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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Boon roll 1: 1d20 ⇒ 17 and Boon roll 2: 1d3 ⇒ 2 Day Job: Profession(video personality): 1d20 + 14 ⇒ (14) + 14 = 28 I did go to 2nd level with the Scoured Stars Veteran boon, so I'll go ahead and invoke the Overcome the Past boon to get the extra 3 XP and 5 Fame/Rep. Also please remember to indicate that I used the Tier 1 Seeker of Knowledge boon for this replay. Thanks! ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() I agree with Quirk, my choice would probably be ending now. I don't imagine we'd complete the next mission, and ending here seems like a satisfying conclusion. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Yeah, I obviously wouldn't do a full attack on a godblood if its life force was already sucked out. There doesn't appear to be much else for me to do at this point. I could lower a cable down for Valikar, but I don't think he particularly needs it to bring the godblood up here. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw begins slashing with his solar weapon at the godblood. Full attack Solar weapon attack 1: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
Solar weapon attack 2: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw continues climbing with the recovering godblood. Athletics: 1d20 + 15 ⇒ (20) + 15 = 35 He moves swiftly up the column, finally dropping the godblood next to the device. He looks at Skeeter, "Do your thing ..." I think it takes a double move to make it all the way to the device. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Blah, I missed that the one I'm climbing up is *also* 60 feet high (thought that was just the middle one), so I'm only about halfway up it. Holding onto an unconscious godblood. I'm sure this will end well. ;) ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw advances up and grabs the unconscious godblood, walking up to the mesa with Skeeter at the top and beginning to climb. Athletics(to carry godblood): 1d20 + 15 ⇒ (10) + 15 = 25
Athletics(climb): 1d20 + 15 ⇒ (7) + 15 = 22 As he reaches the top, the tentacled creature climbs out of one of Flameclaw's side pouches, scrambling across the mesa to begin investigating the device. Skeeter, feel free to use my reroll when you need it, since I don't have the skills to do anything with these devices. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Round 1 - Graviton Charge: 1 Flameclaw moves forward reaches out toward the one on the walkway. "Give my friends some time to do their thing ..." Move. Gravity Hold stellar revelation. DC 17 Fortitude to resist. If it fails, move it 15 feet toward me. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() I will requisition a close-quarters serum as my consummable. Looks like we missed the window for requisitioning the equipment for a mission. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw nods. "Excellent work, Mr. Quirk. We will show them what Starfinders are made of!" Gunnery: Encourage Quirk: Diplomacy: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (1) = 20 ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw says to Quirk, "You can do it, buddy. A little to the left, there ..." Round 2: Captain Action: Diplomacy, sidereal influence: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (2) = 26
+2 on Quirk's attack roll ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw clicks open a comm to the jinsul ship. "Oh, you done it now, boys ... Vesk gonna vesk, you know. And that means we're gonna blow you out of the sky." Captain action: Helm phase: Taunt of jinsul ship.
Intimidate: 1d20 + 12 ⇒ (14) + 12 = 26 [ooc]Blah ... Success against Tier 7 ship, so probably not a success. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Sorry for being absent the weekend. Quick question if I'm following everything OK ... In character, does now count as "Before Part 3"? We get the benefits of a full rest? ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Photon Charge: 1 Flameclaw slashes with the red claws of solar energy in series of slashes at the nearest jinsul. Solar weapon attack 1, flashing strikes vs. KAC: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
Solar weapon attack 2, flashing strikes vs. KAC: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Graviton Charge: 3
Move: Guarded Step. Standard: Blackhole (I *never* get to use that!). Pulling red and orange as indicated. They get a DC 17 Fortitude save to keep from being moved. If Valikar chooses to be pulled as well, I can move him so he's still in melee with both orange and red, so he can get a full attack next turn. Unattuned ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Stat line updated. I was on my phone earlier, and can't update the profile from it. Graviton Charge: 2 Flameclaw advances forward, pulling his solar weapon into his other hand. As he does so, he continues to concentrate, moving the jinsul leader 15 feet toward him. Move & draw solar weapon. Standard: Gravity hold to levitate him 15 feet toward me, as indicated with the arrow. He does get a DC 17 Fortitude save ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw advances through the foliage around the tree, drawing his greataxe into his hand. He raises his other hand, and shadows seem to shimmer around the hand, extending out as a faint haze of darkness toward the spellcasting jinsul. Graviton charge 1. Move action: Move 20 feet in difficult terrain and draw Greataxe. Standard Action: Gravity Hold stellar revelation to lift the red jinsul, who is just at the limit of my range. It gets a DC 17 fortitude save. I would hope this would eliminate its cover. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Before jumping, Flameclaw attunes to the dark energy of the cosmos. As Flameclaw falls through the sky, the tentacled creature clings to him, screaming from within the protection of his environmental seals in either terror or exhilaration ... or both. Upon landing Flameclaw looks around. "This place reminds me a lot of a park on Absalom Station, where I once hunted squoxes ..." As he sees the jinsul approaching, he says, "I'll take cover behind the tree and engage them ... You guys shoot at them from cover while I distract them." He darts across the path, hiding behind one of the larger trees. Stealth, sidereal influence: 1d20 + 6 + 1d6 ⇒ (19) + 6 + (1) = 26 The shadows seem to cling to his body as he moves. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() I've added it on there, and tried to combine the various modifications into a clear single version. One question on Zigvigix's bonus: I'm reading that to mean that we can get the weapon for a single mission, but we can ALSO requisition a consumable ... and the consumable is with us until the end of the scenario (not just for a single mission). Is that correct? ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw is making sure that his small tentacled friend is securely stowed into one of the pouches on his armor. "It's okay, buddy. I'll make sure you get down there safely." ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() I can look through the earlier posts and find them, then post them into one of the slides ... I think we ended up unlocking pretty much all of them. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Hey, Numbat, not sure if this is too much of a pain ... but would there be any chance to put all of the bonuses we unlocked at the beginning into one of the slides? ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw nods. "Yes, let's take the fight to them!" Vote for Paratrooper Strike. Although I do like the idea of siege defense for our next mission after that. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw runs up, reaching up to the red mote of energy at his shoulder. The mote reacts, flowing over his hand, forming large serrated claws extending from his knuckles. He slashes at the red robot. Move & draw solar weapon. Attack w/ Solar Weapon. I have Coordinated Shot, so any ranged attacks on red get +1 Solar Weapon attack vs KAC: 1d20 + 14 ⇒ (11) + 14 = 25
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw is also happy to climb the stairs, though he is moving at a slower speed than Valikar. Athletics(Climb): 1d20 + 15 ⇒ (1) + 15 = 16 A much slower speed. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Is there an entrance with a single guard? If so, I will attempt to use my Hypnotic Glow revelation to just walk through the security gate (since I can't communicate with the person), if the set-up looks like I can get past the guy in 7 rounds. I guess I'll wave in my jinsul disguise ...?? If that doesn't seem like something that could possibly work, I'll just assist on Bluff Bluff(assist): 1d20 + 4 ⇒ (3) + 4 = 7 Nevermind. Let's hope the hypnotism is a possibility. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw meditates as they head off, attuning himself to the graviton energy in the universe. When needed, he calls on this to aid him in pulling shadows around himself as he tries to be sneaky, which in has case involves a lot of crouching and unnecessary tuck-and-rolling as he scurries from cover to cover. Stealth, sidereal influences: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (1) = 23 ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw also helps pick up pieces of armor. Disguise(untrained, assist): 1d20 + 4 ⇒ (3) + 4 = 7 "Oh, that's not armor.... That's a rock. My bad." ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Is there anyone who can take the lead in a Survival roll? I have only a +5. I am thinking Valikar's Doc might need to take the lead on scouting back routes. Culture(assist): 1d20 + 1 ⇒ (10) + 1 = 11
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() A faint trilling sound can be heard from one of the large utility pouches on Flameclaw's belt. He opens it and says. "It is okay, Fluffy. That was a wild ride." He pets a strange team tentacled creature looking out of the bag, as he looks around at the team. "So, what is the plan?" I can try to assist on culture or survival, but likely can't be lead. Not sure if I can assist w/ Disguise untrained. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() "Yes!" Flameclaw yells. "Yes, divert power to the engines. You can do it!" Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12 Blah ... Apparently I cannot Encourage you this turn. You do, however, have a Computer bonus you should add to the roll. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Can we boost any of them, even if it doesn't apply to our current encounter? I would be happy to roll an attack roll to boost the Allied Offensive, unless anyone really wants to use it ... Spoiler: Solar weapon attack: 1d20 + 14 ⇒ (10) + 14 = 24 ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw frowns as the ship is hit. "Science and Engineering people, get front shields up." Round 5: Encourage Klysk on rebalancing shields. Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (5) = 16 That will grant a +2 Current Ship Status:
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Flameclaw continues to encourage Quirk. Encourage(Diplomacy): 1d20 + 8 + 1d6 ⇒ (18) + 8 + (3) = 29 Darn, should have intimidated him ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Current Ship Status:
Flameclaw growls. He punches the comms, opening a channel to the Jinsul ship. Though he has had some contact with the jinsul language, he hasn't taken the time to learn it, so begins shouting in Common. "Listen, you jinsul scum. Surrender now, and we won't blow you up. Your stupid nappy-time god, Kadrical, won't protect you. Neither will your wimpy herald, Dhurus. Prepare to die! Can you smell what the 'Claw is cookin'?!?!" Taunt(Intimidate) in Helm Phase: 1d20 + 12 ⇒ (19) + 12 = 31 ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() GM Numbat wrote: I am not familiar with Drift Maven. How often can this be used and when is it applied? There are different benefits for different roles - based on the original 5 roles (no first mate or mystic officer). The Captain ability: "After starships are placed on the map at the start of a starship combat, you can immediately move your starship 1d4+1 hexes and choose your facing before the encounter begins." Captain is the only one-use ability. If I switch to a different role, I believe I'd be able to invoke the other benefits. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Remember (because I often forget them) the computer bonuses. The Tier 8 Pegasus has two +3 checks. As Captain, and with little else to do, I can track damage and conditions. Current status:
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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() I will go ahead and Encourage Quirk in the Gunnery phase ... Encourage(Diplomacy, sidereal influence): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (5) = 16 "Hey, Quirk, you just keep your big bug eyes focused on the targeting computer and you'll do fine. I've got faith in you." ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() If anyone needs my support with an Encourage action, just let me know. With my sidereal influence, I have +8+1d6 on that roll, so hitting the DC 15 isn't going to be too hard, even if I don't have the skill itself. ![]()
Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
![]() Is that ship pointing away from us, then? I can't make out the orientation and features of the token very well. If this combat is taking place in the Drift, I'd like to use my Drift Maven boon, as Captain, to move us 1d4 + 1 ⇒ (4) + 1 = 5 hexes toward the jinsul, facing toward it.
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