Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Spending 1 RP to get back to consciousness. Reynold sputters and opens his eyes, then points at Fang. "Get him!" he weakly pleads. Get 'em on Fang.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Oh, if Spanner was at full Stamina then Reynold would have used get 'em Fang. Reynold's eyes roll back into his head as the ysoki chokes him out. Unconscious.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold's choking becomes even more pronounced and desperate, as the poison renders him unable to effectively defend himself. "Avenge me, Spanner!" Inspiring boost on Spanner, recovers 20 SP.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold chokes as the ysoki starts strangling him. He grabs the cord and coughs out ”Little help?!” Get ‘em on the ysoki attacking him.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold takes a shot at Biter's knees. Staggered action clever attack vs Biter. Bluff (expertise): 1d20 + 19 ⇒ (2) + 19 = 21
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
GM Sasha wrote: On a side note, as far as I can tell, Reynold should have lost 16 HP from the poison. I did not see that resolved or healed so it should be still there. Sorry, had it off Stamina. Should be 15 though, no? Should be fixed now.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Sorry for the delay, internet issues. Why is she being such a nudge? Sense Motive (expertise, poison): 1d20 + 10 + 1d6 + 1 - 4 ⇒ (5) + 10 + (3) + 1 - 4 = 15 Reynold wobbles about. "Better to be blindly loyal to someone who puts you in kill rooms with poison gas and shadow monsters and will probably sic you against your classmates, right? That's capitalism, or Laoism, or whatever?" He drools slightly.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
"She's pointing out mistakes that DON'T EXIST, ya goober!" The loopy Reynold drifts into what manifests as an inebriated impression of Datch. "'Oh LoOk At ThE sTaRfInDeRs BeInG vIoLeNt ToWaRd JiNsUls WhO wAnT tO mUrDeR aLl ThE pEoPlE! WhAt mooooOOOOOOONSTERRRRRrrrrrrrrrs!'" He blows a sloppy raspberry with his tongue. Not sure if you want a check of some kind, or if we're just shooting the Breeze (metaphorically...for now, I suspect).
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold staggers in behind Jazz's optimistic assertion, nearly tripping over one of the high-backed chairs. "Heh heh. Tool. YOU'RE a tool, Breeze. I'm a free—" he doesn't quite finish as he loses balance and catches himself on the table.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold accepts Spanner's medicinal. "Thanks. Cheers, mate." He tilts it toward the android and downs the antitoxin. Fortitude (antitoxin): 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14 Oh come on. Fortitude (antitoxin, next round): 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15 OH COME ON.
Fortitude (antitoxin, 2 rounds later): 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28 So assuming it only needs one save to stop the progression, Reynold ends at staggered. Joy. Anything else particularly special? Poison conditions:
Weakened: The victim takes a –2 penalty to Will saves and Wisdom-based ability checks and skill checks, and the DCs of his spells and special abilities decrease by 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his highest level of spells from that class.
Impaired: The victim takes an additional –2 penalty to the affected checks, and the affected DCs decrease by an additional 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his 2 highest levels of spells from that class. Staggered: Unsure, but I assume that means he's perpetually staggered? You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. Several seconds later, Reynold sways back and forth, then sits down on the floor. "I, uh, don't feel so good fellas." On the plus side, if this poison means Reynold bites the dust at the end of this scenario I can bring him back as a borai, which I'm actually pretty excited about.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
If it’s inhaled, does the poison apply if he never took down his EP from the murder room? If it does apply, that’s 15 Damage plus weakened. I’ll update my stats tomorrow but it shouldn’t affect my second Sleight of Hand attempt since it’s not a Dexterity poison.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16 Assuming he doesn’t suffer horribly, Reynold curses under his breath and tries again. Sleight of Hand: 1d20 + 15 ⇒ (10) + 15 = 25
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
With a consternated frown, Reynold removes a gauntlet from his armor and tries to handle a bulb and bring it over to the machine. Sleight of Hand?: 1d20 + 15 ⇒ (6) + 15 = 21
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold takes a few minutes to catch his breath with the others. "Oh NOW Mr. Hospitable cares about his guests. Voidboils are such an embarassment, no way to treat guests! No, they deserve only the finest AMBUSHES and DEATHTRAPS." He then brings up the rear behind Benoit.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold beats feet, following Jazz through the door and out of the room. Double move out of the room, Perception to search the new room if an action remains. A little lost with the fog of war, where is the party going?
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold grabs the key from the mural compartment and brings it to the plinth. He nods to Jazz, who has the first key from behind the wires, then gestures to the two keyholes. "On the count of three. One, two, three!" He turns the key in the keyhole simultaneously to Jazz.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20 Reynold watches Spanner work the buttons, waiting for a cue to do something. Delaying until we get more information. If Spanner's button sequence doesn't work, Reynold will use his action to try the second sequence Spanner outlined (replacing gas mask with air vents) during the same turn.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold mutters under his breath in a sarcastic tone. "PlEaSe DoN't Do LeThAl HaRm To My ApPrEnTiCeS, oH aNd ThIs RoOm KiLlS yOu In 6o SeCoNdS. pfft Asshat." He walks over to the plinth, checking to make sure his armor's EP is still on, while trying to interpret the significance of the mural. Move next to plinth, standard Culture to interpret mural. Culture (expertise): 1d20 + 12 + 1d6 + 1 ⇒ (9) + 12 + (2) + 1 = 24
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold holsters his pistol. ”If you’re going to bore us with a predictable ambush, you could at least spare us a predictable slow clap congratulations afterward. What now?”
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold keeps looking around for the other critter. He looks over to the wounded one as Benoit works to cast it in bright light. Readying an action for whichever of the two triggers occurs first. If he can only do one, prioritize the first one. If the second monster appears:
Clever attack vs the appearing creature.
Readied Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (3) + 19 + (5) + 1 = 28 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold) Readied Attack vs. EAC (flat-footed): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 Damage (E): 1d6 + 3 ⇒ (1) + 3 = 4 Miss Chance: 1d100 ⇒ 69 If Benoit sheds bright light on the wounded creature: Reynold takes a pot shot at it, trying to put it out of its misery.
Readied Attack vs. EAC (flat-footed): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Damage (E): 1d6 + 3 ⇒ (3) + 3 = 6
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Readied Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (18) + 19 + (6) + 1 = 44 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
With the monster visible, Reynold points it out. "Get it now, before it hides again!" He then fires another shot. Move action get 'em on the monster, standard clever attack again. Readied Bluff: 1d20 + 19 ⇒ (6) + 19 = 25 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
"Heeeeere kitty kitty kitty..." Reynold murmurs as he begins sweeping the room for the beast. Move to square, standard ready to clever attack if it emerges.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold likewise follows the flashlight, keeping his eyes peeled for the monster. "Cat's away, you little sneak. Come out and play..." Move action Perception to seek the creature, standard ready to clever attack a valid target once it shows itself. Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Readied Action: Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (5) + 19 + (3) + 1 = 28 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold) Attack vs. EAC (flat-footed): 1d20 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16 Damage (E): 1d6 + 3 ⇒ (1) + 3 = 4 Miss Chance: 1d100 ⇒ 39
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold puts his back against the adjacent wall, closes his eyes, and listens for a moving field of silence. Move action Perception to seek the creature's aura, standard ready to clever attack a valid target once it shows itself. Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Readied Action: Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (2) + 19 + (2) + 1 = 24 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
Attack vs. EAC (flat-footed): 1d20 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16 Damage (E): 1d6 + 3 ⇒ (6) + 3 = 9 Miss Chance: 1d100 ⇒ 21
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold smiles as Benoit savagely pummels the monster. ”Don’t let up! Bring it down!” Move get ‘em on blue, standard clever attack against it. If Benoit dropped it, same actions against the remaining critter. Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (7) + 19 + (5) + 1 = 32 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold grimaces at the lack of sound. Can't give directions if they can't hear. He moves against the wall and fires at the visible monster Benoit is attacking. Get 'em is sound-dependent, so no get 'ems while everyone is hearing-impaired. Move to space, standard clever attack vs blue. Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (2) + 19 + (1) + 1 = 23 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
A moment after the lights go out, Reynold's darkvision capacitors kick into gear, framing the whole room in infrared light behind his armor's visor. Assuming that affords him sight on the creature: Reynold then swiftly draws his static arc pistol and fires a shot at it before it can react. Move action draw weapon, standard clever attack. Hopefully darkvision lets hiim see it, but will roll a miss chance if he can only attack the square Doc points out 40 feet dead ahead. Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (9) + 19 + (2) + 1 = 31 (vs. feint DC, success means it's flat-footed to all allies, failure it's only flat-footed to Reynold)
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold shields his eyes from Benoit's spotlight. "Geez, compensating for much?" He absentmindedly follows Doc and snuffs a candle.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Culture (expertise): 1d20 + 12 + 1d6 + 1 ⇒ (14) + 12 + (6) + 1 = 33 Reynold scratches his stubbly face. "Not sure this is the faith I want to keep. But if it helps us shake this image, I guess I'm in."
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Okay, in that case going to buy Ralveen's visor (combo motion detector and X-ray visor) and a light bayonet bracket before briefing.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
A grizzled human steps out of the lav with a loud flushing noise, his hands dripping from a washing session abandoned before drying off. He looks out at the others assembled onboard the small starship. "Another day, another credit, right?" He cracks a half-hearted smile as he strolls to an empty chair and slumps into it. "Hopefully less mutation-inducing radiation this time around. Guess that's the Society's reward for competence, eh? Ever-more-dangerous joyrides?"
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Sorry for the delay! Kept checking the Gameplay Link column without realizing it was posted in the Discord Channel column. Player Name: Chris Wasko
Anticipated Boon Selection:
Waiting for briefing before purchases, if possible.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold pulls up to the izalguuns. "From what I saw, you weren't in your right mind. I'm sure your people will be forgiving. For now, let's get you off this hell-rock. Your family has suffered enough." He glances around a picks up whatever stray treasures are available, leaving his stronger colleagues to grab the radioactive beacon.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold is already losing credits from playing down, so if skipping the encounter means losing credits then I'd rather do it. That said, I agree that the encounter would be trivial with this group, so if the GM would rather handwave it then that's fine by me.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold struggles beneath the surface and tries to kick his way back above water. "Someone stabilize that downed izalguun before it drowns! Everyone else bring down the last one!" Move swim above water, standard clever attack vs. blue. Athletics: 1d20 + 6 ⇒ (10) + 6 = 16
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold pumps his legs to get above water and fires again. Move swim above water, standard clever attack vs. blue. Athletics: 1d20 + 6 ⇒ (1) + 6 = 7 Geez.
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold smirks at his third successful shot. Now just gotta knock 'em out. He drops the needler into the water, draws his static arc pistol, and fires it in stun mode at the near izalguun. Free drop, move draw static arc pistol, standard clever attack vs. blue. Bluff (expertise): 1d20 + 19 + 1d6 + 1 ⇒ (6) + 19 + (3) + 1 = 29
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Catching his breath, Reynold presses forward. Three shots left. Focus, Malkin. As he gets closer, though, he finds an opening for a sneakier shot. Move swim, standard attack vs. purple. Athletics DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —
Reynold continues swimming forward. "Hey maybe lay off the bloodletting some? I thought these people were our friends! Go in stun mode!" He takes aim at the last izalguun with the needler, holding his head above the brackish water. Two down, one to go. Move swim, standard attack vs. purple. Athletics DC 10: 1d20 + 6 ⇒ (6) + 6 = 12
Edit: The forum isn't letting me post in Discussion for some reason, but my boon roll was a 15.
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