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
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
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)
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
Free; photon attunment round 1, move to move and draw tactical doshko, standard to attack
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
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
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
while staying inside the tower for protection against the elements fort save: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
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
double move at normal speed makes it across the bridge and into the first building
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
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 ;)
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
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.
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
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
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
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
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
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
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.
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
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" |
