1 Walking the Fire
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Sep 4, 2024 12:08 pm
Seer jumps a little bit at hearing the voice. He isn't sure if it is a recording or something magical. Just to test it out, he replies, "I wish to know where to find any survivors on this ship."
Sep 4, 2024 2:36 pm
Syr'ella opens her mouth to make a quip but bites her tongue... remembering that this is a weird-ass ship from the plane of fire and it may literally grant wishes...
Seer jumps in while she gathers her thoughts...
Seer jumps in while she gathers her thoughts...
Sep 4, 2024 11:02 pm
Humfrey for the moment does not say anything to the temple, better keep it for a better occasion.
Sep 7, 2024 12:34 am
"Survivors? Hah, ha!...wait, by survivors...how to translate that...," the tiny creature appears at the top of the plinth facing you. Scintillating colors,like a wave, flow across it's body.
"Ah, well, I don't grant wishes. Let's play!"
OOC:
Roll for InitiativeRolls
Initiative - (1d20+4)
(18) + 4 = 22
Sep 11, 2024 1:19 am
OOC:
Round 1Critter: 22
Syr'alla: 21
Humfrey: 16
Seer: 12
OOC:
Humfrey gets a WILL save for half damageRolls
Mind Thrust - (2d10)
(106) = 16
Sep 11, 2024 7:53 am
OOC:
Starmaster, what is the DC for the save?Rolls
Will Save - (1d20+2)
(19) + 2 = 21
Sep 11, 2024 9:15 pm
Gambling that the creature is some kind of psionic or magic user and may be weaker up close Syr'alla slips quietly up to it and tries to catch it in the ribs with her knife. Though her gambit appears to not pay off.
OOC:
Moving up, using Trick Attack, using Stealth - DC 20+CR to gain +1d4 dmgOOC:
Meh, dice failLast edited September 11, 2024 9:16 pm
Rolls
Stealth - (1d20+11+1)
(2) + 12 = 14
Survival Knife, vs KAC - (1d20+2, 1d4, 1d4)
1d20+2 : (3) + 2 = 5
1d4 : (1) = 1
1d4 : (1) = 1
Sep 12, 2024 2:24 am
OOC:
Humfrey saves for half damage (8 points damage) and Syr'alla is a miss. Seer is up next. This creature is tiny. Sep 12, 2024 9:06 am
Humfrey takes his blaster and fire on the creature.
You nearly knocked me down, you monster! You won't have me that easily, murderer!
But the pain is still present and Humfrey is unable to shoot correctly, missing completely the horrible creature.
You nearly knocked me down, you monster! You won't have me that easily, murderer!
But the pain is still present and Humfrey is unable to shoot correctly, missing completely the horrible creature.
Last edited September 12, 2024 9:08 am
Rolls
Pulsecaster Pistol - (1d20+2, 1d4)
1d20+2 : (2) + 2 = 4
1d4 : (2) = 2
Sep 12, 2024 7:02 pm
Seer takes a full action to cast magic missile for 3 darts at the creature.
[ +- ] Magic Missile (Level 1)
Star Shaman Spell
Source Starfinder Core Rulebook pg. 364
School evocation (force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.
Source Starfinder Core Rulebook pg. 364
School evocation (force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.
Rolls
Magic missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (1) + 1 = 2
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4