creatures with different weapons, making himself look as fearsome as he can as he does.

Use hyper for extra move action, to move up to engage.

Full attack: curve blade vs. Red, pike (reach) vs. Blue:

holy merciful carbon steel curve blade: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11, damage (S): 1d10 + 12 ⇒ (2) + 12 = 14

invigorating tactical pike: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26, damage (P): 1d8 + 12 ⇒ (7) + 12 = 19
crit damage: 1d8 + 12 ⇒ (7) + 12 = 19
Use Grab Attention feat to demoralize (DC = 15 + [CR x 1.5]): Intimidate: 1d20 + 15 ⇒ (1) + 15 = 16

(So...whiff on one hit and the demoralize, but I'll take the crit!)

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

Borq dodges back away from the crocothingy, trying to hit again. Provoking, but tumbling

Acrobatics: 1d20 + 17 ⇒ (7) + 17 = 24

Survival to Trick Attack: 1d20 + 16 + 4 ⇒ (1) + 16 + 4 = 21 for Trick Damage: 3d8 ⇒ (2, 1, 7) = 10
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (11) + 10 = 21 for E&F Damage: 1d4 + 3 ⇒ (1) + 3 = 4 with crit wound

"Leaving a space for you, Momo. If you want it."

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

that's a nice crit. And Ears can just see the roundoff at the end of Borq's tumbling pass.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

The curve blade misses but the tactical pike crits. (Red: -38). That one looks to be in a bad way. Borq's follow up attack kills it. Borq also avoids the AOO.

Yellow moves up next to Blue and also spits, targeting Qimok
spit: 1d20 + 14 ⇒ (14) + 14 = 28 v EAC. acid: 1d6 + 6 ⇒ (6) + 6 = 12

Ears is up before Green.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

Yellow's ranged attack within Qimok's reach should provoke an attack of opportunity.

invigorating tactical pike: 1d20 + 10 ⇒ (7) + 10 = 17, damage (P): 1d8 + 12 ⇒ (4) + 12 = 16 (reach 10 ft.)

Though, sadly, that's a poor roll.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears steps forward. He noted Borq's backward movement and leaves room behind the main combatants for them to step back again if necessary. There's not much he can do from here except contribute a little infallible damage.
Move as shown.
Magic Missile v blue: 2d4 + 2 ⇒ (1, 4) + 2 = 7

That's 1 second level and 2 first level spells cast.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

The tactical pike just misses. but Ears force bolt doesn't ((Blue:-7))

Green moves up a bit and uses it's corrosive spit to make the two squares in front of it difficult terrain. It also damages the side of the crate beyond (15ft cone) spilling some of the contents out.

Momo, Jakcedo, and Thrym are up before Blue.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym fires a flare at Blue!

Trick - 35. Flat-Footed for 1 round.

Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (17) + 12 = 29, for 1d6 + 3 + 4d8 ⇒ (1) + 3 + (6, 3, 6, 4) = 23 Fire damage.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

That hits Blue square in the face (-30)

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek moves up, and uses Telekinetic Projectile against blue, then acts as a Bodyguard for Qimok as well as In Harm's Way.

Bodyguard Benefit: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

In Harm's Way Benefit: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.

Telekinetic Projectile: 1d20 + 6 ⇒ (9) + 6 = 15
Bludgeon damage: 1d6 ⇒ 1

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo runs some more to close the gap, and just provides a yell Leave some space, let me handle it!

She is glowing brighter and brighter, and her yellow glow is rapidly pulsating to a more orange tone.

Attune 2 of 3, which means next round is kaboom, if she can find the gap.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Blue backs off and moves around the crate.

Qimok and Borq are up before Yellow.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

Borq fires at Green, backing away from the brightly glowing solarian.

Survival to Trick Attack: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39 for Trick Damage: 3d8 ⇒ (4, 2, 1) = 7
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (8) + 10 = 18 for E&F Damage: 1d4 + 3 ⇒ (2) + 3 = 5 with crit wound

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

Qimok thusts his pike past Momo to fend off the closest crocodilian to her, before taking a step back to give her room to light up the stage.

invigorating tactical pike: 1d20 + 10 ⇒ (5) + 10 = 15, damage (P): 1d8 + 12 ⇒ (1) + 12 = 13 vs. Yellow.

Sigh. An even worse roll.

Supernova is 10 ft, IIRC? On Momo's turn, she should now have plenty of space if she steps SE one square first.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Green: -12, Blue: -30, Yellow:0))

Yellow backs off and fires an acid spitball at Momo

spit: 1d20 + 14 ⇒ (16) + 14 = 30 v EAC. acid: 1d6 + 6 ⇒ (4) + 6 = 10

Ears is up before Green.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Sorry, should have seen this coming and posted beforehand.

Ears waits for Momo's Big Momont.

Sorry I'm playing clone batch catastrophe in another game.

Delay til after Momo.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Green also backs off and fires an acidic spitball at Momo.
spit: 1d20 + 14 ⇒ (14) + 14 = 28 v EAC. acid: 1d6 + 6 ⇒ (3) + 6 = 9

Momo, Jakcedo, Thrym and a delayed Ears are up before Blue.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"Getting kind of crowded in here, I'll make room for others."
Jek moves up to green and attacks with their survival knife

Survival knife: 1d20 + 5 ⇒ (4) + 5 = 9
Damage Slash: 1d4 + 4 ⇒ (4) + 4 = 8

"I can act as a bodyguard, or I can just get in the way of the attack! Sometimes the crazy sounding options work best. "

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym fires a flare at Yellow.

Trick - 35. Flat-Footed for 1 round.

Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (7) + 12 = 19, for 1d6 + 3 + 4d8 ⇒ (2) + 3 + (3, 7, 3, 4) = 22 Fire damage.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Is Jek ok with getting hit? Or does he delay until after Momo?

If not:

She'll do as below, but move SW (instead of SE, so two squares to the left) hitting only yellow

Momo steps in, nearly tackling the creature in front of her.

♫ It starts with a Hah-hah-hah-Hey
Burning carbon till Oh-Oh-Oh-Nay
Silly-silly-silicon - Feh
Su-su-su-supernova!

Fire Damage: 6d6 ⇒ (2, 3, 5, 2, 2, 2) = 16 DC 15 Reflex for half (yellow and green, and maybe Jek

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek would have delayed, if Jek can't take their turn, over Jek is fine taking damage. If Jek can take their turn over, then Jek rushed in behind Momo to set off a foam grenade 10'r to be sure the crates don't set on fire. Gernades dropped in the southwest corner of Jeks Square.

If Jek can't delay
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

I think I prefer this Explosion

Yellow takes fire damage from Thrym. (-22). Jekcedo may delay.

Momo exploding

ref(yellow): 1d20 + 5 ⇒ (6) + 5 = 11
ref(green): 1d20 + 5 ⇒ (1) + 5 = 6

((Green: -28, Yellow: -38)) They're both still up but badly singed.

Blue looks to have had enough as it is retreating.

Qimok and Borq are up before Yellow.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

After Momo's supernova goes off, Qimok rushes back into the fray, slashing at Yellow with their curve blade.

holy merciful carbon steel curve blade: 1d20 + 10 ⇒ (7) + 10 = 17, damage (S): 1d10 + 12 ⇒ (4) + 12 = 16

If that hits but doesn't kill it, free demoralize attempt using Grab Attention feat:
Intimidate: 1d20 + 15 ⇒ (19) + 15 = 34 to demoralize (DC = 15 + CRx1.5)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears steps forward into the presumably safe space created by Momo's and Jek's explosions. He's surprised to find yellow still standing, and so close, but realizes he has a trusty bulwark in Qimok.

"Just a little adjustment."

Move as shown.
Cast supercharge weapon on Qimok's sword.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Qimok misses but Yellow, being already badly wounded, starts to do a full withdrawal. Take AOOs if you have them.

Also waiting on Borq who does act before Yellow moves.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

Borq takes a shot at Green as he moves back into the fray.

Survival to Trick Attack: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31 for Trick Damage: 3d8 ⇒ (5, 4, 3) = 12
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (5) + 10 = 15 for E&F Damage: 1d4 + 3 ⇒ (3) + 3 = 6 with crit wound

"Think they'll let us clear this stuff out instead of attacking? We kinda need it."

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

The creature tries to retreat safely, but Qimok has reach.

AOO vs. Yellow: invigorating tactical pike: 1d20 + 10 ⇒ (17) + 10 = 27, damage (P): 1d8 + 12 ⇒ (4) + 12 = 16

If that hit drops it, Qimok's invigorating fusion gives him a +3 morale bonus to Strength-, Dexterity- and Constitution-based ability checks and skill checks, and a +10 enhancement bonus to his speed, until the end of his next turn.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Nice trick but misses

Yellow full retreats. Take any AOOs if you have them.

Ears is up before Green

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears had been delaying. Yesterday morning IRL he supercharged Qimok's sword.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Yellow drops so Qimok is invigorated.

Green moves and spits at the nearest Starfinder, Momo.
spit: 1d20 + 14 ⇒ (1) + 14 = 15 v EAC. acid: 1d6 + 6 ⇒ (2) + 6 = 8

Momo, Jakcedo, Thrym are up before Blue,

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

The curse of the operative. Next level I'll start auto-tricking!

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Trick - 35. Flat-Footed for 1 round.

Thrym shifts for a better position, and squeezes the trigger...

...only to be surprised when nothing happens!

Looking at his gun in surprise and disgust, he tosses it aside, then draws another one.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek takes a double move, rushing towards blue, making a loud insectoid screeching sound on the way, trying to scare it away.

"SCHREEEeeeEEEeeechSCHREEEeeeEEEeeechSCHREEEeeeEEEeeech"

Intimidate: 1d20 + 0 ⇒ (6) + 0 = 6

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears watches his teams put the creatures to flight.

What's off the right edge of the map?

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

Behind him, Bzzt shrieks as Jek scares the pants off of her, while Borq claps two hands to his head. "Turn off the coms next time, Jek!"

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek tries not to look embarrassed as they try to find the mute button on their comm unit.

"Whoever designed these comm units obviously has never used one before!"
BLuff untrained: 1d20 + 0 ⇒ (7) + 0 = 7

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Still waiting on Momo

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo is holding her ground, readying an action in case the monster decide not to retreat all the way

Ready action to attack in case any come close

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Blue disappears down a hole in the wall (just off the edge of the map). Whether or not it was scared off by Jekcedo, or going to do that anyway, is hard to tell.

Qimok, Borq and Ears are up before Green.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

Qimok dashes around Momo to strike at the one living monster still within sight.

holy merciful carbon steel curve blade: 1d20 + 10 ⇒ (3) + 10 = 13, damage (S): 1d10 + 12 ⇒ (3) + 12 = 15

AOO (w/reach) if Green flees:
invigorating tactical pike: 1d20 + 10 ⇒ (7) + 10 = 17, damage (P): 1d8 + 12 ⇒ (7) + 12 = 19

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Don't forget the supercharge on that curve blade!

Ears steps forward, draws his slug thrower, and uses it to try to convince green to cease harrassing the party.

semi-auto pistol, tactical v KAC : 1d20 + 8 ⇒ (12) + 8 = 20 ... damage: 1d6 + 3 ⇒ (1) + 3 = 4 critical -; Analog)

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 70/70, HP 65/65, RP 7/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none

I forgot about that, but I'm pretty sure that 13 won't hit, sadly, so the spell fizzles. (If it somehow does hit, add 4d6 ⇒ (4, 6, 6, 4) = 20damage.)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Qimok doesn't hit but Ears does. ((Green: -34))

Green warily backs away around a crate. (5ft) but since Qimok is still within melee range, decides to do that.
claw: 1d20 + 8 ⇒ (1) + 8 = 9 slashing: 1d6 + 4 ⇒ (3) + 4 = 7

Everyone is up.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek moves up to block and flank, green then strikes with a survival knife.

Survival knife: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage Slash: 1d4 + 4 ⇒ (2) + 4 = 6

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym shifts position, and fires a flechette at Green.

Trick - 35. Flat-Footed for 1 round.

Tactical Skipshot Pistol (KAC): 1d20 + 12 ⇒ (10) + 12 = 22, for 1d4 + 3 + 3d8 ⇒ (3) + 3 + (5, 2, 1) = 14 Piercing damage.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

And Green goes down.

The crate that the frenata appropriated contained mostly fabrics: ceremonial robes, carpets, and tapestries. Most sustained damage from the creatures’ use of them for nesting material. The remaining four crates contain large, heavy items— things Rasheen probably wouldn’t have wanted taking up precious cargo space. Most are sculptures and statuary clearly of hobgoblin origin. One crate contains two elaborately carved stone thrones, inlaid with bone and rare wood, and a dizzying assortment of ceremonial pre-Gap polearms, also consistent with hobgoblin culture.

The final crate contains a more mysterious artifact: a ten foot- tall disk of non-native black stone, engraved with strange symbols. Some appear to be astrological, while others seem to be mathematical formulas, possibly for the calculation of eclipses and planetary transits

culture 23+:
You determine they are not of hobgoblin origin, but they date to the early post-Gap period

mysticism 28+:
This reveals that some of these symbols are archaic versions of those used in Eloritu’s worship. The relic may have come from some other system, looted by the ancient hobgoblin empire.

Profession (soldier or mercenary) 25+ or Ears:
You recall that the modern neutronium golems created by House Zeizerer were rumored to be derived from writings of the deity Eloritu, god of secrets, magic, and history.

Perhaps most important of the treasure in this area is the next of Jelev Rasheen’s treasure beacons. The device lies inside one of the unopened crates and it contains heavily encrypted information pointing to the leg of Rasheen’s famous final journey into the Vast.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Mysticism - Skill Mastery Take 10 = 29.

Listening to the spirits, Thrym bows down politely to the holy symbols of Eloritu.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Culture: 1d20 + 13 ⇒ (13) + 13 = 26

"Dosen't look to be of hobgoblin origin, but they date to the early post-Gap period."

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