Ash

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27 posts. Alias of Zynete (RPG Superstar 2009 Top 8).


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Botting Ashun

With the battle moving across the ice, and the creature a bit far to try to sway, Ashun moves forward and attempts to learn more about the bear after his prior success.

Recall Knowledge:
Nature T: 1d20 + 8 ⇒ (17) + 8 = 25

Steading himself on the frozen ground, Ashun offers a bit of magical guidance to aid Corabee.

◆ Stride ◆ Recall Knowledge (for the second time) ◆ Cast Guidance on Corabee


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Corabee Cori Rolls

Feint vs Perception DC: 1d20 + 10 ⇒ (18) + 10 = 28

+1 Short Sword Attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

Finisher Short Sword Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Finisher Damage (precision): 2d6 ⇒ (2, 1) = 3 Half of this damage if attack regular fails


Djakar Sense Motive Bot
Sense Motive: 1d20 + 5 + 1d6 ⇒ (12) + 5 + (2) = 19


Botting Triage.

Triage focuses on the worst of the symptoms as he keeps the poison from dealing more damage than it has already done to Faleen.

Triage Medicine + 2 Aids: 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34


Bottind Djakar

With one completed shot, Djakar directs the party at the next Red Iski Crab to get another matching shot!

Get 'em on Red

Bang! (hutchket rifle)+Get ‘em: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Piercing Damage: 1d10 + 3 ⇒ (9) + 3 = 12

Her attack doesn't quite land though.


Triage attends to the research probe to review the atmospheric data it has collected over the last week. Even before that Triage is aware of the general reasons for the starship crash. The ship was in low orbit scanning Iski when the storm's energies flared out from the planet out of the atmosphere. Natural atmospheric storms do not generally present those sort of dangers that far from a planet.

Computers: 1d20 + 10 ⇒ (16) + 10 = 26

After spending the day with the datapad, pouring through the logs the probe has generated with its advanced sensors, Triage has more information on the nature of the storms and why they have so much unexpected power.

As one of you noted during the crash, the storms are magical in nature. Triage is able to confirm that and finds that the storm was created as part of some powerful magical effect thousands of years ago. The power of the storm is a reflection of an overpowering amount of evocation magic driving the storm and feeding into itself. This is one of the oldest magical effects any member of the team has seen dating it well into the Gap.

Comparing the magical signatures within the storm to those within the ancient ring-shaped apparatus shows enough similarities that indicate the same civilization that created that artifact also was responsible for creating the storms that still rage across Iski.


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On behalf of Jekcedo

As soon as Jek hears there are Klikharps around, Jek takes out their com unit cranks up the volume and plays “Cantical for klikharps” and starts dancing like a klikharp singing along to the song. Jek makes a strange clicking sound as he calls out to the Klikharps in a calming voice. ”It’s OK where just here to dance.” Then turning to the team Jek says , ”I should have saved my Bugspace grenade for this.”


Nuva'gek staggers a bit before he forces the pixelated pike away with a shove and follows up by putting all of that momentum behind some powerful attacks!

Full Attack Targeting Pixel Velloro
BANG! (Assault Hammer) Full Attack: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Bludgeoning Damage: 1d6 + 3 ⇒ (3) + 3 = 6

BANG! (Assault Hammer) Full Attack: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Bludgeoning Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Botting for Grognard and Donkey.

As the pixelated pup moves around to attack Hope, Donkey responds with a snapping of mandibles.

Donkey AoO vs Pixel Pup.
Donkey Bite vs KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Grognard moves around the corner and levels his rifle as he bellows out a hearty challenge and fires a blast into the melee, intending to safeguard Hope.

Attack vs Pixel Pup.
Ice Carbine vs KAC: 1d20 + 5 ⇒ (13) + 5 = 18
P Damage: 1d8 ⇒ 8


Botting Triage for the computers check but leave the Engineering open for the moment.

With great expertise Triage is able to start running scans on the asteroid and pour through the scanner information for any anomalies.

Computers; Pegasus Sensors: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26


Botting Daata

With the sudden appearance of the ferocious temporal-traversing hounds Daata and Mikey continue to rain down weapon attacks on the threats toward the arch and Felise.

Full Attacks against Red
Attack vs KAC (full): 1d20 + 8 + 1 - 4 ⇒ (4) + 8 + 1 - 4 = 9
Damage (S, magic): 1d6 + 10 ⇒ (6) + 10 = 16
Attack vs KAC (full): 1d20 + 8 + 1 - 4 ⇒ (17) + 8 + 1 - 4 = 22
Damage (S, magic): 1d6 + 10 ⇒ (1) + 10 = 11

Attack vs EAC: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage (E): 1d6 + 3 ⇒ (6) + 3 = 9


Botting for Daata

Daata Will Save vs Confusion: 1d20 + 5 ⇒ (17) + 5 = 22

Daata and Mikey focus fire on the remaining incorporeal foe with handaxe and electric arcs.

Full attack vs red; AI attack vs red

Attack vs KAC (full): 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Damage (S, magic): 1d6 + 10 ⇒ (1) + 10 = 11

Attack vs KAC (full): 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Damage (S, magic): 1d6 + 10 ⇒ (6) + 10 = 16
Crit Damage (S, magic): 1d6 + 10 ⇒ (5) + 10 = 15 Extra damage if it can be crit. No extra effect

Attack vs EAC: 1d20 + 10 ⇒ (16) + 10 = 26
Crit Damage (E): 2d6 + 6 ⇒ (3, 4) + 6 = 13


Botting Srurdez

Confusion Roll: 1d100 ⇒ 37
Do nothing but babble incoherently.

Still short of regaining his senses throws various comments relating to arranging planets, libraries, and giant robotic guardians.


Naitier botting for Yarsox.

As the pirate ships slingshot around Yarsox is having difficulty keeping astride them. He does his best to pivot and perform evasive manuevers to avoid their shots as the turns back around.

Evade DC13: 1d20 + 7 ⇒ (19) + 7 = 26


Naitier Botting on behalf of Grognard.

"Ye daf brigans hav gun and dun it naw! Ye toss ill at me Donkey an' now ye well pay!"

Translation: I will attempt to punish you for threatening Donkey.

Grognard takes over the starboard laser and fires it at the damaged vessel.

Starboard Light Laser Cannon targeting Red
Light Laser Cannon Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Light Laser Damage: 2d4 ⇒ (2, 2) = 4


Naitier Botting on behalf of Yarsox.

Hearing from Triage that the pirates ships are only loaded with a pair of guns Yarsox plots a path round the smaller fighters, almost flying circles around them as he keeps along side them.

Throughout he keeps himself in port and starboard of the most of the fighters where their visible weapons don't have any clear lines of fire.

Evade DC13: 1d20 + 7 ⇒ (9) + 7 = 16


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Botting Szurdez

Szurdez Will Save vs Confusion: 1d20 + 5 ⇒ (2) + 5 = 7

Confusion Action: 1d100 ⇒ 43
Do nothing but babble incoherently.

The malicious aura of the undead throws Szurdez into a mental fog as he coughs and spends a few moments muttering about his smokes, making glances at his pouches in the process, as the confusion is powerful enough to make him forget he is in the middle a fight for this moment.


Botting Flenn and Delea

Flenn fires another set of shots at the creature in the hopes that one might be able to bring the creature down.

Pulsecaster rifle attack 1 vs. blue's EAC w/ multiattack penalty: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Pulsecaster rifle damage 1 (electricity, lethal): 1d6 + 5 ⇒ (3) + 5 = 8

Pulsecaster rifle attack 2 vs. blue's EAC w/ multiattack penalty: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Pulsecaster rifle damage 2 (electricity, lethal): 1d6 + 5 ⇒ (3) + 5 = 8

Delea backs up a step and launches another pieces of rubble into the gigantic plant.

attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 ⇒ 3


Botting Rattus

Rattus continues laying down fire on the plant.

auto pistol: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d6 + 1 ⇒ (6) + 1 = 7


Botting Tanila
With the one plant taken down Tanila continues laying down fire upon the remaining blue plant.

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 2 ⇒ (4) + 2 = 6


Botting for Flenn

Will Save DC 14: 1d20 + 2 ⇒ (15) + 2 = 17

Flenn's able to take control over his body again as he is able to break away. Still he is now finding himself facing off against two of the massive plant creatures in immediate melee.

With quick thinking he grabs a piece of a broken wall and forces it up to create a bit of cover. Flenn activates his energy shield as he prepares himself against the creatures attacks.

Actions: Move (Barricade), Standard (Activate Energy Shield)


Botting Daata

Fortitude vs Smoke: 1d20 + 5 ⇒ (14) + 5 = 19

As the electrically charged explosion clears Daata and Mikey focus their attacks together to bring down the final of the robots.

Attack vs EAC: 1d20 + 10 ⇒ (4) + 10 = 14
Damage (E): 1d6 + 3 ⇒ (4) + 3 = 7

Attack vs KAC, Get Em: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage (S), Get 'em: 1d6 + 10 + 2 ⇒ (6) + 10 + 2 = 18

Mikey shoots. Daata moves and attack with axe.
Edited to include Get 'Em on Daata's attack


Botting Rattus

Rattus slows the vehicle to a stop as the creature is forced to close the distance. He readies a distracting attack to open it up to other's attacks as soon as it comes into range.

The creature comes barreling forward and Rattus takes the shot.

Bluff - Clever Attack: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
Rattus semi-auto pistol: 1d20 + 7 ⇒ (4) + 7 = 11
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The attack doesn't manage to pierce the creature's hide nor catch it completely off guard.


Botting Drift

Drift joins with the rest of the party as he tries his best to pull the exit open. He holds his hands alongside the robot he already mentally prepares to refocus his exocortex if this fails.

Strength to Open Door: 1d20 ⇒ 20

Drift Move and Standard to Open Door


Botting Drift

With the previous battle experience in mind Drift levels his gun focuses equipment entirely on the remaining target all in the hope of ending this skirmish quickly.

Round 1: Move Target Tracking, Attack

Plasma Fork, 12 Notch: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage (Electric & Fire): 1d8 + 3 ⇒ (2) + 3 = 5

With one good shot into the undead, Drift levels adjusts his aim to unleash a powerful finishing shot.

Round 2: Move Boost, Overcharge Attack

Overcharge Plasma Fork, 12 Notch: 1d20 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
Damage (Electric & Fire): 1d8 + 3 + 1d4 + 1d6 ⇒ (5) + 3 + (1) + (1) = 10

-4 battery on this shot, I think there are enough charges to cover this. Teka has a battery to share if necessary following this.


Frinke retreats with the rest of the party from the ominous threat of swarming nanites.


Taking one of the screamer grenades recovered from the obstacle course, Misty launches it between the pair of undead.

Thrown Grenade: 1d20 + 1 ⇒ (17) + 1 = 18
Sonic Damage: 1d10 ⇒ 2 DC 15 Reflex for half

Reflex Green: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex Yellow: 1d20 + 2 ⇒ (3) + 2 = 5

The explosion tears through the toxic atmosphere and kicks up dust from the ground. It isn't enough to bring either of the two down, but continues to add their accumulated damage. A heavy blow will be able to bring any of them down.


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