Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted hides from his new found fame. He eats out with the group for the first few months before disappearing on his own path. He spends his money researching his top and unlocking its power, but the top's trail of knowledge grows cold.
He takes oddball Starfinder jobs, seeking the thrill of adventure that he misses from assaulting The Empire of Bones and super novaing the Stellar Degenerator. But the jobs never match to his expectations and boredom creeps in.
During his travels, he accidentally thwarts one of Spectre's minor crime jobs. This begins a slow unraveling of clues that lead deep in to the robot's criminal empire.
Ted spends the rest of his days chasing down and trying to destroy Spectre's crime syndicate, always hoping to correct the droid's faulty programming.
Didn't we program the sunrise maiden to come get us?
Quote:
Working together, Ted and Jelico program an autopilot path for the Sunrise Maiden, sending it off far from the battle with instructions to return upon receiving a signal
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted tries to bolster the shields' resolve.
Divert energy:1d20 + 20 + 10 ⇒ (3) + 20 + 10 = 33 Using one of the +10s; DC is 10 + 1.5 * 20 = 40; Would've restored 950*.05=47 shield points
Divert (Engineering Phase):
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1–1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted diverts more energy to the weapons.
Divert energy:1d20 + 20 + 10 ⇒ (19) + 20 + 10 = 49 Using one of the +10s; DC is 10 + 1.5 * 20 = 40; damage rolls of 1 are instead a 2
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted pushes a corpse out of the engineering chair and hooks in to the cybernetics.
"Someone tell our allies we are now friends."
Ted commands the zombie-tronics to divert energy to the weapons.
Divert energy:1d20 + 20 + 10 ⇒ (20) + 20 + 10 = 50 Using one of the +10s; DC is 10 + 1.5 * 20 = 40; damage rolls of 1 are instead a 2
Engineer: Diver:
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1–1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted places his top over his eyes and looks around the room, pointing and shouting when he sees the commander.
See Invisibility:
SEE INVISIBILITY M2 T2
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level (D)
You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.
The spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted tries to block the disappearing act.
Dispel Check:1d20 + 12 ⇒ (15) + 12 = 27 DC is 11 + other spellcaster's caster level
Reactive Counter:
Reactive Counter (Su)
Source SCOM
Whenever an opponent you’re aware of casts a spell, as a reaction you can cast dispel magic or greater dispel magic in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast dispel magic or greater dispel magic in this way.
You must know dispel magic or greater dispel magic to select this magic hack.
Ohh... posted this and then realized Ted is paralyzed so this may not fly
Empowered Weapon (Su)
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
"This is not going to end well..."
Ted's top erases Ted and relocates him to the other room.
Wall of Force stops Flash Teleport?
Flash Teleport:
Flash Teleport (Sp)
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
Invisibility:
INVISIBILITY T2
School illusion
Casting Time 1 standard action
Range touch
Targets one creature or object no more than 10 bulk/level
Duration 1 minute/level (D)
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object)
The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.
The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe.
Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Dispel Check[/dice:1d20 + 12 ⇒ (4) + 12 = 16 DC is 11 + other spellcaster's caster level; Uggg, sorry Isu, missed that one. Only got two more dispel attempts left...
Ted moves and fires at pink.
Disruption Rifle, Minor:1d20 + 15 ⇒ (16) + 15 = 31 damage (Sonic):3d8 ⇒ (5, 6, 8) = 19 mystic strike makes it a magic weapon; charges 15/40; forgot to subtract -2 in the roll for a range increment.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Just a heads up that I'm going to be a little spotty posting heading in to the Thanksgiving weekend. I hope to be posting, but holidays are always a distraction.
If a botting need arises :fingers-crossed: Ted's plan is to save his 3rd level spell slots for countering the caster's shenanigans, fire his boosted rifle for fun, and help with lesser invisibility and Flash Teleport to rescue party members as the party is shredded. Maybe some spell powered grenades when the opportunity arises.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted's top tries to redraw the outline of the commander's form as it goes invisible.
Dispel Check:1d20 + 12 ⇒ (20) + 12 = 32 DC is 11 + other spellcaster's caster level
He then fires on the blue commando.
Disruption Rifle, Minor (Boosted):1d20 + 15 ⇒ (13) + 15 = 28 damage (Sonic):4d8 ⇒ (4, 8, 4, 3) = 19 mystic strike makes it a magic weapon; charges 30/40
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
I don't see any way in Star Jammer to get a bonus to the dispel magic roll... :( Maybe an aid other? Or maybe since is the first time our whole campaign that Ted has been able to use this skill? An early Christmas present? Is the enemy really a 13th level caster or maybe they multi-classed and so not >13th level caster but instead 12th level caster and 1 level of Super Annoying? Could Ted spend a resolve point for a +1 bonus? Expend two spell slots? Ok, I'm grasping for straws now... Why hasn't Ted's Explosive Blasts ever hurt this bad? Oh... right... PCs can't ever roll above average, right Isu? HA!
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted's top tackles Serovox's fiery bead and bursts in to a rain of goo.
Using Reactive Counter to Dispel Magic on the Explosive Blast and then Cast Grease (if rules permit).
Dispel Check:1d20 + 12 ⇒ (11) + 12 = 23 DC is 11 + other spellcaster's caster level
Reactive Counter:
Whenever an opponent you’re aware of casts a spell, as a reaction you can cast dispel magic or greater dispel magic in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast dispel magic or greater dispel magic in this way.
You must know dispel magic or greater dispel magic to select this magic hack.
dispel magic (counter):
DISPEL MAGIC M3 T3
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature, object, spell, or spellcaster
Duration instantaneous
Saving Throw none; Spell Resistance no
Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster’s spell. The DC is equal to 11 + the other spellcaster’s caster level. If the check is successful and the target is in range, the spell fails and has no result.
It doesn't seem that Reactive Counter uses any type of action nor changes Ted's position in the combat sequence? So I'll post his normal round action, but feel free to ignore it if I missed a rule.
"We'll get shredded out there." Grease on the area in front of the door to slow down the commandos. For the two commandos in the grease, Ref DC 17 or fall prone.
Grease:
GREASE T1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area or Targets one 10-ft. square or one object
Duration 1 minute/level (D)
Saving Throw Reflex partial, see text; Spell Resistance no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
The freebooter armor gives +1/+1 for Ted. The two rifles are comparable with what he already has. The white force shield has fast healing! Someone like Isu that sops up damage may really find that useful?
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted spends the rest time (no need for him to rest) fiddling with the computers and room trying to cause shipwide havoc, preventing more reinforcements, and finding more information about the commander.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted has "Kinetic DR 5/-" from a permanent Lesser Resistant Armor from his Cache Capacitor (floating top). Does that reduce the 15 damage?
Ted fires a boosted shot at the yellow monk while the haze eats away at the monk.
Disruption Rifle, Minor (Boosted):1d20 + 15 ⇒ (15) + 15 = 30 damage (Sonic):4d8 ⇒ (4, 8, 1, 3) = 16 mystic strike makes it a magic weapon
corrosive haze damage:4d8 ⇒ (6, 5, 3, 5) = 19 DC 20 Reflex to negate and since it takes the bonus 10 damage at the end of its turn, it would take the 10 from last turn and another 10 at the end of its next turn if it takes this 4d8 damage. Ledger: Corrosive Haze 9 rounds; Spec invisible 6 rounds, Arc invisible 7 rounds; 25/40 charges remaining
"There better not be a rank higher than Commander," Ted bemoans.
CORROSIVE HAZE:
CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.
CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted grabs his top from where it had been floating over his shoulder and begins pulling it apart like taffy. As the device spreads and flattens, Ted blows on it, making it dissipate in to a swirling greenish cloud. Raising the cloud between his hands over his head, he flings it in to the room to envelop the captain.
Corrosive Haze on the captain's square
Acid Dmg:4d6 ⇒ (3, 3, 4, 1) = 11 Reflex DC 20 to negate damage. If failed then take additional 10 damage at end of creature's turn.
CORROSIVE HAZE T4
School evocation (acid)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud of acid
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted moves to get an angle to be able to throw an exploding battery in to the room.
Explosive blast: 20' radius which should get all of the bad guys? DC 19 Reflex for half damage Fire damage:9d6 ⇒ (4, 1, 1, 4, 5, 2, 1, 3, 1) = 22 That's 50% ones for damage :( Spec invisible 10 rounds, Arc 11 rounds
Explosive Blast:
EXPLOSIVE BLAST T3
School evocation (fire)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You magically transform a used battery into a powerful explosive device, propelling it in a straight Line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.
INVISIBILITY, GREATER T4
School illusion
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like invisibility, except it doesn’t end if the target attacks.
Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1
Ted touches Spec and commands the bot, "Keep firing," as Spec shimmers to invisibility. He moves out of the clumping to avoid the nasty artillery coming their way.
Cast Greater Invisibility on Spec
Invisibility, Greater Invisibility:
INVISIBILITY, GREATER T4
School illusion
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like invisibility, except it doesn’t end if the target attacks.