Ratfolk Elder

Gabbers "Gab" McTalkington's page

629 posts. Organized Play character for azjauthor.


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Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab seems disoriented as the game cuts out, shaking his head. "Man, that game was really addictive..." Already, though, he's thinking, and begins making notes in his wrist computer for his next comedy set.

Earn Living - Profession (comedian): 1d20 + 25 ⇒ (16) + 25 = 41

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Will save: 1d20 + 8 ⇒ (5) + 8 = 13
Will save: 1d20 + 8 ⇒ (1) + 8 = 9

Okay, well, I assume I'm going to have to move across the trench, but let me know the parameters. Can I make a Medicine check to try first aid on the patron or anything?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Nah, I don't see that there's anything to disbelieve.

Gab heads over to help the patrons.

Engineering: 1d20 + 13 ⇒ (18) + 13 = 31

I also have thieves' tools, if pulling those out of my starfinder backpack as I crossed the room would have helped.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Will save w/ bonus: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Gab glances in and looks over the patrons, trying to figure out if he can get a sense of what's up with them.

Sense Motive w/ expertise: 1d20 + 15 + 1d6 + 2 ⇒ (20) + 15 + (2) + 2 = 39

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Sense Motive w/ expertise: 1d20 + 15 + 1d6 + 2 ⇒ (8) + 15 + (3) + 2 = 28

"Hey, dark lord, can you ask your undead subject here how to disconnect these folks. And if what other baddies we can expect lurking around here."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"Um ... Carlos looks like he could use a few minutes to catch his breath." Gab says, staying back with Xifanny to help for a bit before advancing. If Carlos doesn't need the break (or once it is over), he pulls his guns again and follows.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

OK, the SP recovery doesn't happen unless you took damage the previous turn, so I didn't do Quick Inspiring Boost and I'll get one of my RP back.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

It's already flat-footed from my Clever Attack, and I think from Roq's attack

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab flicks the merciful function on his gellid hail pistol to lethal. He calls out, "Hang in there, Carlos! Tomorrow's another day to be disappointed in!" He then fires at the projection.

Swift action: Deactivate merciful fusion
Move action: Quick Inspiring Boost on Carlos - Spending 1 RP so he regains 27 SP
Standard action: Clever attack

Clever Feint (Bluff w/ Convincing Liar): 1d20 + 21 ⇒ (8) + 21 = 29
Will try to re-roll that instead of adding expertise dice
Clever Feint (Bluff re-roll): 1d20 + 21 ⇒ (12) + 21 = 33
If that's not a success, I'll spend a RP to make it a success

Gellid Pistol shot vs. projections' flat-footed KAC: 1d20 + 13 ⇒ (16) + 13 = 29
Gellid pistol (cold/piercing, lethal) damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Reflex save: 1d20 + 12 ⇒ (9) + 12 = 21 18 damage

Gab unleashes fire at Lecti.

Gellid Hail pistol attack 1 vs. FF KAC: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21
Gellid Hail pistol damage (cold/piercing, nonlethal): 2d6 + 5 ⇒ (4, 5) + 5 = 14
Gellid Hail pistol attack 2 vs. FF KAC: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
Gellid Hail pistol damage (cold/piercing, nonlethal): 2d6 + 5 ⇒ (2, 5) + 5 = 12

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab looks like he's about to try to distract Lecti with some clever banter, but the action starts up before he can put his plan into action.

Alas, the Fast Talk feat rarely comes in useful in pbp. ;) Well, gotta try it once, at least.

Gab draws his gellid hail pistol as he advances, taking cover behind a table. At least, I think that's where I am on the map. He fires over the table, hopefully in a surprise attack against Lecti.

Move action: Move speed and draw weapon. Standard action: Clever Attack

Clever Attack (Bluff w/ Convincing Liar): 1d20 + 21 ⇒ (1) + 21 = 22
Will re-roll that one...
Clever Attack (Bluff w/ Convincing Liar): 1d20 + 21 ⇒ (1) + 21 = 22
Bleh ... Okay, well, I'll spend 1 RP to treat that as a success, I guess ...

Gellid Hail attack vs. Lecti's flat-footed KAC: 1d20 + 13 ⇒ (20) + 13 = 33
Gellid Hail damage (cold/piercing, nonlethal): 2d6 + 5 ⇒ (5, 1) + 5 = 11
Oooh, a CRIT!
Critical bonus damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12 + bleed 1d6 critical effect

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Bag mutters a variety of colorful curses in several languages as he attempts to rage quit the game.

Computers: 1d20 + 11 ⇒ (15) + 11 = 26 Hacking kit, if that helps at all

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Obstacle 2
Reflex: 1d20 + 12 ⇒ (12) + 12 = 24
Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7

This isn't good ... If that isn't enough to get through the obstacle, could I burn a charge on my haste circuit to move fast and dodge them?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Acrobatics: 1d20 + 18 ⇒ (20) + 18 = 38 Another +4 if moving through the vines counts as tumbling through another character's square
Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12

Ack, kind of wish those rolls had gone the other way around.

Gab tries to duck around the vine, but pants as he reaches the next obstacle, the act having taken something of the energy out of him.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab nods to Roquefort. "Yeah, but gimme a minute, so I can heal her up..." He pulls some comically-large band-aids out of his advanced medkit. To her, he says, "You can answer their questions while I'm mending you ... But keep it short, because this won't take to long." He chuckles in a disarming manner and winks.

Treat Dead Wounds, 1 minute, w/ expertise vs. DC 20: 1d20 + 18 + 1d6 + 2 ⇒ (20) + 18 + (5) + 2 = 45

That heals her Level/CR in HP + 9 (Intelligence modifier from a high roll and Charisma modifier from my Bedside Manners improvisation).

Gab expertly wraps her wounds up with the digital bandages. "Okay, that should hold ya up for a bit... Let's get a move on, then."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab de-activates his haste circuit. "You need some medical help, there, Xiffany?"

Does Treat Wounds work on their digital form? I assume she's taken HP damage.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Swift action: Activate haste circuit. +30 speed, to 70 feet.

Gab touches a button on the front of his armor, and his limbs begin vibrating as he begins to move more quickly.

Move action: Move speed. Standard action: Move speed. I moved myself to where I think I can get, taking into account 30 feet of movement to move up the ladder.

He runs forward, nearly leaping up the ladder, and then advances toward the enemy, pulling his radshot pistol in one hand and then his gelid hail pistol into the other. "Hey, back off of him and fight with somebody your own size ... I mean, yeah, we're all the same size ... but y'know what I mean."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"I think a couple of us probably need a rest ..." He glances down to see if the "mysterious seed" is still in his inventory. "Wonder if I should still plant and water this ... "

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab runs up and shouts at the mole, trying to get its attention onto him.

Move actin: Move at speed. Standard Action: Clever attack

Clever Feint Bluff roll w/ Convincing Liar: 1d20 + 21 ⇒ (12) + 21 = 33
And expertise 1d6 + 2 ⇒ (6) + 2 = 8 ... so 41 Bluff ... so the mole should be flat-footed against all our attacks until the END of my next turn.

Radshot attack vs. blue's flat-footed EAC: 1d20 + 13 ⇒ (6) + 13 = 19
Radshot damage (fire): 2d4 + 5 ⇒ (4, 1) + 5 = 10

As he fires the gun, it glows in a somewhat unsettling manner. "Hold together, c'mon ..."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"Carlos, hang in there buddy! You did good." He says it awkwardly, not sure whether the uplifting words will have a positive effect on the perpetually-depressed creature or not.

Standard action: Inspiring Boost: Carlos recovers 27 SP
Move action: Move speed and draw Electromagnetic Radshot pistol

As he backs away from the creatures, Gab yanks a datapad from his belt, which morphs to reveal itself into a snub-nosed pistol that most sane people from the Pact Worlds would never wield ... an archaic electromagnetic radshot pistol. "Can someone who digs better than me please get them back up? From my experience at holovid games, they're probably down there regenerating or somethin'."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab shrieks as the daisies explode out of the ground, and the claw glances off of his armor. "Money well spent! I'll have to remember to thank my tailor."

Twirling around, he slashes at the mole with his tailblade.

Standard Action: Clever attack w/ tailblade
Clever Feint Bluff roll w/ Convincing Liar: 1d20 + 21 ⇒ (8) + 21 = 29
That's good enough ... I'll add the expertise 1d6 + 2 ⇒ (5) + 2 = 7 ... so 36 Bluff ... and if, somehow, that's a failure, then I'll spend 1 RP to make it a success

Tailblade attack vs. blue's flat-footed KAC: 1d20 + 13 ⇒ (9) + 13 = 22
Tailblade damage (slashing): 1d4 + 5 ⇒ (3) + 5 = 8

Move action: Guarded Step away from Blue

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Sorry, but I have a reaction that might be relevant ... I call it my Scooby Doo maneuver:
Fast Talk feat wrote:

You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.

When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

In other words, once the music starts and it's clear these things are going to start a fight, I'm going to attempt to talk to the nearest daisy. If it can understand me, I get a chance to confuse it. (If not, as I read it, the ability just doesn't apply.) Let me know if it applies, and I'll spend the RP to activate it.

Bluff w/ Convincing Liar: 1d20 + 21 ⇒ (14) + 21 = 35
I'll keep the 14 and roll my Expertise ... 1d6 + 2 ⇒ (4) + 2 = 6 ... for a total of 41 on the Bluff check[

Gab holds his hands up at the charging daisy. "Whoah, whoah. Hold up!" Somehow, his clothing has transformed into the vest of a police officer, with a badge that says "Flower Patrol." "Hey, what's a nice petal like you doin' around a place like this? Seriously, can't we negotiate something? I got a lead on some good fertilizer for you. Nice little compost bath for your roots? This don't gotta get ugly."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab frowns at the new change. He puts his mysterious seed back into the ground and waters it. "Are there another group of players or something? Who's planting those daisies?"

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Looks like Maverick has a good Survival, so I'll try to aid.

Survival (Aid disable): 1d20 + 7 ⇒ (3) + 7 = 10

I also have trapsmith's tools, and will offer them to Maverick if they would be useful in disabling this snare.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab investigates the grassy area with the wildflowers.

Perception w/ broad-spectrum scanner: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab pulls out a digitized version of his broad-spectrum scanner and begins checking the area.

Perception w/ broad-spectrum scanning kit: 1d20 + 11 + 4 ⇒ (13) + 11 + 4 = 28

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"You can do it, Carlos!" Gab yells.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab spams the dig button until it works.

Take 20 on Dig gets me 28

Then, assuming he also gets the mysterious seed, also plants it and waters it.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab picks the green-suited squox, but changes the color palette to more of a purple color design.

When in the game, he pulls a small creature out of his pocket. It's a miniature squox, but it shimmers and morphs into a datapad .. then back into a squox. Another tiny squox, this one with several tails - actually, a set of bizarre furry tentacles - peeks out of his starfinder backpack, and hums pleasantly. "Well, this is interesting." Gab says.

He flips open the journal and nods. "Okay, then." He attempts the Dash action to teleport across the gap.

Acrobatics (Dash): 1d20 + 18 ⇒ (9) + 18 = 27

He then attempts the Dig action, at a specific location if indicated to do so.

Athletics (Dig): 1d20 + 8 ⇒ (9) + 8 = 17
Athletics (Dig): 1d20 + 8 ⇒ (12) + 8 = 20
Can I take 20 on this?

Panting, he glances around, "Did they say somethin' about a bed around here? 'Cause I definitely think I could use a nap already."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab looks over the headset, to see if there's a way he can bypass the lock.

Engineering: 1d20 + 13 + 1d6 + 2 ⇒ (16) + 13 + (2) + 2 = 33

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab listens to the explanation, and says to his computer, "Hey, Lucy, do squoxes live in coves normally?"

Life Science w/ library chip: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Sense Motive: 1d20 + 15 + 1d6 + 2 ⇒ (7) + 15 + (6) + 2 = 30

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (
Carlos 1-8-7 wrote:
Putting the mask back on, halfling remarks aloud, Something terrible is going to happen. Otherwise, I wouldn't be here.

Gab nods. "Well, nice to meet ya too, Mr. Sunshine."

Gab heads over to the area with the lashuntas, checking to see if there's any information available about their game ... a video feed or chat feed out of the game, for example, that can give me a sense of what they're playing.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Culture (if taking 20 is allowed) w/ expertise and library chip: 20 + 21 + 1d6 + 2 + 4 ⇒ 20 + 21 + (1) + 2 + 4 = 48

Culture (if taking 20 is *not* allowed) w/ expertise and library chip: 1d20 + 21 + 1d6 + 2 + 4 ⇒ (16) + 21 + (5) + 2 + 4 = 48

Well, that's a coincidence ...

Another ysoki stands there, about middle aged by ysoki terms, dressed in a stylin' purple suit complete with a matching fedora, which he tips toward the other Starfinders. "Hey there, you two. Name's Gabbers McTalkington, but you can call me Gab. May have seen me around. My Absalom's Got Talent 20 minute stand-up comedy set went viral on the holonets, and been a real uphill climb since then. Currently hosting "Grub with Gab," a net series where I interview people while cookin' their favorite meals. We're trending, you know. If you want autographs, I'd be happy to give 'em."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Sorry, realized when looking at the sheet that I never rolled my day job. Here it is:

Profession(comedian): 1d20 + 25 ⇒ (6) + 25 = 31

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab nods, offering agreement with the consensus of the group. After explaining the situation to Elthel, he nods. "We'll send your greetings to First Seeker Hadif. I am sure the feeling is mutual. I'm sure what we've found will get some attention from him. We're pretty good at uncovering mysteries, so please reach out if there's any way that we little folk can help out with your investigations."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab darts through the smoke cover, calling out, "Let's keep at it, everybody!" A jagged shot of ice flies out of the smoke cloud, aiming at Roros.

Move action: Move speed.
Swift action: Invoke my United Society boon. All allies within 60 feet gain one of the following benefits immediately:
* Gain +2 morale bonus on all attack/damage rolls until beginning of my next turn
* Regain Stamina Points equal to your level
* Remove a single condition, as per remove condition

My understanding is that, unlike my Envoy abilities, I do count as an ally in this case ... in which case I'll regain 11 Stamina Points.

Standard action: Clever Attack on Roros

Clever attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (19) + 21 = 40
Expertise: 1d6 + 2 ⇒ (3) + 2 = 5

Ghelid Hail attack vs. Roros' flat-footed KAC: 1d20 + 13 ⇒ (4) + 13 = 17
Ghelid Hail damage(cold/piercing, nonlethal): 2d6 + 5 ⇒ (6, 2) + 5 = 13

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

From continued cover in the smoke, Gab fires repeatedly at Igvale, then darts deeper into the smoke to avoid Igvale's possible retaliation.

Attack 1 vs Igvale's flat-footed KAC: 1d20 + 13 - 4 ⇒ (10) + 13 - 4 = 19
Attack 1 damage (cold/piercing, nonlethal): 2d6 + 5 ⇒ (6, 2) + 5 = 13

Attack 2 vs Igvale's flat-footed KAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Attack 2 damage (cold/piercing, nonlethal): 2d6 + 5 ⇒ (4, 1) + 5 = 10

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab, with his environmental seals still up against the water and the toxic atmosphere, takes off and ducks into the smoke. As he moves, he pulls a grenade from his belt, looking as if he's going to toss it at Roros. Instead, though, his ghelid hail pistol is pointing behind him, firing at Igvale, and the grenade never leaves his palm.

Clever Attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (15) + 21 = 36
Bluff expertise: 1d6 + 2 ⇒ (3) + 2 = 5 ... I think 41 will flat-foot Igvale, but will spend a RP to make it a success if not.

Ghelid hail pistol attack vs. Igvale's flat-footed KAC: 1d20 + 13 ⇒ (6) + 13 = 19
Ghelid hail pistol damage(cold/piercing, nonlethal): 2d6 + 5 ⇒ (5, 6) + 5 = 16

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab unloads a couple of quick shots at the disoriented Igvale.

Ghelid hail attack 1 vs red's flat-footed KAC, w/ full attack penalty: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Ghelid hail damage 1 (piercing/cold, nonlethal): 2d6 + 5 ⇒ (1, 6) + 5 = 12

Ghelid hail attack 2 vs red's flat-footed KAC, w/ full attack penalty: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Ghelid hail damage 2 (piercing/cold, nonlethal): 2d6 + 5 ⇒ (2, 4) + 5 = 11

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Maverick, very nice use of a spellthrower fusion/spell gem, BTW

Using the distraction he has created, Gab summons his ghost killer merciful called ghelid hail pistol into his hand. He fires a shot at the giant who isn't in smoke.

Clever Attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (8) + 21 = 29
I will keep it ... Bluff expertise: 1d6 + 2 ⇒ (4) + 2 = 6 ...total of 35, and can spend RP to make it a success, so Red is flatfooted

"Rain fire down on that one," Gab says as he fires.

Gelid hail attack vs. Red's flat-footed KAC: 1d20 + 13 ⇒ (14) + 13 = 27
Gelid hail damage (piercing/cold, nonlethal): 2d6 + 5 ⇒ (5, 5) + 5 = 15

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Fast Talk Feat:
You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.

When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

"Whoah, whoah, I like the initiative here, boys, but let's think this through. We just brought up the basic stuff. The real valuable stuff, that comes up in the next wave ... You wouldn't want to miss out on that score, would you? Here, like, this ..." Gab begins digging through his null-space chamber as if he were looking for something valuable to show off.

Bluff(Convincing Liar): 1d20 + 21 ⇒ (14) + 21 = 35
I'll keep that, and then add the expertise ... Expertise: 1d6 + 2 ⇒ (6) + 2 = 8 So a total Bluff roll of 43. If that by some chance fails, I will spend a RP to make it a success.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

"I have a null-space chamber that can hold some of this stuff, but some of it's a little big for the model I have. I say we record everything in here, and then maybe gather relics from the entry shaft and those servants quarters. We can probably get one of them cleared out before we have to leave due to the tide, then get the other one during the next low tide. Sound like a plan? Let's start on the living quarters?"

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

I can auto-assist on Medicine, Engineering, and Culture without using my expertise die, and give a +1d6+2 in each case ... just for future note (since I frankly forgot I had that ability until looking over my sheet just now).

Gab shows around the items found. "Anybody mind if I keep this subduer pistol?" He puts the drive into the case and seals it up.

As he helps look around the area, he shakes his head. "Looks like they were using storm giants to fuel the storm giant city. I was expecting this to be more of a storm giants torturing other breeds of giant to power their city sort of situation. But then Terei here, a stone giant, sneaks in and sabotages the whole thing ... right?"

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

No one else took RP damage, right?

Gab finds a dry portion of the room and clamps his hammock to a couple of pieces of the structure, then crawls in to take a little 10-minute power nap.

Spending 1 RP to regain SP.

Once rested, he packs the hammock back up, then checks his datacomp to see how much time they have until the tide rises again. Once he alerts everyone to their timeline, he begins helping to search this new area to see what can be found.

Perception, broad-spectrum scanner: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab's voice raises dramatically (thanks to his vocal modulator implant) as he calls out, "We've got him on the ropes, guys. We're Starfinders! Let's show this giant husk how we do things in the Pact Worlds."

Full Action: Inspiring Oration. Spending a RP, so it heals all allies of a total of 38 SP.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

The time magic of the haste circuit appears to be disrupted by the strange energies that these creatures discharge, as Gab acts in one universe, but then feels as if time rewinds and events unfold slightly differently in this one. Perhaps there is a multiclass into Witchwarper or Precog in his future?

Gab darts across the cloud to the other side, and then fires down at the red husk who, with everything going on, he feels should be pretty easy to disorient.

Clever Attack(Convincing Liar): 1d20 + 21 ⇒ (6) + 21 = 27
I'll re-roll it.
Clever Attack(Convincing Liar re-roll): 1d20 + 21 ⇒ (17) + 21 = 38
Presumably that's a success without needing to spend the RP, so it's flat-footed now.

Radshot attack vs Red's flat-footed EAC: 1d20 + 13 ⇒ (18) + 13 = 31
Radshot damage(fire): 2d4 + 5 ⇒ (3, 1) + 5 = 9

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Reflex save: 1d20 + 12 ⇒ (6) + 12 = 18

Hoping to get a good shot in on the heavily injured and disoriented undead giant, Gab releases another 2 quick shots.

Radshot attack 1 vs blue's flat-footed EAC: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Radshot damage(fire): 2d4 + 5 ⇒ (1, 2) + 5 = 8

Radshot attack 2 vs blue's flat-footed EAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Radshot damage(fire): 2d4 + 5 ⇒ (2, 4) + 5 = 11

After firing the shots, Gab uses his magically-enhances speed to dart away from the giants before more electrical discharges are triggered.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab sticks his head out of the smoke cloud and firing, trying to distract the blue giant.

Clever Attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (7) + 21 = 28
I'll re-roll that instead of using expertise ...
Clever Attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (18) + 21 = 39
Much better

Radshot attack vs blue's flat-footed EAC: 1d20 + 13 ⇒ (14) + 13 = 27
Radshot damage(fire): 2d4 + 5 ⇒ (4, 3) + 5 = 12

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Blue is, however, flat-footed from my last attack.

Gab, feeling lucky that his environmental seals are up, darts with magically-augmented speed into the smoke. Standing in the edge of the smoke to retain concealment, he unleashes rapid fire at the creature.

With the haste circuit I can move and then full attack. He's flat-footed until the end of my turn

Radshot attack 1 vs. blue's flat-footed EAC: 1d20 + 13 - 4 ⇒ (10) + 13 - 4 = 19
Radshot damage(fire): 2d4 + 5 ⇒ (2, 3) + 5 = 10

Radshot attack 2 vs. blue's flat-footed EAC: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21
Radshot damage(fire): 2d4 + 5 ⇒ (1, 2) + 5 = 8

"Stand still, you stupid ..."

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Assume this is a Mysticism check to identify. I do have Fast Talk, but the moaning makes me suspect they wouldn't be receptive to my Scooby Doo-like attempt to convince them we're a traveling group of sandwich vendors. Hopefully they have Intelligence scores, so my Clever Attack will work.

If I'm seeing this right, it looks like the red one is having to fight the flow of water flooding down the stairs, so it might have some movement penalty, so I'm going to focus us on the blue one.

Mysticism(weaknesses, resistances, special attacks): 1d20 + 4 ⇒ (16) + 4 = 20

"Oh, great ..." He activates his haste circuit. Swift action. He moves into the upward stairwell, looking like he's about to flee, but instead ducks behind the stairwell wall. As he ran, he pulled a datapad from his belt ... but then the image shifts and, hey, that's not a datapad. That's an electromagnetic radshot pistol? What sort of madman would carry a weapon like that?

Gab fires around the stairwell wall toward the blue one, trying to disorient it.

Clever Attack(Bluff, Convincing Liar): 1d20 + 21 ⇒ (18) + 21 = 39
Ok, I'll keep that ... and my expertise die Bluff expertise: 1d6 + 2 ⇒ (3) + 2 = 5 ... so a total of 44. Unless he is CR 19+ (in which case, I give up) or has an insane Sense Motive, that's a success.
Radshot attack vs. Blue's flat-footed EAC: 1d20 + 13 ⇒ (10) + 13 = 23
Radshot damage(fire): 2d4 + 5 ⇒ (1, 4) + 5 = 10

Assuming it has an Intelligence score, the blue one is flat-footed against everyone.

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