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#3-06: Rise of the Vault Lord boss fight

Spanking new sheets for Compucast and Faraeon on the link!

Faraeon's might even show up twice, since my phone is being silly.

Compucast wrote:
Have to work out how to change that on my profile.

My Account > Organized Play > Summary > Edit "button" on the right side of the screen, aligned with the character's name


#3-06: Rise of the Vault Lord boss fight

Alright, see what needs fixing: Rise of the Vault Lord chronicles


#3-06: Rise of the Vault Lord boss fight

What's the event code for this session?


#3-06: Rise of the Vault Lord boss fight

Seems reasonable, I'll get to it.

GM Ilmakis has such a low PFS number I had to double check over a couple of threads...


#3-06: Rise of the Vault Lord boss fight

Probably best to ask Tyranius at the Castamir's Flaxseed Station about it.

In this age of digital reporting and no boons on sheets, they are pretty much decorative.

The PCs got 14,482 credits each, the one information that doesn't show up in the organized play page.


#3-06: Rise of the Vault Lord boss fight

Is that allowed? Since the game was already reported by the original GM


#3-06: Rise of the Vault Lord boss fight

That's a wrap! Post your votes in the Gameplay thread, just in case, and your characters are free to go.

I hope the other combats didn't involve 4 radically different creatures at once, 'cause this one was violent to keep track of. I hope I got most of it right, but since no one got any permanent damage, it should be all good.

Thanks for playing!


#3-06: Rise of the Vault Lord boss fight

Compucast and Benoit dig into the pile of metal scraps left by the Vault Lord, taking notes and collecting samples, all of which will be further analyzed by the Starfinder Society!

(Yep, no details on this one either)

Faraeon’s plea convinces the drone to postpone the simulation shutdown and sterilizations to 24 hours from now!

You have rolled successfully in all you could at this area

--------------------------------------------------------------

The PCs contact Vex!

The Venture-Captain’s initial relief that the team is safe after losing communications with them, quickly turns to panicked determination. He organizes Starfinder teams to enter the vault and rescue as many of the confused test subjects as possible.

Tragically, many of the inhabitants of the simulated Absalom Station died in the historical recreation of the Magefire Assault, but rescuing the remaining few hundred living survivors is a huge undertaking, made all the more urgent as the guiding intelligence will begin collecting any remaining creatures in the vault for storage and eventual reprogramming...

--------------------------------------------------------------

Vex calls the PCs for debriefing days afterward. The lodge is full to bursting with a confused and frightened population of survivors. Vex gives a tired smile and invites the PCs to sit in a conference room. Scattered datapads, computers, and a sleeping bag clutter one corner.

Had to give up my office and personal quarters. Thankfully, Corev’s people stepped up hydroponics production so no one will starve. Transport vessels should be here within a week. You’ve all done well, better than anyone could hope for. Two powers on this moon, one a power-hungry, unstable megalomaniac and the other willing to spend countless lives on testing its theories. And then there’s us in the middle.” He massages his temples. “Salvation’s End is full of wonders and technology beyond most we’ve seen. The Vault Lord would turn it into a weapon, and with the tangled mental conditioning you reported, I have no doubt that weapon would point at the Golarion system. I’m glad I can count on you to help me stop that from happening. You’ve had a chance to interact with the intelligence that runs the station, something we’ve been trying to do since we learned it existed. Do you think there’s a chance for allying with it against the Vault Lord - and if so, should we pursue it? We can’t afford to just pick up and leave.

I believe the game was already reported, but you should vote just in case: Do the PCs think the guiding intelligence for Salvation’s End is something they’re willing to work with if an alliance was even possible?

--------------------------------------------------------------

Finally, Vex reports that following the vault’s disassembly, they received a signal for strange new drone technology from deeper within the complex - a parting gift from the guiding intelligence.

End of #3-06: Rise of the Vault Lord


#3-06: Rise of the Vault Lord boss fight
Compucast wrote:

"12 hours to evacuate somewhere the size of Absalom station?" growls the badly beaten vesk. The badly beaten vesk with worm gel still on its claws.

"We need longer, and simulated assault needs to be stopped." he continues. His mind however, is already on teh golem and power cores..

With a successful DC 25 Diplomacy check, the PCs can convince the guiding intelligence to extend the deadline - but you’ll probably want to contact VC Vex to get the evacuation efforts started right away!

Compucast wrote:
If take-10 is permitted, I can make both those checks.

The CRB implies that “taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure’s story”, and these checks are part of the Secondary Success Conditions for this scenario, so rolling on them is likely necessary - Ashuer already got the power core, only the examining the golem’s remains is available

Ashuer Gundy wrote:

Ashuer moves to check out the power core.

Engineering: 1d20 + 22 ⇒ (19) + 22 = 41

Ashuer gets a complete readout of the power core workings, but it’ll take a group of specialists and some months to go over all this data!

(Meaning, detailed information about the core isn’t covered in the scenario’s scope)


#3-06: Rise of the Vault Lord boss fight

With the enemies defeated, the group can search the area and find a dark blue rhomboid aeon stone and a pearly white spindle aeon stone. If there was a solarian in the party, they could use the strange gems embedded in the dead equinoxian as standard Z-boson crystals and standard T-quark crystals.
---------------------------------------
Now you can access the control system from the exposed paneling on the floor and complete the necessary repairs in 10 minutes.

Upon restoring the last control system, the ongoing shuddering of the station from the Eoxian attack finally subsides, and the room grows quiet as the artificial ambience of station life disappears.

One of the guiding intelligence’s drones enters from a hidden access points and approaches the PCs, projecting the guiding intelligence’s voice: “Assessing the simulation status. The agreed upon terms with the intruders are successfully concluded. Surviving test subjects in this simulation are irretrievable. Analysis indicates you would demonstrate acceptance behavior toward these test subjects. Test subject designation changed to intruders/Starfinders. Simulation shutdown and sterilizations commences in 12 hours. End transmission.
---------------------------------------
The PCs can examine and record the simulated interior of the Starstone Reactor chamber and take readings from the Salvation’s End power core with a successful DC 26 Engineering or Physical Sciences check. They can also examine the remains of the Vault Lord’s golem with a successful DC 25 Mysticism check.


#3-06: Rise of the Vault Lord boss fight

Compucast kills the worm with a critical hit! Now that’s poetry

As the group watches Vradak’s collapsed corpse, and start to catch their breathes from the strenuous fighting… the Vault Lord Golem re-energizes!

Soon… soon this facility and all the power it holds will be ours. Your Society’s legacy shall be a burning pyre that illuminates our glorious ascension into our new age of galactic dominance. We will find you, your precious Pact Worlds, and any other corner of the galaxy where you falsely think yourself to be safe…” threatens the pile of rubble that used to house the manifestation of the Vault Lord.

With that, the golem’s core collapses, still faintly flashing with light.

Combat over!


#3-06: Rise of the Vault Lord boss fight

TEC-9 attacks Vradak and Compucast equally, while Faraeon chokes!

Gab’s will save DC18: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Gab finally overcomes the dominating aura and clever attacks the worm!

Bluff to Feint as part of Clever attack: 1d20 + 20 + 1d6 + 2 ⇒ (10) + 20 + (5) + 2 = 37
DC: 10 + your opponent’s Sense Motive, or 15 + 1-1/2 × the opponent’s CR
If successful, he’s flat-footed to everyone’s attacks, otherwise, only to Gab’s

Gelid Hail attack vs. Flat-footed KAC: 1d20 + 12 ⇒ (9) + 12 = 21
Cold/piercing: 2d6 + 5 ⇒ (3, 5) + 5 = 13

Vradak, hurt and flat-footed, claws Compucast’s face!
Claw versus Compucast’s KAC 26: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Piercing damage: 1d12 + 8 ⇒ (11) + 8 = 19
Claw versus Compucast’s KAC 26: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Piercing damage: 1d12 + 8 ⇒ (7) + 8 = 15

ROUND 9

Everyone is up! Last round!

Pan Randiradon 94 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 91 damage, un-hasted, dominated by presence
Compucast 51 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage
Ashuer Gundy 46 damage
Benoit Battlestar 138 damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 101 damage, flat-footed (Gab)


#3-06: Rise of the Vault Lord boss fight

Ashuer misses, which also cancels the flat-footedness Vradak had from the previous round!

Compucast almost overcomes the dominating aura, but it also imposes a penalty of -2 to will saves, so he comes up short!

Pan keeps working the poor lonely worm!

Bolded PCs are still up!

Pan Randiradon 94 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 105 damage, un-hasted, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage
Benoit Battlestar 138 damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 63 damage


#3-06: Rise of the Vault Lord boss fight

Pan and Ashuer overcome the dominating aura and deal the exact same damage against Vradak!

Faraeon limps away while Benoit enjoys an expensive drink lying down! His drone just misses the worm!

Gab keeps trying to attack Vradak, but just can’t bring himself to squeeze the trigger!
Gab’s will save DC18: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11

{NO!}” everyone hears Vradak scream with his telepathy, shocked at being hit! As the Reality Eddy vanishes (it’s much weaker than a Cosmic Eddy), he mind thrusts Pan!
Mind thrusting untyped damage: 7d10 ⇒ (7, 10, 5, 9, 4, 9, 10) = 54
Will save DC 17 for half

The worm finishes its turn by moving towards the corridor under the seating area…

ROUND 8

Everyone is up!

Pan Randiradon 67 damage, possibly 54 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 105 damage, un-hasted, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage
Benoit Battlestar 138 max damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 38 damage, flat-footed (Ashuer)


#3-06: Rise of the Vault Lord boss fight

Robot Gab can't shoot the worm either!
Will save DC 18: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14

Vradak decides to use some area of effect ability this time! The Reality Eddy manipulates the metaphysical weave underlying reality… to cause force damage in a 20 ft. radius, catching Pan and Faraeon!
Force damage: 4d6 ⇒ (3, 4, 3, 5) = 15
Reflex DC 19 for half damage and to avoid being knocked prone
Both the PCs are now slowed (or un-hasted)!

ROUND 7

The Assassin Robot makes good on its promise and attacks Pan!

Stealth check opposed by Pan’s’s Perception check: 1d20 + 22 ⇒ (6) + 22 = 28 Pan’s Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Advanced semi-auto pistol vs. Pan’s flat-footed KAC 26: 1d20 + 20 ⇒ (5) + 20 = 25
But it misses! Unbelievable!

It stares uncomprehending at its gun, while Compucast’s magic missiles pierce through its metallic body, ending its duty.

Everyone else is up! Vradak is the last enemy!

Pan Randiradon 60 damage, possibly 15 damage and prone, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, possibly 15 damage and prone, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, stabilized, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked


#3-06: Rise of the Vault Lord boss fight

Compucast’s magic missile is ready for the start of the next round!

Benoit sleeps peacefully!

The blue Equinoxian Periastra takes off running, vanishing in the distance… he has escaped!

Bolded PCs are up!

Assassin Robot 131 damage, invisible
Pan Randiradon 41 damage, possibly 38 damage, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence, readied action
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, stabilized, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked


#3-06: Rise of the Vault Lord boss fight

Pan, you need to roll a Will save DC 17 to half-resist the mind thrust from the worm

Faraeon gets tired of flying, while Pan lands a nasty one on the invisible robot!

It triggers some sort of voice protocol as well!

I-will-kill-you-next-you-creep” utters the automaton, turning its head towards Pan!

One bolded PC is up!

Assassin Robot 131 damage, invisible
Pan Randiradon 41 damage, possibly 38 damage, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Equinoxian Periastra blue 113 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, dying, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked


#3-06: Rise of the Vault Lord boss fight

Gab tries shooting the worm! But he can’t bring himself to harm the poor fella...
Will save DC 18: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12

Vradak has no such qualms though! He takes a guarded step and mind thrusts Pan!
Untyped mind thrust damage: 7d10 ⇒ (8, 3, 7, 1, 10, 1, 8) = 38
Will save DC 17 for half

ROUND 7

The Assassin Robot has to finish the job on the pesky dwarf that refuses to give up!
Stealth check opposed by Benoit’s Perception check: 1d20 + 22 ⇒ (3) + 22 = 25 Benoit’s Perception: 1d20 + 16 ⇒ (1) + 16 = 17
Advanced semi-auto pistol vs. Benoit’s flat-footed KAC 25: 1d20 + 20 ⇒ (7) + 20 = 27
Piercing damage: 2d6 + 9 + 5d8 ⇒ (4, 3) + 9 + (3, 3, 6, 8, 6) = 42

Aaaaand he’s out like a light!

Bolded PCs are up!

Assassin Robot 103 damage, invisible
Pan Randiradon 41 damage, possibly 38 damage, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Equinoxian Periastra blue 113 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, dying, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked


#3-06: Rise of the Vault Lord boss fight

Ashuer is afraid of incurring the wrath of the powerful worm!

Benoit puts out his fire, but neither he or his robot manage to land an attack! At least his energy shield might keep him conscious for one more round!

One PC is up!

Assassin Robot 103 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 6 thp, 23 damage, dominated by presence
Equinoxian Periastra blue 113 damage, flat-footed (Gab)
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 34 thp, 166 max damage, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Pan shoots the poor robot that is only trying to protect its owner from intruders! The automaton stands strong!

Pan also provokes an attack of opportunity from Vradak! But it’s a worthless attempt by the villain...
Claw vs. Pan’s KAC 28: 1d20 + 15 ⇒ (4) + 15 = 19

Having met his damage quota, the remaining Equinoxian Periastra decides to flee for his life! He activates his Blazing Orbit revelation, leaving a trail of flames behind him and separating Benoit from his Drone! Then he takes off towards the corridor the PCs arrived from! He has concealment for his movement on the orange line

Fire damage if someone, somehow, steps on the flames for any reason: 3d6 ⇒ (2, 5, 1) = 8
Burning condition if someone, somehow, steps on the flames for any reason: 1d6 ⇒ 2

Bolded PCs are up!

Benoit burns!

Assassin Robot 103 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 6 thp, 23 damage, dominated by presence
Equinoxian Periastra blue 113 damage, flat-footed (Gab)
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 9 thp, 166 max damage, burning 4, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak

Helpful reminder, now that the battlefield is ever smaller, that Vradak’s aura requires one successful DC 18 Will saving throw to attack him, while also causing a -2 penalty to will saves


#3-06: Rise of the Vault Lord boss fight

Faraeon’s fiery and metallic projectile flies across the stadium until encountering the golem - and somehow, despite all its ridiculous breaking-apart mass, it’s this tiny bullet that does the trick. The metal amalgamation starts to fall apart, chunks spreading all around it, as the magitech devices power down as well...

The Vault Lord Golem is no more!

One Bolded PC is still up!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 6 thp, 23 damage, dominated by presence
Equinoxian Periastra blue 113 damage, flat-footed (Gab)
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 13 thp, 166 max damage, burning 4, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Big/huge things happening this round!


#3-06: Rise of the Vault Lord boss fight

Yeah, it would be useful if the creature was moving around, but his ability allows him to move first and then attack, while maintaining his special invisibility - so you can always tell where he is from his shooting.


#3-06: Rise of the Vault Lord boss fight

Benoit cheats death, perhaps for one more round!

Ashuer keeps resisting Vradak’s intrusions, but it’s taking a toll on his psyche!

Compucast lights up the equinoxian periastra for the second time! But the creature still stands!

Bolded PCs are still up!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 253 damage, charged
Equinoxian Periastra blue 113 damage, flat-footed (Gab)
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 13 thp, 166 max damage, burning 4, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

You can cast the Microbot Assault spell targeting the area you’ve seen the assassin robot shooting from, and by bumping into him they are able to locate and harass the robot - they wouldn’t be able to jump from another enemy towards him, though, because of the invisibility. He can also move away from it, and the microbots wouldn't be capable of following...

It does not negate his invisibility though, just makes you Aware of Location, so the concealment remains.


#3-06: Rise of the Vault Lord boss fight

Faraeon puts out his fire while Gab also misses his attack! Tough round!

Vradak keeps working on Ashuer’s mind!
Untyped mind thrust damage: 7d10 ⇒ (4, 6, 8, 5, 9, 4, 9) = 45
Will save DC 17 for half

ROUND 6

The assassin robot finishes the job on Benoit!
Stealth check opposed by Benoit’s Perception check: 1d20 + 22 ⇒ (19) + 22 = 41 Benoit’s Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Advanced semi-auto pistol vs. Benoit’s flat-footed KAC 25: 1d20 + 20 ⇒ (7) + 20 = 27
Piercing damage: 2d6 + 9 + 5d8 ⇒ (2, 2) + 9 + (4, 4, 4, 7, 7) = 39

The sight of the dwarf collapsing activates the robot’s one-liner protocol!

Too-weak-not-even-a-challenge.” enunciates the automaton!

It's very rude!

Does the boon activate right now, or does it wait until your turn, allowing the burning condition to eat away one resolve point first?

Bolded PCs are up!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 253 damage, charged
Equinoxian Periastra blue 95 damage, flat-footed (Gab)
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 24 damage, possibly another 45 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, burning 4, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Ashuer, Benoit and TEC-9 all miss their marks! Adding insult to injury, Benoit is now on fire! This will be quite the problem once the assassin robot drops him at the start of the next round!

One bolded PC is up!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, possibly burning 4, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 253 damage, charged
Equinoxian Periastra blue 95 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 24 damage, dominated by presence
Benoit Battlestar 156 damage, burning 4, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Pan dents the golem a little bit and runs away!

But the Vault Lord Golem chases after him, having no other better target, with a charge action!
Slam vs. Pan’s KAC 28 plus cover: 1d20 + 22 - 2 ⇒ (11) + 22 - 2 = 31
The construct misses by a smidge! It lets out another deafening wail, shaking the whole stadium, especially the magitech device that is covering Pan!

The equinoxian periastra keeps trying to kill Faraeon and Benoit, this time with balls of superheated plasma!
Sun hurl vs. Faraeon’s entangled EAC 19: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
Electricity & Fire damage: 3d6 + 15 ⇒ (5, 5, 1) + 15 = 26
Burning: 1d6 ⇒ 4
DC 16 Reflex save to negate the burning!

Sun hurl vs. Benoit’s entangled EAC 22: 1d20 + 19 - 3 ⇒ (6) + 19 - 3 = 22
Electricity & Fire damage: 3d6 + 15 ⇒ (5, 2, 4) + 15 = 26
It looks like Benoit has energy resistance 10 to electricity, so only 16 damage total
Burning: 1d6 ⇒ 4
DC 16 Reflex save to negate the burning!

Lots of close calls for the owners of the stadium!

Creatures entangled by the equinoxian periastra can attempt a new DC 16 Fortitude save once per round as a move action to get rid of the condition

Bolded PCs are up!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, possibly burning 4, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 253 damage, flat-footed, charged
Equinoxian Periastra blue 95 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 24 damage, dominated by presence
Benoit Battlestar 152 damage, possibly burning 4, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

I've looked into that spell a bit, seems to be an area of effect that does not use 'area of effect' in its heading - I'll make a decision before Compucast's next round. Though it doesn't seem to be a very effective spell.

Right now fighting the assassin robot is like fighting an umoving predator (from the films) - you can see the distortion, you know it's there - but it's still hard to hit because you can't see it properly.


#3-06: Rise of the Vault Lord boss fight

Compucast peppers the equinoxian periastra with his spell!

Ashuer displays his mental prowess, resisting the mental attack!

Faraen only manages to shoot the falling and flaming debris around the golem! That thing looks invincible! Joining it might not be such a bad idea after all!

This one bolded PC is still up! And in a very bad place to be delayed to after the golem, so I’ll wait a bit more

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 64 damage, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 199 damage, flat-footed
Equinoxian Periastra blue 95 damage, flat-footed
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 24 damage, dominated by presence
Benoit Battlestar 139 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight
Benoit Battlestar wrote:
The rules for invisible enemies are so complicated!

Not at all, you just need to read this stuff and everything will make sense:

Invisibility made easy:

Senses
Source Starfinder Core Rulebook pg. 260
Just as actions determine what you can do in combat and movement determines how you get there to do it, senses determine what you can perceive and how. Different alien races might have many different senses, but essentially all senses are separated into precise and imprecise senses. A specific creature’s senses are typically further refined into special abilities that more tightly detail how it perceives. These abilities include blindsight, blindsense, sense through, darkvision, and low-light vision, and the description of these abilities is found in Special Abilities beginning on page 262.

The broad definitions of creatures’ types of senses are below, followed by an explanation of how they function.

Precise Senses
Source Starfinder Core Rulebook pg. 260
Precise senses allow a creature to perceive the world in nuanced detail. For many creatures, the only precise sense they have is vision. Most other precise senses are collectively referred to as “blindsight,” indicating that they are precise like vision but creatures can use them without needing to see.

Imprecise Senses
Source Starfinder Core Rulebook pg. 260
Imprecise senses allow a creature to perceive certain details and clues about the world, which vary depending on the sense, but these are not sufficient for the creature to make out nuanced detail the way a human’s sight does. For many creatures, their nonvisual senses are imprecise. Some creatures have extremely keen imprecise senses that, while still insufficient to provide details like a precise sense would, can greatly help the creatures detect stimuli in the absence of their precise senses; such senses are collectively referred to as “blindsense.”

Specific Sensing Mechanisms
Source Starfinder Core Rulebook pg. 260
Creatures with blindsense or blindsight typically perceive using a specific sense mechanism, indicated in parentheses after blindsense or blindsight in the creature’s statistics. If this sense somehow becomes unusable, the creature loses access entirely to its blindsense or blindsight. The typical senses through which creatures can perceive are emotion, life, scent, sound, thought, and vibration.

Specific entries for blindsense, blindsight, and other senses can be found in Special Abilities beginning on page 262.

The Four States of Awareness
Source Starfinder Core Rulebook pg. 260
In gameplay, there are four different states of awareness that you can have with regard to another creature, which determine, for example, whether you surprise it when you engage it in combat or whether you can target a creature with an attack. These states of awareness are described below.

Unaware
When you are unaware of another creature, you don’t even know it is present. Generally this occurs because the creature is hidden, you failed your Perception check to notice it, and the creature hasn’t yet performed any actions that would alert you to its presence. You cannot directly attack a creature you are unaware of, but it is subject to area effects.

Aware Of Presence
When you are aware of another creature’s presence, you don’t necessarily know exactly where it is. Typically this occurs when the hidden creature has taken some action that revealed its general presence in the area but has successfully used Stealth since then to hide its exact location. If you have succeeded at a Perception check to notice a creature with an imprecise sense other than blindsense, you are aware of the creature’s presence (if you have blindsense, a successful Perception check means you are aware of the creature’s location; see below). You cannot directly attack a creature if you are only aware of its presence, but it is subject to area effects affecting its location.

In order to directly attack such a creature, you must pinpoint its exact location with an additional Perception check to search (see page 144). If this check is successful and you are using an imprecise sense to pinpoint a creature, you become aware of the creature’s location (see Aware of Location below). If this check is successful and you are using a precise sense to pinpoint a creature, you are observing the creature (see Observing below).

Aware Of Location
When you are aware of a creature’s location, you know exactly where the creature is located, but you still can’t observe the creature with a precise sense such as vision. Generally, this occurs because you have blindsense, or because the creature is hidden but you have succeeded at a Perception check to search for the creature with an imprecise sense. You must at least be aware of a creature’s location in order to directly attack it, though it is considered to have total concealment from you (see page 253). It is, however, subject to area effects affecting that location.

Observing
When you are observing a creature, you can directly perceive the creature with a precise sense. Generally, this occurs when a creature is visible, when the situation makes it impossible for the creature use Stealth to hide, or when you have succeeded at a Perception check to search for the creature using a precise sense such as blindsight. You must be observing a creature to use a ranged effect that targets a specific creature without requiring an attack roll to hit (such as magic missile). You can also make normal attacks, including ones using ranged abilities, against creatures that you are observing. Again, it is subject to area effects that affect its location.

A creature currently being observed can’t attempt a Stealth check without first breaking that observation. To break observation, the creature must either mask itself from your precise senses (with darkness, fog, invisibility, or the like, but not with effects such as displacement that still leave a clear visual indicator of its location), move somewhere it can’t be observed (a place with cover, for example), or use Bluff to create a distraction to momentarily break your observation of it.

Dealing with Unseen Creatures
Source Starfinder Core Rulebook pg. 261
If you are unaware of a creature, aware of a creature’s presence, or aware of a creature’s location, that creature is considered to be “unseen” for you. A stationary unseen creature has a +40 bonus to Stealth checks, but this bonus is reduced to +20 if the unseen creature moves (and these bonuses are negated for potential observers with blindsense). An unseen creature benefits from total concealment (50% miss chance) against attacks. In addition, you are considered flat-footed against an unseen creature’s attacks.

If you are unaware of a creature or aware only of its presence, you cannot directly attack it. You must first succeed at a Perception check to search for the creature’s location, which then allows you to become aware of the creature’s location (if using an imprecise sense) or to observe the creature (if using a precise sense). If an unseen creature makes a melee attack against you from a space adjacent to you, you automatically determine its location, though this doesn’t stop it from moving after the attack.

Special Abilities
Source Starfinder Core Rulebook pg. 262
A number of creatures and characters with a variety of classes gain the use of special abilities. These abilities range from ones that can be activated in a way similar to spells to more static abilities that grant special senses or traits.

Invisible
An invisible creature is visually undetectable. A creature using only an imprecise sense, or whose only precise sense is vision, can’t observe an invisible creature, so the invisible creature is unseen by such a would-be observer. Creatures with blindsight can perceive invisible creatures normally, since blindsight is a precise sense that does not rely on vision, and thus can observe invisible creatures. See Senses on page 260 and Dealing with Unseen Creatures on page 261 for more information.

Invisible creatures remain invisible even in unusual environments, such as underwater, and when subject to effects such as fog or smoke. They are not magically silenced. They can still be heard, smelled, and felt as normal, even if other creatures can’t see them. Invisible creatures leave tracks and can be tracked normally. A character looking for an invisible creature might find his quarry if the invisible creature drops an item, speaks, smells strongly, leaves an obvious trail, or performs some action that makes itself known. Finding an invisible creature in this way requires a Perception check as normal. If successful, and assuming your only precise sense is vision, you become aware of the invisible creature’s presence, but you don’t know its exact location. If you’re looking for an invisible creature, the GM might rule that you have a bonus or penalty to your Perception checks based on the situation.

Items dropped or put down by an invisible creature become visible; items it picks up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus creating the effect of a light with no visible source). Any part of an item that the creature carries but that extends more than 10 feet from it becomes visible.

Invisibility does not thwart divination spells or effects. Invisible creatures cannot use gaze attacks (see the Starfinder Alien Archive). If you are or become invisible while grappled, you gain a +2 circumstance bonus to your check to escape being grappled, but you gain no other benefit against the grappler.

Perception (Wis)
Source Starfinder Core Rulebook pg. 144
You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures.

Search
As a move action, you can use Perception to search for something in particular, such as finding an invisible creature that has made itself known or a hidden creature you know is in the area, or looking for nearby traps or hazards. [...] The DC is determined by the Stealth check of the creature, by the trap or hazard involved, or by the GM.

Stealth (Dex; Armor Check Penalty)
Source Starfinder Core Rulebook pg. 147
You can stay hidden and move silently to avoid detection, allowing you to sneak past foes or strike from an unseen position.

Invisibility and Hiding
Source Starfinder Core Rulebook pg. 148
If you are invisible or benefit from total concealment, you gain a +40 bonus to your Stealth check as long as you remain immobile. You are considered immobile if it is your turn and you have not yet moved or if you have not moved since the start of your last turn. If you are invisible but not immobile, you instead gain a +20 bonus to your Stealth check. Typically, a creature cannot attack you if you are invisible or have total concealment unless the creature pinpoints you with a successful Perception check. (Invisible creatures can still be heard, smelled, and felt, and might do something to make themselves known to those who succeed at Perception checks; see Invisible on page 264 in Chapter 8.) Even then, the attacking creature has a 50% miss chance against the pinpointed creature.

Invisibility
Source Starfinder Core Rulebook pg. 362
Classes Technomancer 2, Witchwarper 2
School illusion
Casting Time 1 standard action
Range touch
Targets one creature or object no more than 10 bulk/level
Duration 1 minute/level (D)
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object)
The creature or object touched becomes invisible (see page 264). If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.
The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.


#3-06: Rise of the Vault Lord boss fight

Ashuer also finally dents the Vault Lord Golem! A little bit!

Pan avoided all the good stuff the Golem tried to give him! Oh well!

Gabbers "Gab" McTalkington wrote:
One thing that I just want to check: When I used Inspiring Oration, I believe that also gets me back 35 SP as well (since I count as my own ally).

Welcome back! Envoy improvisations have this caveat though: “If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise.” And no improvs on the ‘inspiring’ tree have such a statement - that's one of the reasons I really dislike inspiring boost when playing an envoy - though I really like it when someone else in the group has it.

Gab shakes off the robotic takeover and goes to town on the equinoxian periastra!

And don’t worry about the haste circuit, Compucast hasted everyone at the beginning of combat, that’s 9 rounds worth of haste

Vradak is having none of that piling on the Vault Lord Golem. He moves to the south and casts Mind Thrust on Ashuer!
Untyped mind thrust damage: 7d10 ⇒ (7, 10, 3, 8, 6, 9, 5) = 48
Will save DC 17 for half

ROUND 5

The assassin robot is also done messing around! He wants Benoit gone!

Stealth check opposed by Benoit’s Perception check: 1d20 + 22 ⇒ (13) + 22 = 35 Benoit’s Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Advanced semi-auto pistol vs. Benoit’s flat-footed and entangled KAC 23: 1d20 + 20 ⇒ (5) + 20 = 25
Piercing damage: 2d6 + 9 + 5d8 ⇒ (5, 4) + 9 + (1, 4, 8, 6, 8) = 45

Bolded PCs may go!

Assassin Robot 83 damage, invisible
Pan Randiradon 41 damage,dominated by presence, -5 charisma
Faraeon Star-Jumper 64 damage, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 199 damage, flat-footed
Equinoxian Periastra blue 80 damage, flat-footed
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy possibly 48 damage, dominated by presence
Benoit Battlestar 139 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak

A bit of a reminder that attacking the worm requires a DC 18 Will save, due to his dominating presence!


#3-06: Rise of the Vault Lord boss fight
Pan Randiradon wrote:
Will: 1d20 + 7 ⇒ (12) + 7 = 19

Pan preserves his nearly depleted Charisma!

Don't forget the Reflex save DC 17 to halve the bludgeoning damage and negate the burning condition caused by the golem's aura ability


#3-06: Rise of the Vault Lord boss fight

Right now, half of the party seems to be focused on the Golem, while the other half is being mauled by the remaining enemies.

If you would analyze the attack rolls, it's clear the Golem has the highest AC of the whole bunch and is insanely powerful in melee - the damage taken so far by the party isn't too bad, but that charisma drain is a game changer.

Too bad nobody has Mind Thrust, that would've been wild.


#3-06: Rise of the Vault Lord boss fight
Benoit Battlestar wrote:
Did the periastra move within 10' of Benoit?

He went 25 ft north and and 10 ft east - he started adjacent to the worm, at SW

Benoit evades some of the crushing damage, but can’t escape the gravity grasp of the equinoxian periastra - nor can he or his drone land an attack against the assassin robot!

Benoit Battlestar wrote:
Does Pan's warning allow Benoit to not have to roll the miss chance?

Benoit is only Aware of Location, he would need to be Observing to ignore the concealment - that requires vision or blindsight, or something equivalent

Faraeon is entangled while flying! Which I thought was really bad, but seems to be exactly the same as being entangled on the ground

Compucast preserves his charisma once again!

------

Bolded PCs are still up!

Assassin Robot 83 damage, invisible
Pan Randiradon 35 damage, possibly 12 damage and burning 9, dominated by presence, -5 charisma, possibly another -8 charisma [if so, Pan is dominated] and off-kilter
Faraeon Star-Jumper 64 damage, entangled, dominated by presence
Compucast 23 damage, dominated by presence
Vault Lord Golem 163 damage
Equinoxian Periastra blue 60 damage, flat-footed
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 94 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

The Vault Lord Golem is furious at the insult! He approaches Pan and tries to crush him into the ground!
Slam vs. Pan’s KAC 28: 1d20 + 22 ⇒ (14) + 22 = 36
Bludgeoning damage: 2d10 + 18 ⇒ (8, 9) + 18 = 35
Charisma Drain: 1d8 ⇒ 8
Will save DC 17 to negate the drain and 1 round of off-kilter!

If that wasn’t enough, the flaming debris from the golem fall all over Pan as well!
Bludgeoning damage: 4d6 ⇒ (4, 2, 5, 1) = 12
Burning condition: 3d6 ⇒ (5, 2, 2) = 9
Reflex save DC 17 to halve the bludgeoning damage and negate the burning condition!

The Blue equinoxian periastra moves north for better positioning and full attacks Faraeon and Benoit!
Graviton crush vs. Faraeon’s KAC 23: 1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34
Bludgeoning: 5d4 + 9 ⇒ (4, 1, 4, 4, 3) + 9 = 25
Fortitude DC 16 or be entangled!

Graviton crush vs. Benoit’s KAC 25: 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36 Whoa!
Bludgeoning: 5d4 + 9 ⇒ (4, 4, 3, 2, 1) + 9 = 23
Critical bludgeoning: 5d4 + 9 ⇒ (3, 2, 3, 3, 3) + 9 = 23
He is already entangled!

Bolded PCs may go!

Assassin Robot 83 damage, invisible
Pan Randiradon 35 damage, possibly 12 damage and burning 9, dominated by presence, -5 charisma, possibly another -8 charisma [if so, Pan is dominated] and off-kilter
Faraeon Star-Jumper 64 damage, possibly entangled, dominated by presence
Compucast 23 damage, dominated by presence, possibly -7 charisma and off-kilter
Vault Lord Golem 163 damage
Equinoxian Periastra blue 60 damage, flat-footed
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 117 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Does the "no-PvP" rule apply to dominated characters as well?


#3-06: Rise of the Vault Lord boss fight

The Vault Lord Golem slams Compucast as he flies away!
Slam vs. Compucast’s KAC 26: 1d20 + 22 ⇒ (4) + 22 = 26
Bludgeoning damage minus DR 6: 2d10 + 18 - 6 ⇒ (7, 5) + 18 - 6 = 24
Charisma drain: 1d8 ⇒ 7
Will save DC 17 to try to negate the charisma drain and a round of off-kilter!

I believe taunting with a mechanical effect is exclusive to the envoy; other characters only trash-talk!

Pan is the first PC to land a hit on the golem!

The massive creature turns its head towards the mechanic, metal shards breaking and falling on the ground as it does so. It lets out a deafening “AAAAAAAAAAAHHH” scream, but Pan or his mates can’t tell if it’s from pain, dismay or hatred.

This bolded PC is up!

Assassin Robot 83 damage, invisible
Pan Randiradon 0 damage, dominated by presence, -5 charisma, off-kilter
Faraeon Star-Jumper 39 damage, dominated by presence
Compucast 23 damage, dominated by presence, possibly -7 charisma and off-kilter
Vault Lord Golem 128 damage
Equinoxian Periastra blue 25 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 71 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

The robot reels back from the extra 4 points of damage!

No, it's also a Supernatural ability


#3-06: Rise of the Vault Lord boss fight

Ashuer flees from the golem, but also fails to pierce its mighty armor! It can be done, nobody rolled high enough to accomplish yet

Gab spends a resolve point and uses his Inspiring Oration to recover 35 stamina points of all injured allies! (Pan, Faraeon, Compucast and Benoit)

Vradak commands his allies to Strike immediately! The assassin robot slashes at Benoit, while the blue equinoxian periastra throws a ball of superheated plasma at Gab!
Microserrated longsword vs. Benoit’s KAC 27: 1d20 + 18 ⇒ (10) + 18 = 28 Slashing damage: 2d10 + 13 ⇒ (2, 1) + 13 = 16
Sun hurl vs. Gab’s EAC 28: 1d20 + 19 ⇒ (10) + 19 = 29Electricity & Fire damage: 3d6 + 15 ⇒ (4, 4, 5) + 15 = 28

Both attacks land perfectly! Gab is almost done!

ROUND 4

The assassin robot invisibility was broken with the last attack, but it resumed this round. The construct doesn’t attack this time, though! Benoit has no idea where it might have gone!
Nanite repair: 6d8 ⇒ (4, 1, 1, 2, 1, 6) = 15

Pan and whoever else can see invisibility:
The robot didn’t move at all, it’s still right in front of Benoit

Bolded PCs may go!

Assassin Robot 79 damage, invisible
Pan Randiradon 0 damage, dominated by presence, -5 charisma, off-kilter
Faraeon Star-Jumper 39 damage, dominated by presence
Compucast 2 damage, dominated by presence, prone
Vault Lord Golem 105 damage
Equinoxian Periastra blue 25 damage
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 71 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Compucasts resists having (one of) his dump ability scores drained!

Benoit Battlestar wrote:
Is blue's entanglement effect considered a spell like ability? Because if it is than Benoit gets a +2 bonus to his save which allows him to succeed on the check.

No such luck - it’s a supernatural ability (Su)!

Benoit falls prey to the graviton crush and is entangled! You can attempt a new Fortitude save once per round as a move action to get rid of it

TEC-9 misses one attack against the robot due to the invisibility, but the other one is extra effective! Benoit also misses one attack, but due to poor aim, and the half of the other one is extra effective!

Benoit Battlestar wrote:
If Ashuer is at 20' elevation can the golem reach him for an AOO?

Creatures with reach 10 ft. or reach 15 ft. can equally threaten two squares in diagonal from them - in this case Ashuer is flying 5 ft. higher than the golem and 10 ft. away from it, being exactly at the limit of the creature’s reach. He would need a guarded step back to escape an attack of opportunity.

On the other hand, the creature already took an AoO against Pan this round, perhaps it doesn’t have a second one to deliver..

Bolded PCs may go!

Assassin Robot 94 damage, invisible
Pan Randiradon 35 damage, dominated by presence, -5 charisma, off-kilter
Faraeon Star-Jumper 74 damage, dominated by presence
Compucast 37 damage, dominated by presence, prone
Vault Lord Golem 105 damage
Equinoxian Periastra blue 25 damage
Gabbers ‘Gab’ McTalkington 83 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 90 damage, dominated by presence, entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Pan’s charisma falls through the floor, drained by the slightly better looking golem!

Benoit Battlestar wrote:
I should have said earlier that Benoit shares all he knows about the golem and the assassin robot over comms.

You did!

Compucast’s arcing surge traverses through the vault lord golem without causing any damage at all! His magic immunity protects him entirely!

Blue Equinoxian Periastra’s reflex DC 20: 1d20 + 11 ⇒ (16) + 11 = 27
And the blue equinoxian periastra suffers only half of the punishment!

Faraeon keeps floating up away from danger, but his attack is also unable to pierce the golem’s thick armor! The ceiling goes up to 50 ft.! Watch your head!

The Vault Lord Golem moves and attacks Compucast! 15 ft. reach! But you aren’t affected by his aura from that up high
Slam vs. Compucast’s KAC 26: 1d20 + 22 ⇒ (20) + 22 = 42
Bludgeoning damage against DR6: 2d10 + 18 - 6 ⇒ (5, 7) + 18 - 6 = 24
Critical bludgeoning damage against DR6: 2d10 + 18 - 6 ⇒ (7, 4) + 18 - 6 = 23
Charisma drain and 1 round of off-kilter: 1d8 ⇒ 8

The golem destroys Compucast’s temporary hit points and lands a total of 37 damage, knocking him prone on the floor! And possibly causing 8 drain to his Charisma! Will DC 17 to negate the charisma drain and the off-kilter condition Parts of the construct keep falling down, in flames, all around his huge body.

The blue equinoxian periastra moves to the south for a clear shot and full attacks Benoit with gravity!
Focus fire: roll twice and take the better result!

Graviton crush vs. Benoit’s EAC 24 attack 1 option 1: 1d20 + 19 - 3 ⇒ (19) + 19 - 3 = 35
Graviton crush vs. Benoit’s EAC 24 attack 1 option 2: 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27
Bludgeoning damage: 5d4 + 9 ⇒ (4, 3, 1, 3, 4) + 9 = 24

Graviton crush vs. Benoit’s EAC 24 attack 2 option 1: 1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25
Graviton crush vs. Benoit’s EAC 24 attack 2 option 2: 1d20 + 19 - 3 ⇒ (2) + 19 - 3 = 18
Bludgeoning damage: 5d4 + 9 ⇒ (2, 1, 3, 1, 4) + 9 = 20

Benoit feels his bones caving in! He also needs to roll a DC 16 Fortitude saving throw or be entangled!

Bolded PCs may go!

Assassin Robot 27 damage, invisible
Pan Randiradon 35 damage, dominated by presence, -5 charisma, off-kilter
Faraeon Star-Jumper 74 damage, dominated by presence
Compucast 37 damage, possibly -8 charisma drain and off-kilter, dominated by presence, prone
Vault Lord Golem 105 damage
Equinoxian Periastra blue 25 damage
Gabbers ‘Gab’ McTalkington 83 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 90 damage, dominated by presence, possibly entangled
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Added a second slide to properly identify the foes!


#3-06: Rise of the Vault Lord boss fight
Benoit Battlestar wrote:
Does the -2 penalty to will saves apply to the save that has to be made to attack Vradak?

That -2 penalty is universal to any will save.

Benoit Battlestar wrote:
Also, if I'm reading what you wrote correctly you only have to roll the will save to attack Vradak. Everything else is still free game.

Yep, it protects him only.

Benoit Battlestar wrote:
The golem is the big boy and Vradak is the token next to the assassin robot.

Yeah, the golem is the huge gray contemplative, and Vradak is black and purple creature with a hammerhead shark-like head, right behind the transparent robot.

Benoit Battlestar wrote:
Now that I'm reading the invisibility rules it sure is confusing. So is the robot's ability like the invisibility spell? Does it appear after it attacks?

The robot has an holographic camouflage that when amplified works like invisibility - except that his holographic trick ability (trick attack rip off) lets him attack while maintaining the camouflage, while a regular attack would end it. No reason to do regular attacks, though...


#3-06: Rise of the Vault Lord boss fight
Benoit Battlestar wrote:
Just so everybody knows. If you hit zero charisma I believe you die.

Usually you just go unconscious until you recover - but Benoit discovered this earlier:

"The golem’s strikes infuse the target with crippling self-doubt, dealing Charisma drain (Will save negates). If this drain reduces the target to 0 Charisma, the creature remains conscious and is dominated, as the Dominate Person spell, ignoring type and immunities."

-----

Benoit Battlestar wrote:
Is the robot still invisible even after firing its weapon? Do we have to do opposed perception checks to attack it?

It's part of his power - but he only shoots after moving, so you are "aware of a creature’s location", the only advantages he gets is the 50% total concealment, and having everyone being flat-footed to him (which I don't think I remembered to use).


#3-06: Rise of the Vault Lord boss fight

Man, that charisma drain can ruin your day.


#3-06: Rise of the Vault Lord boss fight

Pan is unable to pierce the huge golem’s armor, and can only watch as its huge metallic fist slams into him!

AoO: Slam vs. Pan’s KAC 28: 1d20 + 22 ⇒ (9) + 22 = 31
Bludgeoning damage against DR2/-: 2d10 + 18 - 2 ⇒ (6, 8) + 18 - 2 = 30
Charisma drain and 1 round of off-kilter: 1d8 ⇒ 5

The creature’s inner magitech mechanisms try to suck away his will to live! Will DC 17 to negate the charisma drain and the off-kilter condition

Bolded PCs are up!

Assassin Robot 27 damage, invisible
Pan Randiradon 5 damage, dominated by presence, possibly -5 charisma drain and off-kilter
Faraeon Star-Jumper 74 damage, dominated by presence
Compucast +10 thp, dominated by presence
Vault Lord Golem 70 damage
Equinoxian Periastra blue 10 damage
Gabbers ‘Gab’ McTalkington 83 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 46 damage, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Gab is taken over by a robotic spirit and acts like an automaton! He attacks the blue equinoxian periastra right in front of him!

DC 16 Reflex save to avoid burning: 1d20 + 12 ⇒ (5) + 12 = 17 SUCCESS!

Bluff to Feint as part of Clever attack: 1d20 + 20 ⇒ (12) + 20 = 32 SUCCESS!
Gelid hail pistol attack vs. Blue's KAC: 1d20 + 12 ⇒ (1) + 12 = 13
Cold/piercing damage: 2d6 + 5 ⇒ (6, 3) + 5 = 14

He manages to avoid the burning and feint the equinoxian periastra, but misses the attack!

Vradak moves ahead, exposing the whole party to his Dominating Presence! Everyone must succeed at a DC 18 Will saving throw to try to harm the philosopher worm and has a –2 penalty to Will saves (this is a mind-affecting compulsion).

He then commands his allies to shake off their negative conditions! The blue equinoxian periastra and the assassin robot are no longer flat-footed! He wraps up his turn by commanding all his allies to focus fire on Benoit, the murderer of the red equinoxian periastra!

ROUND 3

The assassin robot moves ahead and uses his holographic trick against Benoit!

Stealth check opposed by Benoit’s Perception check: 1d20 + 22 ⇒ (10) + 22 = 32 Benoit’s Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Focus fire: roll twice and take the better result!
Advanced semi-auto pistol vs. Benoit’s flat-footed KAC 25: 1d20 + 20 ⇒ (20) + 20 = 40
Advanced semi-auto pistol vs. Benoit’s flat-footed KAC 25: 1d20 + 20 ⇒ (19) + 20 = 39
Piercing damage: 2d6 + 9 + 5d8 ⇒ (5, 1) + 9 + (5, 7, 7, 3, 3) = 40
Critical piercing damage: 2d6 + 9 + 5d8 ⇒ (1, 3) + 9 + (3, 5, 6, 2, 2) = 31

The assassin robot lands a crushing attack that eats through Benoit’s temporary hit points for a total of 46 damage!

Bolded PCs are up!

Assassin Robot 27 damage, invisible
Pan Randiradon possibly +11 damage and burning 11, dominated by presence
Faraeon Star-Jumper 74 damage, dominated by presence
Compucast +10 thp, dominated by presence
Vault Lord Golem 70 damage
Equinoxian Periastra blue 10 damage
Gabbers ‘Gab’ McTalkington 83 damage, dominated by presence
Ashuer Gundy dominated by presence
Benoit Battlestar 46 damage, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Benoit injures, but TEC-9 finishes the job on the red equinoxian periastra! The creature flares like a sun going nova, but its fiery plasma is consumed by a small black hole, which collapses on itself out of existence!

Faraeon flies around the fiery falling debris of the Vault Lord golem, completely unscathed! At least this time!

Ashuer attack goes wide against any of the remaining enemies!

One bolded PC is up! Can someone bot Gab? Otherwise I’ll study his sheet and get to it tomorrow

Assassin Robot 27 damage, invisible
Pan Randiradon possibly +11 damage and burning 11
Faraeon Star-Jumper 74 damage
Compucast +10 thp
Vault Lord Golem 70 damage
Equinoxian Periastra blue 10 damage
Gabbers ‘Gab’ McTalkington 83 damage, possibly burning 3
Ashuer Gundy
Benoit Battlestar +25 thp
Tec-9 Mk. 5 27 damage
Vradak


#3-06: Rise of the Vault Lord boss fight

Gab delays! Don’t forget the DC 16 Reflex save to avoid the burning condition!

Red Periastra Reflex save DC 20 to avoid Prone: 1d20 + 11 ⇒ (16) + 11 = 27 The red equinoxian periastra avoids the proning!

The Vault Lord golem rushes forward, stopping right on top of Pan and under Faraeon! His falling debris is also in flames now, potentially increasing the damage against everyone within 5 ft. of him! It’s an aura-like effect - he’s 15ft. tall

Bludgeoning damage on Pan and Faraeon: 4d6 ⇒ (1, 3, 5, 2) = 11
Roll a DC 17 reflex save for half damage - and to avoid gaining the burning condition!
Burning condition: 3d6 ⇒ (6, 2, 3) = 11

The red equinoxian periastra moves and full attacks Benoit and Tec-9 Mk. 5!
Slam vs. drone’s KAC 18: 1d20 + 22 - 3 ⇒ (12) + 22 - 3 = 31
Bludgeoning damage with a DR2/-: 2d10 + 15 - 2 ⇒ (5, 9) + 15 - 2 = 27
Slam vs. Benoit’s KAC 27: 1d20 + 22 - 3 ⇒ (5) + 22 - 3 = 24 MISS!
Bludgeoning damage: 2d10 + 15 ⇒ (5, 9) + 15 = 29

The blue equinoxian periastra moves and full attacks Gab!
Slam vs. Gab’s KAC 30: 1d20 + 22 - 3 ⇒ (14) + 22 - 3 = 33
Bludgeoning damage with a DR2/-: 2d10 + 15 - 2 ⇒ (10, 7) + 15 - 2 = 30
Slam vs. Gab’s KAC 30: 1d20 + 22 - 3 ⇒ (15) + 22 - 3 = 34
Bludgeoning damage with a DR2/-: 2d10 + 15 - 2 ⇒ (1, 7) + 15 - 2 = 21

Bolded PCs are up!

Assassin Robot 27 damage, invisible
Pan Randiradon possibly +11 damage and burning 11
Faraeon Star-Jumper 74 damage, possibly +11 damage and burning 11
Compucast +10 thp
Vault Lord Golem 70 damage
Equinoxian Periastra red 102 damage, flat-footed
Equinoxian Periastra blue 10 damage
Gabbers ‘Gab’ McTalkington 83 damage, possibly burning 3
Ashuer Gundy
Benoit Battlestar +25 thp
Tec-9 Mk. 5 27 damage
Vradak

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