Zasril

Chip Ramsey's page

84 posts. Organized Play character for CanisDirus.


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Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8
Kultainen Vaimo wrote:

Kultanien asks "Can we pass by the candle room we used earlier, or should we snuff out the candle in private?"

"Ooh! Ooh! Can we? That'd be Drift! I wanna see if I can go for 10 this time, gree?"

Chip's "blind" side with the eyepatch is obviously the one facing Silent Strike at the time.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Huh...apparently the site ate my last IC post I made just after my last one in the discussion thread? Bah. Works out okay in the end I guess.

Chip just looks at the bruise he got, hears the resolution, and yawns a bit. "Meh, Besmaran parties, tests, and trials are way more fun...but at least things went as expected in the end..." Then he starts eyeing the gear already arranged on the defeated ysoki scattered about the room, "but at least helping ourselves to loot is always fun. Yar!"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

And I totally forgot the +2 to attack and damage on all of my rolls, not that it would do much on anything except for the first one, I wager.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip just grins when Biter unleashes his masterful plan and it results in just a bruise. "Welp, that was underwhelming. My turn!"

Chip unleashes a full-attack!

Opportunistic Yellow Star Nova Lance Opening Volley #1: 1d20 + 15 + 2 - 4 ⇒ (17) + 15 + 2 - 4 = 30 vs. EAC
Electricity & Fire Damage: 3d4 + 17 ⇒ (3, 1, 4) + 17 = 25

Opportunistic Yellow Star Nova Lance #2: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15 vs. EAC
Electricity & Fire Damage: 3d4 + 17 ⇒ (4, 1, 2) + 17 = 24

Rolling in advance just in case Biter or some other enemy provokes:

Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19 vs. EAC Bah
Electricity & Fire Damage: 3d4 + 17 + 3 ⇒ (4, 2, 4) + 17 + 3 = 30

Coordinated Shot, Step Up, Step Up and Strike, and Scurry feats all in play depending on enemy actions.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip would have eagerly grabbed as many of those shadowy fusions as possible, trying them out on all of his weapons and grenades...and probably trying to eat one or otherwise apply them to his little skittermander teeth or allsix of his fists, too!

Seeing everyone jump and pair off and etc., the skittermander just shrugs, grinning at how Biter somehow managed to get himself into a corner.

"This skittermander might not be the brightest bulb in the tool-drawer, but I know a language or two. Let's kick this skree off alphabetically, gree?"

Tactical Rail Cannon: 1d20 + 12 ⇒ (16) + 12 = 28 vs. KAC (Line)
Piercing Damage: 1d10 + 8 ⇒ (3) + 8 = 11
(10/20 charges remaining)
Opening Volley vs. Biter

He then takes a guarded step closer to Biter, bristling with all his other weapons!

To all: Coordinated Shot = +1 to your ranged attacks vs anyone Chip threatens in melee with his (currently) 10' reach.

GM: As a reminder, Chip has step up and strike as well as an opportunistic weapon. If Biter provokes by casting a spell or using a ranged attack, Chip will take an AoO. If Biter takes a guarded step, Chip will follow but "wait" for Biter to provoke using a spell or something else rather than just AoO on the movement (since Biter doesn't seem heavily armed and is talky, Chip is assuming he might be a spellcaster - his favored prey!)

Rolling in advance just in case:

Opportunistic Yellow Star Nova Lance Opening Volley AoO: 1d20 + 15 + 3 + 2 ⇒ (4) + 15 + 3 + 2 = 24 vs. EAC
Electricity & Fire Damage: 3d4 + 17 + 3 ⇒ (1, 4, 1) + 17 + 3 = 26
(If no AoO, Opening Volley carries over to next round)

Edit: Chip also has the Scurry feat, so if he has to he can move into the space of any of his allies in order to accomplish the above, too!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

(Yawn) "How much do ye pay?"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Bluff: 1d20 + 5 ⇒ (2) + 5 = 7

Chip does not fake snoring very well. He doesn't have anything to add, really, so just sitting and listening (while taking mental stock of how much ammo his weapons all have left) is really all he can do here.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip just takes this time to kinda zone out and, unless there's food available in said banquet room, sit down and maybe start snoring a bit.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

After resting, Chip will try to aid another for whomever wants to bravely risk the skittermander's unique brand of "help" on this task.

Sleight of Hand: 1d20 + 5 ⇒ (3) + 5 = 8

Side note, I got Chip transferred out of Roll20 into Starbuilder...which I then learned can't be then accessed by anything other than phones equipped with Starbuilder ><

That said, if you do have it, his fully updated sheet is now at http://starbuilder/?build=1770

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Fort: 1d20 + 5 ⇒ (4) + 5 = 9

"Okay...OW! *Now* I could use a breather..."

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip gathers his various weapons and things. "Yar. I'm a little bruised but I can keep going if we want to."

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Reroll bleed: 1d6 ⇒ 3
Looks like the 4 is the high. Chip wouldn't have slowed everyone down with a rest after the combat, so 14+7+4 = down 25 stamina at this point.

Whenever Chip is up again, he'll immediately rush to the nearest wall and start pushing back against it, using one hand to hold the key out for whomever wants to take it in the meantime.

Athletics: 1d20 + 9 ⇒ (17) + 9 = 26

Acquisitives

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| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Ya know, let's use a T-shirt reroll on that!
Fort: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24

Chip blasts the web with a fire extinguisher, hoping to make the strands more brittle, before spitting on his hands and getting to work tearing the filaments apart to get at the key!

...only to just then remember that his environmental seals are on and he just spat on the inside of the helmet of his armor and now it's impairing his vision - gross!

Strength: 1d20 + 6 ⇒ (18) + 6 = 24

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

So, Chip is neither a subtle nor a skilled skittermander. Is there anything in the room susceptible to being physically damaged other than the strength check for the web? If not, Chip might have to literally sit this part of the adventure out (or just doing untrained rolls to try and aid others).

Edit: regarding the web, any chance hitting it with a fire extinguisher to make it brittle then smashing it with blunt force trauma could help the strength checks?

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip almost seems to revel in the back-and-forth bloodshed, shouting out, "Yarrr!" as he strikes again and again in another full attack!

Opportunistic Yellow Star Nova Lance 1: 1d20 + 15 + 2 - 4 ⇒ (15) + 15 + 2 - 4 = 28 vs. EAC
Electricity & Fire 1: 1d4 + 17 ⇒ (3) + 17 = 20

Opportunistic Yellow Star Nova Lance 2: 1d20 + 15 + 2 - 4 ⇒ (7) + 15 + 2 - 4 = 20 vs. EAC
Electricity & Fire 2: 1d4 + 17 ⇒ (3) + 17 = 20

Chip then takes a step to potentially set up a flank, and will strike once more if the creature provokes an attack of opportunity:

(pre-rolling)
Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 2 + 3 ⇒ (8) + 15 + 2 + 3 = 28 vs. EAC
Electricity & Fire 1: 1d4 + 17 + 3 ⇒ (2) + 17 + 3 = 22

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip's AoO bumps up to 24 vs. EAC thanks to Kultanien, if the blue one does anything to provoke. Note that Chip also has Step Up and Strike which he will absolutely use to protect the others and take down the creature!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

GM, does Blue attack Chip or Croaker? The spoiler and spoiler text say two different things :P

Chip ignores the whole light/dark chiaroscuro thing going on, and focuses on slicing and dicing the red creature in front of him! He uses his nimble fusillade again, starting off with a full-attack!

Opportunistic Yellow Star Nova Lance 1: 1d20 + 15 + 1 - 4 ⇒ (8) + 15 + 1 - 4 = 20 vs. EAC
Electricity & Fire 1: 1d4 + 17 ⇒ (1) + 17 = 18

Opportunistic Yellow Star Nova Lance 2: 1d20 + 15 + 1 - 4 ⇒ (18) + 15 + 1 - 4 = 30 vs. EAC
Electricity & Fire 2: 1d4 + 17 ⇒ (4) + 17 = 21

(On the off chance red drops before Chip's go, he'll attack Blue from where he started with Croaker possibly providing a flanking partner for an additional +2 to the above)

Following this, Chip takes a guarded step away, hoping the umbral tendrils prevent the red creature from taking guarded steps, forcing it to provoke another attack of opportunity...

(pre-rolling)
Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 1 + 3 ⇒ (3) + 15 + 1 + 3 = 22 vs. EAC
Electricity & Fire 1: 1d4 + 17 + 3 ⇒ (2) + 17 + 3 = 22
(Bah)

Coordinated Shot: Chip currently threatens both enemies, so +1 to all ranged attacks versus them!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

GM, what was the result of Chip's AoO with reach? Ty in advance!

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

"What? Me worry?" Chip just grins at the carnage while his free hand gives Kultanien a thumb's up!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

That's what I'm talking about! Yar!!!"

Chip moves up a bit towards the red creature, unleashing a blast from his big gun!

Tactical Rail Cannon: 1d20 + 12 ⇒ (17) + 12 = 29 vs. KAC
Piercing Damage: 1d10 + 8 ⇒ (7) + 8 = 15

Chip's Yellow Star Nova Lance is also ready to take advantage if the red creature gets close, calling out. "Don't get in front of me!"

Chip has 10 foot reach with his Opportunistic Nova Lance. Expecting the red creature to provoke an AoO when it attacks him, I'll roll that in advance:

Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 3 + 2 ⇒ (4) + 15 + 3 + 2 = 24 vs. EAC
Electricity & Fire: 1d4 + 17 + 3 ⇒ (4) + 17 + 3 = 24

(Bah, bad roll, but Opportunistic +3 plus Opening Volley +2 maybe help it hit?)

Note to all, Chip has Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip kind of looks around a bit confused, scratching his head with his free hand, muttering to himself...

Intelligence: 1d20 - 1 ⇒ (6) - 1 = 5

"Er...so, if putting out a candle is respect...okay, you got this, Chip Ramsey!"

The skittermander boldly strides up to the altar and waves the wide, flat side of his tactical shield with a powerful swing to snuff out as many candles as he can at once!

As Nomadical pointed out, I'm off to Gen Con in the morning...well, later this morning once I pack (now that I'm finished printing stuff for other people lol). My deepest apologies for slowing us down!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Again I apologize about how my posting is going to be until a day or so after Gen Con.

Slotted Bons:

Ally: Dream Whispers (Thought about Master Hireling for engineering/computers, but I don't want to steal our Mechanic's thunder)
Faction: None (still building rep with new faction)
Personal: Nufriend Skittermander (+2 Dex)
Promotional: Promotional Reroll (VC polo shirt), Promotional Record Keeper (-RP to regain Stamina by 1 or Reduce Starship DC by 4), Promotional Bonus (Acquisitives Faction Pin: +2 skill or +2d4 Bulff, Culture, Profession & count as Trained)
Social: Shameless Sponsorship (+2 Promotional Slots)
Starship: N/A ?
Slotless: Marked Field Agent, Starfinder Insignia, Private Vault (v), Scoured Stars Veteran (rescued starfinder), Ghibran Linguist, Tip of the Conspiracy, Triunite Technotheurgy, Explorer's Perseverance [] [] [], Year of the Scoured Stars (+2 Con), Journey to the Scoured Stars (Segment 5), Season 1 Explorer (1/adventure crit on natural 19).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Yea, profuse apologies - the extra work that popped up that I needed to do for Gen Con sidelined me in a big way for the last 48 hours.

Chip truthfully sleeps through most of the briefing, other than to occasionally drift awake long enough to check the battery power on his weapons, then his one eye starts to close again. Once, you see him lift up his eyepatch to rub the perfectly fine and usable eye beneath it and notice that its mesh makes it see-through from the inside.

Chip couldn't beat any of those checks even on a natural 20 :P

Finally awake, Chip yawns until it becomes apparent that we're about to step into a potentially dangerous area. He suddenly becomes quite animate.

"Yar! Allright! Time to have allsix ready for anything, gree?!" He exclaims loudly, drawing to his six arms, his: Opportunistic Called Yellow Star Nova Lance (2 hands), his Tactical Rail Cannon (2 hands), and his Field Tactical Shield (1 hand), strangely leaving one hand open just in case he needs to choose from his variety of other weapons on the fly.

He then stomps his way through the portal with absolutely no attempt at stealth or guile, Environmental Seals and Infrared Sensors on his armor both active!

Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Will post slotted boons momentarily. Sorry again and in advance for any delays in my posting.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

A blue-furred Skittermander with a Starfinder insignia that looks like it gets polished a bit too often is the latest arrival. He is positively bristling with weaponry of all types (approximately 10 bulk's worth), and seems to have some black makeup in the normally lighter-blue fur surrounding his face, making his bright blue eyes stand out even more than usual.

"Yar there! I can tell just by lookin that ye be needin' my help! Not nearly enough guns 'n' blades around this ship, gree?"

"...Oh right, me name! Chip - Chip Ramsey, of the Besmaran Ramseys...adopted...and totally a Starfinder first and pirate second...yar! Drift t'meet ya!"

My local players first got to know me by a family of PFS pirate characters I played when I first moved here. One of them challenged me to make a distant off-shoot of the family in Starfinder. The family was always keep on adopting "like-minded" folk, and so here we are! :P

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Player Name: Mike
Character Name: Chip Ramsey
Character Level: 8
SFS Number: 801-709
Faction: Exo-Guardians for today
Discord name: CanisDirus#6627
Have you Played and/or GMed this scenario before? Nope

Does this character have credit for #2-11 Descent into Verdant Shadow, or any adventure on the Shadow Plane? Not as such, no.

Anything weird or tricksy about your character that I should know, especially always-on abilities that give you rolls (like Trap Spotter, etc.)

Chip is a soldier, so all combat-related:

He often uses Lunge to give himself a 15-foot reach with his Opportunistic Nova Lance, and eagerly takes AoOs on unwary enemies (with a +3 to attack and damage on these AoOs). Feel free to roll those for me if that comes up and I haven't pre-rolled. I'll have those numbers in my sheet as soon as I can.

Even with reach, he'll still use step up and strike to close distance with casters, waiting to strike until they try to cast. Rich spellcasters are his preferred prey, in fact.

Chip also has Coordinated Shot, giving everyone in the party (at range) a +1 to attack when he threatens in melee (with said big 15' area).

At this juncture, my "by line" is updated (pending a possibly last minute purchase). The rest of my pbp sheet will follow soon, but I can provide my full sheet immediately upon request.

Acquisitives

The last time I played Chip on pbp he was level 4. He's level 8 now, so I need to get his Roll20 sheet converted back into pbp. I'll have him set in short order.

Hedgehog of death "helping" himself to loot, coming up!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Other than some bottom-matter that I can just edit on my next chronicle after this, mine looks good. Thank you again for GMing for us!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

It looks like Chip, Mustachio, Kane, and Nim (before disappearing) did the trade. Clastorg didn't have the album, and I don't think our 6th ever posted boons to the discussion thread.

Thank you so much for GMing this, Jack! Mustahio, Kane, Clastorg - it was good playing with you!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

"Yaaaarrrrr!" Chip yells out to the crowd as he uses allsixseven to hold up as many of his weapons into the air as he can!

He takes a deeeep breath, and then...

"Ohmigosh somanypeopletothank solittletime! I wannathankmynufriend Julakesh forturningmeonto StrawberryMachineCake! I wannathank theoriginal Cap'nRamsey foradoptingmeandnurturingmyloveofweapons! I wannathank ZiggyandHistoria7andRadaszam forbeingawesome Starfinderleaders! I wannathank theHespersinthefrontrow and Diwatainthetelecommrobot and thecutepeepingsnakegirls and OfficerWilson and all the SUPER DRIFT Skittermander ladies out there tonight!!!"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip gives Mustachio a thumb's up with a free hand as he's healed fully, then goes back into attacking the robot with gusto!

Attack 1: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (4) + 10 = 14 (half fire half electricity)

Attack 2: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (2) + 10 = 12 (half fire half electricity)

Finally in his groove, Chip gives a dazzling skittermander-smile to the crowd as he yells out with each attack, "Yaaaarrrrrr!"

(Lance 8 charges remaining - I was off by 1 last round)

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

"Nice shooting, Kane! Yarr!"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

I'm assuming I'm up as well. If for some reason I'm not, this will be Chip's next action.

Gritting his teeth, Chip continues his assault, hoping to take this thing down a peg or two by attacking more slowly and deliberately, rather than fast-and-furiously.

Nova Lance: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (4) + 10 = 14 (half fire half electricity)
(If this attack misses, I will use my all boon "Dream Whispers" to retroactively increase the roll by 2. This boon allows me to know if I failed the attack before deciding to use the boon, but I don't get to know by how much I missed. If the above is a hit, I'll save it for later!)

(Lance 11 charges remaining)

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Sorry to be the bearer of bad news:

Quote:
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip is so angry that this thing is hurting his team and he hasn't even been scratched yet, that he doesn't even yell as he tries to furiously attack the tank!

Attack 1: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (3) + 10 = 13 (half fire half electricity)

Attack 2: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (2) + 10 = 12 (half fire half electricity)

(╯°□°)╯︵ ┻━┻

(Lance 11 charges remaining)

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Just fyi, Mustachio, you can't use inspiring boost on yourself.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

I am an idiot. This is what I get for trying to post in the 15 minutes of free time I had today. Just count this as Chip's next (totally failed) action, I suppose!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

just fyi, I'm helping out a nearby convention this weekend, so I might not be online too much.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

"Grrr...don't ignore me!" Chip yells, seeing his fellow agents all shot. "And yar you lubbers - spread out so it can't shoot as many of ye at once!" With that, he full-attacks again!

Attack 1: 1d20 + 9 - 4 + 1 ⇒ (7) + 9 - 4 + 1 = 13 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (2) + 10 = 12 (half fire half electricity)

Attack 2: 1d20 + 9 - 4 + 1 ⇒ (2) + 9 - 4 + 1 = 8 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (4) + 10 = 14 (half fire half electricity)

(Apparently the dice want us all to die. Yay! -.-)

(Lance 13 charges remaining)

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Seeing that thing hurt his teammates, Chip gets angry, shouting at it, "Hey you giant...pink...er...drift-looking tank! Pick on someone way not your own size! Yarr!"

Snarling at it, Chip will make a full-attack with his nova lance!

Attack 1: 1d20 + 9 - 4 + 1 ⇒ (19) + 9 - 4 + 1 = 25 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (4) + 10 = 14 (half fire half electricity)

Attack 2: 1d20 + 9 - 4 + 1 ⇒ (5) + 9 - 4 + 1 = 11 vs. EAC
(I would like to use my Promotional boon reroll at this juncture)
Attack 2: 1d20 + 9 - 4 + 1 + 3 ⇒ (5) + 9 - 4 + 1 + 3 = 14 vs. EAC (damn)
Plasma Damage: 1d4 + 10 ⇒ (3) + 10 = 13 (half fire half electricity)

Then, to the other starfinders, "Anybody know if this thing has any weak spots?!"

(Lance 15 charges remaining)

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Engineering: 1d20 + 3 ⇒ (5) + 3 = 8

Having no idea what this thing is, Chip just grins in a simultaneous display of wonder and aggression! "That is SO Drift! Let's smash it - YARRR!!!" He uses a swift action to turn off the merciful fusion Officer Wilson put on most of his weapons then unloads a hail of bullets from his rail cannon at the robot!

Tactical Rail Cannon: 1d20 + 7 ⇒ (6) + 7 = 13 vs. KAC (Bah)
Piercing Damage: 1d10 + 4 ⇒ (5) + 4 = 9

He will then move along behind it, setting up a pincer or if nothing else, hopefully drawing it away from his team, (reach) lance at the ready!

All Allies get a +1 to attack while Chip is threatening it with his reach weapon (2 squares in every direction from Chip).

Note to GM - Chip's lance has the Opportunistic fusion, meaning that AoOs from Chip get a +2 to attack and damage. Given its size that might not matter, but who knows, right? :)

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip arms himself with his rail cannon and nova lance, taking a position near the back of the stage, trying to balance the whole "being on stage" thing with the prospect of a soon-to-be had fight!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

G/H/S/V: 1d4 ⇒ 4

Chip looks over the different styles until he finds the one similar to what Captain Carmine wears. "Ooh! That's sort of old-fashioned piratey, right! I'll take that one! This is gonna be so drift!!"

The dice say Visual Kei!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Sorry for not posting yesterday, offline/RL unpleasantness to deal with.

Chip debates going the "bad cop" route but decides to help Clastorg along. "Yar, while we're all still breathing (which this funny 'puter code seemed to not want you to do anymore by-the-by) let's go have a nice chat with our friend Historia, nufriend?"

Diplomacy aid another: 1d20 + 1 ⇒ (13) + 1 = 14

"...and this fancy watch is going to pay for your medical not-dying bill, gree?"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip exhales after the robot drops. "Yar! Nobody singes a Ramsey and gets away wit' it!" before turning around, seeing so many of the team working on the 'puter, which he knows he is less than useless at trying to use beyond a personal comm unit.

Looking down at Hira, Chip shrugs and wades over, quickly patting him down looking for healing serums to use on the man. If none are found immediately, he'll sigh and draw a Mk. 1 from his own Starfinder Backpack to inject Hira with.

Mk. 1 Serum of Healing: 1d8 ⇒ 7

...and if Lanzio tries to get up and/or attack from that, Chip will nonlethally bonk him over the head with any number of weapons bearing the merciful fusion.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip nimbly ducks the blow, spinning his lance between three of his seven hands. "Yar, that's what I thought! Try picking on someone not your own size!"

Inspired by Mustachio, Chip attempts a full attack with his Nova Lance!

Lance 1: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (2) + 10 = 12 Half fire/electricity

Lance 2: 1d20 + 9 + 1 - 4 ⇒ (19) + 9 + 1 - 4 = 25 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (1) + 10 = 11 Half fire/electricity

Lance: 17 charges remaining

Everyone gets a +1 to attack while Chip is still threatening, since Starfinder did away with the "reach weapons don't threaten adjacent squares" rule from Pathfinder! :D

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Thanks to Mustachio, Chip shakes off the singed fur and advances menacingly at the robot, attacking with his (reach) nova lance!

"Yaaaarrrrr!"

Grrr Attack: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 vs. EAC
Plasma Damage: 1d4 + 10 ⇒ (2) + 10 = 12 (Half fire half electricity)

Everyone gets an additional +1 to attack the robot while Chip is threatening it!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Huh...even just the other day I totally glossed over that last bit! Great find, GM!!

Chip winces as he's shot. "Hey, that fur isn't yours to singe! Now you've made me angry, YAR!"

Chip seems to be "hulking up" after that!

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

My apologies for how I posted that in the gameplay thread...this is something I'm noticing a lot of people (including some of my local GMs) miss who come from a background in Pathfinder (v1). It is definitely one of the more subtle things Paizo changed when they went from Pathfinder to Starfinder.

Nonlethal damage doesn't work like it did in Pathfinder (v1). Now, if you drop to 0 hp and have 0 resolve you're just dead, unless you have resolve points or if the "final blow" was nonlethal.

It can be argued that this way is a bit more realistic (if you've been shot but are still standing, someone bonking you on the head with a frying pan isn't likely to kill you; but if you've been beaten up in a boxing ring and are still standing, a bullet that drops you might just do the trick) and it's decidedly easier than Pathfinder where players/GM had to track nonlethal damage separately from lethal...but it's also easier to "accidentally" kill someone when any member of the team isn't attacking nonlethal.

Quote:
Most monsters and NPCs don’t have Resolve Points, so injury and death work differently for them. A monster or NPC reduced to 0 HP is dead, unless the last bit of damage it took was nonlethal damage (see page 252), in which case it is knocked unconscious.

I don't know Hira's stat block, but we both hit him for quite a bit, hence my worry.

^^;

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

*facepalm*

GM, I don't suppose I could offer Mustachio my coin reroll for his attack?

Acquisitives

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| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

No worries!

Chip grins as the robot goes down, but keeps his head about him watching Lanzio type something.

"Like my nufriend Julakesh would say, he's got a 'puter! Someone stop him from whatever he's doing, gree?!"

Chip quickly advances while drawing his sopranino singing disk that officer Wilson put a merciful fusion on, striking at Lanzio's head!

Nonlethal Attack: 1d20 + 9 ⇒ (12) + 9 = 21 vs. EAC
Sonic Damage: 1d4 + 10 ⇒ (1) + 10 = 11

Everyone gets a +1 to attack Lanzio while Chip is threatening him.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Seeing robots, Chip grins knowing that his plasma lance still functions normally due to officer Wilson not checking it for previously-attached fusions and seals. He attempts to slip into the room without being struck...

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24 DC = 15 + 1.5 enemy CR

Then, he will attack!

Stab: 1d20 + 9 ⇒ (10) + 9 = 19 vs. EAC
Damage: 1d4 + 10 ⇒ (4) + 10 = 14 (7 Electricity, 7 Fire)

Everyone - you get a +1 to attack any target Chip is threatening (10' around him) from the Coordinated Shot feat.

GM - Chip has the Opportunistic fusion on his lance, so he gets bonuses on AoOs. Thanks!

Race

| HP: 11/11 | AC 19 (T12, FF 17) | CMB: +2 CMD: 14 | F:+2 R:+2 W:+1 | Init +2 | Perception -1, Diplomacy +8, Intimidate +8

Classes/Levels

| Speed 20 ft. | Spells 1st 2/4 | Volatile Conduit 0/1 | Touch of Flame 6/7

Gender

Male CG Illuskan Human Oracle of Flame 1

About Tyrek

Into the Fire

Statistics:
Male Illuskan Human Oracle of Flame 1
CG Medium Humanoid (Human)
Init +2; Senses Perception -1
------------------------------
DEFENSE
------------------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 dex, +2 shield)
hp 11
Fort +2, Ref +2, Will +1
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee Gauntlet -2 (1d3+2) or Touch of Flame +2 (1d6 fire)

------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 14
Traits Volatile Conduit., Affinity for the Elements (Kossuth/fire)
Feats Spell Focus (Evocation), Spell Specialization (Burning Hands)
Skills (8 points; 4 class, 1 INT, 1 Human, 2 Background)
ACP -6
(1) Acrobatics* +0
(1) Climb* +0
(1) Diplomacy +8
(1) Heal +3
(1) Intimidate +8
(1) Spellcraft +5
(1) Lore: Kossuth +5
(1) Knowledge: History +5

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Thayan, Illuskan

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.

Spells:

------------------------------
Spells +1 Evocation DC, +1 Fire DC
------------------------------
0th (at will) DC 14
Light
Mending
Spark
Resistance

1st (4/day) DC 15
Burning Hands (CL3, DC 17)
Cure Light Wounds
Remove Fear
Bless

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS Most of Tyrek's gear is either scavenged from his dead master or bought with valuables stolen from the same.
------------------------------
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 77 lb.
Scale Mail (50g) 30lbs (this includes the gauntlet above)
Heavy Steel Shield (20g) 15lbs
Cold Weather Outfit (free) (7lbs)
Wizard's Kit 21g (21lbs) (Oracle's Kit doesn't have a spell component pouch)
Scroll of Cure Light Wounds x2 50g
Survival Kit 5g (4lbs)

Money 59 GP 0 SP 0 CP

Background:

It’s like a gnawing feeling at my core. Not like hunger. More like something is missing, empty. It grows hour after hour. I become irritable, or angry. I shut people away. I try to ignore it, for as long as I can. But the Lord of Flames cannot be denied. I draw on his power and it’s like a soothing drink of water on a hot day. Heh. HE would hate that analogy. But it is apt. I am quenched. I don’t feel good, really… just whole, relieved. Normal.

I know not why Kossuth has granted me this power. I know only that I must use it. The few times I have waited too long in trying to avoid him, the power came out at the wrong time. Innocents were hurt. I am not evil. I will go north until the people aren’t cramped so close together, and where there may be more creatures deserving of being on the receiving end of the fire. The Firelord may demand that I use this power, but I will choose how.

As far back as Tyrek can remember, he was a nameless slave... no... prisoner of of the Thayan House, Quantoul. His master, Ikar Quantoul had acquired a rare specimen indeed in the young fire-haired northern child. The Illuskans north of the Spine of the World had a reputation for being exceedingly resilient. Ikar would honor both his family and the Lord of Flames by learning what the child could endure, and what came of drawn-out exposure to magic and fire. The child spent the majority of his waking hours burning. The Thayan used some minor magic to keep him from burning badly enough to die, and he was careful to protect the boy’s face in case he had to sell him, but still, it was torture, plain and simple. And after many months of tedious, methodical torture, the boy began to exhibit minor magical effects, on top of the obvious physical ones. It seemed he could channel a small amount of fire himself. The torture continued for years, and over time, the power increased very slowly, but surely. Little did the boy know, his response to the torture saved his life. The Thayan wizard would have cast him aside long ago had he shown no response to the exposure.

Little did Ikar know, the boy was holding back, denying the power.

And so the experimentation continued into and past the boy’s adolescence, and through it all, the power rested inside him. Somehow, it kept him sane in the face of near daily torture, for years. And eventually, it freed him from his cage.

Ikar was getting old, sloppy, complacent. And the child was a man now. All it took was one mistake and the power pushed out of the slave and the Thayan was burned alive. The slave had nothing to do with it other than being a conduit. Perhaps Ikar had been lax in his prayers and service to his Lord as well. In any case, the slave fled. He took the name Tyrek for himself and got as far away from Thay as he could.

Tyrek spent a few years learning to get along in society and learning to safely channel his power. There are more than a few settlements in the south where he is a wanted man due to his antics.

Appearance and Personality:

On the surface, Tyrek looks like a Northerner whose growth was stunted. At 5’2, he has the bright hair and strong features of his people, but he lacks the raw strength and presence. Because of his immediate and constant persecution due to his unusual stature and tendency to light things on fire, Tyrek walks around in full armor that bears many scorch marks. Under the armor, his skin all over is shriveled and burnt, most apparent on his hands. Completely hairless and lacking fingernails entirely, his shriveled, smooth hands are just beginning to form the lines at the knuckles and on the palms that are typical.

Tyrek has a fiery and sometimes volatile personality, but he wants to do good. He battles his inner power and seeks to channel it at evil. He is hasty and impulsive at times, but understands that he’s not in full control of himself so he defers to others if he knows that he can trust them. Tyrek spent so long alone, that he sometimes has trouble shutting up when there are people around to talk to.

When Tyrek gets angry, fire leaks from his eyes and nose.

Party Loot:
Potion of Cure Light Wounds x2
masterwork dwarven shortsword, strange scroll, crude map and Gem value: 16gp