Thevshi Posted April 11, 2016 Author Posted April 11, 2016 That does hit, the creature gets a 15 on its toughness save, so it picks up another bruise and injured condition, and is dazed. Starshot spots some rocky terrain about 100 meters away. You can edit in some orders as a free action if you want.
Supercape Posted April 11, 2016 Posted April 11, 2016 Lets see how that works...100 feet of sand is a long way for an injured man! Ill hold off for now.
Thevshi Posted April 11, 2016 Author Posted April 11, 2016 Okay, both Soreen and Laark will take full defense actions, the Sand Shark does not act as it is dazed. Round Six21 Soreen (unharmed)20 Sand Shark (bruised 2, injured 2, dazed)14 Starshot (unharmed, 1 HP)9 Laark (staggered, disabled) So Starshot is up again.
Supercape Posted April 11, 2016 Posted April 11, 2016 Free action: Speak! Move action: Move! Standard action: Ready action [Fire at Sand Shark if it bursts through the sand] For sake of expediency, happy for you to roll a straightforward +10 attack / DC 21 Toughness blast if it does resurface. I wont reroll!
Thevshi Posted April 11, 2016 Author Posted April 11, 2016 Well, I said 100 meters away, so over 300 feet. Laark starts heading that way, but, is of course slow. Soreen runs alongside him, not wanting to just leave him trailing behind. She uses her standard action for a total defense action. Round Seven21 Soreen (unharmed)20 Sand Shark (bruised 2, injured 2, dazed)14 Starshot (unharmed, 1 HP)9 Laark (staggered, disabled) As the creature starts to move toward you, Starshot shoots: 16, which just hits. Creature gets a 23 this time, so is fine. The Sand Shark comes up to try to attack Soreen, missing with a 11. So back to Starshot's action.
Supercape Posted April 11, 2016 Posted April 11, 2016 Well just going to stab again...move action to continue shuffling towards the rock, although I doubt will get there! Stab Sandshark: 1d20+10 21 I'll take a "stab" and say that hits? Regular DC 21 Toughness save if it does.
Thevshi Posted April 11, 2016 Author Posted April 11, 2016 The Sand Shark gets a 9 on its toughness save, so is now staggered, disabled and dazed! The crew will continue moving as best they can, and then it will be Starshot's action again!
Supercape Posted April 11, 2016 Posted April 11, 2016 (edited) Another move action away, which I think means it is in trouble is it is staggered and can only take one action a round. Blast away; Blast Sandshark again: 1d20+10 28 that surely must hit, so another DC21 Toughness save. Incidentally, for the future, those crystal mountains are nearer than the jungle, correct? I am supposing given the presence of the beasts Starshot would be inclinded to travel via solid ground, i.e. by the crystals, although still making their way to the jungle? Edited April 11, 2016 by Supercape
Thevshi Posted April 11, 2016 Author Posted April 11, 2016 It only gets a 11 on its toughness save, which would be another disabled, so it is dead! Out of combat.
Supercape Posted April 11, 2016 Posted April 11, 2016 Taking a look at the creature with microscopic vision (cell sized). Ill roll a knowledge (life sciences) Life Sciences on burned corpse: 1d20+6 9 so I don't think he will get much other than a jumble of burned organs!
Thevshi Posted April 12, 2016 Author Posted April 12, 2016 Okay, IC post. Also I am giving you a HP for the complication with a now injured crew member.
Supercape Posted April 12, 2016 Posted April 12, 2016 Taking 10 (Skill Mastery) on medicine for a 16 result. Mainly diagnosis (DC 10), but I suppose starting off some care for a bonus to his recovery rolls, although I doubt he will be making any soon!
Supercape Posted April 12, 2016 Posted April 12, 2016 Ok its craft structural time for a shelter with Laark: I doubt that is too difficult so taking 10 should do it? Then, seeing if he can modify the last two smoke grenades with Soreen. To try and make the grenades obscure olfactory only - or at least to make them partial obscure to visual and full obscure to olfactory. I don't know if Soreen has craft chemical skill. But between Soreen and Starshot try to give it a go. Feel free to roll for Starshot for Skill (Chemistry), either as aiding Soreen or on his own. Starshot has Jack of All Trades so can do the above at a +2 bonus, plus his cybernetic hand has the improvised tool feat to help with crafts!
Supercape Posted April 21, 2016 Posted April 21, 2016 This may well be irrelevant, so please ignore if redundant, but taking 10 on life sciences to study the Octopi, and using microscopic vision and X Ray vision (and, I suppose IR vision to see if they are warm/cold blooded) on them. (Result would be Life Sciences 16)
Thevshi Posted December 28, 2017 Author Posted December 28, 2017 Okay, Starshot has stirred up some hornets, so to speak. Time for some initiatives.
Thevshi Posted December 28, 2017 Author Posted December 28, 2017 Round One24 Starshot (Unhurt, HP 2)21 Soreen (unharmed)16 Ul-Mor (2) (unharmed)8 Flitters (5) (unharmed)2 Laark (unharmed) You have initiative.
Supercape Posted December 28, 2017 Posted December 28, 2017 Move Action: Move! Standard Action: Overnburn array: Damage 10, Line area. See if he can catch a couple of them in the area.
Thevshi Posted December 28, 2017 Author Posted December 28, 2017 Okay, will say you are able to catch two in the blast, they both miss their reflex saves. They are not very tough and also miss their toughness saves so go down. Soreen manages to hit one with a 17 and it also misses its save and is down. The two Ul-Mor throw spears, one missing, the other hitting. The one that hits takes down its target. That leaves one opponent left, that goes after Soreen, but it misses badly. As it is flying away, Laark takes a shot, and he hits with a 15, and while his target gets a 17 on its toughness save, it is still taken down.
Thevshi Posted January 2, 2018 Author Posted January 2, 2018 Could I get a Stealth roll for Starshot please.
Thevshi Posted January 2, 2018 Author Posted January 2, 2018 Laark only manages a 11 on his stealth roll, while Soreen gets a 17. The two Ul-Mor get a 25 and 21! The cave hunter gets a 11, which just misses hearing Laark, after some range penalties come into play.
Supercape Posted January 2, 2018 Posted January 2, 2018 2 Notice checks for IT IS A MYSTERY: 2#1d20+10 19 20 notice checks as per chat
Thevshi Posted January 4, 2018 Author Posted January 4, 2018 Cape, time for yet another Notice check for Starshot! (and I have marked the new HP for him burning out his plasma rifle in the OOC word doc I have keeping tabs on that sort of thing)
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