Combat Technician

Senko, Shirren Xenohunter's page

135 posts. Organized Play character for Poit.


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Acquisitives

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Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)
Terminatrix-42 wrote:
SP: 1/54
GM bigboom wrote:
Hmmm... Well, that temporal fluctuation condition came at just the right time! It has restored everyone's SP! And so everyone is pretty much back at full.

Our stamina was restored before the hound fight.

-------

"Don't try to influence their minds, they can create a backlash effect! And the little one, at least, can use sharp angles like the walls to teleport."

Senko lines up another shot on Red and fires.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (13) + 22 = 35
Going to assume CR <= 15

Disappointed by his previous attack, Senko will use his communalism ability (thanks Hef).

Sonic pistol vs. flatfooted EAC: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Sonic pistol vs. flatfooted EAC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Sonic damage: 1d8 + 2 + 3d8 + 2 ⇒ (8) + 2 + (6, 5, 1) + 2 = 24
If skill check and attack roll are both successful, target is flatfooted for 1 round

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Mysticism (identify creature, smaller hound): 1d20 + 15 ⇒ (18) + 15 = 33

Senko moves closer to the larger hound and uses the distraction of the Pathfinder's attack to get the drop on the hound.

Coming within 30 feet of the hound, so using preparation award to roll twice on the saving throw vs. the gaze.
Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11
Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20

Attacking Red
Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (2) + 22 = 24
Sonic pistol vs. EAC, flatfooted if skill check was successful: 1d20 + 9 ⇒ (8) + 9 = 17
Sonic damage: 1d8 + 2 ⇒ (1) + 2 = 3
Additional sonic damage if trick successful: 3d8 ⇒ (2, 3, 7) = 12
If both the trick and the attack are successful, target is flatfooted for 1 round.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko retrieves his dropped semi-auto pistol.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

If Blue is still up: Senko moves 40' to the south and joins the party in trying to finish off Blue.

If Blue is down: Senko moves 10' to the south and tries to finish off Red.

I moved my token 10' south. If I'm attacking Blue, I'll move another 30'.

Sense Motive (trick attack): 1d20 + 22 ⇒ (20) + 22 = 42
Assuming that succeeds
Static arc pistol vs. flatfooted EAC: 1d20 + 9 ⇒ (13) + 9 = 22
Electric damage: 1d6 + 2 + 3d8 ⇒ (5) + 2 + (5, 2, 4) = 18
Target is flatfooted for 1 round if both skill check and attack roll succeed

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

My chronicle looks correct. Thanks for the game, and have a good trip!

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Round 1

After relaying information about these cyber-dinos' capabilities (being sure to point out the electric vulnerability), Senko splits up to avoid more line attacks, drops his sonic pistol, draws his static arc pistol, and fires once at Red.

Electric pistol vs. EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Electric damage: 1d6 + 2 ⇒ (6) + 2 = 8
Additional electric damage for the crit: 1d6 + 2 ⇒ (5) + 2 = 7
The weapon's arc critical effect will do nothing. Because the target is flying up 15', no one is within range of it.

-------

Round 2

Senko follows up his first shot with another, this time taking the time to properly assess his prey before shooting it.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (8) + 22 = 30
Assuming CR is less than 10
Electric pistol vs. flatfooted EAC: 1d20 + 9 ⇒ (19) + 9 = 28
Electric damage: 1d6 + 2 + 3d8 ⇒ (5) + 2 + (6, 1, 1) = 15
Target is flatfooted for 1 round if skill check and attack are successful.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Life Science (identify creature, winged): 1d20 + 14 ⇒ (11) + 14 = 25
Life Science (identify creature, 4-legged): 1d20 + 14 ⇒ (8) + 14 = 22
DC is reduced by 5 if they are uncommon

Desired order of information:
- Coolest special attack
- Resistances/immunities
- DR
- Vulnerabilities
- Other special attacks

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko moves back and waits for the next wave of enemies.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Is Borrowed Time something we can save, or do we have to use it now? If we have to use it now, I'll use it for +1 to attack rolls. Otherwise I'll save it.

Senko moves further into the room and shoots the Yellow time eater.

Sense Motive (trick attack): 1d20 + 22 ⇒ (5) + 22 = 27
Sonic pistol vs. EAC (flatfooted if trick successful: 1d20 + 9 ⇒ (9) + 9 = 18 (Add 1 to this if we cannot save Borrowed Time)
Sonic damage: 1d8 + 2 ⇒ (5) + 2 = 7
Additional sonic damage if trick successful: 3d8 ⇒ (6, 3, 1) = 10
If both trick and attack are successful, target is flatfooted for 1 round (which also means no opportunity attacks with that 15 foot reach).

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Will save: 1d20 + 7 ⇒ (6) + 7 = 13

"The drift ghosts are incorporeal, and they have some kind of ranged discorporation attack. The squiggly line things are time eaters; they start off slow, but they can literally drain our speed with their attacks. Don't let them absorb too much power."

Senko moves into position to offer Staar a flank on the Blue ghost and shoots it.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (15) + 22 = 37

Definitely assuming CR 17 or less

Sonic pistol vs. flatfooted EAC: 1d20 + 9 ⇒ (5) + 9 = 14
Sonic damage: 1d8 + 2 + 3d8 ⇒ (6) + 2 + (7, 4, 3) = 22
Half damage due to incorporeal. If both skill check and attack are successful, target is flatfooted for 1 round.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Mysticism (identify creature, ghostly figure): 1d20 + 15 ⇒ (9) + 15 = 24
Mysticism (identify creature, gangly thing): 1d20 + 15 ⇒ (15) + 15 = 30

Hef already posted my usual list.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko moves next to Staar and Hef, then reloads his sonic pistol.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)
GM bigboom wrote:
Senko, are you using your pistol or are you actually using a melee weapon going into that flank? Unless you have an ability I'm unaware of, a melee weapon is needed to flank whereas the attack with the sonic pistol opens you up to an AoO. Let me know if I'm missing something, thanks!

I am moving into a flanking position to provide Staar a flank using my sword cane (which is attached to my sonic pistol via a bayonet bracket), but I am attacking with the pistol. Because the successful trick attack skill check makes the target flatfooted against my attack, and flatfooted prevents the use of reactions, the target cannot take reactions (including opportunity attacks) triggered by my attack.

If my skill roll for the trick attack was lower, I would've included in my post some more complex stuff, like "If the trick was successful, this attack is using the sonic pistol vs. flatfooted EAC. If the trick was unsuccessful, this attack is using the sword cane (with an additional +1 to hit) vs. regular KAC."

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko moves in to provide Staar a flank and strikes when the khefak presents a weak point.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (12) + 22 = 34

Going to assume they're CR 14 or less.

Sonic pistol vs. flatfooted EAC: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Sonic damage: 1d8 + 2 + 3d8 ⇒ (3) + 2 + (5, 2, 5) = 17
Target is flatfooted for 1 round if both trick and attack are successful.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Mysticism (identify creature, hounds of Tindalos): 1d20 + 15 ⇒ (18) + 15 = 33

Since this check was made before the long rest, any information gained will already be shared with the party.

Desired order of information:
- Coolest special attack
- Resistances/immunities
- DR
- Vulnerabilities
- Other special attacks

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Did looking at the Arch with true seeing earlier get any additional information?

-------

Round 1:

Senko shouts, "They're radioactive and are good at breaking things! They can also climb and burrow!" He flies up onto the platform, interposing himself between Felise and the Purple khefak before shooting it.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (8) + 22 = 30
Sonic pistol vs. EAC (flatfooted if trick is successful): 1d20 + 9 ⇒ (9) + 9 = 18
Sonic damage: 1d8 + 2 ⇒ (7) + 2 = 9
Additional sonic damage if trick is successful: 3d8 ⇒ (4, 6, 3) = 13
Target is flatfooted for 1 round if both attack and trick are successful.

-------

Round 2:

Senko defends Felise by attacking Purple again. (If Purple is down, Senko will instead move and attack Magenta - in that case, increase the attack roll by 2 due to Get 'Em, and I'll move Senko's token)

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (5) + 22 = 27
Sonic pistol vs. EAC (flatfooted if trick is successful): 1d20 + 9 ⇒ (19) + 9 = 28
Sonic damage: 1d8 + 2 ⇒ (5) + 2 = 7
Additional sonic damage if trick is successful: 3d8 ⇒ (3, 5, 7) = 15
Target is flatfooted for 1 round if both attack and trick are successful.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Life Science (identify creature, medium): 1d20 + 14 ⇒ (11) + 14 = 25
Life Science (identify creature, small): 1d20 + 14 ⇒ (3) + 14 = 17

Desired order of information:
- Coolest special attack
- Resistances/immunities
- DR
- Vulnerabilities
- Other special attacks

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Before the long rest:

Knowing that we are settling down to rest, Senko decides to satisfy his curiosity. While Felise is shifting the Arch's runes, he will glimse the truth and examine the Arch.

What is a hound of Tindalos? Is that something we can make creature identification checks about ahead of time?

-------

During the ritual:

Senko has his weapons readied and is recording footage of all the time rifts.

Are those many-legged arthropods hounds of Tindalos?

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

"I am Senko. It is pleasing to meet you." Senko politely nods his head.

"I am... having difficulty comprehending what you mean by 'a portal to the Dimension of Time'. Does that mean there is a plane of existence that consists of the concept of time itself, and this Arch enables one to travel there? Or does it mean that someone can pass through the Arch at one point in time and emerge from the Arch at a different point in time?"

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

After the fight with the robots, Senko retrieves his dropped pistol.

-------

Senko tries to examine one of the sacks without compromising it.

Sleight of Hand: 1d20 + 11 ⇒ (7) + 11 = 18

"Ah, these function much like the sticky grenades the flying robots were using."

-------

Senko examines the glyphs on the door.

Culture: 1d20 + 15 ⇒ (12) + 15 = 27

"I agree Hef, the glyphs don't follow any linguistic grammar I'm familiar with. But it looks like they might follow a different pattern..."

Senko attempts to decipher their meaning to determine the proper arrangement.

Culture: 1d20 + 15 ⇒ (12) + 15 = 27
Culture: 1d20 + 15 ⇒ (7) + 15 = 22
Culture: 1d20 + 15 ⇒ (10) + 15 = 25
Culture: 1d20 + 15 ⇒ (1) + 15 = 16
Culture: 1d20 + 15 ⇒ (16) + 15 = 31
Culture: 1d20 + 15 ⇒ (11) + 15 = 26
Culture: 1d20 + 15 ⇒ (17) + 15 = 32

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko moves up behind Hef, waits for the robot to present a weak point, and fires.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (20) + 22 = 42
Static arc pistol vs. EAC (flatfooted is trick successful): 1d20 + 9 ⇒ (16) + 9 = 25
Electric damage: 1d6 + 2 ⇒ (6) + 2 = 8
Additional electric damage if trick is successful: 3d8 ⇒ (8, 2, 5) = 15
Target is flatfooted for 1 round if both trick and attack are successful

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

"They look atypical, but they're just standard robots: weak to electricity. The walkers can fire an arc of electricity."

Senko drops his semi-auto pistol, runs and jetpacks over next to Hef, draws his static arc pistol, and fires at Red.

Static arc pistol vs. EAC: 1d20 + 9 ⇒ (13) + 9 = 22
Electric damage: 1d6 + 2 ⇒ (4) + 2 = 6

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Survival: 1d20 + 13 ⇒ (1) + 13 = 14
Mysticism: 1d20 + 13 ⇒ (9) + 13 = 22

Senko confirms Hef's assessment and attempts to identify these strange robots.

Engineering (identify creature, walkers): 1d20 + 14 ⇒ (20) + 14 = 34
Engineering (identify creature, fliers): 1d20 + 14 ⇒ (1) + 14 = 15

Desired order of information:
- Coolest special attack
- Vulnerabilities
- DR
- Resistances/immunities
- Other special attacks

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Apologies for being mostly-unavailable this weekend.

Senko attempts to plot a path through the anomalies to get us all to safety.

Survival: 1d20 + 13 ⇒ (2) + 13 = 15
Survival: 1d20 + 13 ⇒ (11) + 13 = 24
Survival: 1d20 + 13 ⇒ (19) + 13 = 32
Survival: 1d20 + 13 ⇒ (14) + 13 = 27
Survival: 1d20 + 13 ⇒ (20) + 13 = 33

Will: 1d20 + 7 ⇒ (19) + 7 = 26
Will: 1d20 + 7 ⇒ (10) + 7 = 17
Will: 1d20 + 7 ⇒ (18) + 7 = 25
Will: 1d20 + 7 ⇒ (17) + 7 = 24
Will: 1d20 + 7 ⇒ (16) + 7 = 23

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Culture: 1d20 + 15 ⇒ (8) + 15 = 23

"Look here, there are the remnants of some wayfinders, probably belonging to those dead Pathfinders. Perhaps if we repair them, that might contribute to laying their souls to rest? Or maybe we're supposed to hand the wayfinder bits to the statue?"

Senko examines the statue.

Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko moves to get a clear shot on Blue and fires a well-timed shot from his sonic pistol.

Sense motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (3) + 22 = 25
Sonic pistol vs. flatfooted EAC: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Sonic damage: 1d8 + 2 ⇒ (6) + 2 = 8
Additional sonic damage if trick successful: 3d8 ⇒ (4, 8, 1) = 13
As usual, target is flatfooted for 1 round if both the skill check and attack succeed. And half damage because incorporeal.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Reflex: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Reflex: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Reflex: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

I have evasion, so no damage from any of those

These ghosts are incorporeal, of course. I don't know how often they can do that chilling spray, so spread out. They can also inflict the pain of aging by touching you.

Senko maneuvers around near the door, takes aim at Orange (or Blue, if Staar's attacks downed Orange), and fires his sonic pistol.

Sense motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (7) + 22 = 29
Sonic pistol vs. EAC (flatfooted if trick successful): 1d20 + 9 ⇒ (6) + 9 = 15
Sonic damage: 1d8 + 2 ⇒ (5) + 2 = 7
Additional sonic damage if trick successful: 3d8 ⇒ (2, 7, 4) = 13
Target is flatfooted for 1 round if both rolls are successful. I'm pretty sure the skill check is a success, so if I hit, half damage is 10.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Mysticism (identify creature): 1d20 + 15 ⇒ (13) + 15 = 28

Desired order of information:
- Coolest special attack
- Vulnerabilities
- Resistances/immunities
- Other special attacks
- DR

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko responds to Krozol, "No, Apostae is neither a plane nor a continent. It is a planet in the same system where Golarion used to be. And we are not currently on Golarion; this is Akiton, another planet in that same system."

"Throughout our explorations here, we have been detecting time distortions. I do not know what this Maze of the Open Road is, but if it is indeed a device capable of interdimensional travel through space, is it possible that a Maze in disrepair could transport you not only to another planet, but also to another time?"

"It seems that you are from far in the past, before Golarion disappeared. In our time, we also have an Absalom, though for us, it is...", Senko pauses for a moment, trying to think of the words to describe a space station, "a giant city, floating in space."

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

"We are fellow explorers, yes. And yes, Absalom Station. I think the name comes from a place on Lost Golarion. You said you are Pathfinder Society agents? Perhaps we have some connection - we are Starfinder Society agents. Where are you from?"

Do they seem to react much to seeing an android, a kasatha, and a shirren?

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

After observing the last few exchanges with the zombies, Senko realizes something. "They don't only resist physical weapons! Our electric and sonic weapons are having a lessened effect as well!"

DR only applies to physical damage. The electric and sonic damage we've dealt has also been reduced by 5, so by this point we should be able to visibly see that they also have resist 5 electric & sonic.

Thinking that Staar might explode imminently, Senko decides to empirically check if the zombies also resist fire. He drops his semi-auto pistol, draws his laser pistol, and shoots (at orange if it's still up, at blue if orange is down).

Laser pistol vs. EAC (+2 if attacking orange): 1d20 + 9 ⇒ (17) + 9 = 26
Fire damage: 1d4 + 2 ⇒ (2) + 2 = 4

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

I'm not sure which enemies are still up, if any. If red is still up, I'll try to finish off that one, then orange, then blue. If I'm not attacking red I'll be moving, so I'm going to make a copy of my token and be in two places at once. bigboom, please delete my lower-left token if I'm attacking red, or my upper-right token if I'm attacking orange/blue.

Senko (possibly) moves into position, waits for a zombie to present a weak spot, and fires his sonic pistol.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (11) + 22 = 33
Sonic pistol vs. EAC (flatfooted if trick is successful): 1d20 + 9 ⇒ (12) + 9 = 21
Sonic damage: 1d8 + 2 ⇒ (3) + 2 = 5
Additional sonic damage if trick is successful: 3d8 ⇒ (6, 4, 5) = 15
Target is flatfooted for 1 round if skill check and attack are both successful

Hef Sadir wrote:
*PFS1 allowed a charge with only a standard, if you were restricted to a standard. But it appears maybe sfs does not? I can't find the verbiage to indicate charge isn't anything but a full round action. If so, then staggered is quite possibly the strongest condition in the game, especially since 5-ft steps aren't free actions anymore. Daaaamn.

Yeah, Starfinder does not have a partial charge like PF1 did. Against a melee-only enemy that's staggered, if the party exploits that weakness, the enemy can't do anything at all (unless they have a special ability for a standard action charge). That's what makes the slow spell so powerful.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko telepathically sends to his allies, These zombies are slow to react. Use skirmishing tactics, never linger near them.

More than just being limited to taking one action per round, being staggered also prevents the use of reactions - so they can't take opportunity attacks. With only one action and no opportunity attacks, if they aren't next to you when their turn starts, they can't attack you. If we never end a turn next to the zombies, then they can never attack us.

Senko steps back, lines up a shot on Orange, and fires his sonic pistol.

Sense Motive (trick attack) vs. CR+20: 1d20 + 22 ⇒ (3) + 22 = 25
Sonic pistol vs. EAC (flatfooted if trick is successful): 1d20 + 9 ⇒ (13) + 9 = 22
Sonic damage: 1d8 + 2 ⇒ (4) + 2 = 6
Additional sonic damage if trick is successful: 3d8 ⇒ (7, 3, 6) = 16
Orange is flatfooted for 1 round if skill check and attack are both successful

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko is very unsurprised that the zombies are zombies.

Mysticism (identify creature): 1d20 + 15 ⇒ (2) + 15 = 17

Oof, that is not a great roll. Hef already got a lot of info, but if I get a question with a 17, I'll ask if these zombies are permanently staggered like some other zombies Senko has encountered.

If they are permanently staggered, taking advantage of that will completely trivialize this encounter.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)
GM bigboom wrote:

Previously....

Celita replies to Senko, "Strange readings in that what we're seeing is inconsistent. Heat imaging shows hot spots that appear and disappear. Radio wave scans show signals that appear then disappear. Basically, all of our scans seem to show activity one moment then inactivity the next."

"That sounds consistent with what we've seen in-person. For instance, one place was shifting between a well-maintained state and a ruined state. Like we were seeing it in two different times. While we're off on this mission, here's the data recorded from that previous mission, including timestamps. Could you please compare it with your readings? We might be able to make some sense of those inconsistencies."

-------

Upon seeing the ysoki corpses, Senko tries to examine them from a safe distance, as Cavaler is.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14

If he is not able to notice anything, he will toss a pebble at one of the corpses. If they do not react, Senko will make sure his environmental seal is on and creep forward for a closer look. Will move one more square closer if needed. Weapons drawn.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Culture: 1d20 + 15 ⇒ (6) + 15 = 21

Intriguing. A wayfinder. Let's take this back to Radaszam.

-------

"Celita, can you offer more specifics than 'irregularities' and 'strange readings'?

-------

Before descending the stairs, Senko uses the "periodically ping the Starfinder network" script and lets it run while we explore.

Mysticism: 1d20 + 13 ⇒ (7) + 13 = 20

"Speaking of irregularities, I can sense a temporal anomaly here. A minor one, but still, be cautious."

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

I don't think Radaszam gave a time limit for this mission.

Senko follows the others, also checking for hazards and looking for the mysterious figure.

Perception: 1d20 + 13 ⇒ (13) + 13 = 26

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Does the unknown person we are pursuing or the figure(s) depicted by the statues resemble either the robed person or the statue we saw during the Memory of Water mission?

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Survival/Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Senko switches to telepathy so he doesn't reveal his position by speaking. Curious. Those footprints are covered in a layer of dust, as if they were left long ago. And—woah, watch out for those arrows!

Senko draws a pistol when he sees the arrows, but after determining they were just a vision, he once again pings the Starfinder network to check for temporal distortions.

Sonic pistol in one hand, other hand free to manually operate my computer, so I don't break stealth by issuing verbal commands.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko creeps forward, looking for the figure and any traps.

Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Perception (darkvision, blindsense): 1d20 + 13 ⇒ (19) + 13 = 32

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

"My preference is to go south first. We need to explore both areas anyway, and I'd rather have that unknown figure in front of us instead of behind us."

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Survival: 1d20 + 13 ⇒ (18) + 13 = 31

"Careful. That person is avoiding specific places on the floor." Senko spends a few moments entering data into his computer, once again overlaying green moss to mark safe spots. He then looks around to see what the figure was avoiding.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

1. A Fading Trail
2. The Stacks (once unlocked)
3. Road's End
4. Halls of Eternity
5. All that Remains (once unlocked)

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Will: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

Senko takes a quick rest before we continue.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

"What will you do once your service is complete and you are unbound?"

-------

Round 1:
"As the others said, we are explorers known as Starfinders. We operate as small teams of specialists, combining our skills to survive wherever our travels may take us."
Survival: 1d20 + 13 ⇒ (9) + 13 = 22

-------

Round 2:
"Our motivation is knowledge. To explore the vastness of space and experience its worlds and cultures."
Culture: 1d20 + 15 ⇒ (18) + 15 = 33

-------

Round 3:
"On one of my missions, my team and I discovered a cosmic energy manipulator connected to the lost god Torag. Such a discovery could expand our meager knowledge of the Gap. Speaking of which... have you been here since before the Gap?"
Aid Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Aid target (1=Staar, 2=Cavaler): 1d2 ⇒ 1

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Mysticism: 1d20 + 15 ⇒ (5) + 15 = 20

Senko telepathically tells the group, I'm guessing they're some kind of outsider, but I don't recognize the specific form.

Sense Motive: 1d20 + 16 ⇒ (1) + 16 = 17
Sense Motive: 1d20 + 16 ⇒ (10) + 16 = 26
Sense Motive: 1d20 + 16 ⇒ (19) + 16 = 35

"An exchange of answers seems perfectly amenable. How long have you been here, Emissary?"

Assist Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

1. A Fading Trail
2. The Emissary
3. Halls of Eternity

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Senko attempts to operate the door mechanism...

Engineering: 1d20 + 12 ⇒ (18) + 12 = 30

... and instead of going through, he tries to keep the gears in place to keep the door open.

Engineering: 1d20 + 12 ⇒ (9) + 12 = 21

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)
Senko, Shirren Xenohunter wrote:
For assisting people through the spores, does Senko's complex control module for visual displays provide any benefit? The purpose of it is to highlight stuff like hazards, but I don't know how it mechanically interacts with the chase rules.

Question is moot now that there is no one in that zone.

Senko moves through the path created by Hef's channeling of divine might.

Acquisitives

Male N shirren xenoseeker operative 5 Shirren | SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

For assisting people through the spores, does Senko's complex control module for visual displays provide any benefit? The purpose of it is to highlight stuff like hazards, but I don't know how it mechanically interacts with the chase rules.