Ankheg

Hokhuckx's page

54 posts. Organized Play character for PixelsAreGod.


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Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Gah... accursed bureaucracy!

If that's the case, then I would wholly support doing the AP outside of SFS.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Thanks for running this, Alledisil! That was a fun scenario. Thanks for the opportunity to get into Starfinder.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Seeing that there is only one missile left, Hokhuckx decides to fire it, hoping the range is short enough for a good shot.

Gunnery: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 4d8 ⇒ (3, 6, 3, 3) = 15

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx makes another shot with the missile launcher, letting his not-hands-but-claws do the aiming.

Gunnery: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 4d8 ⇒ (4, 1, 8, 2) = 15

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx swerves the turret, firing a missile at the enemy ship.

So, if the enemy is within the first range bracket of the missile launcher, does it just hit this round? I don't know the tracking weapons too well.

Gunnery: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 4d8 ⇒ (4, 7, 7, 2) = 20

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

If we can't use the heavy laser, the only things left are coilguns, correct?

Gunnery: 1d20 + 2 ⇒ (4) + 2 = 6

Doh.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx accidentally fires as the torpedo hits, falling out of his chair.

Gunnery: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 4d4 ⇒ (3, 2, 4, 4) = 13

Climbing back into the seat, Hokchuckx sees his shot flying dead center to the enemy ship. Er, shot fired, captain.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx swivels the turret, firing off another coilgun blast.

Gunnery: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 4d4 ⇒ (1, 2, 1, 4) = 8

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx turns the turret to fire, unleashing a coilgun shot.

Gunnery: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 4d4 ⇒ (2, 4, 2, 1) = 9 10, then.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

I don't suppose they'd be open to negotiations? Hokhuckx makes a noise similar to a telepathic sigh. Of course, pirates aren't quite known for their diplomatic nature.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Well, that wasn't so bad. Outside the storms. And the beasts. And the fact that we just collected the bodies of our fellows, to which we could meet a similar fate.

We can't leave soon enough, actually.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Ooo, shiny. Don't touch it - let me see what it is.

Mysticism: 1d20 + 8 ⇒ (1) + 8 = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

I don't know anything about guns, so wreckage it is for me. Hokhuckx relays.

As Hokhuckx enters the wreck, he looks around for any clues or dangers.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx fires again, a red beam exiting his gun.

Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 4

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

So, 12 then. Ow.

Hokhuckx grunts in pain, giving a telepathic shout. Split up, everyone! Better to not be grouped up, lest he fire that again.

Hokhuckx moves to the southGuarded Step, before casting a healing spell.

Mystic Cure: 1d8 + 4 ⇒ (5) + 4 = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx fires again, continuing the barrage of shots from his teammates.

Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 ⇒ 2

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Mysticism: 1d20 + 8 ⇒ (3) + 8 = 11

Hokhuckx draws his Laser Pistol, firing it at the beast.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 ⇒ 2

Bah-Humshirren.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Be careful. All kinds of animals would use the ship for shelter, so it wouldn't surprise me if some made their home there.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Spoiler:
I think the biggest problem with the pseudo-trap is that it didn't really offer a "disarm" to it. Normal traps have that, and so do haunts (although I find haunts a lot harder). I understand the design philosophy, in that this planet is set up through the encounter as dangerous and perhaps unlivable, but I think it sort of just comes at you, leaves, and that's it.

Ho hum, I suppose.

Yes. Besides, I figure another day sitting in this wilderness wouldn't do anything large to the Wayfarer.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx puts a hand to his wound, but finds his condition to be mostly fine. He wasn't bleeding, at least. Aazanar is correct. If we don't move quickly, we'll be in this storm for a while.

Kultha, I should be fine. However, I am not looking forward to getting hit anymore. These shards really hurt!

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Survival: 1d20 + 8 ⇒ (20) + 8 = 28

Wow. Now if that wasn't for a skill check... *grumbles about die rolls*

Looks like we should head that way. I'm really not looking forward to this walk... Hokhuckx sighs.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx peers out of the window from the gunnery station. Erm... not to distract you, Laeshin, but those look awfully close...

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Wow! Congratulations!

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Unfortunately, Kultha, I imagine most of the ship runs on necromatic energies, and is likely not designed to work outside a vacuum. Of course, we could try to salvage the weapons on the outside, but that could take some time. Hokhuckx ponders, tapping his fingers on his thigh.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

A bit winded, but fine. Hokhuckx notes. I say we rest for a minute. Or ten. Or an hour. Or, by the rules, exactly ten.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Thanks for the bot. My seasonal allergies have been killing me recently, as the pollen count where I live is crazy high.

Also, ow. There goes my Stamina.

Hokhuckx steps back from the skeletons, hoping to bring down the skeleton near Sefel first.

Attack vs Green: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 ⇒ 2

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx keeps to the center as his allies explore the sides, holding his pistol up warily.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx slides over to the terminal, looking over the screen. Interesting, interesting. What can I do with this? Somewhat haphazardly, Hokhuckx begins to input his own commands.

Mysticism: 1d20 + 8 ⇒ (7) + 8 = 15

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

I mean...

How do ghosts talk? They are incorporeal, so they can't interact with physical air. Is there some sort of incorporeal "air" they communicate through? Then how can corporeal things hear them?

I'm willing to say that undead communicate on more of a spiritual level, meaning they don't really talk through physical means.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Seeing the ships pull apart, Hokhuckx fires to take benefit of the close range.

Gunnery: 1d20 + 2 ⇒ (20) + 2 = 22

Holy Bejesus yes please.

Damage: 4d4 ⇒ (3, 2, 2, 1) = 8

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Firing on the backside!

Gunnery: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 4d4 ⇒ (3, 1, 2, 3) = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Watch your fire a bit more, Sefel. Hokhuckx jokes.

Gunnery: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 4d4 ⇒ (3, 2, 1, 2) = 8

Hokhuckx directs his thoughts again to Sefel, embarrased. Nobody saw that! Nobody!

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

We can't let them get away! Continuing to fire!

Hokhuckx fires once more, seeing the shots travel across the distance to the Threnody.

Gunnery: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 4d4 ⇒ (3, 1, 2, 4) = 10

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Nice work, Kultha. The best offense is defense!

Hokhuckx continues to barrage the Threnody with the laser turret.

Gunnery: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Damage: 4d4 ⇒ (2, 2, 2, 3) = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Yes sir! Hockhuckx responds.

Gunnery: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 4d4 ⇒ (3, 1, 2, 3) = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Nice shooting, Sefel! Now let's bring this thing down.

Gunnery: 1d20 + 2 ⇒ (9) + 2 = 11

Damage: 4d4 ⇒ (1, 3, 2, 3) = 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Drat! Keep out of the way of the heavy laser!

Gunnery: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Damage: 4d4 ⇒ (1, 2, 1, 4) = 8

Oh, and I've been using the +1 from the diode computer since round 2. Unsure if people knew that, since I never directly mentioned it.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Aye. Wasn't able to post this morning, and things started flying while I was gone. Need to write some bot instructions...

For Round 2:

Hokhuckx tries to fire the weapon in a manner befitting the vessel's new name, keeping his eye on the enemy ship.

Gunnery: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 4d4 ⇒ (2, 2, 3, 1) = 8

Round 3

Thank you, Kultha. Continuing to fire!

Gunnery: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage, 1s are 2s: 4d4 ⇒ (1, 2, 3, 1) = 7, so 9

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx, not quite used to Aazanar shouting orders so quickly, gives off a shot more on reflex.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 4d4 ⇒ (2, 4, 2, 1) = 9

As he realizes he had fired, he relays back to Aazanar. "Fired, sir."

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Um... The Shirren looks around sheepishly. I don't have much experience with ships. I'm sure just another hand would be helpful.

I don't have... any relevant starship skills. Except Diplomacy, which is only a +5

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Er, whoever would be the best for the job should get it. I do hope that will be us, though.

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx takes the bulbs politely, unsure exactly how to hold them. Especially with the Ysoki's spit all over them. I, uh, thanks. He decides to put them in his backpack for now, covering them up so they don't get damaged. How nice of him. I think.

We should investigate the datapad Exegara had. Sefel, if you don't mind?

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx puts his pistol back in its holster, climbing down the ladder to meet the last mercenary. So what should we do with him? I am not privy to methods such as torture.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx moves towards the ladder, firing a shot at Exegara.

Ranged Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 ⇒ 3

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx turns around the corner to fire at the mercenary with his laser pistol.

Ranged Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 ⇒ 2

Unfortunately, the Shirren's aim with his weapon needs some practice.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

I would like to hit the one behind the spire with the spell, but getting closer seems like a bad idea. I'll target the other human, keeping the drop weapon command.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Hokhuckx stares at the man carrying the hammer, speaking into his mind with force.

Drop the weapon.

Command spell, forcing him to drop his weapon, DC 15 Will save

Wayfinders

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Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Indeed. Very pleasant. Hokhuckx pauses in thought for a moment. Oh! Getting distracted. We should find the Eoxian first. Maybe she's still down there.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Not sure why someone would want to go a place where the dead are kept and buy skeletons. Especially clean ones. I mean, you're getting a skeleton, I wouldn't expect them to be clean.

Hopefully it won't smell down there.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

What does it have on it? Hokhuckx "whispers," peering over Sefel's shoulder.

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