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Azzirm T'sash's page
232 posts. Organized Play character for Jim Crase.
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Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Sheet looks good. Thanks Nomadical. Had fun playing a scenario before actually running it for once.
Had fun with you all....in general we did great! Okay...some of us just had bad dice rolls. And now that I am prepping this....GOOD grief...that end chases baddy....there was no way we were going to hit it on less than a nat 20....
Now...to run this at Cincity Con in 3 weeks or so....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Yeah, happy birthday there Nomadical. I hope you have a great day (minus being at work).
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm looks towards Ethel and speaks up. "So.....just so you know, there were at least 2 attempts to ask us where we were going before we left, with hints that they would be interested in our findings....and one of the agents asked us if we had data that we could share since we got back."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11
Azzirm looks at the cloud giant agent.
"Our initial findings need to be brought to Councillor Ethel first. After that, depending on what she says, it might be possible."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Sushi sounds good...as long as we get the type that we eat...not the ones that eat us....and I agree Grump. Narfalsr helped us out there when we really needed it. We probably should radio to see if they got away from the area safely too."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"This thing...it seems just impossible to hit....", Azzirm somewhat says and somewhat snarls.
The gun gets quickly overcharged (again), and he fires.
Ranged Attack (EAC) Overcharged: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22
Damage (Fire): 2d8 + 1d6 + 9 ⇒ (6, 2) + (1) + 9 = 18
But all it does is hit the water...
.....next.....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm's first shot was close....but still missed. He listen to Azara and smiles a little. "Thanks for spotting me....let's see if that helped."
The gun gets quickly overcharged, and he fires.
Ranged Attack (EAC) Overcharged: 1d20 + 14 - 2 + 2 ⇒ (11) + 14 - 2 + 2 = 25
Damage (Fire): 2d8 + 1d6 + 9 ⇒ (2, 5) + (2) + 9 = 18
Again....taking a -2 for speed....tell me if/when we go full speed and I will modify it to -5. Also took a +2 from Azara's aid.
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm heads to the pod mount of the beam cannon.
"I would recommend getting the heck away from this critter. This pop gun will just annoy it...but it is what we have."
He then quickly overcharges it....almost wishing somebody could cast supercharge weapon.
Ranged Attack (EAC) Overcharged: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Damage (Fire): 2d8 + 1d6 + 9 ⇒ (6, 5) + (4) + 9 = 24
It sounds like we are not running at full speed as we can't use the speed up action....so only took a -2 to the shot.
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm might be one of the few who has heavy weapons proficiency...and since it is also a powered weapon, I can fire the gun and overcharge it too...
I am at +14 with my versatile Weapon Focus with it.
I don't think there is much Engineering I can do to help with getting the ship to do better...the one thing I might have done (Miracle Worker) was used in the last fight.
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm snorts at Yith's joke. "Good one...I think you are learning what is called off-color humor. It is something I learned while 'working' for the Drow....you either learned to chuckle at something...or want to just end your life."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Whew...that was not fun. So....anybody feel like eel sushi with eel roe?" Azzirm makes a bad joke...just to help remove some of the post combat stress.....
Engineering DC 24: 1d20 + 21 ⇒ (5) + 21 = 26
"So...this will take about 2 hours to fix....working in the water is going to make it slower than it normally would be if this out of this environment. Oh well."
Assuming Azzirm has the 2 hours....he will go to fixing and then work on getting what he can...
Computers DC 26: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Power armor DC 17: 1d20 + 15 ⇒ (11) + 15 = 26
Azzirm looks to the sword, and wonders why it is such a problem with his armor to figure it out....and decided to just do the old Bab's Rooth and swing for the fence....
Dueling Sword, Ultrathin Underwater property full attack: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22
Damage (slashing): 3d6 + 13 ⇒ (3, 1, 2) + 13 = 19
Dueling Sword, Ultrathin Underwater property full attack: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26
Damage (slashing): 3d6 + 13 ⇒ (4, 5, 5) + 13 = 27
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Electrostatic Shield mk3: 3d6 ⇒ (2, 3, 5) = 10 Electrical damage
Azzirm's armor gives a little damage back as he gets bit....

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Power armor DC 17: 1d20 + 15 ⇒ (11) + 15 = 26
Azzirm finally has one of these eels right where he wants them (really???).
He brings that ultrathin underwater dueling sword that Gyli gave him..and tries it again. Hoping that it has better luck on eels vs robots.
Dueling Sword, Ultrathin Underwater property: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
Damage (slashing): 3d6 + 13 ⇒ (1, 2, 6) + 13 = 22
Dueling Sword, Ultrathin Underwater property: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Damage (slashing): 3d6 + 13 ⇒ (2, 3, 2) + 13 = 20
But even while flanking.....Azzirm feels that this sword is just not designed for his suit of armor.......
"While Gyli was helpful....I think this weapon is so analog my armor just can't figure it out...."
Ouch....well...that was the haste giving me full attack...but I can just do a move action...and no need to move thanks to Grump moving. Also....the dice tell the tale...not us. That 3 and 4 just shows that Azzirm should always use powered or modern weapons.
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
I won't likely be checking anything until Sunday evening. Going to go run
Through Sea and Storm up in Fort Wayne for the crew up there....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Trudging a bit forward...Azzirm sees that one of the eels drop. He continues to focus on the red gilled one...and finally decides to overcharge the gun.
Overcharge Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
Damage (Electrical and Fire): 1d12 + 1d6 + 9 ⇒ (3) + (2) + 9 = 14 So 7 electrical and 3 fire....
Just FYI....Longframe Zeizerer HC battery (normally 40 charge becomes 48). Desperation Cannon uses normally 5 charges per shot (15 per overcharge). 3 normal shots + 1 overchage=30 charges/48. One more overcharge (or 3 normal), then have to swap....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm pushes the armor forward a little....almost feeling like a rabbit in a sloth's body...this weird dichotomy of the meat part of him being sped up...but the metal part....hampered.
Doing his best, he levels the cannon at the red gilled--soon to be a large eel roll--critter...
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Damage (Electrical and Fire): 1d12 + 9 ⇒ (7) + 9 = 16 So 8 electrical and 4 fire....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Also getting this over for the Black Eel Roll...though I figure this will be for EVERY sushi that gets within 30 feet....
Electric Aura Save Fort DC 17 -Power Armor: 1d20 + 15 ⇒ (18) + 15 = 33
Electric Aura Save Fort DC 17 -Electro static III: 1d20 + 10 ⇒ (18) + 10 = 28

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Feeling the weird power of the haste spell attempt to work on Azzirm...and the power armor...though it not working as well as one could hope.
Azzirm does their best with that...though realizing that his desperation cannon has issues tracking...can't use the haste much.....yet.
Desperation Cannon is Unwieldly....nothing helps with that on firing twice....and the numbing gun (Stupid me...) is useless....so no 2 shots here...
Considering he is the only one that is obviously going to have issues with being ground bound...he flips the hexagonal button to start the circuit to add more temp resistance to hits...
Miracle Worker (armor) 1/day can add +2 to EAC and KAC to armor as a Move action...lasts 1 minute Current EAC is 33, KAC 34
And yes the hexagonal poke is aimed at the GM...for reasons not in this game...but another. :-P
With that...Azzirm braces, and fires again at the Red eel.
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Whatcha know.......maybe there is life after RNG....
Damage (Electrical and Fire): 2d12 + 18 ⇒ (12, 3) + 18 = 33 So 17 electrical and 8 fire....
The shot hits so well...weird faerie like arcs and flames stick to the creatures face and upper back...causing issues with their ability to see weapons being pointed at it.
Weapon has the Bright and Nuisance on it. Bright always affects if it hits...and Nuisance is "This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.". Harrying fire=....the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.
So...go me....next person to shoot it gets a +2 to hit. Also Reminder...if I threaten a creature I also give the +1 bonus for Coordinated Shot
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
From what I understand about our oceans....deep ocean is real cold...near freezing. So cold immunity sounds right.
Also...just looked up electric eels...interesting fact they can be shocked (though probably not killed) by other eels...
Learn something everyday....

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Just a thought...I know there has been 'many many' fights on Haste with Power armor on the increase of speed (enough that I gave up reading them in MULTIPLE forums/discords). I am (and have always been in pre- and post- power armor characters) in the camp that the +30 increase in speed does not work on Power Armor. I do get the extra move action if I use a Full attack though.
So...I still only will get 15' move while walking on the bottom...but I can at least full attack, and move (either before, during or after....)
Though if anybody wants to have a lively discussion on this we can ;-)
And just a heads up on the power armor and this electrical field....while Grump hasn't told us all this yet (at least it didn't sound like it)....Reminder that for weapon and armor (and equipment) you craft is counted as 2 levels higher...if anybody does that.....
Experimental Power Armor Mechanic counts theirs as 5 levels higher...which I hope that +15 to Fort Saves helps....having his armor 'broken' will suck....
And to finish a quick rant...the Eels have this Electrical Aura..but are not immune....or resistant to Electricity? If what GM Nomadical said...my electrical and fire did the full damage..... Mind Boggled....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Sorry...thought this was a full round...Azzirm would have just fired...not done miracle worker...that will be next round. Current AC is EAC 31/KAC 32

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm sees the number of these creature swim upwards...and activates his armor's protection.
"Oh boy....we have incoming....."
Miracle Worker (armor) 1/day can add +2 to EAC and KAC to armor as a Move action...lasts 1 minute Current EAC is 33, KAC 34
The Desperation Cannon tracks the red striped one....
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage (Electrical and Fire): 1d12 + 9 ⇒ (7) + 9 = 16 So 8 electrical and 4 fire....
....sigh...using my reroll, 5 novas....
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 + 5 ⇒ (15) + 14 - 2 + 5 = 32
I know it is dangerous...not knowing what they are weak/strong against...but at least we will know now...
"Maybe I should have left the auto rifle on....I might have been able to get a lot of them in a full auto....oh well."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm walks cautiously in....realizing that the rest of the group--that can swim--are likely going to be more maneuverable than him. the ultrathin dueling sword in one hand, and the numbing ray on the arm of the other. His desperation cannon still on his shoulder, tracking for any target.
"This looks ominous...and more fish mucus....."
Not that you probably forgot (or likely it matters...)...but I do have See Invisible on all the time....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm looks at the rest of the group, "Shall we continue? I figure those crates we can come back for after finishing up the area."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm stands so he can block 1/2 of the door....just in case a undead storm giant or something comes charging out of the first door that Tarifa opens....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm will take a moment to swap out the auto rifle for the numbing beam, and if there is 10 minutes will swap out the old mk1 for the mk3 electrostatic shield.
The swapping of the weapon only is a full action to remove and another to add...so...give me 11 minutes?
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm listens to what Grump says about the corpse, and nods. He still goes to the corpse to remove the important items from them.
"If I had about a day or two, I could incorporate that aegis armor into a new power armor for me..but not worth it right now. I could install the numbing beam instead of my arm mounted gun, and install the mark 3 electrostatic into my current armor...only have mark 1 in there right now."
So....anybody mind me take the mk3 electrostatic shield and the numbing beam? I can install both into my armor....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm decides to use old fashioned Engineering.
Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
And while he gets it open....the sea water must have made it harder than it should have to get open.
Yep...the RNG's hatred of him.....continues
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm helps move items to the ship, and then he sets about checking batteries, and the state of his suit.
Battery on the Power Armor is mostly gone after 12 hours...so swapping in a new one. Same with the Desperation Cannon...I have plenty.
Putting the one for the Suit into the Backup Generator, unless we can recharge them on the ship.
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Yeah...I know that I am not using my organic muscles...but it is about time to change batteries on this thing, and I think we all would like to actually get out of our suits and walk like a normal person. I think it is time to get these items to the ship, and then get some sleep."

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm gets to work on getting anything from the computers....
Computers: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
"Interesting....schematics......most seems to be in the giant tongue...let me look...this equals that...and hmm...'
He pours over the info.
Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
....whew...
"You clever...and untrained giant....I think whomever was doing this...seems to have been trying to reengineer the engines. Some are obviously flawed. I think the person doing it had only a limited understanding how the engines worked. Not that I know exactly. But a couple of the reengineered drives might work. Ethel might want to know this."
After that...he is fine with helping to pull out the items that would be of interest to the cultural or scientific community.
Umm...okay...So...how many hours are we going to go before resting? I think we have 5-6 hours so far underwater and all that....
"I am fine for a few more hours...maybe 2-3 more. Maybe check this door across the hall?"
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm will get his armor ready, and head out the door. Maybe it is time to see what is down the hall....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Yeah...let's not go through the tube's just yet. I think we have a hallway we can go through out where the eel is...."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm will take the u-hc battery from Grump and plug it in....realizing that is going to be a LOT of steps to get it recharged...but he figures...what else is he going to be doing down here.
Let's see...10 minutes per 1 charge, 100 charges=1000 minutes...divide by 60, 16 hours and 40 minutes if we drain it.....I think I will get my 10 miles a day workout.... ;-)

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
As the group Scooby-Do's looking out the door...and Grump noticing the small sensor near it....Azzirm sighs in relief...he really didn't want to get out of his armor.
Quickly pulling up his custom rig and connecting to the sensor, he does his best to hack it.
Computers--remote hacking: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33
Note, if that does not succeed, I will do a shirt Reroll, and depending on what is needed I get a +5 to both rolls (based off of Novas) to see which is better...so...let me know.
And hooking up the battery...Azzirm will compile a couple of his batteries to get the juice to run the system.
I need to keep 2 of them, but I have 6 high capacity....and a backup generator that I can recharge them....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"After I get my armor up and fixed...I will go out there and disable it....."
Azzirm looks around...."Anybody good at possibly setting it off and not getting hurt much? Sonic resistance or anything? If so...if you set it off...I will go out and bee line it to the sensors on the ceiling to disable. I will be out of this armor....so it is a big risk....but we could get that eel afterwards...and one--or both of us--can rest again."
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Agreed...let's rest...and maybe I can find some way to disable the sonic alarms out there after that."
Azzirm pulls out a few high-capacity batteries. 'I don't have any ultra-high...never needed them. But I have a few high capacity ones."
He can easily see if those would work in powering the system.
"That...or after I disable that alarm--and likely rest for a bit after that--we can move the eel into one of the tanks."
But yeah...a 10 minute rest would be nice....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm sighs as his shot goes wide...again. The water must be causing some kind of major drag on the servo's that move the cannon.
Trudging forward a bit more...he hope that since the robot hasn't moved much...nor has he, that maybe the arm mounted rifle can hit better.
Aeon Guard Accelerator Rifle(WM-Arm)(ghost killer, trailblazing, stabilizing) (KAC): 1d20 + 14 ⇒ (10) + 14 = 24 To hit. Should be no negatives
Damage (Piercing): 3d4 + 9 ⇒ (4, 1, 4) + 9 = 18
...servo's...or RNG....sigh....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm sees the bot drop...and nods towards Azara, "Nice hit." he says as he slowly trudges forward a little, firing his desperation cannon at the other.
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) (EAC): 1d20 + 12 ⇒ (10) + 12 = 22 To hit (negatives figured in[/ooc]
Damage (Electrical and Fire): 1d12 + 9 ⇒ (1) + 9 = 10 = 5 Electrical, Fire 5-->2
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm hears his classification....and sighs. This longsword is just not working for him, but he will try one more time.
He swings at the red algae one...
Dueling Sword, Ultrathin (underwater) KAC[/dice: 1d20 + 13 ⇒ (8) + 13 = 21
Damage (slashing)[/dice: 3d6 + 13 ⇒ (3, 4, 3) + 13 = 23
Just to keep the bot there...he activates his armor's defenses
Move action to calibrate defenses....So +2 to EA/KAC to the next attack from Red

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm sees that the fire did a bit more damage...but thinks it is likely not worth it to switch over, moves forward cautiously (as possible) and attacks with this new underwater thin sword.
Can't 5' step...so move action to move 5 ft (difficult terrain). So the red algae one can take an AoO if it wants...I get +4 to AC because of Mobility (so EAC 34/KAC 35) for that attack
Azzirm feels a bit weird swinging this razor thin (in both meanings) sword at the robot, but he does anyway.....
Dueling Sword, Ultrathin (underwater) KAC: 1d20 + 13 ⇒ (9) + 13 = 22
Damage (slashing): 3d6 + 13 ⇒ (3, 1, 2) + 13 = 19
The weapon definitely feels a bit off in Azzirm's hands...probably because he prefers the feel of modern powered weapons.
"I should have it's attention if you can get a good line of sight to shoot it, so it should make it easier to be hit!
I have Coordinated Shot...so as long as I am not blocking your shot (i.e. give it cover), you get a +1 to hit from me with ranged weapons

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm busts through the door...spilling in as quick as he can to allow others to get into here so they don't have to deal with the sonic trap (again).
Doing that slight slow wind-milling to keep his balance, he hears the whir of automation starting....and knows that for a fact they went from in the frying pan into the fire....and just sighs.
"I knew it...."
Quickly catching is balance, he moves forward--slowly as the power armor has to push it's way through the water--he pulls the underwater longsword he was given, and decides to see if he knows about these kind of robots.
Engineering: 1d20 + 21 ⇒ (3) + 21 = 24
It is likely the algae on them is messing with his identification.
Thank you RNG....
Looking at the range, he decides to 'try' the desperation cannon--it's name is apt--on the Red algae bot....
Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing): 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 To hit, cannon has a 100 ft range
Damage (Electrical and Fire): 1d12 + 9 ⇒ (12) + 9 = 21 Electrical 11, Fire 10-->5
By convention (that Nomadical has seen before), I always do damage by the 1st letter of the damage getting the extra point, i.e. A>B>C>E>F>P>Sl>So>
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Or we can act like space-goblins and try to get out of the hallway as fast as possible...." Azzrim mutters....hoping that this isn't going to open a bigger can of Eoxian Worms.
Figuring that to get everybody inside fast...he better barrel into the doors....playing with the electronics could take longer.
Atheletics: 1d20 + 17 ⇒ (16) + 17 = 33
I guess that if we survive this....and can take a rest...Azzirm will pop back out to go disable this thing eventually....
Well...RNG did one thing right....one thing. Yellow X is where I am forcing the door open. This does not include any bonuses for aiding.

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Reflex save: 1d20 + 12 ⇒ (10) + 12 = 22
One thing his armor is NOT resistant to is sonic.....though it is a large rigid structure, so it rebuffs some of that power getting into the flesh inside...but it still hurt.
DC 38 to spot....the numbers are not there to see that for me....even with +15 I can't get that....
Quickly looking around and only seeing the nozzles 40 ft above...Azzirm over comms "Guys....this Armor CAN NOT swim up there....if everybody gets back, I can pop my seals and swim up there."
I do have Second Skin also equipped (can only be in light armor inside of power armor, and it doesn't help with AC, so never upgraded). And no Armor upgrades on it. But I can swim when out. Note entering or exiting Power Armor is a full round action....so if we move back, I might be able to do this in time....
I will wait to see if we all pull back....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Physical Science: 1d20 + 13 ⇒ (12) + 13 = 25
"Agreed Grump....the doors being made of adamantine alloy isn't that surprising. Though those mystical runes are a bit more unusual. I am willing to bet the electrical disruptions might be to help with accidental--or considering what we saw, maybe not-so-accidental--storm engine discharges getting past."
Seeing that Grump turns towards the corpse, Azzirm moves that way also....the longsword in one hand, the other he is keeping free for the auto-rifle.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
Darkvision and See Invisibility (constant) on

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
"Tarifa, you are probably right...a big 'fish'. I do think it might be a bit late in saying 'I think we might need a bigger boat' to Ethel...."
Azzirm looks at the assorted weapons that each of his allies wields...and realizes that most are small arms."Yeah....maybe I should rig up all twenty of my explosives in ONE big package." He idly looks about as he thinks..." Hmm...it might work....maybe.....so does anybody got an old spare set of armor that they never sold in their pack?" He looks around before continuing, "Now hear me out...on the off chance that we do have a FOUS come after us... and I have enough time right now to whip up a 'dwarf' or 'skittermander' surprise with that old suit and the explosives. When it does come after us, we toss it into the fishes maw...and then detonate? Think of the biggest sashimi all-you-can-eat surprise. Maybe we call this the "Oh'F" plan....."
Nobody can see his face, but you can almost hear the glee in his voice...his love of demolitions mixed with his artistic flare seemed to have gotten a spark...and it has caught fire.

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzirm helps Origga back up to her feet. "Sorry for being forceful, but you are not wearing as much armor as I am, and I knew that this old gal here could take those hits."
That being done, Azzirm listens to Nalfalsr and nods, and then since they seem to have time, pops out of his power armor to fix some of the damage that it just took.
RP 9/10
He smiles and waves at the giants...wondering if they thought he was about their size in normal armor or had figured it out that he was in power armor....
*****
Looking down the shaft, he remembers the last time they went down one of these...during high tide. "Yeah...that wasn't fun last time...." And then hearing that Grump found another entrance...that is an actual staircase, he casually walks away from the shaft.
Azzirm attachs a cable to his armor and has it primarily attached to a large metal girder, and after that decides to do some exploring under the atoll, there might be things down there of interest.

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
Azzrim feels the ground start to move...thinks on what is all around, and sees his allies move...so quickly moves in front of Origga, and uses his body to block what is heading towards her.
Athletics: 1d20 + 17 ⇒ (3) + 17 = 20
Well...oof....for people who have played with me...RNG still hates me ;-P. That was close...
Bludgeoning, Damage is 5 less with DR 5/-
The seaquake's vibrations and shaking almost throws Azzrim's power armor gyroscopic balance off, but he is able to interpose his almost similar size to help protect Origga, relying on the armors structural integrity to take most of the impact.
"Well, I guess we were correctly warned about these sea quakes....Ooof." he says as the debris falls around him. The sound of the debris hitting his armor almost sounds like a Pachinko game on speed....
Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).
While still staying away from the giants...he does do a quick look at the 3 to see what they are wearing, and maybe what kind of weapons they might have.
As the group moves a little closer, Azzirm takes a quick look at what the 3 giants are looking at...and using his custom rig to help with the inconsistencies on what he actually saw.
"I think you two are right...it isn't a thruster. It actually looks like something we ran across last time. Though this one definitely didn't survive the impact of the ground...and I can see why you might think it was a thruster because of that."
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