Telakin (Doppleganger)

Baniss's page

99 posts. Alias of Kip84.


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Looks like I'll need to rework my stats for Pathfinder point buy :)


I have some crunch done for my Duros Slicer/Infiltration expert. I still need to look into backgrounds and gear but it's midnight and I have to work in the morning. :)

Kip84


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

I also have to agree on the Avatar issue... I played a Duro in another game and this was the best avatar I could find at the time...

Kip84


1 person marked this as a favorite.
HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

@Zagulo, I played a Duros in another Starwars campaign awhile back. If your looking for a avatar this was the best one I could find back then.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Sorry Camris and all but I'm really snowed under at work so I'm cutting down my PbP commitments.


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.
Knowledge Beurocracy: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge Technology: 1d20 + 11 ⇒ (17) + 11 = 28

" Woah! You won't have any trouble paying your medical bills ever again! There's enough credits in here to buy two engines and then some... Most of them are legit to. "


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Baniss stares blankly while his friend seems to have a moment of perfect clarity. " ... Wow that's... How did you work all that out? "


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Baniss chuckles, " You're going to have a hard time fighting for that next breath when your lungs are clogged with chemicals... I'll have a glass of Polanis Red though. "


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
Kn Beaurocracy: 1d20 + 6 ⇒ (19) + 6 = 25
Kn technology: 1d20 + 11 ⇒ (1) + 11 = 12


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

I guess that leaves me and Bolt to cover the distraction :) Crazy haphazard antics should be no problem :D


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

" Bolt, yes. He gets quite erratic. You get used to it after a while and it becomes only mildly irritating. " Baniss says smiling.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

"It does sound good. How do we go about pulling it off though?" "


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

In my defence I was still waking up when I wrote my post... I hang my head in shame :(


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.
Kn: Life Sciences: 1d20 + 11 ⇒ (15) + 11 = 26
Kn: Technology: 1d20 + 11 ⇒ (13) + 11 = 24
That is a strange tale Desh. I wonder what in the Galaxy a place like that would be for?" Turning to Jeriko and Juce the Duros says "Breaking into the Hutts lair does not sound like a smart move to me. I'm fond of my internal organs and I prefer them under my skin. Still I'll come along if that's your decision your bound to need a doctor. If we're lucky Jabba may even have sove parts lying around."


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

LOL!!


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
"Erm, I think he means why have they put a bounty on him. The message did not really specify a reason but said you would not be harmed. Not that you can really trust the exchange."


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
Use Computer : 1d20 + 11 ⇒ (16) + 11 = 27
Pilot: 1d20 + 9 ⇒ (9) + 9 = 18


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Looks up spacehound... Hmm a way to be a fighter pilot next lvl... I'll probably wait till lvl9 still. Seems Bolt, Juce and Baniss would make a good team to operate the Yellow Truck...


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Baniss is an ok pilot but he's not proficient in heavy weapons. Planning to get Vehicular Combat at lvl 9.


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...
-Combat thrusters
-Quad lazer cannons x2
-The best shields the ships size would support
-Concussion missiles
-Reinforced Hull
And manoeuvring jets for improved reflex defense...

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
Perception to sense deception: 1d20 + 11 ⇒ (12) + 11 = 23

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:
Darth Camris wrote:

Sorry I haven't been more active lately. I'll see if I can kick things forward tonight.

By the way, The Old Republic is almost as good as it's hype!

I can just see Desh turning that autocannon on you; "Hold still; looks like you need a little healing..." ;)

Yay! I'm enjoying the setting I this game, the players and their interactions, and the descriptions from the GM - I can wait for it to move on again.

Ditto, this game is awesome :)


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Mechanics:1d20 + 6 ⇒ (4) + 6 = 10
Intelligence:1d20 + 3 ⇒ (18) + 3 = 21
Use Computer:1d20 + 11 ⇒ (16) + 11 = 27
Kn Technology:1d20 + 11 ⇒ (14) + 11 = 25
"Plan sounds good."
Having the same idea as Juce, Baniss rushes over to the Gangers swoop bikes grabbing a familiar model. He tries to remember the factory "back door" log in and punches the code in. "Come on Jeriko, Bolt. Let's get out of here.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

"My Clinic is a bit obvious I guess, but I'd like to pick up my droid and a few more medical supplies. Looks like we may need them."


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Desh wrote:

Baniss's healing puts Desh at 68 hp... spitting distance of full.

Desh nods at the doc's work, "You know your stuff." He looks up, surveying the scene. "Seems you all do. If we make it through this business, we may have a job offer for you. I don't have a clue about the Hutt, though. Either we step up to get the bounty or we don't. But without it, I'm not sure how we're gonna get off this dust-rock."

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 |

Sorry I forgot to put in my post above Treat Injury 37 will heal Desh 28 Hp


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Treat Injury: First aid on Desh: 1d20 + 18 ⇒ (19) + 18 = 37
Baniss makes his way across the street to Desh and the others. He sees how banged up Desh is and cringes. "I've seen a lot of people die after taking that much blaster fire, you must be some kind of tough Desh. Mind if I try to patch you up?" he says holding out a Medpac. With Desh's consent Baniss applies some Bacta salve and bandages to his left arm and copious amounts of Syntheskin up and down his left side.


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 |

Nice hit Desh :)


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 |

Is the sniper in front oc me dead?


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Over the roar of Jeriko's jet pack Baniss yells "Poodu! His head Bolt! Shoot him in his kriffing head!!"


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
Standard action: Baniss uses 'Inspire Confidence' Allies within line of sight gain +1 on Attack and skill rolls.

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:
Perception: 1d20 + 11 ⇒ (9) + 11 = 20 Intimidate (Persuasion)1d20 + 9 ⇒ (20) + 9 = 29
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!


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Stealth:
1d20 + 6 ⇒ (14) + 6 = 20
"Cover me Bolt" Baniss says and then attempts to sneak up behind the sniper drawing his pistol, planing to put it against the back of the snipers head.


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:
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
EDIT Initiative: 1d20 + 6 ⇒ (3) + 6 = 9


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

I believe Baniss saw at least two. One being almost directly above our position. I'm sure Bolt and Baniss can think up some way to neutralise him.


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |
Desh wrote:


At the warning from the Duros, Desh rushes for some cover... not able to locate the threat. He responds to the Mandalorian over the comms I say the duros and the cathar take out the sniper while the rest of us focus on bringing down the trandoshan's guards, starting with the one on the left.

"Copy that, we're on it"


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Sounds good. Not sure how Bolt and I will be able to take out the snipers but we'll do our best.


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 |

Love that poster :D


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 |

Perception:
1d20 + 11 ⇒ (11) + 11 = 22

Well there sure is slot of them Bolt... Hey whats that Shimmering?
Kn Tech:
1d20 + 11 ⇒ (11) + 11 = 22


HP: | Ref: 24 Fort: 20 Will: 20 | DMG Threshold: 25 | Condition Track: 0 |

Kn; Local:
1d20 + 6 ⇒ (7) + 6 = 13 Dang
Int Check:
1d20 + 3 ⇒ (19) + 3 = 22
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.



I haven't been able to find a list of race traits (for the Adopted feat) for any races in the Uncommon or Featured races in the ARG (Advanced Race Guide). Do they exist somewhere? Am I missing something obvious? :)
Thanks!


Probably a stupid question, but..
On the Push/Pull evolutions, it says when you make an attack, you get a free combat maneuver check. AGAINST WHAT!? It doesn't say which CMD the other person is supposed to use.
Anyone know?


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?
If so, is there any way to get around this?

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.


A wizards bonded object uses a slot if it's a ring or an amulet.
If the item were say a "Hand of the Mage" amulet, and I paid double because "An item that does not take up one of the spaces on a body costs double", would it then no longer use up a space on the body?

I'm thinking it would.


What would you say about a familiar diving or running into a handy haversack on his masters back on its own accord? Do you think this is viable?
Would it require the master to waste a full round action to place it into the haversack?
Would the familiar even go willingly into it?


We come across this a lot in our gaming group. We haven't found any rules about regular vision, but it seems that everyone sees 360* around them at all times, even when in combat. Is this correct? There doesn't seem to be any facing rules with which to use.


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
Swift action: teleport 2 spaces forward to be right behind target
Standard action: attack

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:

FORBID ACTION

School enchantment (compulsion) [language-dependent, mind-affecting]

Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).

The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help.

Needless to say: Some questions were raised during this.

First: Is it an attack on the character?
We believe so because under spells there is a line about "All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks."

Secondly: Does the target know a spell was cast on them?
We found reference to someone knowing if they were the target of a hostile spell that was cast on them if they succeeded at their saving throw; but in this instance, the PC failed his Will save.

Third: Since this was a language dependent spell: Does the target know WHO cast the spell on them?
Since someone has to give language specific orders, and the effect happens that you obey this person when you normally wouldn't, we assumed for the moment that you did know who cast it.

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?