Roper

Barat Oza's page

50 posts. Alias of azjauthor.


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LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Aramesh - If you need to know the different factions in Starfinder Society, they are listed here. The main functional purpose is they give you access to different boons (which you can find here). I would avoid Second Seekers on your first character, because that faction has three varieties and is a little more complex.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat bobs a bit on his tentacles a bit, which looks almost like a nod back to Kevan. "Yeah, if I need some solid technological backup on another mission, I will keep your contact in my comm."

To LNA, he says, "Good driving, rust bucket. Might want to consider the racing circuit as a good use of your skillset."

To Aramesh he says, "You have my account info. If the credits don't show up as agreed, I will find you."

With that, he takes off across the terrain, a warrior who scuttles solo.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Player Name: azjauthor
Character Name: Flenn Cybertooth
SFS Number: 108452-706
Faction: Dataphiles
Character Level: 5
Discord or email address: azjauthor@gmail.com

Profession(lab technician): 1d20 + 18 ⇒ (4) + 18 = 22


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat continues to provide covering fire.

Covering fire vs DC 15: 1d20 + 7 ⇒ (13) + 7 = 20


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat provides some covering fire with his shoulder-mounted laser, directed toward the nearest of the enercycles.

Covering fire vs. DC 15: 1d20 + 7 ⇒ (8) + 7 = 15

Just barely made it! :)


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat, being from a species of genderless squid people, frequently gets confused on gender references and pronouns.

"Thanks ... I prefer this to using the laser." A tentacle lashes out at one of the enercycles. He points at another one and says to Kevan, "You bear do something about that one"

Using my move action to spend entropy point to boost damage. Not sure if there is any way my Sunder improved combat ability could come into play here, if it makes more sense to attack the cycle itself than the driver.
Entropic strike vs EAC: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Entropy damage: 2d6 + 10 + 1d4 ⇒ (3, 6) + 10 + (3) = 22

I don't think I have used a reroll yet, so I will reroll that attack
Entropic strike vs EAC: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17

Eh, not much better.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Loading their prize into the back seat between him and Aramesh, Barat brings his shoulder-mounted laser online. He leans toward Aramesh, glancing toward LNA in the driver's seat. "You realize he is going to kill us all, right?"

Is providing cover fire allowed in vehicle combat? Also, do I gain EP at the start of vehicle combat (in case we get engaged)?


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

So it looks like two votes for A with C as secondary and two for C with A as secondary ... so GM's pick. :)


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

I think option C is the most straightforward.

I'd love a chance to try out Mech combat, but I'm not sure Play-by-Post is the place to do it. I was looking for a scenario/adventure that had one built in, though, so I may use this to run through it and figure out the logistics on my own time.

I'm not a huge fan of vehicle chases, but I'm not opposed to that if others are interested.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Also, if you are worried about getting hit, if you stand next to me I have about a dozen reaction options to prevent adjacent allies from taking damage, which I haven't been able to use yet. ;)


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Right. As the Face in the heist, your big role was in getting access to the datapad. In terms of Starfinder, Envoys are typically more of a support role combat ... however you do also have 3 grenades and we have a helicopter hovering outside that we need to get rid of.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat swipes at yellow.

Entropic Strike of Opportunity: 1d20 + 9 ⇒ (10) + 9 = 19
Entropic strike damage(acid/bludgeoning): 2d6 + 10 ⇒ (5, 5) + 10 = 20

With one of the enemies fleeing, he turns his attention to the one that's still there and holding a sword.

I believe this guy is uninjured, so I'll spend 2 EP to boost the attack damage

Entropic Strike vs. Blue's EAC: 1d20 + 9 ⇒ (12) + 9 = 21
Entropic Damage(acid/bludgeoning, boostedx2): 2d6 + 10 + 2d4 ⇒ (5, 6) + 10 + (4, 2) = 27


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Grenades target a grid intersection, not a person, so I don't think you get the Get 'Em bonus ... but your target DC is only 5 ... which doesn't matter if your roll is a 1. ;) You have to roll something to see how it deviates, ...

Missing with a thrown weapon wrote:
If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target. To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. After you’ve determined the misdirection of the throw, roll 1d4. The result is how many squares away in that direction the weapon lands. Source

Since incendiary grenade 1 has a 5-foot explosion, my vote would be to aim where Green/Yellow/Red intersect. If you roll 3 on your D8 and 1 on the d4, then you'd still hit three of them (and me, but I can take it). Of course, there's also a chance you're going to blow up our loot.

If we're going to be using grenades, I would suggest chucking them at the helicopter.

"It would be easier to secure the package, boss, if you would stop throwing grenades at the package... not to mention me."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

It looks like both Red & Green are flat-footed, and the other two are hooking up cables... so I'm going to guess they don't have weapons at the ready to react.

Barat shoves his way past the thoroughly discombobulated henchmen, taking point near the ones who are hooking up the cables.

I have Improved Combat Maneuver(Sunder). I would like to use that to break through one of the cables in the hands of one of the cronies. If there's a cable that's already connected, I'll attack that one, because presumably it has a lower AC than the KAC+8.

Entropic strike, sunder: 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25
Entropic damage(acid/bludgeon, force): 2d6 + 10 ⇒ (1, 6) + 10 = 17


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Tip from someone whose main character is an Envoy: With Convincing Liar, you can roll the Bluff check without the expertise die, then decide if you'd prefer to re-roll it (which you probably would on a 4) instead of rolling and adding the expertise die. Probably wouldn't have made much difference here.

Also, don't forget this bit from the Clever Feint improvisation: At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

"You want a taste of me? Come this way ..." He scrambles across the eel, drawing it in the direction of the intruders.

2 move actions to move speed. +1 EP, maxing me out at 4 EP.

As he stops near Royce's team, he waves a tentacle. "Hey there ... Help you boys with anything?" He takes position where he has easy access to attack the team, but hopefully has some cover from Royce's fire from outside the car.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

The occupied squares still count as difficult terrain, even if the eel's flat-footed, right?


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

LNA: You have a climb speed, so for your move as part of trick attack you could probably move up the side of the walls or something to try to see over the eel ... though I'm not sure there is any "over the eel" space to work from.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Do we know which crate has the actual target? Is it closer to us, or to them?

+1 EP from the >12 damage

Barat's voice comes over the comms, "LNA, you have the best maneuverability. Secure the package. If anyone has a way that we can send this thing rampaging toward Royce's team, that would be great ... I'm going to try to make myself a touch less tasty to it, and maybe it'll turn its attention to them."

Standard action: Activating my purple force field. Move action: Activating force matrix vs. Eel, granting DR 3/-, 10% fortification, and dropping fast healing down to 1 for one round.

From what I'm seeing on our sheets, our best area control option is a strategic grease spell.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Aramesh: 15, because of the +1 from Coordinated Shot. Probably still a miss.

Barat swings his tentacles, the entropic energy pulsating rapidly as he lashes out with them, the streams of energy slashing like whips at the mountain eel.

Move Action: Spending 2 EP to boost damage. Standard action:
Entropic strike attack, get 'em, vs. EAC: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Entropic strike damage(acid/bludgeoning): 2d6 + 10 + 2d4 ⇒ (2, 6) + 10 + (1, 2) = 21


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

I am down 16 SP.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat moves to block the blow with his entropy shield, but is just the barest sliver too slow. He grunts as the creature bites into one of Barat's tentacles.

GM: Does my boundary ability "Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action." trigger on that Fortitude save? If so, and if that counts as during the combat encounter, could I have gotten 1 EP from making that save?

Either way, I gain 1 EP at my first action during combat. Gain 1 EP from taking 12+ damage.

Barat steps up and swings, oscillating purple energy lashing out at the eel.

I believe Aaramesh's Get 'Em is not active now, right?

Entropic Strike attack vs. Eel's EAC: 1d20 + 9 ⇒ (8) + 9 = 17
Entropic Strike damage(acid/bludgeoning): 2d6 + 10 ⇒ (5, 1) + 10 = 16

I am now threatening the Eel, and not providing any cover, so my Coordinated Shot feat gives a +1 to ranged attacks.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Figured it was a long shot, but there was a chance the creature might count as "unfriendly" before we attacked it, so though I might have a chance of making it.

Barat is clearly offended to be so casually dismissed by the creature. "So ... that's how it is, is it?"


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

As all of the locks begin releasing, Barat glares at LNA. "What did you do?"

Don't forget Life Science rolls to identify things about this.

Barat nods to Aaramesh, scuttling forward a bit and igniting his entropy shield. He waves his tentacles, trying to see if he can dominate the creature, to get it to back off. "Back!"

Survival: 1d20 + 13 ⇒ (18) + 13 = 31

Move: Guarded step & generate entropy shield. Standard: Survival check to Handle an Animal.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

Barat continues trying to keep his attention on possible threats to the mission, though his focus is a little disrupted by concern about how hard it has been to keep LNA on-task so far this job. Hope the bucket of bolts doesn't whiff this ...


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat rolls both sets of his eyes, muttering, "I am so retiring after this job ... I'm too old for this ..."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat comes over the comms, "Boss, you need me to come over there and tell that mustache where he can shove his offer?"


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Offer to buy his crew a round of drinks if they stay out of our way.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat continues keeping his sets of keen eyes alert for any trouble, working to divert it before it causes any problems for the team leader. He looks around for any other possible members of Royce's crew that he can disrupt.

Interference(Perception): 1d20 + 13 ⇒ (15) + 13 = 28


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)
GM Nomadical wrote:
Conversationalist: The conversationalist sidles up to the bar and engages Brom in dialogue, employing jokes, anecdotes, or other conversation with the intent of leaving him vulnerable to another PC’s attempts to pick his pocket. The conversationalist uses Diplomacy for their checks.

The Conversationalist role always rolls Diplomacy, it seems.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Yes, I assume the shoulder mounted rifle and stuff don't stand out.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

As you enter the VIP car, Barat banks off and tries to look discretely in a corner, watching for any trouble. Over comes he says, "I'll run interference ... Let me know if you need a distraction."

Round 1: Interference
Perception: 1d20 + 13 ⇒ (19) + 13 = 32


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

The VIP car is to the right of us. I assume the cargo car is somewhere to the left of us. Do we know how many cars down it is to the cargo car? Also, I asked this earlier but am not sure I got an answer ... Do we know what Brom looks like?


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat looks around for a storage unit or restroom stall [ooc]or whatever those things on the bottom of the train map are[/i] and shoves the guard into one of them, if he is able. He points a tentacle at the blood on the ground and says to Kevan, "Can you use that spell that cleans things up on that?"

He turns on LNA and says, "Your job is to be silent and unseen, not to begin stabbing people who aren't paying attention to us. The job goes smoother if we don't pick unnecessary fights. My job here is to keep you guys alive in a fight, if one becomes essential. If there's a change to your job description, let me know in case mine needs to change."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

As a move action, I will expend my 1 EP to enhance my entropic strike.

The deep violet energy around his tentacle begins swirling faster, the energy undulating and bubbling as he goes to strike the nuar.

Entropic strike attack, get 'em, flanking vs. flat-footed EAC: 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
Entropic strike damage(acid/bludgeoning): 2d6 + 10 + 1d4 ⇒ (5, 3) + 10 + (4) = 22


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Yes, but two things:
1. I moved and provoked first, so the guard probably can't make a second reaction against LNA.
2. LNA has uncanny mobility, so doesn't provoke during his trick attack movement.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

@GM: Thanks for the reminder on that. Still getting used to these fun new powers.

Barat scuttles around, through the space containing the small SRO and triggering an AoO. "You mean this VIP car?" One of his tentacles points behind him at the door as he punches at the nuar.

Entropic strike attack, get 'em: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Entropic strike damage (acid/bludgeoning): 2d6 + 10 ⇒ (3, 5) + 10 = 18

We are beating the heck out of the air around this nuar.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Sorry to see that LNA's great trick attack damage probably whiffed, unless this guy's starting KAC is 16. The curse of the operative strikes again. ;)


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat's tentacles twitch at the mention of having "messed up," a quick vision flashing through his mind of Commander Drury's dead body, lifeless tentacles sprawled on the ground in the ruins of Dustcrag. The Commander he was sworn to protect, killed at the hands of the Ixo Syndicate. The same Syndicate that this nuar works for. His eyes narrow as his attention returns to this time, this place, and this criminal in front of him. "I retract my offer for surrender," he says softly, in a voice dripping with the need for vengeance.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat says to LNA, "Stop it. You're embarrassing yourself ..."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

1 EP at the start of the turn. I am thinking I can't charge, given my starting position. 2x Move at Speed. Spend 1 EP to get +10 feet, and then I gain 1 EP from the double move.

Barat leaps down, scuttling on his tentacles across the train car. As he moves, dark purple energy swirls on one of his tentacle arms to form a barrier. He comes rest next to the small robot. "Surrender now, and we will not have to hurt you."

If he attacks LNA, I will use my Bodyguard feat to grant LNA a +2 AC bonus at an expense of -2 to my AC. My AC is currently at +1 from the field riot shield I've manifested. I'm at 1 EP.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Since you rolled a 4 on the Bluff check, you should re-roll. For Convincing Liar, you have to make the decision based on the result of the roll, before you know whether or not it was successful. Your odds are probably better of getting a higher roll on a re-roll than on the expertise die.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Is dropping down into the car a move action? Is there any roll associated with it to avoid landing prone?


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat looks over at Aramesh, "That thing's the thief, right? You didn't hire two muscles on this job, did you? Well, better get down there before that walking glitch blows the whole job."

So ... looks like we're in combat, then, since I'm guessing the plan to single strike the guard didn't actually work.

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Don't forget thieve's tools


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Barat looks curiously at the drone. "Easy for you to say, tin can. The mission is to get to the target without an alarm being sounded. Is our thief saying it doesn't think it can pull that off? Might have been nice to let us know before we jumped out of an enercopter."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Do we know what Brom looks like?

Barat crawls along the surface of the train, naturally adept at moving in this form with his many tentacles. He glances between Kevan and LNA. "Okay," he says over the comms, "let's get a move on."


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

I think I'm ready to go, too.

Looking over the character sheet for strategy, between my Entropic ally class ability and the Bodyguard/In Harm's Way Feats, and Attracting Shield/Intervene vanguard disciplines, it will make sense for someone to pretty much always be standing next to me. This is one of the most well-synergized pregens I've ever seen for Starfinder. Usually I find they have abilities they aren't actually built to take advantage of.


LN Ijtikri mercenary vanguard 6 | SP 50/66 HP 48/48 | RP 7/7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4 | Init: +1 | Perc: +13, 60 ft. darkvision, SM: +4 | Walk/swim spd 25 ft, Crawl 12.5 ft. | Expendables: Mk1 Healing: 3, Shoulder laser charges: 20/20 | Entropic Points: 2/4 | Active conditions: +2 AC (1 EP, 1 shield), 5 Temp HP (fast healing 2)

Was able to claim the handle. :) Also, found a somewhat passable avatar image ...