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Ch. 3: Dancing with the magic swords and guns


wrathgon

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Prax remained silent in the face of Zora's comments. She'd remained civil as she said her peace, in spite of the circumstance, and had already suggested the group to carry on. If Zora didn't like that, it was on her. She wouldn't rise to the bait...

If they accomplished what they said they intended to do, there should be more than enough praise to go around... She wasn't going to delude herself that it was a selfless act though, or that it wouldn't come at some cost, now or later.

The foundation of their trust was a poorly mismatched thing. Time may see it built up and strengthened one choice at a time... or to be sundered as violently as it was formed. If it was to be the latter, she would rather Jake not be wholly exiled for supporting her...

 

Edited by Sohala (see edit history)
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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

 

 

Jake shrugs his shoulders and those close to him hear him mutter something along the lines of no one should lose their free will. He would keep his eyes open and if the opportunity presented itself he would do what was needed to give Rona back her free will within the crew.

He follows the others his senses wide open, the ability to see in the dark as well as low-light was made even stronger to the point he even had a blind sense in a 60 ft radius. He would not ever be found flat-footed, he keeps his Arcane blaster out trailing side to side. He knew the trick was not to focus on any one point for long to do so only at the last instant once a real target came along. He was also prepared to activate his cloaking field at the first sign of danger. He also moved as quietly as possible and kept to the shadows as much as possible.

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
Perception
28
1d20+20 8
Stealth
37
1d20+23 14
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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.66a4e7d063c14cfa53885e5ccb4a26e7.jpgAs soon as the last opponent fell, Farhvan took the opening to release his barrier shields and slot more bullets, a novel concept, into his revolver. His barrier shield was a potent defense, but the fight had shown him that putting all of his energy into it wasn't necessarily the best strategy. While the Prax and the others put their cards on the table for a moment, Farhvan was only able to give a nod of recognition when Ozen introduced him properly. His focus was on activating the proper nerve sequences to build up more biotic energy. Fortunately the process didn't take too long and by the time they were being ushered along, another barrier shield sprang up around the medic. It seemed somewhat diminished from before but Farhvan seemed unbothered.

It was a bit of a risk but having some energy in reserve was likely to come in handy even if using them while his shield was up was going to be tricky.

<<Don't suppose this link of ours can help me concentrate? Using my powers while maintaining a personal barrier is gunda difficult. Still can always drop it for a moment if you need a dome put up.>> Like Jake, he kept his weapon free and at the ready, while his secondary biotic field muffled the sounds of his passing. It didn't make him a trained scout or anything, but he no longer moved like novice he was.

 

Actions

Dismissing barrier shield

Taking continuous full round actions to recover 16 Biotic points

Recast barrier shields

 

 

 

 

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Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken Domes, and steeples leaning at odd angles surround a massive citadel. At the foot of the causeway, a giant statue lies prone and motionless, its surfaces gleaming with rime. You can see hundreds of things crawling over a magical barrier protecting the citadel from the outside. While the statue 75 feet away appears to be stone, a giant hammer not made of stone lays 25 feet from the head not within reach of the statue's hands mind you.

 

Several crooked spires branch off the city walls, with bridges leading to their entrances. You doubt they are unmanned as they give a perfect view if anything is coming to attack the city. There are 12 intact spires around the wall, 2 broken missing ones, the rest mostly intact.

 

image.png.f6b8c03bdfa4e9139a2283d851388f47.png

OOC: On the map the far right circle is where the citadel is.

 

You see lightning hitting the top of a broken dome roof not too far away with huge 25 feet tall lightning rods on the outer walls of the broken dome building.

A bit past the lighting a very tall intact tower that has a blue light from the top catches your eye. Even from here you can see its covered in magical runes that flow faintly in the dim light of the cith. No snow sits on this tower

image.png.43c2bc3a0379492743f02450d752b931.png

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Prax-Suit.png.e5c8d4038faa323996695708e71f8539.png

[Blank]

OOC

Sniper rifle out, use its scope to look around.

No extreme attempt at stealth.

No apparent reason to investigate 'common' curiosities, assuming she believes their task will 'fix' the issue in short order.

I guess, keep her hands 'inside the car' and behave herself barring something significant.

 

 

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You can move 3 squares at a time, move then post you moved and i check if anything is trigged

 

As you look around the city with sights and other zoom options you see many interesting locations. See map with notes of buildings you see

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With your path decided you head off, party order please.

 

Samuel is on point about 30 feet ahead. Ovin will be somewhere in the middle. Zora is near the back.

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Prax seems interested in the fallen statue, but with so much background magic in the city, it hangs in the air itself you can only detect magic at a range of 5 feet.

Prax is assigned to the last spot and the statue is north of here the wrong direction party is going

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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 one of the more stealthy members of the group he stayed out front just behind Samuel. He kept his weapon at the ready though he kept a sweep of the area as he was trained so as to not focus only on one spot in case a danger came into his area. When need be he would stop those behind him through the mindlink while Samuel scouted ahead to make sure there was nothing that would surprise them. He was prepared to activate his cloaking field at a moments notice his senses stretched out to capture even the hint of danger.

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

 

 

Name
Perception
22
1d20+20 2
Stealth
27
1d20+23 4
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OOC:@evedgebah and @Drunva if don't post today will assign you spots to move on.

Ozen MindKiller

ozen.png.9f3f8b62d08a4e85ca0d1769c74c9e1e.png

As you prepare to move an image appears next to Ovin in the black suit of mind shatters "Ovin we found a seal, sending map location, we are drawing the infected away get there asap. Be careful place is crawling with the bastards, they are everywhere. " The Image disappears.

The location is the half-frozen tower you were already heading to.

 

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Enoch does not go off on his own. He sticks near Jake, doing as he's told and staying as out of sight at possible. He scans for magical auras and ethereal presences constantly.

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Zora 

download.jpg.7644235b8eec8fa1912f97d2917d313f.jpg

Zora puts some devices she has been messing with down in the middle of the group. She then goes and pushes everyone around so they are within 10 feet. Unable to push Prax in her armour she just points where to stand.

Once everyone is where she wants them to be, she goes back to the device and pushes a button, pulls a lever and an expanding field washes over you all.

Each one of you disappears.

Zora's Voice is heard but she is not seen "OK if we all just move at normal walking speed and keep pace we can move unseen."

What confuses Prax and Enoch who both are detecting magic, no magic was or is being detected over the group.

As you move if anyone gets close to knocking into each other Zora through the mindnet tells them to slow down or stop before it happens. With Prax at the back, she is able not to hit anyone but Zora keeps her within the 10 feet radius of the effect. Samuel continues up ahead.

PS. Prax SR 23 item does not protect from this effect either.

 

 

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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.66a4e7d063c14cfa53885e5ccb4a26e7.jpgFarhvan positioned himself just behind Ozen. While he wasn't completely helpless, most of his tricks were going to be of middling use at the moment. He mentally noted to work on more complicated uses of his biotics later, namely working around a complex biotic field like his personal barrier. In any case the center kept him in a position to cover a decent swathe of the group with a shield dome should it become necessary. For similar reasons he didn't mind being within ten feet of the others.

 

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