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Ch. 3: Dancing with the magic swords and guns


wrathgon

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As the crew revealed themselves, one by one, Prax's tepid mood only soured. Her initial gut reaction at Ozen's reveal appeared all that she needed to trust in. Her armored helmet looked towards more often, and longer than necessary, in Jake's direction. Silent judgment being cast on him as she gauged his reaction.


Eyeing the rune, she let her mind slip into herself, imagining an expansive, near-infinite language database before her. A mumbled phrase quietly left her lips and then she opened her eyes once more...


Unprepared for the attack, Prax was unarmed and slow to react. [Waiting turn]

OOC

If needed to understand: Comprehend Languages, extended, 280 minutes Read Magic is a baseline, no spell required.

Init total: 7

 

 

Edited by Sohala (see edit history)
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The spell does not reveal anything about the rune, you only thoughts are is it must be magical writings which your spell does not reveal. A read magic spell may work better.

 

Another request to join a mental net knocks on the mind of Prax.

 

Ozen points at Prax and the Golem then readies his actions on his turn.

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Final Preparation: Enoch tinkers with his Nanorifle, enhancing it's potency (+4 Attack/Damage).

 

Enoch stays spread out from the others, wary of any area of effect magic that may be employed. He levels his Nanoblade rifle at the golem and makes a pair of precise strikes.

 

 

Edited by evedgebah (see edit history)
Name
roll
28; 28; 22; 19
1d20+13;1d20+13;5d6+4;5d6+4 [15]; [15,15]; [15,15,1,6,2,6,3]; [15,15,1,6,2,6,3,3,3,1,2,6]
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Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpg

Statblock

[b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9)
Jake Roberts Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20)
Laser Sniper Rifle +9 (3d8, 20)
High Frequency Sword +6 (2d6+2, 19-20)
Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9)

 

Skills

Skill Name Modifier
Acrobatics +25
Athletics +19
Bluff +20
Computers +23
Culture +18
Diplomacy +9
Disguise +15
Engineering +28
Intimidate +20
Life Science +8
Medicine +8
Mysticism +5
Perception +20
Physical Science +8
Piloting +34
Profession +16
Sense Motive +20
Slight of Hand +18
Stealth +23
Survival

+20

Jack of all Trades +2
Repair 10 +10
Local Computer Use +11

Feats and Abilities 

Feats:

Skill Focus: Piloting

Skill Synergy: Engineering and Piloting

Far Shot

Sky Jockey

Hide Sabotage

Tactician

Weapons Specialization: Basic Melee

Small Arms and Sniper

Skill Focus: Computers & Engineering

 

Class Abilities:

Operatives Edge +4

Specialization: Hacker

Trick Attack +6d8

Evasion

Debilitating Trick

Uncanny Agility

Specialization Skill Mastery

 

Operative Exploits:

Nightvision

Uncanny Pilot

Enhanced Senses

Elusive Hacker

Soft Movement

Cloaking Field

Control Hack

Glimpse the Truth

 

Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork

Equipment 

Equipment:

Laser Pistol (6500 Cr)

Laser Sniper Rifle (15000 Cr)

Stun Baton (500 Cr)

High Frequency Sword (650 Cr)

Ceremonial Navy Sword (Mustering out Navy weapon)

Personal nanoshield (50000 Cr)

Personal shield (5000 Cr)

D Suit I (63600 Cr)

Display contacts (over eyes) (650 Cr)

Card Computer (3500 Cr)

Intelipick (350 Cr)

Combat Vac Suit (100 Cr)

Data Port Implant (head slot)

MRK II Augmentation to all 6 Stats (390000 Cr)

Fighter Ship(See post below) (3MCr)

Vehicle Recon Enercopter (Mustering out)

TAS Membership (Mustering out)

3 Ship shares worth (10 MCr)

Broadsword Class Merc Cruiser

 

 

When Jake gets to the armory, he looks through the inventory and settles on something labeled as elemental warden armor, then as he looked through the small arms he grabbed something labeled as an Arcane blaster, and then when he went to the rifles he grabbed the one labeled as a nanoblade rifle. As they armored up, with him deciding to attune his armor to the cold and he tested the grip of his weapons he smiled. He was as ready as he was going to be.

He followed the others as they made their way to the city. As they waited for Ozen to do what he needed to do he steps up beside Rona and gives her a smile. "Thanks for coming with us, I know you did not have to and it means a lot to me that you decided to come. I will let myself believe that maybe you like me and you are not afraid my crazy wife might hunt you down if I were to die." he says this last with a self deprecating grin for her so she knows he is kidding. He then pulls out the Arcane blaster and turns his head towards the area in front of them that held the ward.

When both the Golem appeared and the guns activated, he glanced around for any form of cover, while also firing off the Arcane blaster at the golem three times in quick succession.

"We need at least one person focusing on taking out those guns while the rest of us take on the golem."

 

After he speaks he appears to blur for a moment as light bends around him and just as quick its as if he disappears. If you were to look really close for a moment a slight blur is seen in the air moving from the position he was in and then nothing.

OOC

Current Stats:

HP: 108

Stamina: 108

EAC: 31

KAC: 33

CMAC: 41

Resolve: 12

DR: 10

Weapons:

+15 Ranged

+11 Melee

Arcane Blaster

Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges

Nanoblade Rifle 

Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here

Abilities:

Cloaking Field

PathfinderSocietySymbol.gif Cloaking Field (Ex)

Source Starfinder Core Rulebook pg. 96
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Enhanced Se

nses

 Enhanced Senses (Ex)

Source Starfinder Core Rulebook pg. 96
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Nightvision

 Nightvision (Ex)

Source Starfinder Core Rulebook pg. 95
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Uncanny Pilot

Uncanny Pilot (Ex)

Source Starfinder Core Rulebook pg. 95
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Elusive Hacker

Elusive Hacker (Ex)

Source Starfinder Core Rulebook pg. 97
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Soft Movement

Soft Movement (Ex)

Source Character Operations Manual pg. 83
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.

Control Hack

Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Glimpse the Truth

Glimpse the Truth (Ex)

Source Starfinder Core Rulebook pg. 97
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Uncanny Agility

Uncanny Agility (Ex) - 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack

Triple Attack (Ex) - 8th Level

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Trick

Debilitating Trick (Ex) - 4th Level

When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Quick Movement 

Quick Movement (Ex) - 3rd Level

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Trick Attack

Trick Attack (Ex) - 1st Level

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

 

Current is +6d8

 

 

Edited by darlis moonbeam (see edit history)
Name
First attack
25
1d20+15 10
First damage
16
4d6 1,3,6,6
Second attack
25
1d20+15 10
Second damage
14
4d6 4,1,6,3
Third attack
21
1d20+15 6
Third damage
8
4d6 1,1,1,5
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While encouraging, Jake's words did little to set Prax at ease. The way he had slipped from caring about the reason for all the deaths, to accepting the sudden appearance of his crew, in restricted lands... It was enough to make a person wonder... She maintained her operational silence, giving him a subtle nod in acknowledgment and attempting to sign to him, ^"We will see..."^ But she didn't know if he had bothered to learn something so rudimentary with everything else the world had to offer...


Prax took in the majesty of the golem... it almost seemed a shame that they were in a situation that called for them to destroy it... Distracting thoughts were pushed aside as she prepared to defend herself. One of her metal hands reached over her back, pulling a short rod out. With a flick of her wrist, it was a full-length staff. Her other hand retrieved a faintly blue glowing handgun from its open slot at her hip.

OOC

Actions happen after golem/guns - Here

40 fire damage - saved for half = 20-15 Fire res = 5 damage taken

Grease effect - note counter of perfect flight, slight hover if you want

Two move-actions to pull out items.
Stat gain: SR 23
Modal setting: Cold

 

 

Edited by Sohala (see edit history)
Name
Reflex vs 21
34
1d20+19 15
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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.0b1d54b38bb30c907b6880386afd5049.jpgFarhvan kept some distance between himself and the activation rune as Ozen did his thing. Of course, despite the warning, the golem's appearance was still a bit of a shock. He gave Ozen a nod in response to the mental orders and skipped back a few paces as he leveled his borrowed revolver. With the majority of his biotic aura caught up in maintaining his barrier shield, the gun was his best form of offense. He did his best to spread out from the others. "I think our team leader has got that bit covered," he replied audibly as well for Prax's benefit. Presumably the lack of talking was to keep things clando, but he wasn't going to be louder than the report of the borrowed firearm.

 

Actions

Free: draw revolver as part of move action

Move: 20ft away from Farhvan's starting position ( a few meters back from Ozen)

Firing Revolver

Piercing damage

 

 

 

 

 

Name
Firing Revolver
10
1d20+8 2
Piercing damage
13
4d8 2,1,7,3
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The shimmering form sees multiple targets take chunks out of it in their opening attacks. Seeing that it needs defense is takes a 5 foot step into the wall only now half showing and using its mirror image getting 8 to confuse which target to hit.

The guns open fire with spell effects.

The first one hit the ground and in a 400-foot radius( covering everyone in that area) a layer of grease appears on the ground. Everyone needs to make a Ref Save DC 21 or fall prone.

The second gun also fires targeting Prax with a fireball, the fire then lights the grease below and the 400 area becomes a flaming pit of fire.

Prax ref saves for 1/2 dmg and everyone else takes 1d6 fire damage.

no one has noticed but Ozen does not walk on the ground but floats about 1 foot off it and Zora lands on her face, Samuel stays up.

 

Both Smauel and Ozen shot up and onto the top of the tower. They are treated with ghostly forms manning the guns. Ozen does not have an action but Samuel attacks the form but misses horribly.

Zora tries to stand up .

 

Prax your go

Name
fireball
40
10d6 5,5,6,5,1,1,3,6,5,3
ref save Ozen Samuel and Zora
33
3d20 8,13,12
fire
5
1d6 5
psionic
15
1d20 15
Samuel
20
1d20+3d4+7 3,3,3,4
Zora
12
1d20 12
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Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpg

Statblock

[b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9)
Jake Roberts Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20)
Laser Sniper Rifle +9 (3d8, 20)
High Frequency Sword +6 (2d6+2, 19-20)
Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9)

 

Skills

Skill Name Modifier
Acrobatics +25
Athletics +19
Bluff +20
Computers +23
Culture +18
Diplomacy +9
Disguise +15
Engineering +28
Intimidate +20
Life Science +8
Medicine +8
Mysticism +5
Perception +20
Physical Science +8
Piloting +34
Profession +16
Sense Motive +20
Slight of Hand +18
Stealth +23
Survival

+20

Jack of all Trades +2
Repair 10 +10
Local Computer Use +11

Feats and Abilities 

Feats:

Skill Focus: Piloting

Skill Synergy: Engineering and Piloting

Far Shot

Sky Jockey

Hide Sabotage

Tactician

Weapons Specialization: Basic Melee

Small Arms and Sniper

Skill Focus: Computers & Engineering

 

Class Abilities:

Operatives Edge +4

Specialization: Hacker

Trick Attack +6d8

Evasion

Debilitating Trick

Uncanny Agility

Specialization Skill Mastery

 

Operative Exploits:

Nightvision

Uncanny Pilot

Enhanced Senses

Elusive Hacker

Soft Movement

Cloaking Field

Control Hack

Glimpse the Truth

 

Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork

Equipment 

Equipment:

Laser Pistol (6500 Cr)

Laser Sniper Rifle (15000 Cr)

Stun Baton (500 Cr)

High Frequency Sword (650 Cr)

Ceremonial Navy Sword (Mustering out Navy weapon)

Personal nanoshield (50000 Cr)

Personal shield (5000 Cr)

D Suit I (63600 Cr)

Display contacts (over eyes) (650 Cr)

Card Computer (3500 Cr)

Intelipick (350 Cr)

Combat Vac Suit (100 Cr)

Data Port Implant (head slot)

MRK II Augmentation to all 6 Stats (390000 Cr)

Fighter Ship(See post below) (3MCr)

Vehicle Recon Enercopter (Mustering out)

TAS Membership (Mustering out)

3 Ship shares worth (10 MCr)

Broadsword Class Merc Cruiser

 

 

As the grease splashed across the ground it did not phase him at all, and when the flames came up he almost flinched instinctively though he realized his protections would keep him safe. He then keeps still and focuses on the area that the golem and it mirror images and triggers his abilitySee the glimpse the Truth ability under ooc spoiler

OOC

Current Stats:

HP: 108

Stamina: 108

EAC: 31

KAC: 33

CMAC: 41

Resolve: 12

DR: 10

Weapons:

+15 Ranged

+11 Melee

Arcane Blaster

Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges

Nanoblade Rifle 

Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here

Abilities:

Cloaking Field

PathfinderSocietySymbol.gif Cloaking Field (Ex)

Source Starfinder Core Rulebook pg. 96
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Enhanced Se

nses

 Enhanced Senses (Ex)

Source Starfinder Core Rulebook pg. 96
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Nightvision

 Nightvision (Ex)

Source Starfinder Core Rulebook pg. 95
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Uncanny Pilot

Uncanny Pilot (Ex)

Source Starfinder Core Rulebook pg. 95
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Elusive Hacker

Elusive Hacker (Ex)

Source Starfinder Core Rulebook pg. 97
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Soft Movement

Soft Movement (Ex)

Source Character Operations Manual pg. 83
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.

Control Hack

Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Glimpse the Truth

Glimpse the Truth (Ex)

Source Starfinder Core Rulebook pg. 97
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Uncanny Agility

Uncanny Agility (Ex) - 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack

Triple Attack (Ex) - 8th Level

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Trick

Debilitating Trick (Ex) - 4th Level

When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Quick Movement 

Quick Movement (Ex) - 3rd Level

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Trick Attack

Trick Attack (Ex) - 1st Level

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

 

Current is +6d8

 

 

Edited by darlis moonbeam (see edit history)
Name
Reflex DC 21
31
1d20+14 17
Stealth
49
1d20+33 16
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Farhvan tried to keep his footing from the sudden grease. Fortunately the borrowed armor had excellent protections built into it and kept him insulated from the flames.

Actions

 

 

 

 

 

 

 

Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg

Name
Reflec DC 21
17
1d20+7 10
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Jake Roberts

kira-mayer-3-4.jpg.8feb1d40c3e2fcc61e099a169a18de3d.jpg

Statblock

[b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9)
Jake Roberts Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20)
Laser Sniper Rifle +9 (3d8, 20)
High Frequency Sword +6 (2d6+2, 19-20)
Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9)

 

Skills

Skill Name Modifier
Acrobatics +25
Athletics +19
Bluff +20
Computers +23
Culture +18
Diplomacy +9
Disguise +15
Engineering +28
Intimidate +20
Life Science +8
Medicine +8
Mysticism +5
Perception +20
Physical Science +8
Piloting +34
Profession +16
Sense Motive +20
Slight of Hand +18
Stealth +23
Survival

+20

Jack of all Trades +2
Repair 10 +10
Local Computer Use +11

Feats and Abilities 

Feats:

Skill Focus: Piloting

Skill Synergy: Engineering and Piloting

Far Shot

Sky Jockey

Hide Sabotage

Tactician

Weapons Specialization: Basic Melee

Small Arms and Sniper

Skill Focus: Computers & Engineering

 

Class Abilities:

Operatives Edge +4

Specialization: Hacker

Trick Attack +6d8

Evasion

Debilitating Trick

Uncanny Agility

Specialization Skill Mastery

 

Operative Exploits:

Nightvision

Uncanny Pilot

Enhanced Senses

Elusive Hacker

Soft Movement

Cloaking Field

Control Hack

Glimpse the Truth

 

Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork

Equipment 

Equipment:

Laser Pistol (6500 Cr)

Laser Sniper Rifle (15000 Cr)

Stun Baton (500 Cr)

High Frequency Sword (650 Cr)

Ceremonial Navy Sword (Mustering out Navy weapon)

Personal nanoshield (50000 Cr)

Personal shield (5000 Cr)

D Suit I (63600 Cr)

Display contacts (over eyes) (650 Cr)

Card Computer (3500 Cr)

Intelipick (350 Cr)

Combat Vac Suit (100 Cr)

Data Port Implant (head slot)

MRK II Augmentation to all 6 Stats (390000 Cr)

Fighter Ship(See post below) (3MCr)

Vehicle Recon Enercopter (Mustering out)

TAS Membership (Mustering out)

3 Ship shares worth (10 MCr)

Broadsword Class Merc Cruiser

 

 

Piercing the Veil of the golem mirror image, Jake locks onto the true golem and feeds that location to the team's mind meld. He then takes aim with his Arcane blaster to surprise the golem leaving it flat-footed and attempt to attack him three more time.

OOC

Current Stats:

HP: 108

Stamina: 108

EAC: 31

KAC: 33

CMAC: 41

Resolve: 11/12

DR: 10

Weapons:

+15 Ranged

+11 Melee

Arcane Blaster

Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges

Nanoblade Rifle 

Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here

Abilities:

Cloaking Field

PathfinderSocietySymbol.gif Cloaking Field (Ex)

Source Starfinder Core Rulebook pg. 96
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Enhanced Se

nses

 Enhanced Senses (Ex)

Source Starfinder Core Rulebook pg. 96
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Nightvision

 Nightvision (Ex)

Source Starfinder Core Rulebook pg. 95
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Uncanny Pilot

Uncanny Pilot (Ex)

Source Starfinder Core Rulebook pg. 95
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Elusive Hacker

Elusive Hacker (Ex)

Source Starfinder Core Rulebook pg. 97
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Soft Movement

Soft Movement (Ex)

Source Character Operations Manual pg. 83
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.

Control Hack

Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Glimpse the Truth

Glimpse the Truth (Ex)

Source Starfinder Core Rulebook pg. 97
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Uncanny Agility

Uncanny Agility (Ex) - 7th Level

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack

Triple Attack (Ex) - 8th Level

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Trick

Debilitating Trick (Ex) - 4th Level

When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Quick Movement 

Quick Movement (Ex) - 3rd Level

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Trick Attack

Trick Attack (Ex) - 1st Level

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

 

Current is +6d8

 

 

Edited by darlis moonbeam (see edit history)
Name
First attack
17
1d20+15 2
First damage
11
4d6 4,1,5,1
Trick Attack damage
28
6d8 3,2,6,5,4,8
Second attack
21
1d20+15 6
Second damage
8
4d6 4,1,2,1
Third attack
24
1d20+15 9
Third damage
SyntaxError: Unexpected token nan
4d6nan
Third damage
14
4d6 4,1,6,3
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Using this for the first you, you mind is able to analyze subtle changes in the air, the way the other images are just off, you work out like the math of the universe which one it is and identify it for you attack, but right after you share the location all the images move around and the golem moves with them. Combat is not a still picture but a flow like a dance, you cant help the others but you can help yourself.

You attacks find the mark like all other have, the weapon almost like it was made to kill these magical constructs.

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