Rust Monster

Jax Kraven 2's page

66 posts. Organized Play character for DoubleGold.


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Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

You have my other character on this for the chronicle instead of Jax.
Edit, nevermind, I see it, you have 12 chronicle sheets on the link, so it is below.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Yeah, that pretty much sums it.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax goes in as well perception: 1d20 + 6 ⇒ (9) + 6 = 15

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

My allies got this, doublemove, oh right I can do a trick attack as part of my first move trick attack acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

fort: 1d20 + 1 ⇒ (2) + 1 = 3 Oouch
trick attack acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29 vs red
fire red plasma claw: 1d20 + 2 ⇒ (19) + 2 = 21 at red vs eac dmg: 1d4 ⇒ 4 electric and fire
trick dmg: 1d4 ⇒ 4

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

All I can do is doublemove, so I do so. This takes into account moving onto the floor being difficult terrain.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Having a high init, but a low speed, Jax will delay, he doesn't want to block the melee, plus the enemies can walk to us.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax doesn't want to be squeezing, so he opens that door.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax will move up to her and act like he is doing a magic trick, but actually attempt to pick her pocket to steal any weapons she might have that can hurt us, or magic items that can hurt us sleight of hand: 1d20 + 7 ⇒ (13) + 7 = 20

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Ah Gotcha, I assumed being large sized means I'd be running them over.
Jax enjoys the view, Ah, nice in here. As long as the plants don't damage the stuff in here.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax can't move past his allies, so that is his acrobatics as soon as they are out of the way. I was thinking they'd move a square forward. Jax waiting.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

So Jax senses plant life. Any other life within 60 feet, even it if it hidden? I won't know what it is, or maybe exactly where, but I will sense it if it is touching the floor. Of course he won't sense robots, just life. Jax is slow, so he'll move half speed anyway. acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21 to move across puddle.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax is in the middle of the room Oh right, he has electrolocation. Is the floor metal or crystalline? If so, I can sense other creatures touching the same floor even through walls up to 60 feet. If the floor is that he will move up to each of the doors to cover maximum distance of 60 feet, while moving in a circle around the edges of the walls.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

The Urog walks in late Us Urogs, we can't move as fast as yins.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Dot

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Dot

Acquisitives

Jax Kraven 2
135676-731
Operative 1
Aqu
no day job
Played before.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax will be a chiefmate, he will operate so the ship has better turning assuming it doesn't already have perfect turning. So we can cut a sharp right on this thing.athletics: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax will try to scare them off, using the ship to make loud sounds, create flashing lights, and whatnot intimidate: 1d20 + 4 ⇒ (17) + 4 = 21

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Now that he has warmed up and successfully did it, he is ready to take on a hard task
athletics: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax will be a Chiefmate with Athletics+10.
He will start with a warmup, an easy test
athletics: 1d20 + 10 ⇒ (2) + 10 = 12

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax looks over at J'scrib Yes, but Jax Kraven is my adopted father's elven name. My real parents were drafted to fight a war in RavenLoft, yes that realm. I hope they come back alive, that realm is hard to get out of. Nobody wanted to adopt a Urog, so my parents thought maybe if they put me in a pet store, someone would buy me thinking I was a pet. Jax Kraven was surprised when he found out I was a sentient pet the day he bought me. He named me after him. My real father is Max John.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax is an operative and Urogs get 1 extra skill point per level, not to mention I get 2 free skill points in whatever exploit I choose. That is effectively 11+int skills. Jax could fit almost any role. And even do other checks that normally you wouldn't do in Starship combat/precombat. Not diplomacy though. Gunnery is a 3.
He works best at chiefmate, but can fill in the more important roles if need be.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax walks in, the slow Urog, Hope my speed isn't a drag to everyone, oh a Starship, you don't have to walk or run when you can fly.

Acquisitives

Jax Kraven 2
135676-731
Operative Level 1(We better all be level 1, this is a level 1 bounty)
Aquisitives
Day Job: This is a bounty, we don't get day jobs
Played this before.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

I agree, check in next.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

computers: 1d20 + 6 ⇒ (10) + 6 = 16 Let's keep targeting their power core.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

computers: 1d20 + 6 ⇒ (16) + 6 = 22 Lets target their power core.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Scan enemy ship computers: 1d20 + 6 ⇒ (18) + 6 = 24

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Athletics chief mate: 10
Computers Science officer: 6
Engineer: 6
Gunner: 3
Pilot: 7

My suggested role is chief mate, but we have no science officer which I believe is more important.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax continues to prove his point with the bodies medicine: 1d20 + 6 ⇒ (13) + 6 = 19

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax tries again Okay, so the marks didn't work, but I can prove the time of their death, we've just arrived, so death should be more recent if we killed them. They died at this point in time medicine: 1d20 + 6 ⇒ (10) + 6 = 16

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

medicine: 1d20 + 6 ⇒ (6) + 6 = 12 our weapons did not cause them to die. So the marks our weapons make vs those marks. This isn't the cause of death, that is. and he continues his autopsy.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax fixes any damage done by his team or by natural disasters, don't know what he is fixing, but he is fixing something engineering: 1d20 + 6 ⇒ (20) + 6 = 26

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21 trick attack and he tries to manuever around and fake him out to make him flatfooted trick dmg: 1d4 ⇒ 2
fire weapon: 1d20 + 2 ⇒ (13) + 2 = 15 vs EAC dmg: 1d4 ⇒ 1 fire and electric. I have divine blessing feat, half my fire will be converted to holy damage, round up. If I do odd damage, I will prioritize fire damage over electric damage and convert it. So 1 damage is 1 holy damage after converting(originally 1 fire). 2 damage is 1 holy damage and 1 electric damage after converting. 3 damage is 1 fire, 1 electric and 1 holy damage(originally 2 fire halved) after converting. 4 damage is 1 fire, 1 holy(originally 2 fire, 1 being converted) and 2 electric after converting, etc.

edit, so 3 damage assuming my trick attack worked, 1, 1 and 1 if it matters otherwise 1 holy damage.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax the Urog is also large sized, so I have to push two of you outward one square. He singe moves while trick attacking acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24 trick attack hit: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6 fire ranged weapon vs EAC at range 2 dmg: 1d4 ⇒ 1 electric and fire

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Missed the acrobatics check
Jax is good at this acrobatics: 1d20 + 9 ⇒ (14) + 9 = 23

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

survival: 1d20 + 5 ⇒ (3) + 5 = 8 and Jax looks around to see if any of you are dumb enough to walk without shoes.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax ain't good with bluff or diplomacy but he will try both of those, even being the oddball. diplomacy: 1d20 - 3 ⇒ (6) - 3 = 3 bluff: 1d20 - 3 ⇒ (9) - 3 = 6
now time to get serious scare them intimidate: 1d20 + 4 ⇒ (11) + 4 = 15
sleight of hand: 1d20 + 7 ⇒ (8) + 7 = 15

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax joins in on scrubbing and whatever else they want him to do, but he does everything half-as so he doesn't wear himself out.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax turns towards the group. We need to get out of here quick, the crowd is looking at us funny, especially me, they've never seen someone like me before.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax will definitely rest now given the chance. Full sp now, 1/3 rp.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Scenarios like this should come with a warning. Don't bring your 20 move speed creature though it doesn't have to say bring your fastest creature. Seriously I have 3 20 move speed creatures out of 35, and 3 40 move speed creatures out of 35 after taking into account armor speed reduction and I ended up picking my 20 move speed creature. Well okay, only about 20 to 25 creatures are within tier range, but still.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

His friends are down, but Jax keeps moving, he needs to athletics: 1d20 + 10 ⇒ (1) + 10 = 11

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

jax continues moving feeling screwed. athletics: 1d20 + 10 ⇒ (14) + 10 = 24

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax keeps moving athletics: 1d20 + 10 ⇒ (1) + 10 = 11 well of course, Now it will take 6 more rounds to reach that.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Jax tries again, he probably got stuck in the mud athletics: 1d20 + 10 ⇒ (4) + 10 = 14

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

Continue running athletics: 1d20 + 10 ⇒ (2) + 10 = 12 Curiously, is it still difficult terrain if we had a flier? Also it seems the best races for this would be dromada speed 40, izaguln speed 40 or barathu with the alternate trait of internal chemistry so you have have fly speed 45 every 1d4 rounds.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

athetlics: 1d20 + 10 ⇒ (8) + 10 = 18 to move forward
And yes Jax would have used an RP to stabilize in round 5, so 8/12 HP, 2/3 RP.

Acquisitives

M Urog Daredevil Operative 1: Spd:20, Init:3, EAC:13, KAC:14, SP:7/7, HP:13/13, RP:3/3, Resist Electric:5, F:1, R:4, W:2, Perc:6, Lowlight, Darkvision, Electrolocation

As Jax gets hits again Help He is dying 1. I don't know how we are going to survive this if it can do 10 damage at a time. This thing is almost guaranteed to hit us, even with the heaviest armor on at our level.

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