EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
perception add 4 if about a trap: 1d20 + 13 ⇒ (13) + 13 = 26 And if about a trap engineering: 1d20 + 10 ⇒ (3) + 10 = 13 If I have set off a trap save add 5 vs reflex 2 vs ench spell: 1d20 + 4 ⇒ (2) + 4 = 6 Really hoping that was a spot the hidden loot check
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
You want to pick a fight with me? sleight of hand trick: 1d20 + 16 ⇒ (14) + 16 = 30
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
see this shows knife to green its for you turns and stabs red trick: 1d20 + 16 ⇒ (16) + 16 = 32
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
reflex: 1d20 + 9 ⇒ (4) + 9 = 13 Note to self If you going to buy estex suits cause of all those lovely upgrade slots you better put something in them
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
reflex: 1d20 + 9 ⇒ (14) + 9 = 23 Here seen my grenade? sleight trick: 1d20 + 16 ⇒ (8) + 16 = 24
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
reflex: 1d20 + 9 ⇒ (1) + 9 = 10 The second she does not evade Then moves up and stabs at red sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
Flat footed if trick and hit until my next turn
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel moves forward and tries her own trick Resistant to fire huh lets see how you like cold Waves her frost wand/pistol in his direction before throwing the knife trick on aldroxis: 1d20 + 16 ⇒ (19) + 16 = 35
make him off target if Merisiel hits Was going to claim thischaracter had mobility but thats my other operative
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Ah a teleport and a laser trap the other side hold off a moment I'll sort the laser trap Merisiel speaks into her comms engineering: 1d20 + 10 ⇒ (15) + 10 = 25
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel chases after the bot sleight trick: 1d20 + 16 ⇒ (15) + 16 = 31
If i Hit at least flat footed (but hoping for deactivated) If drop is steeper than 5 feet then maybe 10 feet back towards our ship is more accurate on the middle level of the three
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
merisiel moves forward switching her weapons between hands in one juggle before throwing her knife at blue (or green if blue fallen over) sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
after the crit the fumble
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel moves forward and tries to trick blue and hit it with her knife sleight trick: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
So we're piloting the Drake:
Ok Thinking of hedging the bets and putting the plus 4 on the main turret weapon and double dice on the particle beam We should confirm our choices before making that piloting check
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
My vote is for particle beam Preferring second gunner duty (I have no ranks in piloting or computers as befits a pathfinder (jack of all trades gets me by)
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel nods her thanks to Krara with a smile then looks over "What is that dwarf up to?" She smiles again at Patrig and chips in "What my Harsk lokalike friend is trying to say is..." engineering aid: 1d20 + 10 ⇒ (13) + 10 = 23
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel move up and calls pew pew Not sure how I actually sleight of hand trick a blind guy sleight of hand: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 remembers +1 to dex and str skill checks from Muckfurs for the entireadventure
make him off target
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
reflex: 1d20 + 9 ⇒ (11) + 9 = 20 Carefully noting where the grenade lands Merisiel ducks behind come cover before stretching out a hand to catch her returning knife She moves closer to blue feinting to throw with her knife but actually shooting her frost wand (aka pistol) sleight of hand trick: 1d20 + 15 ⇒ (8) + 15 = 23
Pew PewShe calls jabbing the knife towards the aeon guard as the pistol spins in her hand before discharging on the floor
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel moves forward raises the pistol then flicks out the knife and throws it at red sleight of hand trick: 1d20 + 15 ⇒ (14) + 15 = 29
(or blue if red is already down with another -2 for the range first -2 countered by get em)
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel moves with knife in one hand zero pistol in other she makes an exaggerated throwing motion then shoots with the pistol at red sleight of hand: 1d20 + 15 ⇒ (7) + 15 = 22
hmm no +1 on thief trick attack so only CR2 gets tricked off target for rest of turn if I hit (and 3d8 ⇒ (7, 8, 1) = 16 extra damage)
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
gunnery: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 Not sure i like this game! Not sure if that counts as a dex skill check my gut feel is no also not likely to be enough anyway even if added
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
slotted boons:
promotional T shirt reroll Ally Friend of the yetis +1to str and dex skill checks for this scenario Spoiler:
From duskmire accord faction Acquisitives champion Also Took Trapspotter as operative talent Also while merisiel is an in and out fast operator as player I would prefer the drake.
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
unless our earlier culture checks reveal anything to indicate That helps with this choice hmm I know roughly what gear to find in an engineering bay but do we have enough people who know their plants to know what plants are dangerous in the greenhouse. I do know something about dangerous plants but I'm no Druid and we really need someone who can see Ah that's why this is guarded rather than it all looks green to me
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel respond to Nalaj You said come urgently so we came straight from the yeti party. These two thought the game was to jump into the ditch not over it. I could find hide nor hair of Ezren on ian St Kellen or whatever he calls himself these days to cast his cleaning cantrip on them. She then looks over at Draken Wait you were listening to me about the sstarship? She seems genuinely flummoxed someone would take her view into consideration I prefer going with what the pilot feels most comfortable with. Really.
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Golarion! Why are we still here The Pegasus is the faster ship right Still these Starships are all weird to me. Merisiel as in Merisiel DSG. The two caked in Mud are my Cameraelf Sariel and my publicist Miranda She wave at two people in the background trying to head for the door muttering Azlanti Star empire not for me I prefered the yetis One is wearing a T shirt which says Merisiel Desperately Seeking Golarion and the tag line a pathfinder seeking answers in the starfinder society I don't properly understand these starships but I do like the point the laser at big gribbly on the screen game Starship wise she can work as an engineer but probably best as gunner but low level problems may apply as shes only just hit fifth. The two retreating figures are my computer assistant and my publicist but will probably be slotting the party with the yetis as my ally boon
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
I must admit this has been one of my favourite Starfinder games for a long time if not ever. Cast had me thinking of the usual suspects which in turn has me thinking of hiding a touch of Kaiser Sauzet to Merisiel or maybe that's a step too far. I know her assistant will look like she been dragged through mud at her next introduction after she arrive fresh and mostly clean from a muckfurs party
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Full fame xp and credits yes. Satisfactory outcome no. !0 points infamy for creators of salvations end. DEFINITELY. Also what Shokil said DEFINITELY I have a bad feeling about seeing the Muckfurs again. Not sure this lot want to hear this but I think that drow knew all along it was something like this
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Merisiel takes a photo of the flying contraption and also tries to determine if the whole area has been sterilised life science: 1d20 + 4 ⇒ (12) + 4 = 16
EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7
Thats not frolicking funny! Stop the sterilzation process NOW! Merisiel looks round for some kind of way to stop this intimidate: 1d20 + 6 ⇒ (4) + 6 = 10
|
