Kolyarut

DocMedevac™'s page

116 posts. Organized Play character for Nik B..


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Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

***

Starfinder Society Drake (Tier 6) - Tier 6
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 3
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses; Expansion Bays cargo hold, escape pods; Modifiers +2 to any three checks per round, +2 Computers; Complement 4 (minimum 4, maximum 7)

***

Starfinder Society Pegasus (Tier 6) - Tier 6
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 6
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) twin laser (5d8)
Attack (Port) laser net (2d6)
Attack (Starboard) light plasma torpedo launcher (3d8)
Attack (Turret) light particle beam (3d6)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop; Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4 (minimum 4, maximum 7)

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Fun times! See you all next adventure!

Thanks GM!

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Mysticism 1d20 + 13 ⇒ (14) + 13 = 27

"Hey whats on the box? Here, I'll load up the next Zo! special"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Mysticism 1d20 + 13 ⇒ (10) + 13 = 23

"What IS that!?"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Engineering 1d20 + 15 ⇒ (20) + 15 = 35

"The scanner outputs are pretty readable"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Computers 1d20 + 15 ⇒ (3) + 15 = 18

"Loading, please wait"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Green jacket cultist it is!!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 vs EAC
Damage 2d6 + 7 ⇒ (2, 5) + 7 = 14 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Make RED dead!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 vs EAC
Damage 2d6 + 7 ⇒ (2, 1) + 7 = 10 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Yes! Stop the LEADER!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 vs EAC
Damage 2d6 + 7 ⇒ (5, 6) + 7 = 18 F

If the attack from Iseph killed the leader, Doc will pivot to RED

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Yes! Stop the LEADER!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 vs EAC
Damage 2d6 + 7 ⇒ (2, 6) + 7 = 15 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Keep shooting the LEADER!"
Improved Get 'em, +2 to hit

"ISEPH, Ignore that hit and keep fighting!"
inspiring boost [16 SP]

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Derp, my fault read the bottom OOC and responded to THAT bit not both OOCs :p

Will 1d20 + 7 ⇒ (14) + 7 = 21

"Stop the LEADER!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 vs EAC
Damage 2d6 + 7 ⇒ (3, 2) + 7 = 12 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Fort 1d20 + 3 ⇒ (2) + 3 = 5

"My beautiful chrome is covered in stuff!"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Will 1d20 + 7 ⇒ (20) + 7 = 27

The robots neural-net shakes off the attempt to confuse it.
"Error: 501"

"Keep it up! Get that RED one!!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 vs EAC
Damage 2d6 + 7 ⇒ (6, 5) + 7 = 18 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Keep it up! Get that Leader down!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 vs EAC
Damage 2d6 + 7 ⇒ (4, 4) + 7 = 15 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Get that Leader!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 vs EAC
Damage 2d6 + 7 ⇒ (5, 6) + 7 = 18 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Will 1d20 + 7 ⇒ (16) + 7 = 23

The Doc is finding that being a robot is hard on this planet.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Will 1d20 + 7 ⇒ (3) + 7 = 10

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Vs RED
Intimidate 1d20 + 14 ⇒ (19) + 14 = 33 vs
10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater or be shaken

"Get this one DEAD"
Improved Get 'em, +2 to hit

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Fort 1d20 + 3 ⇒ (1) + 3 = 4

Vs BLUE
Reaction - Deterring Threat - Intimidate 1d20 + 14 ⇒ (15) + 14 = 29 vs
10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.

Inspire (regain 16 sp)

"Get that BLUE one!"
Improved Get 'em, +2 to hit

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Get that green one!"
Improved Get 'em, +2 to hit
Gil, I'm keeping Get Em on Green so +2 to hit on your last rolls

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 vs EAC
Damage 2d6 + 7 ⇒ (3, 5) + 7 = 15 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Get that green one!"
Improved Get 'em, +2 to hit

Doc lets loose with a laser rifle.
Attack 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 vs EAC
Damage 2d6 + 7 ⇒ (2, 2) + 7 = 11 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Similarly, the Doc gets back to his feet and pulls out his rifle.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Fort 1d20 + 4 ⇒ (8) + 4 = 12
Perception 1d20 + 11 ⇒ (19) + 11 = 30

The Doc is knocked over!

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Collecting the ring as in interesting piece for later study, the Doc was certain to ensure he kept notes of the 'patient/subject' too, only distantly wondering if the disease could be weaponised.

***

"Yes, hello. Lovely garden"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Sounds like something I'd be interested in studying, for genuine scientific reasons only"

Medicine 1d20 + 15 + 1d6 + 1 + 2 ⇒ (15) + 15 + (4) + 1 + 2 = 37

The Doc and DocJr study the ring (without touching it) "What is that symbol?" they enquire as they start running through their own databanks.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

The Doc collects some of the ichor 'for science'.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"I was never programmed for Aklo"

"Perhaps ask them what is in the sacks"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

The Doc doesn't look away, rather, seeing they have made their choice he simply watches with his robotic eyes and records the data feeds from the MedObserve Interface as their vitals fade to nothing.

Life Sci 1d20 + 13 ⇒ (13) + 13 = 26

"These are indigenous creatures that feed on Aucturn’s veins of hallucinogenic ichor and are normally feral and drug-addled, but these three are surprisingly lucid and clearly mean no harm"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

The DocWagon™ (Hover truck with med bay) will follow behind the party. Instructions will be to tail us through town, and then go park up nearby if we are indoors.

Culture 1d20 + 16 ⇒ (8) + 16 = 24

"What do you think they mean by “You’ve travelled astray and left us empty! Leave us not in a hauntless dark! We crawl before you! Return! Return!” eh? Doesn't sound like they are talking about something nice"

Doc seems a bit concerned about these bleeding people and both he and DocJr™ turn on their red and blue hazard lights and move forward, first-aid kits at the ready. Doc scans the cultists with his MedObserve interface to see if any have concerningly low or falling vital signs.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

High is fine, we have a pretty good group!

Will 1d20 + 8 ⇒ (19) + 8 = 27

The steely nerves of the medical bot aren't disturbed in the slightest, the 'No Fear' sticker on his ambulance being front of his artificial mind..

Engineering 1d20 + 15 ⇒ (7) + 15 = 22

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Thats a valid point" The Doc drops his 'made for tv' demeanor for just a moment "I do combat too - both jobs involve inserting cold steel into flesh"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Culture - Recall - Take 20 = 39
Mysticism - Recall - Take 20 = 26

The robot sits silently as it regards the scene with its two camera 'eyes' glowing a dull red within the skull of its polished chrome endo- skeleton, the SRO appears made to create an air of intimidation and fear. A smaller innocuous-looking robot marked with first-aid and safety symbols sits next to it carrying a medkit in its hands.

"DocMedevac™ and this is a DocJr™, we're here to help. I can understand that you would require some specialist medical support for such an event, so it makes perfect sense why we are here" the kill-bot exclaims animatedly in an upbeat and chipper tone.

"If the ship we are traveling in does not have a suitable medical facility already on board I will take my new ambulance - DocWagon™ - which I can operate from a cargo bay, we will also need an additional bay for any patient holding or potential quarantine areas"

"If you have some leisure time you might want to catch up with some back episodes of 'The Doc is in!' - my hit info-tainment medical show, or perhaps put a downpayment of one of my invaluable and life-saving DocJr™ first-aid assistants - can you really put a price on peace of mind? Perhaps you might want to buy some quality first aid supplies"

Acquisitives

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SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Indeed - thanks Kludde! Thanks fellow party-members!

And thanks Mikko - great adventure!

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Prof:Video Personality 1d20 + 19 ⇒ (6) + 19 = 25

Doc and DocJr get to work packaging the casualty for return to Absalom Station - "Geez, what a nasty beast of a thing - poor crew and guests - what a fate"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

The Doc doubles back away from the thing, not wishing to be so close...

Draws AoO :(

The Doc opens fire with his laser rifle.

Attack 1d20 + 6 ⇒ (19) + 6 = 25 vs EAC
Damage 1d8 + 6 ⇒ (2) + 6 = 8 F

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Doc - Autopass medicine to stabilise.
DocJr - Administer serum of healing 1d8 ⇒ 6hp.

The Doc then leaves the casualty in the hands of DocJr to monitor and continue treating as he presses towards the combat.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

The Doc and DocJr make a dash for the patient.

Double moves

What sort of treatment are we looking at for next round? Magical serums? Medicine checks?

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Diplomacy 1d20 + 13 + 1d6 + 1 ⇒ (16) + 13 + (2) + 1 = 32

"Aurinkar, DocMedevac - Starfinder, we're here to help you. You are having a traumatic episode and require immediate care and assistance. Time for immediate medevac - focus on my voice"

The Doc views the patient through a MedObserve interface, checking to see the patients heart rate and vital signs, wary of them flatlining.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)
DM Kludde wrote:

There were a lot little items and keepsakes (the halfling repair log, for instance), but I suppose it's a bit of a stretch to assume you took 'em with you. Good thing you had that can-opener

Wild - yeah it never crossed my mind to loot a ship we were planning on bringing people back to, and no foreshadowing that we would need to - let alone that they would be ghosts on the mothership. The captain was a bit of a surprise, but that didn't seem to involve mcguffins so... all good but the writers sort of made some interesting assumptions :p

***

The Doc listens to Shari with interest "It seems you are multi-talented and already pretty busy - no time for an extra career then!"

"Oooh what's that?"

The Doc keeps distant from the Solarian,=.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Was a bit subtle - all good tthough - having something handy from the dead seems a bit harsh, did we miss 'items belonging' to the halfling?

"Excellent bedside manner Shari, have you considered a career in counseling?"

***

"I suppose we should check the source of light - and progress carefully - we're still missing one crewmember, Aurinkar, the lashunta Solarian."

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Freed from the device, the Doc follows the party. "That wasn't the nicest arcade I have been to"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Engineering 1d20 + 14 ⇒ (5) + 14 = 19

"What is this crazy machine!? Turn it off!"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Will 1d20 + 7 ⇒ (15) + 7 = 22
Sense Motive 1d20 + 10 + 1d6 + 1 ⇒ (5) + 10 + (3) + 1 = 19

The SRO looks somewhat animated about something - that something is probably its neural defence systems trying to deal with some sort of problem - "Not sure if I like this game!"

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

"Appears we have found the crew - or some of them"

Doc fetches the paper from the halflings.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Sense Motive 1d20 + 10 + 1d6 + 1 ⇒ (11) + 10 + (4) + 1 = 26

The robot plays mind games with the undead...this time the Doc seems more at home dealing with the 'fellow machines'.

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Mysticism 1d20 + 12 ⇒ (1) + 12 = 13

Turns out that the Doc's olfactory synthesizer isn't that great at interpreting magical scents...

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Life Science 1d20 + 12 ⇒ (14) + 12 = 26

DocJr starts navigating...

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Youre hired! Roll the lead Brutag :)

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Do we have a decent pilot? Looking at the sheets Doc has +12, anyone have higher?

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