Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Given our positions I feel like nothing will change before Burnham goes and feel okay about using this window to post even though it's not quite my turn. Oshari needs support. Burnham decides the most effective way to do that is to open a second front. He dashes to the second elevator door and presses the button to open it. Along the way his sword springs into his hand. Move as shown. I assume it's a move action to open the door.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
The big exoguardian shrugs. "Okay then. Let's set up around the elevator. When the doors open, we slag anything inside. We'll probably get one shot while the lights are on inside the elevator. After that Oshari's our eyes in the dark, but Kapteyn and I will try to stay close and keep whoever comes through the door illuminated. Everyone good with the plan."
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
In the quiet dark, Burn hears the forklift and Kapteyn's comment finally registers. "Did any of you activate the forklift or program it to move?" I'm thinking we might want to check the robot before the lift gets here.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn watches the drow go down with some satisfaction. He looks the others over. "Is anyone hurt?" Then the elevator catches his eye. He slings his rifle over his shoulder while he steps to the door.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn fires another round at the fleeing drow. He hesitates a second, then he drops his reaction cannon and chases the drow. His sword leaps to his hand while he runs. Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (16) + 7 = 23 ... damage: 1d10 + 4 ⇒ (6) + 4 = 10 P 90' Penetrating 6 rounds If rough terrain is still active, Reflex v DC 17: 1d20 + 3 ⇒ (1) + 3 = 4 That will either leave Burnham prone or a square short of the drow.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham moves forward and steps around Oshari. It looks like one drow is getting away, so he drops his sword and summons his reaction cannon back to his hands. Then he fires on the fleeing drow. By my count Oshari's got 2 AoOs and his regular attack coming. Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (6) + 7 = 13 ... damage: 1d10 + 4 ⇒ (3) + 4 = 7 P 90' Penetrating 6 rounds
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham drags his sword from the half-orc and looks toward the rest of his team. Those lights must be burning themselves out. The team has to end this quickly.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn steps back from the hammer and traps the half-orc's weapon against the crate with his rifle with one hand for a moment while he drags out his sword with the other. When the tip of his sword clears the scabbard, he accelerates its motion with a twist of his wrist, turning the movement into something between a slash and a thrust. Sword v KAC: 1d20 + 7 ⇒ (18) + 7 = 25 ... damage: 1d8 + 7 ⇒ (6) + 7 = 13
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn's KAC is 23. The lights flare and Burnham would shade his eyes if he didn't need both hands to fight. "Nice work, Vomation!" This must be crimping the drow's style. Now we just need to finish them before the lights burn themselves out. The first order of business s the half-orc in front of him. Hat's off to Kapteyn too.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham pitches the laser and hurries forward across the aisle and puts his back to the crates while he raises his reaction rifle at the nearest orc. Reaction Cannon, Light v KAC, blue: 1d20 + 7 ⇒ (18) + 7 = 25 ... damage: 1d10 + 4 ⇒ (2) + 4 = 6 P 90' Penetrating 6 rounds
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Did we have an exit strategy? Burnham worries about time slipping away, but can't deny that Oshari deserves a chance to recover his breath. The nuar did a lot of heavy lifting iin the fight. And I wish I'd bought a couple healing serums before the mission. Sorry.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
I'm assuming BUrn found nothing while walking around the room. "Looks like we'll need to haul everything up the elevator. I'll go ahead and watch the doors. You guys bring the 'lift. " Burn starts walking quickly back toward the elevator. When the robo-lift rounds the corner into the the north running corridor Burn will walk ahead of it, scanning for more half-orcs or drow.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn looks around at the group. "Nice work, team. Oshari, I've got a healing ... Check that I'm out. Sorry. " He apologetically pats his belt where the serum would normally reside. He continues to scan the room, looking for hidden threats, more Starfinder marked crates, other exits. "We should probably check the crate contents. While you guys do that, I'll sweep the perimeter and look for more exits. It'll be a pain in the butt if we have to load these through the elevator." In keeping with that plan, Burn trades his sword for the laser rifle and begins walking around the outside of the room. Percpetion: 1d20 + 0 ⇒ (20) + 0 = 20
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham's armor protects him from the worst of the blow. Although he's glad the half-orc's been distracted from targeting Oshari, he unleashes a flurry of strikes in the hope of prevented more attacks on himself also. . I think Burn's damage total is now 7. Sword v KAC, full attack: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11 ... damage: 1d8 + 7 ⇒ (4) + 7 = 11
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Lights on and Burnham gets his first look at the remaining adversaries. Oshari doesn't look good, too much blood, but the nuar is brave. He also conveniently left space open for Burn so the soldier moves into it. His sword feels light in his hand and he times his strike so it has his full momentum behind it. Move as shown.
"Oshari get back. I'll hold them and you can blast them."
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Vomatian rules the world!: In addition to the access codes that will let you open any door, you made the check to upload access to a wireless device (such as a data pad or a personal comms unit) and manipulate the systems listed from anywhere in the building. Air Conditioning: The default setting is 65° F and allows values from 40° F to 90° F. A PC who succeeds at a Computers check can write a script that causes the air conditioning system to generate steam for 3 rounds, during which time all squares within area A provide concealment. Automated Defenses: This view shows that automated defenses are currently “online” on the warehouse floor. If a PC succeeds at a Computers check, she can switch off the traps in the warehouse. Door Access: This setting is currently set to “normal,” which means that any locked door can be opened with the right key card. The other two settings are “full lockdown” and “open all,” which lock and unlock, respectively, all doors on the office floor. Inventory: The warehouse inventory shows that “Xicton guns” have arrived and are ready for shipping, but the database is poorly maintained, and the precise location of the guns is unspecified. Light Level: This setting is currently set to “manual,” which means each room has an individual light level set on a control panel in the room. Three other settings (0, 1, and 2) set a uniform light level (dark, dim, or normal, respectively) in the whole building, overriding the individual light settings. If a PC succeeds at a Computers check, she can write a script that overloads the lights, causing them to emit bright light for 3 rounds (which triggers the drow’s light blindness), after which the lights break and all areas of the building are irrevocably dark from that time forward.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn watches Oshari disappear into the dark. He hears something happen close by, then the sound of gunfire. "Vomatian, can we please have the lights on?"
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
"Vomatian! Turn the lights on." Burnham steps between Tentacles and Kapteyn and thrusts with his sword. Sword v KAC, flank: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn frowns even as his sword turns an outflung tentacle away. Preternatural speed, and reach, and it can probably see in the dark while he can't. Better try to end this quick. "But not too far, Kapteyn, please. Defensively Burn's got Close Combat going for him. (When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn.)
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
We had you with the party on the map already. "Vomatian, lights!" Burn doesn't have to wait for the verthani however. Kapteyn has unwisely pushed forward, or perhaps it was strategy to draw the drow out. In any event the novian has provided Burn with an illuminated target, a target threatening one of his team. And it's ugly. Burn rounds Oshari and pitches the laser rifle low at squid-head's legs. Drop the rifle. His sword sweeps from the scabbard as he steps past Kapteyn. "Kapteyn, get a little altitude, a little room. And you, Ugly, you pay attention to me and my sword." Move as shown. Sword v KAC: 1d20 + 7 ⇒ (8) + 7 = 15 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Perception: 1d20 + 0 ⇒ (1) + 0 = 1 Can see in Keptyn's circle of light. No dark or low light vision. Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Rather than clamber over crates in the dark, Burn suggests moving down the second to last aisle toward the east. (yellow curve on the map)
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
I was waiting for Oshari to chart our course since he's the one that can see, but just to move us along let's say we follow the yellow brick road. (line on the map)
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
"At least they're not smart. Nice work, Oshari. " Burn grins. "
Per SOP feel free to ignore Burn's instructions.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
That can be arranged.
Burn keeps his mouth shut and let's Oshari continue a successful diplomatic iniative.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham tilts his head. This is a gamble that he hadn't considered. If it doesn't pay off, he wonders if the creature can disappear faster than he can draw and fire. He pulls out his flashlight and makes a show of turning it on while pointed into a hand cupped around the lens. Then he turns the light off again, but keeps the flashlight in hand.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Kapteyn might feel differently if they realized their brightness makes them the easiest target in the dark, but if the novian can't turn it off then we need a new plan. "Kapteyn, can you fly high along the racks and see what's in the crates up there? " " Does anyone here feel confident about trying to talk our way through this? With our reception above, I don't see these guys talking. They'll probably try to ambush us in the dark. I vote we shoot first and question survivors." Which way did Ipqik go? Let's follow them.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn has a flashlight. No special vision. "I think Oshari should take point. Kapteyn, can you dim your light? You make a good target in the dark."
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham steps outside the elevator's faint illumination while he watches the creature fly away and considers chasing it with a few shots. He would have liked to prolong the conversation and gotten a better idea of what they were up against. He didn't like the idea letting the creature fly away much better than he liked the idea of starting the firefight now. "We should move fast. Who can see in the dark? It doesn't seem smart to light my torch just now. Vomatian, can you have the light controls ready to go?
SHould have gotten some night vision goggles. Stupid.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Vomatian wrote: "Ready guys?" Vomatian whispers. "I asked you first." Burn grins. In the elevator on the way down he asks in his most pleasant tone. "Who else thinks Zeizer is going to double cross us?"
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burnham completes his repacking while the others check the lab. And loot it? He stands in the lab doorway and jerks the muzzle of his gun low and to the right to that it points down the stairs.
Unless someone wants to sneak ahead, Burn will take the front and center position. 4X Frag Grenade, Mk 2: Source Starfinder Core Rulebook pg. 178 Level 4; Price 310 Hands 1; Proficiency Grenade Damage 2d6 P; Range 20 ft.; Critical — Capacity drawn Bulk L; Special explode (2d6 P; 15 ft.)
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Got off my butt and checked the rules. The azimuth laser rifle can't use the supercapacity batteries. Too bad. Burn leave his pistol, frag grenades, and a few sundries in his pack in the office with the bodies. That gives him just enough capacity to carry the new grenades and laser rifle in addition to his regular weapons. Laser Rifle, Azimuth: Source Starfinder Core Rulebook pg. 176 Level 1; Price 425 Hands 2; Proficiency Longarms Damage 1d8 F; Range 120 ft.; Critical burn 1d6 Capacity 20 charges; Usage 1 Bulk 1; Special —
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
"Anybody want some high capacity batteries or grenades? " Burn summons his reaction cannon to hand, then props it carefully in the closet doorway. He considers whether the batteries will fit his new laser rifle. Of course he can use the grenades, but it's always nice to share. GM Saasha, Will those supercap batteries fit the looted laser rifles?
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn follows Oshari and Vomatian into the conference room. He sees no obvious threats, and so suggests, "Maybe take a picture for later analysis. Then we'll move on. " He doesn't wait but crosses the hall to check the closet-sized room. Moved Burn to the door of the closet sized room.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn walks through the office and steps into the workshop. "This room (A) is clear. What's next? " He doesn't want to push past his teammates to see what the silvery glow is. But will if you want him to go first.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
"Let's clear this floor. Then head to the warehouse." Moved us to suggested positions from which we can enter room I marked A from both doors. Feel free to change that disposition.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Burn listens to Vomatian's rundown of what he can do with the computers. "Great work. See if you can upload remote access so you can stay with us, and try to setup some of those other tricks. We'll take down the defenses just before we're ready to breach the warehouse." [ooc] Sweet! that's a nice bag of tricks. What Vomatian can do: Air Conditioning: The default setting is 65° F and allows values from 40° F to 90° F. A PC who succeeds at a Computers check can write a script that causes the air conditioning system to generate steam for 3 rounds, during which time all squares within area A provide concealment.
Automated Defenses: This view shows that automated defenses are currently “online” on the warehouse floor. If a PC succeeds at a Computers check, she can switch off the traps in the warehouse. Door Access: This setting is currently set to “normal,” which means that any locked door can be opened with the right key card. The other two settings are “full lockdown” and “open all,” which lock and unlock, respectively, all doors on the office floor. Inventory: The warehouse inventory shows that “Xicton guns” have arrived and are ready for shipping, but the database is poorly maintained, and the precise location of the guns is unspecified. Light Level: This setting is currently set to “manual,” which means each room has an individual light level set on a control panel in the room. Three other settings (0, 1, and 2) set a uniform light level (dark, dim, or normal, respectively) in the whole building, overriding the individual light settings. If a PC succeeds at a Computers check, she can write a script that overloads the lights, causing them to emit bright light for 3 rounds (which triggers the drow’s light blindness), after which the lights break and all areas of the building are irrevocably dark from that time forward. You think you can upload access to a wireless device (such as a data pad or a personal comms unit) and manipulate the systems listed from anywhere in the building.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
"I'm going to stash the bodies. See if you can find some cameras and other system controls, especially the elevator. " Burn drags all the drow corpses into the office where Oshari made his solo kill.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Vomatian wrote: "Where to next?" "The control room. Let's see what advantage we can gain there." Burn searches the latest corpse. He takes the laser rifle and batteries.
The open dusty classroom, at least it reminds Burn of a computer lab from school, is the quickest route. Survival: 1d20 + 6 ⇒ (19) + 6 = 25 Vomatian wrote:
"Not a thing. Looks like they haven't used this area in a while. The control room should be through this door. " Burn crosses the classroom. He sheds his reaction cannon onto the desk nearest the control room door. Then he checks the load on the laser rifle. With that in hand he approaches the door. Moved Burn to the door in question. When everyone's in the classroom, he'll open the door, using a keycard if neccessary. If someone wants to check it for traps first that would be grand.
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Brave, but misguided. It seems clear the drow will continue to attack and put his team in danger. Burn slashes low again, then thrusts for the drow's chest. Sword v KAC, full attack : 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 ... damage: 1d8 + 7 ⇒ (6) + 7 = 13
And a +1 bonus to ya'll on ranged shots. (Coordinated Shot)
Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25
Hmmm. I'll just write my post again. Door open again, Burn is free to move away from the panel. He sidesteps to his right while making a low slash at the drow's thigh. Sword v KAC: 1d20 + 7 ⇒ (17) + 7 = 24 ... damage: 1d8 + 7 ⇒ (3) + 7 = 10
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