Meglos's page

112 posts. Organized Play character for Matthew Pittard.


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Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Thankyou very much again. You made Starship Combat.. fun. I dont think Ill ever LOVE starship combat but this was the best starship combat Ive had.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

I didnt realise you have played this before Kneepuncher? The other tiers dont fight Dhurus? Damn. THey are lucky!

Thanks to all. We were fairly combat heavy but I think we got the job done in the end.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos I’ll engage in his customary Mercenary Profession

Mercenary work: 1d20 + 15 ⇒ (17) + 15 = 32

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos letting the armor repair machine do its work looks to Brock

“ To be fair Brock, some of the media has a point. For a corporation of our size we are heavily militarised, and it’s never been revealed while fully 3/4 of our total numbers went to one star system to explore it. My only hope is that we get a chance to go back to the Jinsul and set things right sometime soon

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

now I’m super curious how the other tables went with fighting Dhurus!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos looks dismayed when he sees the media reports.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos points his Glowing mace at the Flying machine and decides to simply.. charge it.

Activating the Stellar Rush Revelation which lets me charge without issue (with forcepack its about 120 ft movement) so will also be 20 ft up Attunement is now 2 to photon.

Meglos begins to club the cockpit area of the copter

Clubbin the copter Magnetar mace,Holy,Magic,Bludgeoning vs KAC: 1d20 + 20 ⇒ (5) + 20 = 256d6 + 26 ⇒ (6, 1, 6, 6, 5, 2) + 26 = 52

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos activates his forcepack and attempts to fly towards the Vehicle. Attuning to the photon (1) as he moves

Will activate Corona as a standard action and then take off and move 40ft towards the vehicle while gaining 10ft of elevation.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

I healed you drei for 15 hp with a mk2 serum of healing. Not sure if you saw that. I still have some my 1s if anyone needs a little bit more

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Sorry, vote for Landing site as well here. If possible Id like to pick Aileros up and carry him with us to the landing site.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

AS Dhurus falls down , so does Meglos as 2 of his arms stop his slide to the floor, blood spilling from the air intakes on his helmet as the seals pop.

"Many thanks my friends, I am not sure I would of been as lucky in another six seconds. I am glad to see you back standing Kneepuncher, your wound looked terminal" The voice coming from the helmet feels weak.

Meglos then feels the healing take effect as he reaches to one of his armguards and pulls out an injector and 2 serums. Standing slowly, he will inject a Mk2 Serum of healing into Drei before Drei moves on to Kneepuncher and then injects himself at an access point

M2 Serum on Drei: 3d8 ⇒ (5, 2, 8) = 15
M2 Serum on Meglos: 3d8 ⇒ (8, 5, 2) = 15

"Should we not help the other divine servant of Kadrical who gave us the answers of how to defeat Dhurus back to the landing bay also? We would not be here if not for them. That way we can also put them on a ship back to the Fleet for medical care if we secure the landing area.

Meglos will slowly move towards the friendly fallen god and offer all 4 arms to help them up. " We move out in around 10 minutes to secure the landing zone. I would see you on a medical ship heading up back to the medical facilities of the fleet. What should I call you as you seem to have many names?"

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

oh wow thanks to DR 5 , I’m on two hp!

Meglos closes his eyes just for a second expect a killing blow... which somehow dosnt arrive. Opening his eyes again he expects to drop to the floor but is somehow still conscious.

” Dhurus, you have lost. The Jinsul who followed you now scatter to the winds or have seen what you truly are. A power hungry creature thst now seeks to be more than the god it claimed to be a vessel of. It’s time to end this!”
Attuned 1 to photon
Full attack with flashing strikes

flashing strikes 1 holy,magic,wounding,bludgeoning vs kac: 1d20 + 17 ⇒ (4) + 17 = 216d6 + 26 ⇒ (5, 5, 6, 2, 6, 1) + 26 = 51
flashing strikes 2 holy,magicwounding,bludgeoning vs kac: 1d20 + 17 ⇒ (17) + 17 = 346d6 + 26 ⇒ (5, 1, 5, 1, 6, 5) + 26 = 49
wound roll for flashing strikes 1 crit if needed: 1d20 ⇒ 9
wound roll for flashing strikes 2 crit if needed: 1d20 ⇒ 8

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos fully attunes and looks Dhurus in the eyes as he goes supernova

Big Supernova! All FIRE DAMAGE DC 22 Reflex Save for half: 13d6 + 3 ⇒ (5, 2, 4, 4, 3, 1, 5, 3, 3, 2, 6, 4, 6) + 3 = 51

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Please sir DM, as Im hit by a crit with that last roll Id like to kick in my use of resolve from Starfinder Enhanced Defensive resolve options: Critical Cancellation. It can be found on page 186-187 of Starfinder Enhanced but ive included it below for ease of reference. Ill be spending the 2 resolve option, so the the crit is reduced to a normal hit and damage isnt doubled. by my calculation that is still 29 damage after DR

As a reaction when an enemy critically hits you, you can spend Resolve Points to turn aside their attack. If you spend 1 Resolve Point, the attack doesn’t trigger critical hit effects. If you spend 2 Resolve Points, that attack becomes a hit rather than a critical hit; its damage
isn’t doubled, and it doesn’t trigger critical hit effects.

Meglos spits out some blood into his helmet as he keeps attuning (2) and then suspecting Dhurus is now easier to hit delivers 2 attacks via a flashing strike

Flashing Strikes 1,Holy,Magic,Wounding,Bludgeoning vs KAC: 1d20 + 17 ⇒ (11) + 17 = 286d6 + 26 ⇒ (6, 6, 3, 5, 1, 5) + 26 = 52
Wound roll if needed for potential crit: 1d20 ⇒ 5
Flashing Strikes 2, Holy,Magic,Wounding,Bludgeoning vs KAC: 1d20 + 17 ⇒ (18) + 17 = 356d6 + 26 ⇒ (5, 6, 6, 4, 5, 4) + 26 = 56
Wound roll 2 if needed for potential crit: 1d20 ⇒ 20

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos turns around and sees the crumple Power armor form of Kneecapper and decides to give up on disabling the God Machine. He then makes a beeline using his hasted flight and touches down next to Dhurus. He then Fully attunes again. (Solar Acceleration lasts for a minute, so if Drei is above me they would get the benefit of the Haste. 30ft)

Wary of missing seeing how hard the others have had fighting this thing, Meglos attempts only a single strike

I have mentioned this before but Meglos has Coordinated shot which gives anyone shooting Dhurus +1 to hit as long as Meglos is not blocking your line of shot

Magnetar Mace vs KAC, Holy,Magic,Wounding,Bludgeoning: 1d20 + 20 ⇒ (11) + 20 = 316d6 + 26 ⇒ (6, 4, 1, 6, 1, 1) + 26 = 45
wound roll if needed for potential crit: 1d20 ⇒ 5
Am also going to spend 2 attunement points for a Attunement Surge Meglos isnt JUST a Solarian.. hes an enchanced Solarian! to deal

extra damage attunement surge same type as original damage: 3d4 ⇒ (4, 1, 1) = 6

You may of killed Kneecapper, but you will NOT take Drei or anyone else! Meglos shouts to the false God

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Still Solar accelerating Meglos still using his forcepac hastily darts directly east and (can move 90ft so I can just get there) lands with a thud next to another God Machine.. and using his extra time tries to deactivate this one also

Mysticism and then Engineering

Unraveling the magic!: 1d20 + 17 ⇒ (11) + 17 = 281d6 ⇒ 3
Engineering a Gods Demise!: 1d20 + 19 ⇒ (5) + 19 = 24

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos looks at the complexity of the God Machine and decides to put his Engineering Extension courses to good use!

Engineering Extension course training on the God Machine!: 1d20 + 19 ⇒ (17) + 19 = 36

Also as Meglos gets hit his Electrostatic Field goes off dealing some damage to the Dhurus

Electrostaticfield Mk3: 3d6 ⇒ (2, 2, 1) = 5

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos took 12 less fire damage from the pulse as he has ER Fire 12

Meglos fully attuned pulsing with energy and directs it into a Solar Acceleration

I think Ive done the measuring right. Both Brock and Kneepuncher are just 30 ft from me so Benefit from a HASTE spell

Meglos then activates his Forcepac and with its increase speed easily jump flies to the top of the column above the fallen god ready to disable this God power generator?

Someone mentioned Mysticism so Im gonna try that and see if I can 'divinely' turn it off with my remaining normal action

Turning off God machine 1: Sidreal Mysticism: 1d20 + 17 ⇒ (17) + 17 = 341d6 ⇒ 6

Meglos takes advantage of the moment (Ao0) as he delivers a strike.

Magnetar Mace vs KAC, Holy, Magical, Bludgeoning Damage: 1d20 + 20 ⇒ (10) + 20 = 306d6 + 26 ⇒ (3, 6, 1, 6, 5, 3) + 26 = 50

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos calls back to Brock.

" I guess that is me then. Are you sure you are going to be right with this guy? He dosnt look hurt yet and I just saw Kneecapper give him a solid hit!"

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos uses a standard action to feed the Mk 2 Serum of Healing to the God

Healing a God: 3d8 ⇒ (8, 1, 2) = 11

Maglos the moves in to a flanking position with KneePuncher

" The era of lies is over Dhurus. You have perverted the Jinsul long enough!"

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos nods, not quite agreeing with them on going after Dhurus first is more important than helping the other starfinders

" I wont let a God die on my watch, when I tell this story to the other Witchwyrds I want it to have a happier ending"

Meglos activates his Forcepac and Flies 120 feet directly towards the fallen 'God' manifesting his mace and drawing a healing potion with a free hand as he moves while also attuning.

(Sorry my original action was to heal the Jinsul Im seeing right next to us.. and who I thought was the transformed Iteration!)

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos eyes widen as he sees the two Demigods? Partial Gods? Fighting each other.

" Looks like that new God is doing a pretty good job of stopping Dhurus!"

" We should do what we can to help the others land safely and secure the landing site! That way the sick and injured can be safely taken back to our medical facilities!"

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

fort save vs bioweapon: 1d20 + 10 ⇒ (15) + 10 = 25

Meglos gives another rousing speech to finish out the battle!

rousing speech: 1d20 + 22 ⇒ (19) + 22 = 411d8 ⇒ 1

Gunners get to roll twice for each shot and take the better roll!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Apologies, I had no idea turret counted as all arcs. Sorry Brock for bad advice

Meglos will then encourage the next Gunner with the encourage action to give them +2 on the next attack DC 20

encourage gunner!: 1d20 + 22 ⇒ (10) + 22 = 321d8 ⇒ 1

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Brock you might want to fire the 5d10 front missile launcher as the turret weapon I believe will be shooting the aft due to where we moved to. With the flyby our front weapons get to target it’s now unshielded front and you get the double attack roll and keep the best number. Also take the +3 from the node!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

“Shoot the forward guns at its front. It has no shields!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos will give his new rousing speech! In the gunnery phase

rousing speech: 1d20 + 22 ⇒ (17) + 22 = 391d8 ⇒ 7 DC is 35

Every gunner is the gunnery phase rolls each weapon attack roll twice and takes the better number.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

(Sorry Brock ,if you want to scrub my rolls for you feel free)

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

oops used my gunnery score instead of Brocks. I looked it up on the table so it looks like +11 then +3 with the computers so that would make a total of 33 for that roll above. Sorry.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

sure, is Brock player not well?. Will fire the persistent particle beam st the enemy. Will take one of the plus 3s from the node

persistent particle beam: 1d20 + 15 + 3 ⇒ (19) + 15 + 3 = 3710d6 ⇒ (3, 5, 2, 3, 6, 2, 5, 2, 1, 3) = 32

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

def want to see the starship combat through, esp as it’s worth points towards our total

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

wow that was quick. we only just fired a shot!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos looks at the hasty repairs to the Thunderbolt and hope they hold

Gonna encourage the first gunner with a +2 to their gunnery role in the gunner phase.

encourage DC15: 1d20 + 22 ⇒ (1) + 22 = 231d8 ⇒ 5

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Option 1

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Yes I’m in agreement. We need to try to kill off their leadership to stop our loss of life. Attack immediately

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Excellent, I was down to half my resolve!

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos full attunes and then solar accelerates. Everyone but Drei (everyone else appears to be within 30 feet gains the benefit of HASTE)

Meglos now full attacks as a standard action (-3 via flashing strikes)

flashing strikes 1 vs KAC, Holy, Soulfire: 1d20 + 17 ⇒ (9) + 17 = 266d6 + 26 ⇒ (4, 3, 6, 6, 3, 1) + 26 = 49
flashing strikes 2 vs KAC, Holy, Soulfire: 1d20 + 17 ⇒ (3) + 17 = 206d6 + 26 ⇒ (5, 1, 4, 6, 4, 6) + 26 = 52

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Im going to be using this below: I think Ive done the line measurement right.am just going to be doing the attack version not the bullrush. Also attunement is now 2

Stellar Rush:
As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).
When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Meglos runs directly at the Jinsul and delivers a single attack with the mace that manifests as he moves
Magnetar Mace vs KAC, Soulfire,Holy: 1d20 + 20 ⇒ (6) + 20 = 266d6 + 26 ⇒ (5, 4, 1, 3, 2, 6) + 26 = 47

All damage is bludgeoning damage.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos moves forward using his 'new' legs to go to full power and close the distance quicker. As he reaches the end of his move action he will activate his Corona with a standard action and attunes to the Photon

Meglos has DR 5/- so takes 13 points of damage from all the hits

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos looks to his holographic hireling for the first time on this mission

“ Do you think you can plot me a safer route throug these gun emplacements , Dr Theopolis? Excellent ! “

Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19
Hireling plotting the right path with physical science: 1d20 + 20 ⇒ (8) + 20 = 28

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos strains his eyes to see ahead and then attempts to use the natural grace he really dosnt have to scale upwards.

Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Acrobatics: 1d20 + 12 ⇒ (5) + 12 = 17
Fortitude Save: 1d20 + 10 ⇒ (9) + 10 = 19

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

GM: Were we able to have a short rest before this mission?

Brock I asked this in the mission prev to this if we could short rest between missions. Was told it was okay because we were transiting from planet to planet and it would take time

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos looks back at the explosion and hopes his companions made it through okay. as he looks ahead and sees the Field of Fungus ahead and makes sure his environmental seals are engaged on full

survival: 1d20 + 15 ⇒ (7) + 15 = 22
Fortitude Save: 1d20 + 10 ⇒ (8) + 10 = 18

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos proceeds to rush from cover to cover towards the Jinsul

athletics: 1d20 + 19 ⇒ (9) + 19 = 28

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Whip these recruits into shape with Harsh Words: 1d20 + 18 ⇒ (5) + 18 = 23

Meglos feels bad about it but attempts to pressure the Recruits into helping out

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

moving speech 2: 1d20 + 22 ⇒ (15) + 22 = 371d8 ⇒ 1 (35 dc again)

” we have them on the ropes. I can see their engines losing power. We have the upper hand... now let us finish this and rejoin our fellow starfinders! target that aft! “

again anyone firing a ship gun this gunner phase can roll the attack roll twice and keep the better roll for every weapon they fire

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

“ okay corporal, now more than ever we have to be accurate in our shots. They are getting too far away and we can’t let them escape with the data . Make every shot count! “

Meglos is giving a moving speech push action during the gunnery phase. The DC is 35 on a Diplomacy check

sidereal influenced moving speech: 1d20 + 22 ⇒ (17) + 22 = 391d8 ⇒ 3

Essentially any gunner we have be is our corporal or other gets to roll any attack roll twice and take the better attack number for all weapons fired

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Have also slotted Best Engines as my Starship boon. will put text below


Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters.
You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you
cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Going to Encourage our first gunner this round. Cannot fail the diplomacy check DC which is 15. So +2 to the first gunner (Its hard to pick since no-one has fire yet, but it would go to the Persistent Particle beam gunner)

Encourage gunnery phase: 1d20 + 22 ⇒ (10) + 22 = 321d8 ⇒ 1

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

I was under the impression that hirelings cannot be used in starship combat as they cannot be used in combat at all.

Meglos can definetly not Pilot (no ranks).

Ive mostly taken Captain Roles before and Id love to again this time. As I mentioned earlier I might be able to pull of a Rousing Speech during the battle. Im +22 (+1d8) Diplomacy and +18 Intimidation.

Otherwise Meglos has some pretty decent Engineering skills (+19) and Gunnery at +15

I can provide the Defender of the fleet starship boon as well.