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    Prologue - Episode 4

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    Chris

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    Prologue - Episode 4

    Post  Chris on Thu Sep 03, 2015 10:13 am

    The Galaxy is engulfed in flames!

    Open war ignited after the Battle of Kintan.  Planets have been won and lost, some like Coruscant, many times over.  Infrastructures are collapsing, cities are decaying and the streets are in chaos.  The Core Worlds have become warzones and ghettos.

    The Jedi have been stretched thin across the stars in a vein effort to be everywhere at once.  Their youngest members have been thrust into leadership roles too soon and without enough training.  Some have let their new found power and responsibility go to their heads.  Others have been corrupted by the Dark Side more directly.  The Jedi suffered a major blow when Darth Mortus and Darth Varus launched a surprise raid and destroyed their training Temple on Tython.  Many of the Jedi's best teachers and youngest padawans were slaughtered.  It is rumored only Master Saes escaped.

    The Sith have faired little better, despite the victories of the Imperial Military and some of their Darths.  Ideological lines have been drawn between key members of the Dark Council.  Sides were taken and some Sith have began the ancient blood feud known as the Kaggath, which is more than a duel between 2 Darths, it is an all out war for each other's power base.

    In the Fringes of space, the Hutt Cartel is taking advantage of the chaos.  The Hutt Cartel has launched an active offensive to claim more worlds in what is now being called "Hutt Space".  The Hutt Cartel has assembled an army of mercenaries and pirates, at great cost to their financial investments.  The Hutt Army is taking making use of many cutting-edge and dangerous advances in both cybernetics and combat-stim drugs.  The effects are not entirely safe for their users.

    The Mandolorian Clans are in the middle of their Great Hunt, to crown a new Champion.  They have not escaped the greater conflict untainted.  Armatur Ionus Jerr knows of the Sith's corruption of the current Mandalore and works to expose it.  Their Great Hunt has been a Jedi witch-hunt, not the honorable competition it was meant to be.  

    Old friends were reunited and new friends were found during a daring prison break from the dreaded Spice Mines of Kessel.  Sharn, Bos Lobo, T'son, Daxx and Shivak freed many souls and made a name for themselves in Kessel prison lore.

    Tarro won the first round of the Great Hunt and has his second trophy.  However, he is walking into a trap
    !
     
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    Re: Prologue - Episode 4

    Post  Chris on Thu Sep 03, 2015 10:43 am



    Ionus tells Sharn, Bos and T'son, "We don't have much time.  Rakhu is walking into a trap.  He is matched against an assassin droid designated C3PX"



    Ionus continues, "C3PX was always dangerous, when he was unique.  Recently he has gained the ability to control other Protocol (C3P) droids.  He must have received some kind of alien technology that is beyond our understanding.  Droids have unique processing cores and restraining hardware to prevent such control.  As a Mandolorian, I cannot directly interfere with the Great Hunt, but I can even the field.  C3PX has Rakhu's ships surrounded and his crew pinned down.  We can't risk a direct approach to the landing pad, but I can get you in behind it.  Rakhu is docked on an open-air platform in the Migrant Dock Workers Guild section of the lower levels."



    "You can sneak through the building and enter from the East.  Meet me back on Nar Shadda, with Rakhu and his trophy.  I shall await you at the Palace of Rakhu's sponsor, Zhu-jinn the Hutt."
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    Re: Prologue - Episode 4

    Post  Chris on Thu Sep 03, 2015 11:03 am



    Rakhu\Tarro's crew

    Skadge at J-9


    Mako at P-10



    C3PX in 2 columns at 17 and 18



    The party will enter from the right side of the map.  I have tokens for you.

    Roll initiative and give me a starting placement somewhere in columns 27-29.

    Sharn, Bos and T'son are approaching from the top of the map.  Tarro and SDX are approaching from the bottom of the map.  Shivak will arrive bit later....

    Please use the following template for each combat

    Chris wrote:
    <character name>
    <current AC>
    <current\max HP>
    <any buffs>
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    Re: Prologue - Episode 4

    Post  Chris on Thu Sep 03, 2015 11:05 am

    for example

    Chris wrote:
    C3PX
    AC 20
    25\50 HP
    Shield

    Initiative 15
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    Re: Prologue - Episode 4

    Post  whit10 on Thu Sep 03, 2015 12:07 pm

    Will you want Initiative for Shivak and the ship?
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    Re: Prologue - Episode 4

    Post  Chris on Thu Sep 03, 2015 12:36 pm

    whit10 wrote:Will you want Initiative for Shivak and the ship?

    go ahead, Shivak is on his way
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    Re: Prologue - Episode 4

    Post  whit10 on Thu Sep 03, 2015 12:39 pm

    Shivak and ship:

    Roll(1d20)+3:
    14,+3
    Total:17
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    Re: Prologue - Episode 4

    Post  navyik on Thu Sep 03, 2015 1:38 pm

    Tarro
    Ac 29 SR21
    Hp 135
    PBAMF

    Init 9+12=21
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    Re: Prologue - Episode 4

    Post  MAS on Thu Sep 03, 2015 4:47 pm

    SDX
    AC =18
    HP = 92 /92
    Invisibility, greater (10 rounds remaining)

    Initiative =
    Result of the throw of dice "1d20 +1" :

    20 + 1 = 21
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    Re: Prologue - Episode 4

    Post  MrBrownstone75 on Thu Sep 03, 2015 5:46 pm

    Bos Lobo
    AC 17
    Hp 62/62
    Good hope (+2 damage/hit/saves/skills for all companions)

    Initiative: 1+3=4

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    Re: Prologue - Episode 4

    Post  Robyo on Thu Sep 03, 2015 11:33 pm

    Sharn
    AC 21
    HP 87/87
    sharn - Entropic Shield (ranged attacks 20% miss)
    * all allies -Bless (+1 Attacks and saves vs Fear)

    Initiative: 5 + 4 = 9
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    Re: Prologue - Episode 4

    Post  Chris on Fri Sep 04, 2015 9:58 am

    Chris wrote:
    The party will enter from the right side of the map.  I have tokens for you.

    Roll initiative and give me a starting placement somewhere in columns 27-29.

    Sharn, Bos and T'son are approaching from the top of the map.  Tarro and SDX are approaching from the bottom of the map.  Shivak will arrive bit later....


    Everyone did a great job with posting your character's stats cheers Thanks!

    However, everyone missed half of the request, underlined above drunken LOL

    Anyways, I don't want to waste another day, so we will just start round 1.  Everyone starts OFF the map and you will have to spend at least 1 move action (or spell or whatever) to enter the map and join combat.  Again, note from which direction your group is arriving - TOP  or BOTTOM

    You are joining an on-going fight.  The 6 C3PXers have Skadge and Mako pinned down.  They are advancing and shooting.

    Initiative Order:
    21 - Tarro (higher dex)
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)
    16 - Mako (NPC) at P-10
    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  at J-9
    4 - Bos




    Please copy\paste your stat block each time you take an action to help me keep track of your character's status, even if it doesn't change from the last round.

    BTW - watch your step, it's a loooong fall if you go over the edge of the landing platform Twisted Evil

    Tarro is up!
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    Re: Prologue - Episode 4

    Post  navyik on Fri Sep 04, 2015 4:02 pm

    Using his quickrun shirt, Tarro gains an extra move action.  He moves to the balcony and fires his jetpack, interposing himself at P-15(cover).  Having faced similar models, he swiftly studies his target.  He then uses his standard action to fire at the nearest C3PX using vital strike.

    7+17+1(PB)+3(study)=28 to hit
    Dmg (4+1+8)x2 +3+1=30
    Sneak att.?  4+1+5=10 if applicable.

    Tarro
    Ac 29 SR21
    Hp 135/135
    PBAMF

    Init 9+12=21


    Last edited by navyik on Fri Sep 04, 2015 7:54 pm; edited 1 time in total (Reason for editing : Stat block)
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    Re: Prologue - Episode 4

    Post  Chris on Fri Sep 04, 2015 4:25 pm

    navyik wrote:Using his quickrun shirt, Tarro gains an extra move action.  He moves to the balcony and fires his jetpack, interposing himself at P-15(cover).  Having faced similar models, he swiftly studies his target.  He then uses his standard action to fire at the nearest C3PX using vital strike.

    7+17+1(PB)+3(study)=28 to hit
    Dmg (4+1+8)x2 +3+1=30
    Sneak att.?  4+1+5=10 if applicable.



    Tarro rockets into the fight from the nearby balcony.  Skadge and Mako looks relieved.  Tarro lands behind the partial cover of some supply crates at P-15.  He dumps (drop - free) the lifeless body of Nomar Organna (grey) at his feet.   Tarro takes aim and blasts the nearest C3PX droid.

    Tarro notices a brief flash, like a shield, but the blaster bolt seems to penetrate and scorches its left arm. (pink shaded for injured)

    study I don't think SA applies - he isn't flatfooted since the fight is on-going, he isn't denied Dex and Tarro isn't flanking.  Let me know if you disagree

    study Tarro can only fly at 40 this turn, since he is carrying a load (Nomar's body).  Next turn Tarro can fly at 60 again, but either way, with the extra move action, Tarro can cover the distance.



    SDX is up
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    Re: Prologue - Episode 4

    Post  MAS on Fri Sep 04, 2015 7:47 pm

    SDX
    AC =18
    HP = 92 /92
    Invisibility, greater (10 rounds remaining)
    Initiative = 21
    LOCATION = N/27 - hovering high enough to use the barrier as partial cover while peering over it.



    Summon Monsters V (Class Ability, SLA)
    This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Using Level 3 list, Ape:
    Result of the throw of dice "1d4 +1" :

    1+ 1 = 2
    +2 from mighty summons and augmented summoning

    4 Apes, construct template grants +30 HP to Large creature
    http://paizo.com/pathfinderRPG/prd/monsters/ape.html#ape




    SDX floats silently into position behind the threat droids. He recalls how quickly the Gree fell down in the tunnels, and how poorly armed these primitives appear to be. Rather than reveal his mainline offensive capabilities, he chooses to deploy weaker weapon systems.

    The nano-swarm launches forward 50 ft to land vicinity M/20, and bursts into several separate pods as it grows - taking the shape of 4 vaguely ape-like creatures. Even before they are completely solid, they rush forward to attack the droids, swinging their thick arms like massive clubs, one focusing on each excepting the one located furthest "map south".




    Attacks from top to bottom

    Ape1
    Slam 1-
    Result of the throw of dice "1d20 +3" :

    15 + 3 = 18

    Dmg if its-
    Result of the throw of dice "1d6 +2" :

    5 + 2 = 7


    Slam 2
    Result of the throw of dice "1d20 +3" :

    9 + 3 = 12

    Dmg if its-
    Result of the throw of dice "1d6 +2" :

    3 + 2 = 5

    Ape 2
    Slam 1
    Result of the throw of dice "1d20 +3" :

    15 + 3 = 18

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    3 + 2 = 5

    Slam 2
    Result of the throw of dice "1d20 +3" :

    19 + 3 = 22

    Dmg if hits
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3

    Ape 3
    Slam 1
    Result of the throw of dice "1d20 +3" :

    17 + 3 = 20

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    3 + 2 = 5

    Slam 2
    Result of the throw of dice "1d20 +3" :

    9 + 3 = 12

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4

    Ape 4
    Slam 1
    Result of the throw of dice "1d20 +3" :

    2 + 3 = 5

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3

    Slam 2
    Result of the throw of dice "1d20 +3" :

    8 + 3 = 11

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3
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    Re: Prologue - Episode 4

    Post  Chris on Sat Sep 05, 2015 11:04 am

    MAS wrote:SDX
    AC =18
    HP = 92 /92
    Invisibility, greater (10 rounds remaining)
    Initiative = 21
    LOCATION = N/27 - hovering high enough to use the barrier as partial cover while peering over it.



    Summon Monsters V (Class Ability, SLA)
    This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Using Level 3 list, Ape:
    Result of the throw of dice "1d4 +1" :

    1+ 1 = 2
    +2 from mighty summons and augmented summoning

    4 Apes, construct template grants +30 HP to Large creature
    http://paizo.com/pathfinderRPG/prd/monsters/ape.html#ape




    SDX floats silently into position behind the threat droids. He recalls how quickly the Gree fell down in the tunnels, and how poorly armed these primitives appear to be. Rather than reveal his mainline offensive capabilities, he chooses to deploy weaker weapon systems.

    The nano-swarm launches forward 50 ft to land vicinity M/20, and bursts into several separate pods as it grows.......

    study I will update the map in a bit, my home computer with PP is down, since we are rearranging some furniture.   SDX, invisible, will be located floating about 2m in the air at N-27

    study Hold those rolls for next turn.  Please note the casting time for ALL Summon Monster Spells = 1 round

    School conjuration (summoning) [see text]; Level bard 1, cleric 1, sorcerer/wizard 1
    Casting Time 1 round
    Components V, S, F/DF (a tiny bag and a small candle)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level


    That is an unusual casting time, with a specific meaning:

    Casting Time
    Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.
    A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.


    with further clarification here:

    Casting Time
    Spells that summon creatures to help in combat should have a casting time of “1 round.” This is to give a reasonable action cost for a character casting the spell. If the caster could summon a monster using a standard action and have it act that same round, it's like the spell didn't cost him any actions at all.


    study technically, SDX cannot move and cast a summon spell in the same round, without haste or something like Tarro's shirt.  Everyone is still learning their classes, so it's fine for this round.

    SDX begins casting the spell (and can be interrupted for 1 full turn).  The nano-bots manifest at 21 next turn, after Tarro and just before SDX, who can then take all his actions as usual.  We can save those attack rolls for next turn.

    study I trust that you are making the correct rolls for the Apes (or future summons). Just give me a stat block for them, like your character:

    Ape, 3
    HP, HP, HP (if more than 1)
    AC
    buffs
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    Re: Prologue - Episode 4

    Post  Chris on Sat Sep 05, 2015 5:29 pm

    Chris wrote:
    Initiative Order:
    21 - Tarro (higher dex)
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)
    16 - Mako (NPC) at P-10
    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  at J-9
    4 - Bos

    T'son rushes out to the northern platform and hurls a grenade!  He hits the top 3 C3PXers, 2 of them fail their saves and are stunned (blue).

    Shivak drops out of Hyperspace above Coruscant in the Wrenvenge.  Shivak can sense that his friends are in danger.  Shivak begins his descent towards the docks area.



    Mako pops up and fires at the same droid Tarro hit, but she misses.

    Everyone at the docks can hear a sinister mechanical voice.  It is being broadcast from any and all available speakers - it seems to come from everywhere and nowhere at once.

    "Targets acquired.  Biologicals are statistically predictable.  Tarro has demonstrated a weakness for the other biological units on his ship.  Adjust Gemini Protocols for maximum emotional distress."

    In a flash of light, Mako's chest explodes and she slumps down to her knees.  "Ouch.... boss.... behind...."

    The electromagnetic rail-gun bolt pierced her torso and exploded on the supply crates next to her.  The bolt came from a building off the map.  No one saw the exact location.

    The voice broadcasts again, "Adjust tactical positioning, attack pattern Taurus."

    Another squad of C3PXers drop from somewhere above.  They seem to have some kind of inertial dampeners in effect as they fall very quickly, but come to a sudden feather-soft landing on the docking pad.  The new squad used all of its actions (move + item).

    The previous undamaged C3PXers all move, draw (free) and activate a single-shot rocket launcher from a shoulder mount at Tarro.  Tarro sees that the shoulder mount has a laser-targeting system.  The laser only needs to touch Tarro to acquire a target lock.  2 of the lasers acquire a target lock, the 3rd one misses its target lock.

    2 rockets are launched at Tarro - 2 reflex saves are needed, please

    The damaged C3PXer moves and uses its standard action to pick up the body of Nomar Organna.



    Tarro - 2 Reflex saves

    Shivak - any action besides flying?

    Sharn is up (enter at RED arrow)
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    Re: Prologue - Episode 4

    Post  MAS on Sat Sep 05, 2015 6:16 pm

    Roger that GM - good catch, thanks.
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    Re: Prologue - Episode 4

    Post  Robyo on Sat Sep 05, 2015 6:55 pm

    Sharn
    AC 21
    HP 87/87
    sharn - Entropic Shield (ranged attacks 20% miss)
    * all allies -Bless (+1 Attacks and saves vs Fear)

    The Wookie moves to G-28, aware to not incur any opportunity attacks. Sharn wants to shut down that quadrant of droids. He holds out his hands in a halting gesture, growls menacingly, and casts Sanctuary on himself.

    Foes must make a Will save (DC 18) or they cannot attack Sharn.
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    Re: Prologue - Episode 4

    Post  navyik on Sat Sep 05, 2015 7:02 pm

    Tarro
    Ac 29 SR21
    Hp 135/135
    PBAMF

    Ref saves:

    16
    17
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    Re: Prologue - Episode 4

    Post  MrBrownstone75 on Sat Sep 05, 2015 8:44 pm

    After Skadge takes his turn, Bos moves onto the north-side platform with Sharn at G-27, using the wall and crates for cover.
    He takes two shots at the droid on D-27 with his heavy blaster.

    Attack rolls: 12 and 6
    12+12=24
    6+7=13

    1 hit = 18 damage

    * Remember everyone that has a character within 30ft of Bos Lobo gains a +2 to hit/damage/skill checks/saves
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    Re: Prologue - Episode 4

    Post  Chris on Sat Sep 05, 2015 9:54 pm

    navyik wrote:Tarro
    Ac 29 SR21
    Hp 135/135
    PBAMF

    Ref saves:

    16
    17

    affraid Tarro has +14 to Reflex, ouch!  study

    Both rockets find their mark!  Each explodes for 6d6+4



    Tarro gets a Reflex save for 1/2 damage on each (2 saves)

    Roll(6d6)+4:
    2,3,6,2,2,2,+4
    Total:21

    Roll(6d6)+4:
    1,2,6,1,4,2,+4
    Total:20

    The 2 C3PXers within 4m of Tarro failed their saves.  The one Tarro had shot explodes.  The other is heavily damaged.

    Sharn moves into position on the north ramp with Bos next to him.

    study Bos only gets 1 shot, since he moved.  Multiple shots are always a Full Round Action, whether from a feat or just high BAB.  We'll go with the first shot, which hits the nearest droid.  Bos notices a shield flicker, but the bolt overwhelms it and tags the droid in its hip actuator.  (pink)

    Never one to shy away from a fight, Skadge moves out from under the Scorpion while tinkering with some gadgets.  "Let's see how these bolt-heads like an EMP!"  (Skadge is a Techie = Wizard)

    Only 1 of the 3 makes its save for 1/2

    Damage:
    Result of the throw of dice "6d6" :

    1 + 3 + 3 + 5 + 2 + 3 = 17

    the middle one takes 8, the EMP overloads 2 of their shields.  The middle one seems unharmed.



    Tarro needs to make 2 Reflex saves for 1/2 damage

    Top of the Round

    Chris wrote:
    Initiative Order:
    21 - Tarro (higher dex)
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)
    16 - Mako (NPC) at P-10
    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  at J-9
    4 - Bos

    Tarro is up!
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    Re: Prologue - Episode 4

    Post  navyik on Sat Sep 05, 2015 11:39 pm

    Tarro
    Ac 29 SR21
    Hp 114/135
    PBAMF

    Ref saves:
    17+14=31
    20+14=34

    1/2 Damage already deducted from stat block.

    C3PX knows not what it has done.  Tarro's conditioning kicks in and his blood pressure levels.  He calmly takes a 5' step map north, emerging unexpectedly from flaming plasma and begins to rock.  Starting with the injured droid in front of him and then working his way across the line that skadge just fried as they (if they) drop.

    Roll of 1.  Hero point to re-roll.
    Attack 4+15+1=20
    Dmg if hit 3d8+1=11
    Manyshot 3d8+1=14
    Total 25 @ 1st target

    Attack 12+15+1=28
    Dmg if hit 3d8+1=13

    Attack 16+15+1=32
    Dmg if hit 3d8+1=13

    Attack 4+10+1=15 (surge 1d6) +5=20
    Dmg if hit 3d8+1=16

    Tarro will use distant barrage (mythic) to make an extra attack.

    Attack 6+1+15+1=23
    Dmg if hit 3d8+2=13

    If the sniper becomes visible, Tarro will spend a hero point to act out of turn.


    Last edited by navyik on Sun Sep 06, 2015 11:19 am; edited 1 time in total (Reason for editing : Manyshot)
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    Re: Prologue - Episode 4

    Post  Chris on Sun Sep 06, 2015 12:18 pm

    Flames swirl around Tarro as he emerges, guns blazing!

    Tarro drops his first two (both previously injured) targets and damages the 3rd (middle of Skadge's targets).

    Tarro does not see the sniper.  study you can only use 1 Hero point per turn

    MAS wrote:SDX

    The nano-swarm launches forward 50 ft to land vicinity M/20, and bursts into several separate pods as it grows - taking the shape of 4 vaguely ape-like creatures. Even before they are completely solid, they rush forward to attack the droids, swinging their thick arms like massive clubs, one focusing on each excepting the one located furthest "map south".


    study I hope I interpreted your instructions correctly, let me know if you want it changed

    Ape 1 flails wildly at the C3PXer at I-18 but misses both times
    Ape 2 connects once at K-18, the blow seems to bounce off its shield
    Ape 3 lands 1 blow at L-16, the blow seems to bounce off its shield
    Ape 4 misses both times at J-14



    Chris wrote:
    Initiative Order:
    21 - Tarro (higher dex)
    21 - Nano-apes
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)
    16 - Mako (NPC) at P-10
    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  at J-9
    4 - Bos

    SDX is up

    study great job of updating guys!
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    Re: Prologue - Episode 4

    Post  MAS on Sun Sep 06, 2015 1:28 pm

    GM - I went back and checked my first round action because I was feeling pretty certain I had checked everything pretty thoroughly.

    Clarification follows. You would have been correct in pushing my summons into round 2 if that was a cast summons spell, but it was stated as the following =

    Summon Monsters V (Class Ability, SLA)

    The Summoner's SLA class ability doesn't share the spell's casting time of 1 round, it has its own casting time, as stated below.  

    Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).

    When using the Class ability, Summon Monster is a standard action. Doesn't really change anything in this fight except that the apes get another round of attacks on round 2, but I want to make sure this clear going forward.




    2nd round action in progress, will be posted shortly.
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    Re: Prologue - Episode 4

    Post  MAS on Sun Sep 06, 2015 2:29 pm

    SDX
    AC =18
    HP = 92 /92
    SP = 21 (forgot to list this the first time)
    Invisibility, greater (9 rounds remaining)

    APE (LRG, 10 ft reach)
    AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
    HP = 49 (19 +30 for Construct, Large Size)
    SPD = 30
    Melee = 2 slams +3 (1d6+2)
    Fort +7, Ref +5, Will +2
    Base Atk +2; CMB +5; CMD 1
    (10 minutes remaining)

    AIR ELEMENTAL, MEDIUM
    AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
    HP = 50 (30 +20 for Construct size Medium)
    Speed fly 100 ft. (perfect)
    Melee slam +9 (1d6+3)
    Special Attacks whirlwind (DC 14)
    Base Atk +4; CMB +6; CMD 22
    Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
    (10 minutes remaining)




    The ape-frames continue to assault their assigned targets.

    SDX notes the disparity between strength of the ape-frame weapons and droids defenses, and the increasingly scattered geometry of the threat droids, then adjusts his calculations to provide advanced mobility and offensive attributes. His next weapons package deploys into the air, forming into saucer shaped projectiles in grid F/28. They all dart forward in fast succession and strike a "flyby attack" (as per the feat) on the droid located D27, then fly out to hover in formation around C/D 19/20. They have sufficient movement to swerve around other droids reach so as to avoid AOO.



    Summon Monsters V (Class Ability, SLA, Standard action)
    This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    4h Level List = Air elemental, medium
    1d3 creatures (+2 mighty summons and augmented summoning)

    Result of the throw of dice "1d3 +2" :

    3 + 2 = 5 creatures summoned.




    APE Attacks from top to bottom

    Ape1
    Slam 1-
    Result of the throw of dice "1d20 +3" :

    17 + 3 = 20

    Dmg if its-
    Result of the throw of dice "1d6 +2" :

    3 + 2 = 5

    Slam 2
    Result of the throw of dice "1d20 +3" :

    6 + 3 = 9

    Dmg if its-
    Result of the throw of dice "1d6 +2" :

    6 + 2 = 8

    Ape 2
    Slam 1
    Result of the throw of dice "1d20 +3" :

    3 + 3 = 6

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3

    Slam 2
    Result of the throw of dice "1d20 +3" :

    15 + 3 = 18

    Dmg if hits
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3

    Ape 3
    Slam 1
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    3 + 2 = 5

    Slam 2
    Result of the throw of dice "1d20 +3" :

    2 + 3 = 5

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4

    Ape 4
    Slam 1
    Result of the throw of dice "1d20 +3" :

    5 + 3 = 8

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4

    Slam 2
    Result of the throw of dice "1d20 +3" :

    18 + 3 = 21

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3




    AIR ELEMENTAL, MED

    AEM 1
    Slam -
    Result of the throw of dice "1d20 +9" :

    20 + 9 = 29

    Dmg if its-
    Result of the throw of dice "1d6 +3" :

    3 + 3 = 6

    AEM 2
    Slam -
    Result of the throw of dice "1d20 +9" :

    5 + 9 = 14

    Dmg if its-
    Result of the throw of dice "1d6 +3" :

    1 + 3 = 4

    AEM 3
    Slam -
    Result of the throw of dice "1d20 +9" :

    19 + 9 = 28

    Dmg if its-
    Result of the throw of dice "1d6 +3" :

    4 + 3 = 7

    AEM 4
    Result of the throw of dice "1d20 +9" :

    13 + 9 = 22
    Result of the throw of dice "1d6 +3" :

    6 + 3 = 9

    AEM 5
    Slam -
    Result of the throw of dice "1d20 +9" :

    18 + 9 = 27

    Dmg if its-
    Result of the throw of dice "1d6 +3" :

    5 + 3 = 8


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    Re: Prologue - Episode 4

    Post  Chris on Sun Sep 06, 2015 2:47 pm

    study Matt, my bad - you are 100% correct when using the SLA.

    However, let's look at the entire text, so we are both clear:

    Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.

    He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).

    At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components.

    A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends.

    These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.


    So yes, you can cast it as a standard action, but only 1 time without erasing your previous "SM\SLA".  

    So for our purposes here....

    1)  You can bring the Air Elemental out as an SLA, but then the Apes disappear, after their attacks.

    or

    2) You can say the Apes were just the regular SM spell, which is how I treated them, in which case, your Air Elementals would actually be the SLA and both could act this turn

    or

    3)  The Apes are the SLA, they get the extra attacks, but the air elementals don't come into play until next turn.

    Sorry, I was off on the rule, I haven't had to deal with a Summoner before drunken You can cast as many SM spells as you want + 1 Eidolon or SM\SLA.  

    just let me know which option you want or if you see others cheers

    Thanks for the stat blocks!!
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    Re: Prologue - Episode 4

    Post  MAS on Sun Sep 06, 2015 8:44 pm

    All good, wasn't a complaint by any means! I am getting used to it too.

    We'll say the Apes were a spell, negate that second set of rolls, and bring the Elementals into play.  




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    Re: Prologue - Episode 4

    Post  Chris on Sun Sep 06, 2015 10:38 pm

    MAS wrote:SDX
    AC =18
    HP = 92 /92
    SP = 21 (forgot to list this the first time)
    Invisibility, greater (9 rounds remaining)

    APE (LRG, 10 ft reach)
    AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
    HP = 49 (19 +30 for Construct, Large Size)
    SPD = 30
    Melee = 2 slams +3 (1d6+2)
    Fort +7, Ref +5, Will +2
    Base Atk +2; CMB +5; CMD 1
    (10 rounds remaining)

    AIR ELEMENTAL, MEDIUM
    AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
    HP = 50 (30 +20 for Construct size Medium)
    Speed fly 100 ft. (perfect)
    Melee slam +9 (1d6+3)
    Special Attacks whirlwind (DC 14)
    Base Atk +4; CMB +6; CMD 22
    Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
    (10 minutes remaining)




    SDX notes the disparity between strength of the ape-frame weapons and droids defenses, and the increasingly scattered geometry of the threat droids, then adjusts his calculations to provide advanced mobility and offensive attributes. His next weapons package deploys into the air, forming into saucer shaped projectiles in grid F/28. They all dart forward in fast succession and strike a "flyby attack" (as per the feat) on the droid located D27, then fly out to hover in formation around C/D 19/20. They have sufficient movement to swerve around other droids reach so as to avoid AOO.

    study Great, I didn't take it as a complaint.  I am glad there is more than 1 person looking at the rules cheers  Thanks for the token pictures for the AEM!

    Apes duration is rounds, since they are the spell.

    AEMs 1,3,4, 5 all hit, only 2 misses vs C3PXer at D-27 (damaged\pink).  Total damage of 30 is enough to send it to the scrapyard!

    T'son attempts to draw his weapon, which provokes an AoO from the nearest C3PXer, they are grappling in melee.

    Shivak (since Josh didn't chime in, just did 2 moves last turn) and this turn Shivak enters the atmosphere.  The Wrenvenge is diving through the fibrous veil of Cirrostratus clouds.  

    study double move or something else?

    Mako slumps over, dead.

    The party hears the mechanical voice taunting Tarro, "Highly predicatble biological.  It is as if you are a marionette and I am pulling your strings.  Tug.... tug.... dance for me"

    Another high impact railgun bolt flashes and Skadge's chest explodes!

    "Duh... that hurt...."  He drops but he is barely alive.

    Perception checks for all to spot the sniper, but affected by facing of your last target.

    "Initiate Sagitarian Retrieval Protocols, secure the target, watch the cross fire."

    Another squad of C3PXers drop from above and surround the body of Nomar.

    "Remove exfiltration capability"

    A droid starfighter flies in and blasts the Scorpion!

    The C3PXer at C-29 turns to fire on Sharn.... but his programming fails him and he loses his action.

    C3PXer at C-24 is still grappling with T'son

    J-5 and N-5 use their single shot rockets at Tarro.  Targeting lasers lock onto his red armor - 2 Reflex saves needed to avoid the rockets.  

    K-13 and L-15, having used their rockets will fire at Tarro with their blaster rifles - both taking an AoO from their adjacent nano-ape.  Both miss!




    Chris wrote:
    Initiative Order:
    21 - Tarro (higher dex)
    21 - Nano-apes
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)

    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  at J-9
    4 - Bos

    Sharn is up, Skadge isn't doing anything that would affect Bos - so you can both go.

    Tarro is on deck, but needs 2 Reflex saves to avoid the rockets

    SDX is in the hole, with 2 Ape AoO needed
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    Re: Prologue - Episode 4

    Post  whit10 on Mon Sep 07, 2015 1:41 am

    Sorry, I didn't chime in because I was just waiting for you to tell me he had arrived.

    As soon as he can target the enemy ship, let me know... or if he needs a perception check first or something, let me know that.
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    Re: Prologue - Episode 4

    Post  MAS on Mon Sep 07, 2015 9:27 am

    APE AOO 1
    Result of the throw of dice "1d20 +3" :

    5 + 3 = 8

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    4 + 2 = 6

    APE AOO 2
    Result of the throw of dice "1d20 +3" :

    13 + 3 = 16

    Dmg if hits-
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4




    SDX Perception -
    Result of the throw of dice "1d20 +11" :

    16 + 11 = 27
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    Re: Prologue - Episode 4

    Post  Robyo on Mon Sep 07, 2015 10:39 am

    Sharn
    AC 21
    HP 87/87

    Buffs:
    ~Sharn - Entropic Shield (ranged attacks 20% miss), Sanctuary (foes must make a Will save (DC 18) or they cannot attack Sharn)
    ~all allies - Bless (+1 Attacks and saves vs Fear)

    ~current bonus from Bos - (everyone that has a character within 30ft of Bos Lobo gains a +2 to hit/damage/skill checks/saves)


    Sharn moves to D-26 and casts Obscuring Mist. A misty vapor arises around the wookie. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

    The cloud spreads in 20-ft. radius from Sharn, 20 ft. high.


    Sharn's turn is done.
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    Re: Prologue - Episode 4

    Post  Chris on Mon Sep 07, 2015 10:53 am

    whit10 wrote:Sorry, I didn't chime in because I was just waiting for you to tell me he had arrived.  

    As soon as he can target the enemy ship, let me know... or if he needs a perception check first or something, let me know that.

    I will let you know, but I had asked....

    Chris wrote:

    Shivak - any action besides flying?


    Shivak moved x2 last turn, let me know if he wants to do anything else this turn
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    Re: Prologue - Episode 4

    Post  Chris on Mon Sep 07, 2015 11:10 am

    MAS wrote:
    SDX Perception -
    Result of the throw of dice "1d20 +11" :
    16 + 11 = 27

    Ape AoO both miss

    SDX spots a C3PX sniper, about 150m away on a landing platform across the docks area



    Sharn moves and calls on the Force to conceal himself in fog

    Skadge crawls behind what he hopes is some cover.



    Bos is up

    Tarro on deck, needs 2 Reflex saves

    SDX in the hole
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    Re: Prologue - Episode 4

    Post  MAS on Mon Sep 07, 2015 12:36 pm

    Droids located H/K 18 are stunned, correct?
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    Re: Prologue - Episode 4

    Post  Chris on Mon Sep 07, 2015 2:37 pm

    MAS wrote:Droids located  H/K  18 are stunned, correct?

    Correct, T'son hit them with a stun grenade in round 1. Stun lasts 1d4 rounds, they have missed 2 actions so far.
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    Re: Prologue - Episode 4

    Post  whit10 on Mon Sep 07, 2015 2:38 pm

    ah, just saw where you asked. I just missed it.

    Does Shivak have any read on the enemy ship? If it's just sitting, he will get close enough to target the cluster of baddies at the base of the stairs (keeping in mind that Tarro is right there)
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    Re: Prologue - Episode 4

    Post  Chris on Mon Sep 07, 2015 2:41 pm

    whit10 wrote:ah, just saw where you asked.  I just missed it.

    Does Shivak have any read on the enemy ship?  If it's just sitting, he will get close enough to target the cluster of baddies at the base of the stairs (keeping in mind that Tarro is right there)

    no worries - I mean other actions, not involved in the fight. Rolling Eyes

    If not, Shivak can just keep moving
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    Re: Prologue - Episode 4

    Post  whit10 on Mon Sep 07, 2015 3:48 pm

    well, I guess this WOULD be a good time for Enhance Ability:

    To Dex.:

    Roll(1d20)+15:
    15,+15
    Total:30

    Shivak's Dex is now a 24, +7 Bonus
    HP: 87/90
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    Re: Prologue - Episode 4

    Post  Chris on Mon Sep 07, 2015 8:54 pm

    whit10 wrote:well, I guess this WOULD be a good time for Enhance Ability:

    cheers that's the idea!  (everyone else got free time to buff before the fight)

    Chris wrote:
    Initiative Order:
    21 - Tarro (higher dex)
    21 - Nano-apes and Nano-AEM
    21 - SDX
    18 - T'son (NPC)
    17 - Shivak (not in the fight yet)

    15 - C3PXers
    9 - Sharn
    8 - Skadge  (NPC)  
    4 - Bos

    Bos is up

    Tarro on deck, needs 2 Reflex saves

    SDX in the hole
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    Re: Prologue - Episode 4

    Post  navyik on Mon Sep 07, 2015 9:10 pm

    Tarro
    Ac 29 SR21
    Hp 114/135
    PBAMF

    Ref saves:
    2+14=16
    9+14=23
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    Re: Prologue - Episode 4

    Post  MrBrownstone75 on Mon Sep 07, 2015 10:31 pm

    Bos Lobo
    AC 17
    62/62 HP
    Good Hope (+2), Bless (+1)


    This appears to be a short wall that Bos is crouching behind to his east. If so, he pops up and fires two laser blasts at the CPO units located at J-5 and M-5.

    Attack rolls vs J-5: 17
    17+14=31
    Damage 3d8+2= 14

    Attack roll vs M-5: 20 (critical) cheers
    3d8x2 +2= 34

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    Re: Prologue - Episode 4

    Post  Chris on Tue Sep 08, 2015 10:39 am

    MrBrownstone75 wrote:Bos Lobo
    AC 17
    62/62 HP
    Good Hope (+2), Bless (+1)


    This appears to be a short wall that Bos is crouching behind to his east. If so, he pops up and fires two laser blasts at the CPO units located at J-5 and M-5.

    Attack rolls vs J-5: 17
    17+14=31
    Damage 3d8+2= 14

    Attack roll vs M-5: 20 (critical) cheers
    3d8x2 +2= 34


    study Ok, let's take a look at a couple rules here that don't often apply in PF, but will be regular issues in SW with all the guns:  Line of Sight, Soft Cover and Range

    (when I use Italics, I am quoting from a rule book)

    Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.

    Bos would need to be able to draw a line from his token to J-5 and M-5 to have "line of sight".  I don't see any hard obstacles like walls that would block his LOS, only other people, which leads to ->

    Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

    The other thing I would note here, is that if your attack roll misses by (-4), then you would hit the "soft cover" in between yourself and your target.  So just be mindful of shooting through friends  Cool

    Range:  Bos is using a Heavy Blaster Pistol which has a range increment of 8m.  Each square\hex is 2m in SW, instead of 5ft in D&D.  So every 4 squares = 8m or 1 range increment (RI)  for a heavy blaster pistol.  After the first RI, it is -2 per RI = -0 for squares 1-4,  -2 for squares 5-8, -4 for squares 9-12, -6 for squares 13-16, etc.  I know the squares are hard to count visually, which is why I like to make an alpha-numeric grid.  Bos is standing at 27, his targets at 5.  27-5= 22 squares or 44m.  22 squares would have a -10 penalty to hit for range with a heavy blaster pistol.  

    Check out the Ranged Weapons page in SW for a listing of ranges - Heavy Blaster Pistol is short, most rifles are around 20-30m, just fyi.

    In general, I suggest working from the top of the list down.  First - Bos doesn't have a clear LOS to either target, each is blocked by multiple objects, but I would agree that they all qualify as "soft cover" or "partial cover"  

    J-5 is blocked by a Nano-ape, a C3PXer and the corner of the ship (partial cover) = 3x soft cover\partial cover
    M-5 is blocked by a Nano-ape, C3PXer and then another C3PXer = 3x soft cover

    Assuming they are legal shots, let's calculate the penalties to hit, firing across 44m and through 3 objects of "soft cover"

    22m (total # of squares) = 6 RIs, -10 to hit, not counting the first RI
    -4 to hit for each "soft cover" obstacle = -4 x 3 = -12

    Each shot is at -22 to hit

    The first shot, now an effective 31 - 22 = 9 is a miss

    The second shot (crit) is still a hit, but would it have confirmed as a critical with a -22?  I am guessing not with a total modifier of -8  (+14-22).

    However, the bonus damage from Good Hope (+2) would have been doubled, if it had been a crit.  

    study Let me know if any of that doesn't make sense, I know it is confusing at first, but it will be come easier to calculate as you do it more often

    Bos squeezes off an impossible shot, through the crowded platform to drop the C3PXer at M-5!
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    Chris

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    Re: Prologue - Episode 4

    Post  Chris on Tue Sep 08, 2015 10:41 am

    navyik wrote:Tarro
    Ac 29 SR21
    Hp 114/135
    PBAMF

    Ref saves:
    2+14=16
    9+14=23

    Tarro learned from last time and successfully dodged both rockets. However, Tarro notices that they didn't impact, they are actually guided missiles which are circling around and will attack again next turn!

    Tarro is up

    SDX on deck
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    MrBrownstone75

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    Re: Prologue - Episode 4

    Post  MrBrownstone75 on Tue Sep 08, 2015 12:05 pm

    As regards line of sight Chris, I assumed Bos had an elevated position. There are several stairs to his west that I thought went down to a landing where the CPOX droids were. Basically I was shooting over everyone's heads.
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    Re: Prologue - Episode 4

    Post  Chris on Tue Sep 08, 2015 12:47 pm

    MrBrownstone75 wrote:As regards line of sight Chris, I assumed Bos had an elevated position. There are several stairs to his west that I thought went down to a landing where the CPOX droids were. Basically I was shooting over everyone's heads.

    Ah, I see what you mean - where the 2 apes are standing. I can see where you would get that impression. Now that I look at it, they do look like steps. I hadn't even noticed that or thought of it, honestly.

    If you look at the original picture in N*2 - the landing platform is actually uphill, not down hill. Bos would not even have LOS if he was a lower elevation, but that's neither here nor there, now though. I should have clarified that there was\wasn't different elevations in play, that's my bad.

    For now, it is all 1 level just to keep it easy. It doesn't affect the outcome this round, since you had a crit and the damage dropped the droid.

    I will try to be more clear in the future, though just assume it is all 1 level, if I don't note it as otherwise. Please feel free to ask, if you are unsure too.
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    Re: Prologue - Episode 4

    Post  MrBrownstone75 on Tue Sep 08, 2015 12:57 pm

    Okay thanks Chris. That helps Smile
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    Re: Prologue - Episode 4

    Post  navyik on Tue Sep 08, 2015 1:41 pm

    Tarro again uses distant barrage for an extra attack, before his normal action, to blast the droid near Skadge.

    7+15+1=23 to hit
    Dmg 3d8+2=22

    He then wheels around looking for the sniper.  If he sees it, he will fire at it.  If he does not, these attacks will go to the droids around Nomar, moving from one to the next as they (if they) drop. Add+1 att. If point blank

    14+15=29
    Dmg  3d8+1=12
    Dmg  3d8+1=20

    16+15=31
    Dmg  6

    17+15=32
    Dmg 11

    19+10=29
    Crit conf. Roll 7+10=17 (surge 1d6) +2=19 (20 if pt. Blank)
    Dmg 22 (x3 =66 if crit)
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    Re: Prologue - Episode 4

    Post  Chris on Tue Sep 08, 2015 2:04 pm

    navyik wrote:Tarro again uses distant barrage for an extra attack, before his normal action, to blast the droid near Skadge.

    7+15+1=23 to hit
    Dmg 3d8+2=22

    He then wheels around looking for the sniper.  If he sees it, he will fire at it.  If he does not, these attacks will go to the droids around Nomar, moving from one to the next as they (if they) drop. Add+1 att. If point blank

    14+15=29
    Dmg  3d8+1=12
    Dmg  3d8+1=20

    16+15=31
    Dmg  6

    17+15=32
    Dmg 11

    19+10=29
    Crit conf. Roll 7+10=17 (surge 1d6) +2=19 (20 if pt. Blank)
    Dmg 22 (x3 =66 if crit)

    Give me a perception check for the Sniper. SDX spotted it this round but hasn't had a chance to point him out yet.... although getting directions from an invisible guy would be interesting Cool
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    Re: Prologue - Episode 4

    Post  navyik on Tue Sep 08, 2015 3:06 pm

    Ooooh natural 20!
    20+18=38 perception.

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    Re: Prologue - Episode 4

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