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Zharis's page
1,558 posts. Alias of Zanbabe.
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1 person marked this as a favorite.
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
GM Jhaeman wrote: @Zharis: From the last XP post a couple of weeks back, it looks like you can go ahead and level up to 10. Yeah, I know. Just haven't gotten around to it yet, sorry. Let's play on and I'll fit it in when I can. Work is rough right now. ... I mean, not bad. I love my job. Just busy, and then I don't even want to look at a computer after for a while, so just have to find a space to fit it in when I am not brain dead.
I'll work harder on prioritizing it this week... but not today.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
We're also telling them Grunph needs to be there in person to negotiate for them.
I think the controls for the stadium were also mentioned... first of all, we want to make sure they can't kill us by using them, and secondarily, it would be helpful to be able to turn different features on and off at will, if we knew what those features were and how to use them to our advantage.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Let's not harm anyone unless they try to kill us first. We have to be the good guys here, or we'll lose the trust of our allies... and our audience. Save the guerilla tactics for the actual battles... and given, this might turn into one, but we have to try for the legitimate exchange. It's an uncertain trust, but we have to play diplomats. It's the only way to get Vessu back, but also, later we may have to negotiate a cease fire and a withdrawal from the planet, and if we are seen to be untrustworthy it could make the war longer rather than shorter.

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Good ideas. I would love to have Hop there with us, and we have to go to the ship to retrieve Nurleth anyway. Bomb is a good backup idea, although let's try not to blow up the stadium if we can help it... belongs to the planet, not the invaders.
I'm interested in how this gravitoss game is played. Are there special suits or balls that help teams maneuver in zero G? Would it help us to challenge them to a game? I am thinking that would draw a huge crowd... and Amhesha could blend into the crowd that way, and set up to snipe from the audience. We'd have to be a lot more cautious about any bombs, and the other side isn't known for trying to limit civilian casualties, so not sure. Would it help the cause or hurt the cause... what do you think Zhyffor? Would it get people to rally behind us, or is it unnecessarily dangerous for the fans?
Also, got any expert Gravitoss players in the resistance? We could use the training and/or help, if possible. We don't want to challenge them without a good chance of winning.
... Actually, now that I am thinking about it, how popular is this game in your society? It would be great to have the whole audience suited up and ready to play / cause confusion / flee, depending on how things go. Or, or applaud in the right spots.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Having a sniper in the stands might be a good call... to cover us in case of treachery.

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
It could be a trap, so we should prepare for that, but for Leirol's, and Vessu's, sake, I think we have to try. Can you tell us more about the stadium? We need to know all the entrances and exits. Also, Tulgram, we'll need something to keep Nurleth, and also Leirol, calm and inactive. Leirol in case they brainwashed him like the Protector we found.
And, if they've turned him into a zombie, well, no reason to leave our enemies alive then. But we'll go in hoping that we can make a fair exchange.
I think we should broadcast back from a safe / public channel that we agree, but we require Grunph as the representative for their side. He might hate us for killing some of his team, but at least he knows that we kept our word and let him and his sniper go.
What do the rest of you think? What else can we do to make this survivable?
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Disappointed at the lack of loot, Zharis consoles herself that at least they rescued some people who hadn't been turned to zombies, or brainwashed (or so she hopes), so the footage was going to look especially heroic.
Okay, I think we're done. Let's head out.
Unless anyone has something to wrap up?
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Do you mean the Anassanois we just rescued, the enemy leader we have on ice, or are you referring to Vessu's brother perhaps?
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Oooh, is Tulgram switching races to Android? :)
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Well, the entrance was dramatic anyway, even if the shot didn't do anything... she could edit it to look better in post production.
Great job, everyone.
She walks back down to the floor on the off-chance that there will be loot on the devil.
After searching this room, she checks in on the Anassanois to make sure they are well, and then searches the rest of the place as well.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis triggers her jump jets to get up the the ceiling and then uses her Falcon boots to walk across the ceiling to get a good shot (both from her camera and her gun). As she walks she draws both of her holstered weapons, both because it will look good on camera and also so she can try different types of damage.
First she tries her disintegrator.
Attack (Screamer Decoupler): 1d20 + 9 ⇒ (18) + 9 = 27
Damage (Acid): 1d10 + 4 ⇒ (5) + 4 = 9
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis etches two more large circles out of the transparent aluminum, making the the total hole wide enough for her to fit through.

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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis hears the imp squeal, and trusts... er, hopes, that Xylian has it under control.
She tells the Anassanois I think the imp left, but yell if you need anything.
Seeing that Theo is blocking the door to the mainframe, she decides they might need another entrance, so she uses her jump jets to jump back to the window made of transparent Aluminum, then uses her advanced glass cutter (MK2, can cut transparent aluminum as stated in the description) to cut a one-foot hole in the surface. She isn't sure that she can squeeze through that, but if she does two or three overlapping circles, maybe she can... and Amhesha was really scrawny... maybe she could get in.
(All I see about squeezing is that you can squeeze through something half as wide as your normal space. In the game in a normal hallway I take that to mean 2.5 feet rather than 5, but there is a lot of variation between medium creatures (and cats are flexible), so wondering if 5 foot Amhesha might be able to squeeze through a smaller opening than 7 foot Zharis. Either way, probably going to take at least two, maybe three rounds to make a hole big enough, but explaining what I am trying to do so that the GM can make a call about how big the hole has to be.) Also, how high is the ceiling in the mainframe room, and how high are the tops of the mainframes? That might make a difference for someone with cat-like reflexes (and also jump jets and falcon boots).
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis walks into the room, calling her disintegrator into her hand (Called fusion... it teleports into her hand), and scans for tell-tale signs of the invisible imp.
Perception (darkvision, low-light vision): 1d20 + 11 ⇒ (10) + 11 = 21
If she sees any trace of it, she will attack. If not, she takes up a defensive position in front of the Anassanois and will pull the trigger as soon as she does see it (readied action to shoot it if she sees it before the end of the round).
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Hmm. I just spent some time looking through, and I'm not sure, so could be a mistake. I'm not sure if I left the note in there when I switched weapons (I know I did start with operative weapons when building the character), or else I could have gotten mixed up with the Pathfinder Weapon Finesse feat. ... Either way, probably a mistake. I'll lower my attack by one for both of those, hopefully later today when I have time after work.
Was there anything else you noticed while examining my character that you think is wrong?
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Surprised by the strange events because she wasn't following Xylian and Amhesha's attempts to hack into the system, Zharis is startled to see a devil emerge on the other side of the transparent aluminum, but she recovers quickly, sends the camera to a better position for the new situation, and when an Imp appears near her she steps up so she can dig her claws in.
Claw Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Slashing Damage: 1d3 + 15 ⇒ (3) + 15 = 18

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Okay, mission: ... if you can force the devil into the center's mainframe, our computer technicians will remotely isolate the data center from the wider network so it won't be able to escape. You can then send it back to Hell, and our technicians will then slip in hidden code that will allow us to reroute occupier communications or issue false reports, spy on troop assignments, hinder technical operations, and redirect supplies.
Zharis reviews the mission on her heads-up display as she searches through the scattered blood and viscera mostly by feel. I guess that was specialist "Zar" ... cool name. Anyone know how to "force the devil into the center's mainframe"? Is it straightforward like... go in there or we'll kill you, or does it involve some occult ritual?
Once Zharis secures the keycard and other loot on the loot list, she casts a token spell to clean things up.
Amhesha, do you mind mentally communicating with the Anassanois over there and letting them know that we will free them as soon as we complete the mission?
She compares the new Titanium keycard to the one she got previously. They look the same, but they must be programmed differently. She keeps the new one and throws the older one back into the group loot.

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Assuming from Theo's attack (and the previous note that he wasn't looking well) that the admin guy is very dead.
Zharis nods to Theo and says Thanks for handling that.
Then she searches the body and the desk, specifically looking for a better keycard, but cataloging whatever else is there.
What can we see through the interior windows? Also, can you remind me what the mission is here... getting control of communications perhaps? Not sure if we just have to secure the building, or actually break into the system and take it over. Getting control of his desk setup is probably a high priority, but I don't remember the mission briefing well enough, sorry.
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Triumphant again (at least in her own mind), Zharis' bluff gives her the hesitation she needed to get close enough for an attack... or at least that is what it will look like in the final version of the production edit.
She reaches forward and extends her claws into the efreeti's body.
Claw Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Slashing Damage: 1d3 + 15 ⇒ (3) + 15 = 18
Ha ha... not sure how she misses from point blank with claws, but I am sure the GM can think of something creative. (Sick... sorry, don't have any great ideas today.)

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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis is somewhat irritated that her titanium clearance card didn't work. She thought that torturer-chick was more important that that, but no time like the present to get a better card. She briefly considers a bluff, but the guy was already going for his weapon, so she steps in, making plenty of room for her friends, and ... well, okay, okay. Just one tiny little bluff to remind the audience that she was still in the game.
Did Gorshak tell you we were coming? This is the communications center, is it not? We're the infiltrators that he hired, and we need to get a message to him.
Bluff: 1d20 + 18 + 1d6 + 2 ⇒ (17) + 18 + (6) + 2 = 43
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis pulls out the Titanium clearance card they got off Nurleth, and tries it on the side door.
Popped everyone else on the map, but just randomly... please feel free to move yourselves to whatever position you like.
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Hey, thanks for the compliment. I like to think that the best writing has some echoes of truth in it, even if it is fiction, and that is what resonates with us. Definitely not dotage. :)

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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
In response to Vessu, Zharis gives Vessu a hug and says
Vessu, I won't lie to you. That's possible. These people can't be trusted, and they do horrific things. But if so, it isn't your fault. They are the evil people, and it was their choice, and never yours to make.
Let's save these people and find him... and in the end, either way, you will know you did the right thing. Hopefully he's okay when we find him, but if not, then Leirol is up there in the afterlife cheering you on. He wouldn't want you to sacrifice yourself in an unwinnable fight.
This whole planet owes you a debt of gratitude. I owe you a debt of gratitude. You remember how many people you've already saved, and let me worry about saving your brother. If there is any chance of it, I will do it. I'll sacrifice myself if I have to, to get him back. That's all I can promise. Evil people will do evil, no matter what we choose. You chose good. Either way, you hold on to that. Keep being the person your brother would be proud of.
Zharis really hopes that Leirol is alive, but she needs this scene just in case he isn't. Otherwise the plot could turn to betrayal and backstabbing, and that is never a good plot. She pulls out of the hug after a tight closeup laced with sorrow and reality, turning to determination and hope.
I vote for Comm Infiltration.

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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis thanks Zhyffor for giving them time to rest, and congratulates him on their success in fighting back.
When Nib passes around her paper, Zharis gets it from Amhesha, and reads it. She takes Nib aside and says
This is great. I think all Taeress means is that you need to think about your audience. Writing is a lot like acting. If you are going to talk to a friend, you behave differently than you would in front of a parent, a government official, or a robot enforcer, right? Well, it isn't just behavior, it's the words that you say and how you say them. ... Try imagining you are talking to a really old-fashioned, high level scientist who doesn't really like you, so you have to be extra polite to make a good impression. Imagine how you would change a few of the words. I'm sure Taeress can help you tweak the words, but the ideas behind your paper are amazing. Great job!
She thanks Nib for helping to keep Vessu calm, and then goes to talk to him. On the way she checks her messages just to make sure they haven't heard back about her proposed hostage exchange. The following is based on there not being a message about that, but the gist of it would be the same.
Hey Vessu. We just got back, and you'll be happy to hear we're one step closer to rescuing your brother. It's a complicated process, and I know you are anxious, but he's okay and we're going to be ready to get him soon. We have to trust these anassanois. They know the lay of the land much better than we could, and we would hear about it if something went wrong. Everything is leading us towards the mission to get your brother. I know it is difficult, but please don't go off and try something on your own. We have a much better chance of saving him working together with the anassanois than without them. Just hang on a little longer, and we'll get him back for you. You trusted us when you told us about the plot. Trust us again. We won't let you down.
Diplomacy: 1d20 + 17 + 1d6 + 2 ⇒ (14) + 17 + (1) + 2 = 34
Profession: Actor: 1d20 + 15 ⇒ (9) + 15 = 24
Acting check because she is trying to sound more confident than she actually is.
GM Jhaeman wrote: @Zharis: As always, many thanks for keeping the loot list updated. Being the quartermaster is selfless task! Oh, no worries. I just do it because it looks good on camera. ;)
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis quickly searches the bodies and finds several disintegrator rifles, several high-capacity batteries, mauls, grenades, jewelry, and some huge-sized items. (Adding to loot sheet)
After gathering up the loot, Zharis picks up the body of Protector Jhegal to head back. She relies on Amhesha and Xylian, with more consistent telepathic abilities, to guide the chariot.

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Let's search the giant and the other deaders and see if they have anything valuable. This might be our ride home. Amhesha, can you see if it will open the door, or if you can give it further instructions?
GM, not sure how much time searching takes, but don't want to leave all the loot, if any, on the table. Any hints about what size force the reinforcements are, or about how long a search would take? ... I'd pretend to be the giant and send them away, except Disguise Self only allows a one foot difference in height, so I'm afraid I would come up short. :)
[ooc]When they do leave, Zarine wants to take the body of the protector with them so that he can be buried (or whatever their death ritual is).

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis strolls back down to the ground, moving over to the anassanoi corpse. Link to room description: https://paizo.com/campaigns/v5748p75iw830/gameplay&page=17#832
When Amhesha mentions leaving, Zharis replies Good idea, but let's take a couple of minutes to see if we can finish the mission first.
They were sent here to retrieve sacred items, and a specific chariot. Perhaps it is here in this dome and this is Protector Jheghal that died defending it? She remembers that they are supposed to use the telepathic concept of peace Link to mission post: https://paizo.com/campaigns/v5748p75iw830/gameplay&page=14#652.
She casts telepathic message and broadcasts the key-word concept "peace" at the dome, wondering if that will work (and making sure to overexaggerate her efforts slightly, so that the viewers will understand what is going on).

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis walks on the ceiling over near the blue opponent. She says I know you are scared. We'll let you walk away if you vow not to fight us again. We don't want to be solving problems with violence. We'll forgive you for trying to kill us and turning the natives into zombies. You get to live, and walk out of here alive... you don't even have to join us. Just get out and stay out of our way. It's a lot to forgive, so this is your one chance. Don't risk it by firing on us again.
Once she has her fine speech on camera, she shoots the giant again.
Attack (Screamer Decoupler / disintegrator): 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27 (dazzled)
Acid Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis gets to the ceiling and starts walking on it instead of the wall, strolling along in her falcon boots and making sure the camera gets a good shot of the whole situation. The battle perspectives were going to be epic.
As she walks, she draws another gun from her holster, and then shoots the giant with that one instead.
Attack (Screamer Decoupler / disintegrator): 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27 (dazzled)
Acid Damage: 1d10 + 4 ⇒ (9) + 4 = 13
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis makes sure her thermal capacitor is on, instructs her camera to follow her movements, and then uses her Falcon Boots to walk 30 feet up the wall, like the wall is the floor and it is no big deal. Fist two are just a glance to doublecheck and a word to the camera to follow her--meant to be narrative fluff, not actual actions.
She then takes a shot at the giant.
Attack (Frostbite Class Zero Pistol): 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25 (dazzled)
Cold Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis jumps forward using her jump jets and then moves further into the other room, setting up in a corner where she can shoot and still keep an eye on Blue, in case he overcomes his fear and becomes a threat again.
Double move.
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharia peeks out the door and sees that Xylian is close enough now to help, so she calls to him, explaining the problem with the fire giant and praising his superior intellect, expressing her confidence that he will be able to think them out of the giant's trap.
Profession: Actor: 1d20 + 15 ⇒ (11) + 15 = 26
Inspiring Oration: Xylian gets 32 stamina. It doesn't require it, but I rolled Performance to make sure no sarcasm bled through.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
White is dead already, so I think Amhesha is targeting Gray. Hard to see the slight gradations in color from that far out. :)
Zharis shoots Gray.
Attack (Frostbite Class Zero Pistol): 1d20 + 9 ⇒ (18) + 9 = 27
Cold Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis slips in the door and shoots at White.
Attack (Frostbite Class Zero Pistol): 1d20 + 9 ⇒ (6) + 9 = 15
Cold Damage: 1d6 + 4 ⇒ (1) + 4 = 5
She is distracted though when her camera wobbles coming in the door after her, so she misses. Luckily, the camera is now ready to zoom in for the exciting conclusion!
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Tulgram, It was an Inspiring Oration, which is a step up from Inspiring Boost, and it has a range of 60 feet. I have all three... Inspiring Boost, Inspiring Oration, and Signature Support, which all work together.
Zharis uses her jump jets to move 10 feet from the door, wanting to back up Theo.
Double move... (Will still do what I can to restore some of Xylian's Stamina when he gets closer, but don't want to run the wrong way to make it happen faster.)
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
GM Jhaeman wrote: But now I'm curious what Zharis said that was so inspiring :) Oh you know... "Theodore, you are a superhero among bearkind... our enemies cower before your beary presence... if you had a couple extra appendages you could probably do this whole mission solo... wait, did that guy behind the door just call you "Teddy"?" ... stuff like that, and probably some movie quotes adapted to bears instead of noble cats. :) I believe there was also something about him being a "juggernaut of destruction."
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis performs an Inspiring Oration even though Xylian isn't close enough, not wanting to put Theodore at further risk.
Theo gains 32 total Stamina points restored. (2x envoy level (9) + charisma mod (5) + another envoy level (usually costs a resolve point, but I have signature support which negates that cost), so 18+5+9=32). Also, just FYI to everyone, only works once between short rests for each individual, so I can't affect Theo again this battle, but I can do it for Xylian as well when he gets close enough to me.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis shoots at Blue.
Frostbite Class Zero Pistol: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 (range penalty)
Cold Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Seeing Theo coming closer her she says
Stay within 60 feet of me until Xylian gets here and I can try to give you both an energy boost.

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
I have both of these, but we need to be back within 30-60 feet of each other.
Inspiring Boost (Ex) [As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.]
Inspiring Oration (Ex) [You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.]
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis shoots at Yellow.
Frostbite Class Zero Pistol: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 (range penalty)
Cold Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
No worries. I guess, if we can, I want to wait the 10 minutes... fighting extra people seems crazy, but if it is only 10 minutes, I guess we'll run into them on the way out anyway. But if anyone else has a different opinion, totally open to other options.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
When Zharis looks up she sees some azers, and ducks behind a tree.
Stealth: 1d20 + 16 ⇒ (9) + 16 = 25
Her natural stealth comes in handy sometimes. She pulls up her comm unit and types to the rest of the group
>Sorry to ruin your rest, but the azers have a backup team arriving in 9 minutes. We should take these ones out before their backup gets here if possible. Amhesha, want to do another long range shot and then head closer?<
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Do you want to try?
Zharis walks within 100 feet of the entrance to keep watch while the serious combatants recover.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Ha ha. Wow, bad roll.
She notices the blinking light on her drone and realizes it is time to change out the battery on her camera though, so she starts digging in her backpack, because she forgot to put a spare on her bandolier.
Story fluff to explain why she is completely oblivious with her head in a sack.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis nods, but checks anyway.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis makes sure that Theo and Xylian are okay, and asks if either of them need a rest before moving on.
Looks like Theo might need a stamina refresh?
Then Zharis approaches the bodies to see if there is any loot.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Thanks for botting me, apologies.
Also, Tulgram should probably shoot Theo with a healing thing, if we need to bot him again.
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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Remember to keep your stat lines up to date so we know when to heal you.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis shoots again at Yellow.
Frostbite Class Zero Pistol: 1d20 + 9 ⇒ (14) + 9 = 23
Cold Damage: 1d6 + 4 ⇒ (1) + 4 = 5
I think no range penalty now, right?
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
Zharis moves closer to the building, trying to stay within 2 range increments of the enemy, but otherwise well away from them. She is still trying to follow the strategy of killing them from a distance.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5
If that brings the enemy within 120 feet (+1 range increment), that will trigger Zharis' readied action.
As rolled previously, it was
Frostbite Class Zero Pistol: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 (range penalty)
Cold Damage: 1d6 + 4 ⇒ (1) + 4 = 5
However, if we aren't allowed to ready an action and wait longer than a turn, then this is it, re-rolled.
Frostbite Class Zero Pistol: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 (range penalty)
Cold Damage: 1d6 + 4 ⇒ (3) + 4 = 7
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