|
Blue Jack's page
9 posts. Organized Play character for DoubleGold.
|
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
fort: 1d20 + 0 ⇒ (15) + 0 = 15 Hopefully that is enough.
I will take the withdrawal/disengage action. It is called different things in each edition.
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
Move and energy ray the blue rat hit: 1d20 + 4 ⇒ (5) + 4 = 9 vs eac dmg: 1d3 ⇒ 2 fire.
1 person marked this as a favorite.
|
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
I think I will help with the sleeper plants life science: 1d20 + 5 ⇒ (18) + 5 = 23
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
He will stand in the back and wait for the others.
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
Let me see if I can remove the hazard engineering: 1d20 + 5 ⇒ (17) + 5 = 22 There, now we can move through the puddle
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
Well, we do have to check out the plant eventually, just not without precautions. I agree, let's head out.
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
Dot, otherwise the updates on discussion won't appear, just gameplay.
M Undine Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3
Please to meet you all, Blue Jack the Undine at your service
The light armored technomancer walks in.
|