Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare has a rifle out, not a knife and he ain't doing a punch reflex: 1d20 + 13 ⇒ (13) + 13 = 26
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Drop grenade launcher free action, pull out rifle move action and fire at blue hit: 1d20 + 19 ⇒ (2) + 19 = 21 vs KAC dmg: 2d8 + 13 ⇒ (1, 8) + 13 = 22 piercing.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Burned through my SP? I spent an RP to regain all SP before this fight. On the tracker you have me at 132/132 SP, ie full, but 64/83 HP as if that last grenade I saved against took away 19 HP instead of 19 SP. Leaves me more confused.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Oh, that grenade bypassed SP and went straight to HP, wow, I readjust my bar accordingly.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
My guess is that in levels 11-14, Starfinder expects you to stack your character with expensive consumables, considering you have tons of credits to do so right now. So high level potions of all kinds, high level grenades, maybe even a missile launcher at this point with missiles level 10 or 13.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
init: 1d20 + 9 ⇒ (18) + 9 = 27
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Okay, so we did get the ten minute rest, I wasn't sure, Jackojare did say he would have made another grenade, and I would have made the shock grenade mk III and loaded it into my grenade launcher.
Put the templates next to the slide, so you can see the 15 foot radius one and know there is no possible way I can get two.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
I agree a 10 minute rest to spend RP to regain SP would be great, I could also make another grenade since I used my homemade grenade.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
fort: 1d20 + 14 ⇒ (14) + 14 = 28 to resist it and this time he tries to be more careful with his timing, studying movements and other things. hit knife: 1d20 + 19 ⇒ (15) + 19 = 34
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
fort: 1d20 + 14 ⇒ (20) + 14 = 34 fort: 1d20 + 14 ⇒ (12) + 14 = 26
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
I'd probably fail anyway. I have a +14, so I'd have to roll a 13 just reach your 27
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
reflex: 1d20 + 13 ⇒ (15) + 13 = 28
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Fire a shock grenade into the hoard hit: 1d20 ⇒ 17 as long as I don't roll a 1, it lands where I want it to.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
And what shall you have me do as Jackojare turns towards his allies. He can't fly and even with a stealth of 15, I think would not be good enough to get past the Hellknights. I would probably require multiple checks and I don't think I'd have something to hide behind the whole way.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Well then, should we go up? Jackojare reloads his rifle and if we are resting then he makes another shock grenade III which takes 10 minutes, if not oh well, he has 5 more grenades and is only down the free one he made. Unless there is some rooms on this floor yet to explore, otherwise we go up.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare is proud of that aim I thought about hitting Tolar, since I'm pretty sure damaging him isn't considered PVP when he's under control like that. But I figure the nerves are almost gone anyhow and hopefully he will be free when we get rid of them.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare will put away his grenade launcher and pull out his rifle. That was two move actions, so I can't shoot this round, I'm going to try shoot the tentacle attached to ID. I wasn't going to drop my grenade launcher on the floor in case we have to run.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
My shock grenade has a 15 foot radius, is the ceiling less than 15 foot high, if so I can fire the grenade directly below the tentacle and blow it up, preferably at blue or red so I don't hit my allies. hit: 1d20 ⇒ 5 I still have to hit the square and not roll a 1. I know you said, you'd rather not damage them, but if they are within reach, Jackojare will try
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
fire again at red hit: 1d20 + 19 ⇒ (3) + 19 = 22 vs KAC dmg: 2d8 + 13 ⇒ (1, 5) + 13 = 19 15 RP, I wish I had that many. 11 is my max. 11 level and one half my level is 5. Dex is 24, so modifier of 7. 7+5=12. I lose 1 RP as a stain from scream of signals, so 11 is my max. I don't have any feats to increase RP
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare fires another rifle bullet at red hit: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 vs KAC includes get em dmg: 2d8 + 13 ⇒ (8, 6) + 13 = 27
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare will stay where he is at and aim his rifle at red hit: 1d20 + 19 ⇒ (16) + 19 = 35 vs KAC dmg: 2d8 + 13 ⇒ (2, 3) + 13 = 18 piercing
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
init: 1d20 + 9 ⇒ (12) + 9 = 21 init: 1d20 + 9 ⇒ (13) + 9 = 22 as I must take the worse of the two results, definitely not before them.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare moves into position and fires his rifle at the troll hit: 1d20 + 19 ⇒ (1) + 19 = 20 vs KAC dmg: 2d8 + 13 ⇒ (6, 2) + 13 = 21 piercing
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
init: 1d20 + 9 ⇒ (11) + 9 = 20 init: 1d20 + 9 ⇒ (12) + 9 = 21 as said, I roll twice and take the worse result as a stain, makes my init a 20.
Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense
Jackojare will look around to see if he can find anything useful, or any shortcuts, or any signs of anything. perception: 1d20 + 10 ⇒ (10) + 10 = 20
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