Lantern Bearer

Elric Starjumper's page

34 posts. Organized Play character for Revvy Bitterleaf.


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Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Thanks for running. Chronicle looks alright as far as I can tell.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Seeing his access to the exile blocked

I'm assuming that 10331123 is taking up the entire corridor

Elric decices to get closer to the action but stay out of the way of those annoying mind destroying spells that keep getting send around while getting ready to strike at a moments notice

Move to move, standard to ready an attack..just in case it would come up

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric's head feel like it's about to explode

will save: 1d20 + 4 ⇒ (13) + 4 = 17

..but luckily he can keep on thinking even though blood is leaking down one of his nostrils.

He then rocks back on his feet as the red security creature uses the distraction the pain is causing to hit his once again.

In return Elric slams his pike in the direction of the creature as he takes on a slight glow

To hit KAC Red: 1d20 + 2 ⇒ (18) + 2 = 20
Damage if hit: 1d10 + 1 ⇒ (7) + 1 = 8

Free, attunment photon, Standard to attack, if I happen to have dropped Red I'll move otherwise I'll stay (in case it comes up I have the feat coordinated shot; Allies gain a +1 bonus to ranged attacks against foes you threaten)

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

No problem, I only remembered that it was thanksgiving and people might be away after I posted that...even though there's huge red banner on the web site reminding people about that ;)

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

I think you either didn't post the enemies actions or the site bugged out, but I think they are up in initiative right now.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Looking over his shoulder Elric asks for some assistance

"Uhm..guys..could I get some help over here" Elric mentions as he tries to keep the red security from hitting him

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Don't worry..we will!"

Elric responds as he moves into the room

Double move to get next to red

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Let's make sure everyone has a grenade..in case we want to blow up something in unison"

Elric picks up one of the grenades

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric's skin lights up as if back-lit by a light source while moving forward and drawing his weapon giving it a twirl in his hands before sticking it in the direction of green

To hit KAC Green: 1d20 + 2 ⇒ (11) + 2 = 13
P damage if hit: 1d12 + 1 ⇒ (7) + 1 = 8

Free; photon attunment round 1, move to move and draw tactical doshko, standard to attack

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Just so we know whom we are addressing? Who might you be oh, mysterious voice?"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

"What's in there?"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Let's run!"

Elric sprints back to the safety of a building

Fort save: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Aid Ua on athlectics if allowed: 1d20 + 0 ⇒ (6) + 0 = 6

Elric moves forward and leans over the edge lowering his hand to attempt to pull up Uafluozhaheed

Fort save: 1d20 + 5 ⇒ (1) + 5 = 6

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric unsure on how to help Ua get out of the gutter looks around at some of the plants to see if they are long and sturdy enough to lower down to help pull Ua up

Unless someone else did remember to bring a rope?

I'll spend my standard looking for something and then a move to walk back to the edge of the building so I can hopefully lend some help next round if he doesn't make it out by then

Fort save: 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Uafluozhaheed are you alright? Do you require assistance?"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric makes his way to the edge of the ledge inside of the tower before lowering himself down

No idea if a check is needed to do that
Acrobatics to land after lowering myself on the edge to avoid taking damage?: 1d20 + 6 ⇒ (8) + 6 = 14

while staying inside the tower for protection against the elements

fort save: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Seeing no better course Elric moves across the bridge

Acrobatiscs: 1d20 + 6 ⇒ (9) + 6 = 15
Fort save: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14

double move at normal speed makes it across the bridge and into the first building

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric trudges on for hours

Fort save: 1d20 + 5 ⇒ (6) + 5 = 11
Fort save: 1d20 + 5 ⇒ (2) + 5 = 7

"Darn heavy spec of dust..that last one cut right through my leg"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"So..which way do we go?"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric nods and hopes that everyone has the same meaning to a head nod and he didn't just insult the entire village for some unknown reason.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

In case it's not 1 check per player but just keep going till you reach X amount of successes

Elric continues his goodwill tour around town. Giving a lot of thumbs up to natives doing stunts on their vehicles and applauding while smiling at little children and the elderly.

Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric goes around smiling and looking friendly hoping to win the locals over

Diplomacy: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Using Frinke's aid..to get the same total result he would have gotten if he'd just rolled himself ;)

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric waits to see how they respond to Ua's communication

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Elric shrugs his shoulders, makes sure he's got all his equipment with him and that the ship will be locked securely before following after the others.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Listening to the voice of his captain Elric doesn't fire on the retreating creature but doesn't power down his weapons quite yet..just in case it makes a reappearance.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

"Good tactic.If the enemy can't shoot at us...if we can shoot it and move away from it..and it can't catch up with us we might survive this'

Elric aims the turret guns once more and pulls the trigger
To hit: 1d20 + 4 ⇒ (11) + 4 = 15
Coilgun damage if hit: 4d4 ⇒ (3, 4, 4, 2) = 13

From my understanding; It initially has to be in your arc pointing towards your target ..after you've fired them and in case they haven't reached their target yet and you need to keep a target lock (e.a. hit them again next round) then the arc doesn't matter anymore.
It seems you can only fire a weapon when you have the target in your arc, but once it's fired you still need a gunnery check to hit but it's not called firing your weapon anymore

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

For easy reference (but all available ships are indeed in the tarfinder Society Roleplaying Guild Guide

STARFINDER SOCIETY PEGASUS TIER 2
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters
(good), mk 1 duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods, science lab,
tech workshop
Modifiers +1 to any two checks per round, +2
Computers, +1 Piloting; Complement 4–7

Note that you can only fire a gun if it's arc is pointing towards the enemy (turrets are in all arcs) so (unless we do a fly-bye) we can only fire 2 guns - one of which is the turret

And we still need to exchange one of the light lasers for the spore gun

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

So we have:

10331123 - pilot
Elric - turret
Caverian - wanted to fire the spore gun
Uafluozhaheed ...captain? No engineering or computer skill as far as I can tell, but some diplomacy
Frinke - one of the light lasers

If we can manage a fly by at some point..all 3 of our gunners should be able to fire in the same round, which i think might be our best tactic with this crew..and try to keep a side with some shields pointed towards the enemy since we can't repair (or re-balance) anything.

This will be ...interesting

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Taking a seat in the turret Elric sets his targets on the enemy and fires

'It looks aggressive and we should take it down right?"

To hit: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage if hit: 4d4 ⇒ (4, 4, 1, 4) = 13

Just wondering..what gun did we change for the spore gun? I vote for our forward gun..but I'm not sure what gun Frinke just fired..or we can take like the port gun and just maneuver so we can fire that gun at the enemy at some point

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Do we have anyone who can actually fly this thing?

I can shoot a gun a bit (+4)..but that's it for my contribution to spaceship combat

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Taking out a datapad and going over the specifications of the both the Pegasus and the Drake Elric muses them over

"I like the overall usefulness of the Pegasus over the more direct although limited firepower of the Drake"

I prefer the Pegasus if we are playing at Tier 1-2 (and the Drake at tier 3-4) We can exchange the forward guns for the spore weapon as I prefer to have the turret gun to not run out of ammo - like the Drake will at tier 1-2.

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Player: Eric
Character: Elric Starjumper
SFS#: 13475-707
Starting XP: 3
Starting Fame: 5
Starting Reputation/Infamy with Selected Faction: 5 Exo-Guardians
Starting Credits: ...I need to get back on that one, still searching for items to buy
Day Job: None

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Another Ryphorian asks a question;

"What do we know about the planet the outpost is on? Anything dangerous we should be aware of? Local wildlife? Active vulcano's? ..or maybe those bandits and grave robbers Frinke just mentioned, those sound dangerous"

Exo-Guardians

Rhyporian Solarian 2 SP 0/18 HP 13/18 | RP 2/2 | EAC 14; KAC 15 | Fort +5; Ref +2; Will +4 | Init: +2 | Perc: +6

Checking in (Revvy Bitterleaf's character) - working on getting all info in my character sheet