Ephesian changes his focus to the criminal adjacent to him.
◆ Demoralize Blue Intimidation: 1d20 + 14 ⇒ (16) + 14 = 30
◆ Exploit Vulnerability Esoteric Lore: 1d20 + 13 ⇒ (16) + 13 = 29
◆ Strike Blue Longsword: 1d20 + 14 ⇒ (20) + 14 = 34 Slashing/Piercing Damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8
Dinardin Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
Zuza also works on the problem.
Zuza's Thievery: 1d20 + 7 ⇒ (11) + 7 = 18
Delaying Dinardin.
And hang on, Lokoloko needs an Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23 check for moving through the trapped area.
Success, no effect.
Jock moves closer to the group of pirates. They aren't quite close together enough for him to hit more than one with his stellar cannon, but he aims into the med bay to hit the one taking cover in there.
◆ Stride
◆◆ Area Fire
Stellar Cannon, Primary Target: 1d20 + 4 ⇒ (16) + 4 = 20 Free Ranged Strike for piercing damage: 1d10 ⇒ 5
On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn’t count toward your multiple attack penalty.
Damage, P Area Burst 10': 1d10 ⇒ 10 DC 17 Reflex
Enemies in the affected area who fail their save against your attack become suppressed (page 440) until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds.
Ra'uf slices into the demon once more.
◆ Strike Greataxe: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29 for holy slashing damage: 2d12 + 6 ⇒ (6, 11) + 6 = 23 Hits
◆ Strike Greataxe: 1d20 + 16 + 1 - 5 ⇒ (8) + 16 + 1 - 5 = 20 for holy slashing damage: 2d12 + 6 ⇒ (7, 12) + 6 = 25 Misses
◆ Strike Greataxe: 1d20 + 16 + 1 - 10 ⇒ (13) + 16 + 1 - 10 = 20 for holy slashing damage: 2d12 + 6 ⇒ (2, 5) + 6 = 13 Misses
Oh good, was hoping not to finish this with a GM bot.
Ra'uf shifts closer to the last demon before attacking it twice.
◆ Step
◆ Strike +1 Striking Greataxe: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35 for Slashing Damage: 2d12 + 6 ⇒ (4, 5) + 6 = 15 Hit
◆ Strike +1 Striking Greataxe: 1d20 + 16 - 5 + 1 ⇒ (17) + 16 - 5 + 1 = 29 for Slashing Damage: 2d12 + 6 ⇒ (6, 1) + 6 = 13 Hit
Oh, Ra'uf's out until Tuesday. I read that as starting Tuesday.
Ra'uf slices through another swarm, scattering the few remaining tiny demons; they won't get far on their own. He also badly hurts the wounded big one, and shakes off the venom.
◆ Strike Purple
+1 Striking Greataxe: 1d20 + 16 + 1 - 1 ⇒ (15) + 16 + 1 - 1 = 31 Hits and destroys it.
Slashing Damage: 2d12 + 6 - 1 ⇒ (2, 2) + 6 - 1 = 9
◆ Strike Red
+1 Striking Greataxe: 1d20 + 16 - 5 + 1 + 1 - 1 ⇒ (14) + 16 - 5 + 1 + 1 - 1 = 26 Hit.
Slashing Damage: 2d12 + 6 - 1 ⇒ (9, 10) + 6 - 1 = 24
◆ Strike Red
+1 Striking Greataxe: 1d20 + 16 - 10 + 1 + 1 - 1 ⇒ (6) + 16 - 10 + 1 + 1 - 1 = 13 Critical failure
Slashing Damage: 2d12 + 6 - 1 ⇒ (2, 1) + 6 - 1 = 8
Fort: 1d20 + 13 ⇒ (20) + 13 = 33 Critical Success
Jazz moves way from the swarm. He attempts to interfere with the hazard, but is not successful.
◆ Stride
◆◆ Disable Arcana: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12 Critical failure, though I am setting the DC a little higher since Arcana isn't a listed skill.
Sanity heals Grizzi and starts to dismantle the magic
◆ Transfer Vitality to heal Grizzi 18.
◆◆ Disable Life Science Lore: 1d20 + 8 ⇒ (14) + 8 = 22 This isn't a listed skill either, but it's a highly-relevant Lore so I'll be nicer with the DC. And that's a success.
I really don't want to have to keep extrapolating two levels for you, though.
Ra'uf pushes himself upright and then attacks the cultists in front of him.
◆ Stand
◆ Strike Green
+1 Striking Greataxe: 1d20 + 16 ⇒ (17) + 16 = 33 Crit, with Frightened
Slashing Damage: 2d12 + 6 ⇒ (5, 5) + 6 = 16
◆ Strike Green
+1 Striking Greataxe: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28 Hit, which bloodies him
Slashing Damage: 2d12 + 6 ⇒ (4, 7) + 6 = 17
Jazz moves up and shocks the bones. It is somehow both more and less effective then might be expected.
◆ Stride
◆◆ Electric Arc electricity damage: 3d4 ⇒ (1, 1, 1) = 3
Green Reflex: 1d20 + 9 ⇒ (7) + 9 = 16
Purple Reflex: 1d20 + 9 ⇒ (9) + 9 = 18

Yes, good call.
Also, Ogthup is an NPC, but not an enemy and doesn't have her own turn, so I should have also called for Argoni's turn.
BakBat and Agoni's turns. The frozen surfaces of the nearby lake and stream are difficult terrain. The trees provide cover, though there is enough space between them for creatures to move through.
Initiative:
Argoni (AC 25/26, 66/78 HP, taking cover, quickened 1 round, prone)
Red Chesjilawa
Purplecap (-17 HP, Frightened 2)
Dennis (AC 26, 60/99 HP, Old Woman's Verdict, prone, 2d6 bleed)
Oskar (AC 25, 64/76 HP, Old Woman's Verdict, quickened 1 round, lingering courageous anthem 3 rounds)
Yellowcap (-45, bloodied, Frightened 2)
Greencap (-10 HP, Frightened 4, Fleeing 1 round)
Charlies (AC 25/27, 84/96 HP, hiding)
-Estes (AC 25/26, boosted 2 rounds)
Bluecap (-27 HP, 8 persistent acid, Frightened 1)
Zhamie (AC 21, 51/63 HP, Old Woman's Verdict)
Orangecap
BakBat (AC 25, 58/70 HP, quickened 1 round)
Ogthup (AC 24, 68/84 HP; not yet commanded, quickened 1 round)
Avery Nature: 1d20 + 12 ⇒ (9) + 12 = 21
At this point it only really matters if you critically fail, so I'll just...
A failure, but there's no particular consequence for individual failure, and without Nevashi adding a third intentional failure that's only two--pass for the party.
BakBat Medicine: 1d20 + 9 ⇒ (6) + 9 = 15
Deosil casts a spell to empower Zooska's weapon, and another to protect himself.
Runic weapon, shield
Seelah closes with the ogre, keeps her shield up, and attacks.
Raise Shield, Stride, Strike longsword: 1d20 + 6 ⇒ (14) + 6 = 20 for slashing damage: 1d8 + 3 ⇒ (6) + 3 = 9
Deosil casts a spell to empower the Pathfinders, before directing electricity at the damaged shrew and the ogre.
◇ Lingering composition Performance: 1d20 + 7 ⇒ (11) + 7 = 18
◆ Cast courageous anthem
◆◆ Cast electric arc targeting red and purple electricity damage: 2d4 + 1 ⇒ (1, 4) + 1 = 6
Seelah drinks.
Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9
And tries to build on what Zooska started.
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
Deosil Nature: 1d20 + 2 ⇒ (14) + 2 = 16 Success, party best unchanged.
Deosil Cartography Lore: 1d20 ⇒ 18 Success, party best unchanged.
Deosil Scouting Lore: 1d20 ⇒ 20 Critical success! Earns one additional Discovery Point.
Deosil Herbalism Lore: 1d20 ⇒ 12 Success! Earns one additional Discovery Point.
Deosil Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Success! Earns one additional Discovery Point.
Deosil Crafting: 1d20 ⇒ 7 Failure. Party already did better.
Deosil Athletics: 1d20 - 1 ⇒ (9) - 1 = 8
Deosil Survival: 1d20 + 5 ⇒ (15) + 5 = 20
With encouragement from the others, High in the Mountain continues her efforts.
Nature: 1d20 + 6 ⇒ (7) + 6 = 13 One success, one failure.
Nature: 1d20 + 6 ⇒ (18) + 6 = 24 Three successes, one failure. Overall success.
Kamil Survival: 1d20 + 10 ⇒ (16) + 10 = 26
Kamil Acrobatics: 1d20 + 17 ⇒ (2) + 17 = 19
It's been a week, so...
Identify local wildlife: Deosil Survival: 1d20 + 5 ⇒ (14) + 5 = 19 Success, no change
Identify local plant life: Deosil Nature: 1d20 + 2 ⇒ (11) + 2 = 13 Failure, no change
Chart the terrain: Deosil Crafting: 1d20 ⇒ 5 Critical failure but Zooska's was better, no change
Identify the best place to ford: Deosil Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11 Failure, no change
Improve the ford: Deosil Athletics: 1d20 - 1 ⇒ (4) - 1 = 3 Critical failure, but the party already has a success
Select a bridge location: Deosil Crafting: 1d20 ⇒ 17 Success!
Deosil Athletics: 1d20 - 1 ⇒ (1) - 1 = 0
Deosil Survival: 1d20 + 5 ⇒ (20) + 5 = 25
"...but posting a recording of the entire thing to the public infosphere is okay, right? But then how will everyone see how cool I am? I mean--we--oh... fine."
No Chronicles. Everyone checks it off on their Starfinder Playtest Tracking Sheet. It does get reported, presumably under Starfinder because we get SFS1 AcP.
"Ooh! Being thanked sounds nice. Delays getting to an infosphere, though. And we do have these shoes or whatever to deliver. Think of the poor fashionistas!"
"Oh for--it's out there? The whole reason I stayed by the airlock--okay, I'm coming!"
Oh, it's on the side. And with their magboots, Dae doesn't need to stay near the ladders, either. Score! Clanging as their boots grip the metal that is (thankfully) (apparently) under the foliage, they advance on the creature.
"Your larvae didn't like fire very much. I'm guessing you--and we're in space, and you don't have a helmet with a comm. You can't hear me. Don't you need to brea--can't hear me, right."
Hopefully they still sound cool on the recording.
Next, they lash out with their ribbon of light, which bursts into bits of flame that cling to the creature. Unfortunately, doing so expends their stellar energy and their light goes out.
[free] Attune
* Stride
** Shattering Impact Solar Weapon: 1d20 + 14 ⇒ (17) + 14 = 31 for slashing damage: 2d10 + 4 ⇒ (7, 1) + 4 = 12 and 3 fire damage. It also takes 3 persistent fire damage if hit. This has the Disharmy trait, so Dae loses their attunement.
Dae will go with him if requested, but otherwise stand watch near the airlock.
"I do have magboots, but... on these bioships, would they even work? I think the frame is still mostly metal, but with all those huge leaves between you and the actual hull..."
"So, uh, does anyone know how to extract radioactive material from the Drift engine? I'll document."
Dae downloads the message from the unstable ghost of the haunted, possessed startship onto their comm. It's probably fine.
"Extreme. But effective--and exciting! Is there anyone or anything left that we might need to evacuate, Captain? Or can you confirm that all hands are... uh, lost?"
"Hey, hey now, looks like you already did all you could. But we're not your enemies, we're here to help. Got here too late for you, maybe, but do you know if there are any other crew members alive? What else can we do to help you?"
A real ghost. Neat! Wait, do ghosts show up on cameras?
Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
"Oh good, everything got away."
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Dae grimaces--but makes sure to get a good shot. "So apparently 'characteristics' includes skeletons. And we're at least one crew member down, though I guess we already knew that. What else did they expose it to? And why?"
They nod. "Flamethrower. Yeah, no, yeah, I'm with you. I need a few minutes before I can do the supernova again, but I can do this."
Their solar armaments begin to shine with light once more, and they hurl their mote of starlight at the eggs.
Attune back to photon, then Dae's strikes deal fire damage.

They probably have swarm mind, which makes them immune to Mental effects that don't affect every creature in the area. Swarms can share other creatures' spaces, and usually must do so to attack (although kinda sounds like that doesn't apply to this one). It's immune to the Grappled, Prone, and Restrained conditions. It's probably resistant to physical damage, immune to precision, and weak to area or splash damage, but that'll be in the stat block.
Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Dae already has their solar weapon in-hand, but in an instant they're lined with a protective light and have another mote of sunlight floating just above their off-hand. They mostly avoid the shriek.
"Fire, you said? I've got fire--but you're kinda in the way! 'Scuse me!" Dae pushes past Flavius and then clambers over the grubs to reach the corner. Not the best place to be, but it's just far enough from their allies--solar flame bursts out from them. In its aftermath, their solar armaments seem to have gone dark.
[free] Attune when Initiative is rolled. They were already photon-attuned, but it lets them manifest the rest of their solar manifestations.
* Stride
** Supernova, choosing the smaller emanation. The swarm takes fire damage: 4d8 ⇒ (3, 6, 2, 8) = 19, though it can make a DC 21 Fort save. Crit success, unaffected; success, half damage and Dazzled 1 round; failure, full damage and Blinded 1 round; crit failure, double damage and Blinded 1 minute. This action has the Cycle trait, so Dae becomes graviton-attuned.
"Oh good, whatever did this eats plants." Dae looks over their companions with some concern. "Humans aren't plants, right? I failed bio."
They also look at the grubs with distaste. "Do we... squish them? Vote now--oh, no infosphere here. Nobody's gonna see this for weeks. Nevermind."
Okay, updated profile complete.
"Sorry, I don't know anything about that kind of tech. I'll just keep recording, yeah?"
Dae holds up the shining ribbon of light that is their solar weapon. "I'll just keep you safe from the beastie. And maybe any surviving crew... Anybody got any idea how long ago this happened? I got some cheap medpatches, but I suspect we're at least too late to help this one."
The Tin Wizard stands. Marcella said something about tangling it up, but it was so close already that slowing it down doesn't seem that helpful. But it is made of metal, so maybe... he hurls a bolt of lightning at the armor instead.
◆ Stand
◆◆ Cast Thunderstrike against the Guardian. It can make a basic Reflex save against electricity: 1d12 ⇒ 6 and sonic damage: 1d4 ⇒ 4. If it's wearing metal armor it takes a -1 circumstance penalty to its save. If it's damaged, it is also Clumsy 1 for one round.
It should have some damage already, though--5 from my force bolt.
"Uf. I can't--Hellpup's the only one who can do healing magic!"
The Tin Wizard hurries over, pulling out one of his healing potions and feeding it to the pup.
◆Stride
◆ Draw potion
◆ Use potion on Hellpup Healing: 1d8 ⇒ 5
The objects are difficult to damage, but is their master? The Tin Wizard forms a shield of force before himself, then flicks a spare bolt of it towards the guardian... while retreating to a more, ahem, defensible position.
◆ Cast Shield for +1 to AC, bringing it to 16. And he'll Shield Block if he needs to, hardness 5.
◆ Cast Force Bolt against the Guardian. Hits unerringly for force damage: 1d4 + 1 ⇒ (4) + 1 = 5
◆ Stride
That should also hit the chair--it's a cone.
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"Oh, I do so hate to burn a book. But for you I'll make an exception."
The Tin Wizard steps back, and blows a blast of fire onto the two animated objects in front of him.
◆ Step
◆◆ Cast breathe fire. DC 18 basic Reflex for Chair and Book against fire damage: 2d6 ⇒ (3, 3) = 6
"Blackmail?" says the Tin Wizard, looking at some papers on a desk, "Why threaten to release it when we can just do it? I don't think there's anything else I want out of Vreen, and making demands may be dangerous. If we expose multiple crimes and help multiple victims, he won't know it was us." He looks up from the papers. "Tax fraud, I think. The fiend!"
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"Look at this filing system. Atrocious! Why wouldn't he use the floor? It's the largest shelf!"
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
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"Oh yes, I definitely see exactly what you did wrong, Marcella," says the Tin Wizard who barely understands what Marcella was even trying to do, "but no time for subtlety--knock it in if you please, Mx. Killstuff!"
"I've been studying wards like this, y'know..."
Occultism: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
"We need to try to figure out the layout, too. Let's see, if that sitting room was there and all that noise is probably coming from the dining room, then..."
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
The Tin Wizard moves forward, and tries again with a magically-hurled object, directing a book to fly off the shelf and strike.
◆ Stride
◆◆ Telekinetic Projectile spell attack: 1d20 + 8 ⇒ (13) + 8 = 21 for bludgeoning damage: 2d6 ⇒ (3, 5) = 8
The Tin Wizard has AC 15 with mystic armor up.
Seeing Marcella easily dismiss one of the bats, the Tin Wizard concludes that this situation does not necessitate his more powerful magic.
He moves his staff in the direction of the writing desk, and then directs it towards the assailant. The inkwell follows the indicated trajectory and assaults him back.
◆ Reach Spell
◆◆ Telekinetic Projectile spell attack: 1d20 + 8 ⇒ (5) + 8 = 13 for bludgeoning damage: 2d6 ⇒ (1, 1) = 2
Peeking around the corner for any sign of danger, the Tin Wizard looks at the writing desk for anything that looks important. It probably won't be that easy.
"I think we may be best served avoiding notice as much as we can. Our best weapon is that we're unexpected. That said..."
The Tin Wizard tries out one of his newly mastered actual magic spells, casting a protective shell around himself. Hopefully. It hasn't been tested.
Mystic armor
"I also think it unlikely they've bothered him since we saw him last. Well, being stuffed in a crate was not an especially good time, but I must hand it to Marcella: It was effective."
Bob strikes at the Hound harrassing him.
◆ Strike Glub Drub!: 1d20 + 9 ⇒ (3) + 9 = 12 for bludgeoning damage: 1d8 + 4 ⇒ (8) + 4 = 12. ◆ Act Together Strike Slime Skewer: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7 for piercing damage: 1d6 + 4 ⇒ (1) + 4 = 5
Blainn casts a spell.
◆◆ Act Together Void Warp void damage: 2d4 ⇒ (1, 1) = 2
Blainn Fort: 1d20 + 9 ⇒ (15) + 9 = 24
Bob Fort: 1d20 + 9 ⇒ (12) + 9 = 21
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