HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
" Kriffing remove the rubble not push the ship off the cliff! " Baniss exclaims sitting in the corner where he was thrown. He stands shakily stands and runs for the nearest emergency hatch the sound of the hull slipping on the cliff edge spurring him on. Making it out he's met by the site of the fire fight with the sand people. " Oh it never ends... " he says fumbling for his pistol.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Baniss looks over Bolts shoulder into the safe.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
" So what did you find Bolt? " Baniss says as he walks into the captains quarters. " Woh! Dran had a lot of medals. These are Correlian Naval Medals. Did you know your captain used to be in the Navy Bolt? " Baniss picks up the telephone sized book and flicks through the first few pages Who would keep a copy of their own court martial record? I'll have to read through this later " Gee not only was he in the navy, he was a commander! though it seems he was eventually court martialed. " then he takes a look at the water gun but after looking it over he just puts it back down again completely stumped. " Hey Bolt wasn't there supposed to be a stash of Creds in here? " Kn Galactic Lore: 1d20 + 11 ⇒ (7) + 11 = 18
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Aw man, here we go again. Let's break into Jabba's fortress! There's only six of us! Baniss racks his brains as Desh relates the tale of waking up on a strange world with memory loss trying to think of what the pods would have been for.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
"What!? Jedi common? Where have you been for the last couple of years? The Jedi all disappeared about a year ago, running and hiding from all the attacks. It is a bit surprising to see one running around here on Tatooine actually."
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Cool use of those Race/ Class etc fields Jeriko! Baniss grabs Jeriko's arm as he waves it about and checks to make sure the shock wasn't a bad one. While he checks for a pulse he says to Jerrn
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
" Looks like it's going to take a lot of work just to get this ship dug out of the ground! Hey... Jernn, when we've got the time there's something you should know." Kn: Tech: 1d20 + 11 ⇒ (3) + 11 = 14
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
It's a Jedi's intuition! Interesting Q Camris... If your asking what we want...
All jokes aside basic weapons and shields would be nice and plenty of room for improvement. Upgrading your starship is one of the fun things about the SW setting.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Baniss group and Camris: "You are of course both correct. Still a million credits" I could buy a luxury yacht and cruise the hyperlanes visiting all the systems at my leisure. Baniss sighs. "We should probably warn Jerrn that the exchange is after him. I've got everything I need let's get going before we attract unwelcome attention."
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
For GM, Jeriko and Bolt: ]Not being used to receiving such sensitive messages and being in to much of a rush to care about Dr/ patient confidence, Baniss hits the playback while Bolt and Jeriko are in the room. Making sure his comm is off he says " Well, that's a moral dilema I wonder what the exchange want with a Jedi...A million credits is alot... But I don't think we should hand him over without giving him a choice." I'm wondering how much would Baniss know about the exchange? For instance would he believe the Exchange mean the Jedi no harm?
Kn: Galactic Lore? 1d20 + 11 ⇒ (7) + 11 = 18
After watching the message Baniss grabs his gear and his droid while he thinks over the message. "Either way, we shouldn't stick around here especially if we've been linked to the other group. Let's move!" It's not my intension or wish to go PvP
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Baniss, Jeriko and Bolt are headed to Baniss' surgery, Desh, Six, Jernn and Juce are headed straight to the Yellow Truck. " That was close, we'll meet you all at the Yellow Truck once we've picked up some more medical supplies. Good luck! " Baniss says over the comms as the group splits up.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Bolt wrote:
Ditto, this game is awesome :)
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Mechanics:1d20 + 6 ⇒ (4) + 6 = 10
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Desh wrote:
Baniss nods in way of reply. "Spent a lot of time patching soldiers during the Mandalorian wars." He pauses remembering that Juce said the Feeorin was a Mando. "No offence, I patched a few Mandos to. Then as Juce informs everyone of the coming Hutt security "2.21 minutes doesn't leave much time for deciding. I'll follow your lead.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Treat Injury: First aid on Desh: 1d20 + 18 ⇒ (19) + 18 = 37
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Over the comms Baniss responds "Right, it shouldn't be a problem"Then his head starts to throb as the adrenaline leaves his system and he remembers the the blast that scorched his own scalp. Hmm better take care of that first He takes a medpac from his utility belt and attempts to apply some syntheskin. Treat Injury -5 for treating self: 1d20 + 18 - 5 ⇒ (12) + 18 - 5 = 25 Baniss regains 16 Hp "Is anyone else hurt? Maybe we should head to my surgery before we go anywhere else?" He says into the comm before heading to his rope and climbing down the wall Taking ten HP: 18/32 + 16= 32/32
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Baniss nods at Bolt and shrugs his shoulders. "Sound good." Baniss moves six squares along the edge of the roof (to J4) and then drops prone and shoots at heavy merc 1, Atk: 1d20 + 8 ⇒ (17) + 8 = 25 Dmg: 3d6 + 4 ⇒ (2, 6, 5) + 4 = 17 Point blank shot, Precise shot)
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Baniss stands up, feeling pretty lucky. " ah Bolt? A little help please?" He fires at the sniper trying to distract him and set him up for Bolt to shoot. Aid another (Ref Def 10): 1d20 + 8 ⇒ (2) + 8 = 10 (including +1 from point blank shot) to give Bolt a plus 2 to hit this guy.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Dex Check: 1d20 + 3 ⇒ (6) + 3 = 9 Baniss is knocked back and he drops down on one knee to steady himself, also hoping this makes him less of a target. He shakes his head as if to clear it "Let's take these kriffing Hutt lovers down!" he yells. Move action: drop to kneeling
HP: 18/32
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Darth Camris:
I'm not sure if your wanting us to act in rounds yet? If so just take this as my acton for next round. Perception & Intimidate: Take that headset off! Drop your rifle! And get up slowly with your hands in the air! I wasn't hatched yesterday, your lucky I don't fry your brains with laser for trying a stunt like that! Perception: 1d20 + 11 ⇒ (9) + 11 = 20 Intimidate (Persuasion)1d20 + 9 ⇒ (20) + 9 = 29
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
"We'll keep this sniper occupied you go for the Trandoshan." Baniss says to Desh. Then he gets his liquid cable dispenser and grappling hook out and attempts to climb the wall. Climbing: EDIT Initiative: 1d20 + 6 ⇒ (3) + 6 = 9 Attack roll to hit the roof? 1d20 + 7 ⇒ (15) + 7 = 22
Climb Check (Dc 5 rope with a wall to brace against?) 1d20 + 2 ⇒ (19) + 2 = 21
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Desh wrote:
"Copy that, we're on it"
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
"Hey Bolt look it's a Trandoshan, I wonder if... Hey wait is that er... Desh! Baniss grabs out his comm and while Bolt waves frantically at Desh, Baniss says into the comm "Desh look out for the snipers on the roof!" then he grabs out his blaster pistol in case Desh needs some support. Perception: 1d20 + 11 ⇒ (9) + 11 = 20 Oh I'm guessing Baniss wouldn't be able to ID the Trando.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Take some cover Bolt Baniss says pointing out the snipers. Over the comm he let's the others know what's going on. Hey guys, anyone copy? We're outside the Black Flags cantina and something big is about to go down here. There's snipers covering the front and back and an assassin type on the inside possibly more than one. Just hoping it doesn't involve us. Whi would want to destroy the Black Flags? Or is this an ambush for someone they are expecting to come here like us? Or are they after the Trandoshan to? How would they know about him already? These questions swirl around in Baniss's head looking for answers. I don't know Bolt, I sort of want to stick around and see why a group so organised would be targeting a swoop gang. Let's just try to stay hidden? stealth: 1d20 + 6 ⇒ (19) + 6 = 25
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
I don't like this Bolt, thats a pretty high tech stealth field for gangers. Baniss says pointing at the place where he saw the shimmer. He looks around himself paranoid that they may be the subject of some ambush.
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Kn; Local: 1d20 + 6 ⇒ (7) + 6 = 13 Dang Int Check: Baniss shrugs at the mention of a Casino. I don't know much about the local Casinos. I've never had the income. I'll go find out where the local swoop gang calls home. Bolt you coming? Baniss wanders off into the crowd discreetly asking a few people where the Black Flag riders haunt. After ten minutes he returns with the name of a cantina that's situated by the swoop track. 1d20 + 3 ⇒ (19) + 3 = 22
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As I'm understanding it, RAY spells act like Ranged Weapons, so I get cover and firing into melee penalties when trying to shoot someone.. What about missile type spells, like Acid Splash or Acid Arrow? Does it apply to all ranged touch attacks?
Precise Shot only seems to work with Ranged Weapons, but I don't see where it says missiles or other spells are considered 'ranged weapons', only ray spells. Just could use some assistance understanding this better. I was suffering from -8 because of cover and firing into melee for most of my first battle with my wizard (lvl 4) and couldn't move around much because of confined space.
I'm in a gaming group and we typically limit the books we can use to only Core & Advanced. I've been thinking of making an Arcane Trickster and wanted to do something besides Wizard/Rogue. I became interested in Witch/Rogue. Witch unfortunately doesn't have Mage Hand. Could I use Rogue trick: Minor Magic to get Mage Hand and make this combination work?
4th lvl Teleportation School Wizard/1st lvl Rogue Move action: moves up to target
The Swift action teleport doesn't provoke an AOO, however, would this count as a sneak attack as the target wouldn't know where I was as I disappeared right in front of him? Or would a perception check be needed to realize I teleported right behind him? If so, not exactly sure what parameters would be needed for the perception check.
During our gaming session today, we had an issue where one of our party didn't want to stop attacking the enemy, and one of the casters took away his ability to move in to attack them using "Forbid Action". The forbidden action in this case was the MOVE action, the targetted PC failed his will save, couldn't move, then drew his bow and fired on the other PC, rather than his original target. The target of Forbid Action was a barbarian who was raging, if this matters.
Quote:
Needless to say: Some questions were raised during this. First: Is it an attack on the character?
Secondly: Does the target know a spell was cast on them?
Third: Since this was a language dependent spell: Does the target know WHO cast the spell on them?
Fourth: This is just a clarification: If the spell wasn't language dependent, would this have changed the answers to the above questions at all? |