Mercenary Healer

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195 posts. Organized Play character for Kirill.Storm.


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Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I am really glad we went through this Arc!

Would be happy to continue someday!

I have no idea how many grenades we spent but with Jackojare every fight was followed with grenade throwing...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe hesitates.
At one hand - transperency of informatioh which is usually has complicated results in a long perspective. But this may breach some protocols and morality questions. At another hand - secrecy and mistery which we can unshadow over years. BUt Hellknights may return and bring more terrorism to Pact World.

Joe is good with others decision, even though he has a little distrubance in his stomach. SO after a breifing and decision made the vanguard just add:

- Agree. Now, how about dinner? I know cozy place nearby...

Joe happy to drop most the questions regarding mission to Jaqueh shoulders, as he still nedd to take care of Fabula.

Prof Cook for DayJob: 1d20 + 19 ⇒ (11) + 19 = 30

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Great game and amazing arc! I will looking forward to this plot.

Will post in the main thread today later...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

- We'll see ya in the court then. I hope this is not your fututre brrister.

Joe addresses last question to a devil nearby.
If paraliktor soldiers decide to not continue fighting he will say:

- Wise choice. Now lay on the ground if you want to save a bt of dignity.
Paraliktor's torso and face continue being melted by acid, which looks nasty and smells awful if someone breathing...

Joe takes a look around and seeing teammates still alive, comment:
-I like it when plans convergys. Tolar, ID you need patching up. Now, where is data? Kait?

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

You are tough girl. If you say yae are ready, I will proceed you to Pharasma's jurisdiction.

Joe starts to step back from Kelria, but then throw all his body into a powerful headbutt.

Attack, EAC: 1d20 + 18 ⇒ (19) + 18 = 37
damage, acid: 4d6 + 24 ⇒ (1, 6, 5, 1) + 24 = 37

Vesk's powered armor continue to corrode, being also vulnerable. Not calculated
If Kelria is still standing after all this Joe will raise shield, but if the vesk fall - vanguard will turn to soldiers and bring them couple words:
- This is your only warning! Future using of rune technomancy and explosives will be treated accordingly!

Joe prepares to Dampen runic explosion...

Dampen 1 or 2 Enropy Points:
You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area.

At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.

Upcoming Corrode: 4d8 ⇒ (4, 4, 4, 4) = 16

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe will gladly punish flying paraliktor, not stop him near Tolar ...
AoO attack, EAC: 1d20 + 18 ⇒ (3) + 18 = 21
Acid dmg: 3d6 + 24 ⇒ (2, 2, 5) + 24 = 33

@Aerondor - I've got 4d8 corrode, not 4d6. I rolled damage for Kelria's round (25) and I will gladly roll for you next round. I do not think she takes damage twice a round even though she acts twice. And yes, I am using Lash as a reach source weapon even having already 10 ft melee range

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe stands tall and start moving gorward, gaining more and more entropy.

You are not even a Law. You are just Pact World terrorists. Shut up and remain on the ground. Follwing resistance will cause imminent death sentence. , - Joe lashing the paraliktor from afar.

Entopic strike through lash, EAC: 1d20 + 18 ⇒ (20) + 18 = 38
Acid dmg: 3d6 + 24 ⇒ (6, 2, 3) + 24 = 35

Ooh, thats nice. My crit effects: Corrode 4d8
Crit additional dmg dmg: 3d6 + 24 ⇒ (3, 3, 3) + 24 = 33

The entropy brings invasive acid which start to melt and destroy the paraliktors body and suite Corrode every round: 4d8 ⇒ (8, 4, 6, 7) = 25

My main Entropic Strike dmg is 4d6, but my lash is less efficient (lower lvl weapon), so in general I trade dmg for range.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Poors of ichor - are these difficlut terrain or like a wall?
How can we navigate through?

In this situation I thought TOlar could destroy soldiers who place runes. But after so many move were made another way - I do not know already...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Reflex (+2 vs Spells and Spell-likes): 1d20 + 13 ⇒ (14) + 13 = 27
5 fire resist

Joe is nimble almost as tis elusive paraliktor.
But the fight is going to chaotic now...

What are you doing Team?! PLan A! Or should I improvise? - sHouts Joe after understanding what's following after runes applyed.

YOu remember, that Plan A was...:
-Jack and ID - hold mass of foe at bay. Tolar, you start with heavy wepon fire, but swap as I with the droid assault the knight in command whoever it be. Jaqweh, help me with it, but support people otherwise. Fabula, give me information, Kighsta surely will too, right? Share your plans or hesitations.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Jet pack can not work with Powered Armor, like Commander Harness.

Sometimes scenario writers ignore rules. Sometimes to advantage, sometimes to dump someone. But as a game master I always frustrate about this...

Scaranis was an example too, but he lacked of some mystic abilities.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Well, in current scenario we see junk of dmg.

I wonder how Kelria could throw 2 grenades and made Trample at the same round. Especially how he flys being large - probably expansive suite, but how so much manueverablilty in this narrow space?

And this is legal question about Kelria I believe:
Does he have more grenades? What suite is he wearing?

Anyway I made my counterstrike. Execute plan A!

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe is overwheelmed with heavy weaponary as if he still expected good outcome from situation.

BUt these hillknights are real power.
Reflex vs grenade: 1d20 + 13 ⇒ (11) + 13 = 24
Reflex vs grenade 2: 1d20 + 13 ⇒ (10) + 13 = 23

If Joe sees an opportunity to bash the bird down, he will surely do this with Clothesline (I even ready to spend Reactive for this if necessary. )

Clothesline:
When a foe provokes an attack of opportunity from you, rather than make a normal melee attack, you can attempt a trip combat maneuver. If you succeed, the enemy ends all its movement for the round and is knocked prone.

Targeting EAC+8: 1d20 + 18 + 4 ⇒ (19) + 18 + 4 = 41

Most likely large flying Vesk did not notice prepared lash which correctes traectory... If he flying - he may fall.

Fabula! How is he flying being so large? I though only Mechanics can do this
Credits also can make things fly, dumb! - answered Fabula, not even entering the room!

ID, what are those runes for? - Joe points at runes at his armor, and prepared shiled and Dampen for incoming troubles.

Otherwise I will stay with my initial post for main initiative - Antagonize and knowledge check!

Antagonize:
This is not a language-dependent ability for you, but it does not work on mindless targets. If you are at least 6th level, when you successfully use Antagonize on a foe, the duration of the penalty the foe takes is 3 rounds longer than usual (though it still ends after the foe attacks you, forces you to attempt a saving throw, or damages you), and the target takes a –2 penalty to attack rolls (in addition to the normal –2 for being off-target).

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

The mechanics of this Kelria is incredible.
I am really surprised. Even after Scaranis

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
I was confused why should I act first..

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

What are the object around? How solid ther are? Are these column provide cover for large creature? What are these bookshelves alike thins on th map? I do not see a place description, can you provide or point at?

Joe wanders about armor, greandes and waponary of enemy.

Culture to recall knowledge about the large vesk: 1d20 + 18 ⇒ (7) + 18 = 25

Dridapex, stay back!

Paraliktor! One chance to cooperate with the Law. Weapon down, hands up! This is your only warning. Team, execute plan A, if Paraliktor resists.

Joe starts moving, preparing his lash but now only Antagonizes paraliktor

vanguards Antagonzie to intimidate: 1d20 + 20 ⇒ (20) + 20 = 40
Nice. This is long vanguards debuff hopefully! -4 to attack is most relevant, I believe

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

At SF it's really hard to kill a character, that's right.

But during PF-1 accidents happened. I saw some nasty shit as a palyer.

And I destroyed a lot of lives during different campaigns and Adventure Paths, because I like to bring challenge and punish experienced players for mistakes.
I think you felt pressure last scenario :)

I do not really fan of dungeon crawlers, but know what's Bonekeep is. I mean, a lot of instruments to bring pain ...

I am GMing PF-1 #3-15 Haunting of Hinojai currently at PbP. Harsh scenario with a horror atmosphere. Some chances than someone may die in there...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

After clashing with ichor kings Joe feels overwheelmed even though he's body and armor unharmed in general. He looks at the direction of especially loud explosion. And then start checking team and equupment...

We are in a ppor condition, squad. We can wait and catch our breath. Or rush. I am not the only one who decide now as I can not be sure we preavil. Helknights have heavy weaponary and explosives. So we are. But we also got something more. Tactics. ...

Half orc opens powered armor for a while to drink some water and contemplate for a few seconds.

Even Fabula appears in her sneaky drow armor to gift JOe with gloomy gaze of mechanical eye:
If you die I wwill be free finally!

JOe then continues his speech
- Do not hesitate to withdraw if things get worse. As for plan A ... Jack and ID - hold mass of foe at bay. Tolar, you start with heavy wepon fire, but swap as I with the droid assault the knight in command whoever it be. Jaqweh, help me with it, but support people otherwise. Fabula, give me information, Kighsta surely will too, right? Share your plans or hesitations.

I am afraid to continue without rest honestly. But narratively Joe surely do not ant to pause.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Hm. WHere is my post?
I did not play #1-11 at all...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe one more time informs from powered armor speaker, that he is the Law.
He repeats it in Aklo to make things gloomer.

Intimidate! to impress: 1d20 + 20 ⇒ (2) + 20 = 22
Fortitude (excluding Toughness): 1d20 + 14 ⇒ (12) + 14 = 26
Probably speakers works bad with Aklo dialect...

ID did not get where I can spend this +2 to hit Chalenge

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe recovers his resolve and some strength and with a bare mind push his Living Lash to move...

Fortitude (+Toughness?): 1d20 + 14 ⇒ (5) + 14 = 19
Clash again? EAC?: 1d20 + 18 ⇒ (16) + 18 = 34

Lash strikes back at the Kings creating loud BHAM

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe opens voice channel to produce Metall Warriors heavy inspiring composition to power up resolve.
Vanguard clashes shiled and willpower with a psychic energy march

attack: 1d20 + 18 ⇒ (3) + 18 = 21

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe is impressed by Tolar's example, and askes to try few moves with the greatsword but soon return relic blade do the kasath warrior.

-Nah. I need my shield and... to feel entropy vibrations. As we geeting closer I need to ask everyone if you prefer to have a rest. Data and property are important. Heroes dies sometimes, if they are foolishly rush. So?

AS party proceed, Joe telepathically communicate, in general trin not to touch anything around and he prepared for danger...

-Slumbering kings? I can negotiate with them. We should have permisson due to Pact World ...pact -- Joe is absolutely sure about this.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe is covered with different subsances, so he prefers to stay hungry for now.

As team proceed and see the dragon, the vanguard makes several photos. And just after this approach, folloing Dridapex suggestion.

Mighty one! This is The Law! Share your essense or your intensions with me, as we are the power
Intimidate: 1d20 + 20 ⇒ (12) + 20 = 32

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

When everybody heals up Joe looks over civilans and ask Dridapex about safe place to take a breath. As for now, vanguard suggest to move away from this poor tactical position as soon as possible.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Reflex, squeezing: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
The powered armor is perfectly fine balansing at the edge with 3 limbs and ramming native crowd. Step after step.
Joe continues to gather Enropic energy preparing something heavy but before this he just grabs one especially agressive scholar, compress him in a large palm and then drop down...

Using violence towards The Law after warning. Judgement: death.

EAC Attack: 1d20 + 18 ⇒ (16) + 18 = 34
Acid dmg: 4d6 + 24 ⇒ (4, 4, 3, 2) + 24 = 37
One of orororans, crippled, quickly falls down from the tower under gravity pressure.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I will have to use lethal force! This is the last warning! - shouts Joe, tryin to evade foe...

Reflex, squeezing: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21 Success!
Joe then bash one of the orocorans nonlethally... while he slowly moving forward.
EAC Attack: 1d20 + 18 ⇒ (13) + 18 = 31
Acid dmg: 4d6 + 24 ⇒ (2, 5, 2, 5) + 24 = 38

Meanwhile electrostatic field will punish attackers in melee if they touch the powered armor.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

JOe moves not fast due to high gravity, but he is full of resolve and announce themself, demanding orocoran to clear the path.

Citisens of Aucturn the Stranger! This is the Law here to stop distruction of you local facility. Clear the path, we are in a hurry. We appreciate your cooperation.

Joe double moves forward with a stern gaze and prepared shield to push orocorans away if the crawl down and bloack the path. He uses second hand to secure large body to the tower. Surely, he does not want to be too close and feel allies heavy fire and grenades. But he will easily use antlers to meet the foe if they jump down.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Really, locals will fight us? Even if we run near and away? Thats unfortunate and strange, but if we have to.

Joe points at Dridapex and notice:

-We still have civilian among us. Lets follow the plan, I will cover we walk past.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I can carry only Fabula this way. And tose on land need cover, while Tolar provides some distraction. Tolar, these are still citisens of Pact World, avoid lethal force unless... unavoidable. I am slow here, so If I say run - you run. , - last words powered armor addresses to the ground team.
It is not usual Dimenssion door, so I can carry no one but my hireling. I will stay with group if someone have to move with legs through orocorans. If I see this foolish - I will Dimdoor.

Joe inspects how shield attached, and proceeds to orocoran groups with a stern gaze and ready to ram them away.

Actually I have cool ability for push through - Clothesline. Unfortunatelly it only works with Entropy points...

As far as they approach to the orocoran crowds - Jow opens voice channel aloud to inform people following with Crowd Control:
Citisens of Aucturn the Stranger! This is the Law here to stop distruction of you local facility. Clear the path, we are in a hurry. We appreciate your cooperation. Should I roll for intimidate?

Crowd Control:
You are comfortable among those you serve and protect. You know how to communicate to large groups of people, navigate a crowd, and redirect individuals within a crowd to allow yourself more freedom of movement. You can move through the spaces of creatures that are not hostile to you. If crowding creatures create difficult terrain that would reduce your speed or require you to squeeze, you can still move your normal speed. In addition, when you attempt to use Diplomacy to change the attitude of a group of creatures that is not already hostile toward you, lower the DC by 5.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Massive powered armor with antlers spend some standing still, you only hear flips paper pages.
Acording to instruction, this suit does not have functinality to fly. Fabula could make it fly in few hours but protocols prevent me from provideing her with technology. , - Joe remebers about his ward and starts looking for a cunning misantropic android. I can still dimenssionaly jump at the place you will reach via flying...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I can jump through dimenssions up to 800 feet. But I will lack of this tactical advantage later. You'd better think it around while we approaching. , - Joe really does not like this time race

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

-We likely have to rest later even though our mission is endangered. But being a hero with lack of tactical thinking may compromise all involved agents. And the mission also. But for now lets move...

Joe proceeding slow as he is too large to feel comfortable at narrow stairs. He constantly use one hand for self support additionally.

That's great ID is fine and can take his time.

He is leading rest of the party scanning surroundings for dangers.
If Dridapex is still nearby, the vanguard asks him about these orocorans at towers edges.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

-We are mostly adult here but have different approach to tactics, subordination... and having fun. , - Joe mentally comments Dridapex continuing to cover Kait'lax....

So the vanguard Dampens next Tolar splash assault if it happens.
When obvious danger is away, Joe calls for Fabula and suggest that ID check everyone condition.

-Lets take a quick look around, eat some vitamins and continue. We are in a hurry.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe's observes as people keep loosing teir minds thanks to tendrils and vapors. Abadar, bless my filtered rebreather...

Continue working! Thats the nerves crosspoint here! , - Joe gives a hand and cover to Kait'squad, making a mobile spiked wall out of his Knight shield and antlers.

Life Science to aid: 1d20 + 11 ⇒ (14) + 11 = 25

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe is amazed by things happening around him, expecially Tolar raises anxiety...

Tolar Buntu! I demand you to stop harming mates! , - indignantly roars half orc, covering Kait'Lax with Bodyguard. Joe moves with the Kait'Squad to te next section.
Intimidate to Antagonize Tolar: 1d20 + 20 ⇒ (18) + 20 = 38

Antagonize:
Foe is off-target, takes additional –2 penalty to attack rolls and a –2 penalty to all skill checks for 4 rounds plus 1 additional round for every 5 by which your result exceeds the DC (15+CRx1.5), or until it makes an attack against you, forces you to attempt a saving throw, or damages you.

Disabling bio security is priority. Stand on the it or proceed to the exit!

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Well, I am VL. But I am not sure honestly.
Wording is clear about creatures only, that's true. We can stay with this, but I will be happy if there will be any clarification.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Speaking about Significant enemy - it is related to CR. And Traps have CR, right? So it may work...

The powered armor continues to cover Kait'Lax with Kighsta
I won't hesitate to use Bodyguard or Dampen ability, if such option arrive.

Life Science to aid: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe moves about and invites Kait'Lax to work around yellow cluster, using his height to aid and support teammate. His shield is up to cover from tendrils.

Life Sciense to aid: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15

Try to avoid damage! Keep kalm! Tolar, Jackokare, do not shoot! Better move to the northen exit if you feel safe and ready!

Is it "significant enemy"? I supose I can gather and use Entropy point usual way? THats relevant, because Entropy point provides me bonuses to many skillchecks.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe respects Tolar deciion and prepare to take some damage instead of other fighters.

As for current obstacle - Joe is ready to enter and due to is size and limbs length he can be helpful.
I've got some relevant experience... - Joe carefully goes in to aid Kighsta Life Science: 1d20 + 12 ⇒ (19) + 12 = 31

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

If the vanguard feels data is endangered, he will push the team

So, the devils here was to cover and slow down. We need to hurry up. Maybe we'll get a longer breath later. Thank you for assistance, citisen Dridapex. We gonna depart now to save local property according with Pact Worlds Steward Overwatching Convention.

Powered armor covered with some scratches, but without heavy damage.
Joe reminds team about marching order and tactics as soon as team proceed...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

If we in a real hurry, then we really should go without 10 minutes

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I wonder why Dridapex stood without any fear, resistanse or other sort of behavior typical for such situations. , - asks Joe when the action is over.
He secures the perimeter so that Tolar have a chnce to recover and gain some healing.

He provides Killdroid's musician talent as a heavy gaze, but gave no comments around.

The vanguard expects an answer about potential enemy disposition patientely.

Lack of flying talent is an weakness in this sort of gravity especially. But we prevail, if I redirect some fire from you... - half orc comments Jaqueh

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe makes couple steps for better view, and then unleash onto the flying devil lightning bolt with a... Lightning Pistol, EAC: 1d20 + 17 ⇒ (6) + 17 = 23
Electro DMG, Line, nonlethal: 1d6 + 6 ⇒ (2) + 6 = 8

...after miss Joe looked at the pistol as if it was a spoiled kebab, which he just baited.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

So, you want it to be the hard way, Devil?! , - Joe sheath his lash and point the devil once more...

Intimidate to Antagonize once more: 1d20 + 20 ⇒ (17) + 20 = 37

The vanguard stands tall, heating up magic essense inside fey-made reactor.

See my previous post for detailes about antagonize. THe devil now recieve some debufes, but most relevan is -4 to attack unless the devil attacks me

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Fight started a bit chaotic and Joe's foe soon disappears. He nods at the impact of his words whicj let devil and then decides to talk to another devil in Infernal, pointing with his lash:

Hey creature! It's really hard to collect knocked out teeth with broken limbs? Come here or you will know more about such process...

Antagonize (Vanguard):
You have learned how to gain your opponents’ attention, drawing fire away from your allies and toward yourself. You gain Antagonize as a bonus feat. You do not need to meet its prerequisites. This is not a language-dependent ability for you, but it does not work on mindless targets. If you are at least 6th level, when you successfully use Antagonize on a foe, the duration of the penalty the foe takes is 3 rounds longer than usual (though it still ends after the foe attacks you, forces you to attempt a saving throw, or damages you), and the target takes a –2 penalty to attack rolls (in addition to the normal –2 for being off-target).

Intimidate to Antogonise, DC 15+CRx1.5: 1d20 + 20 ⇒ (3) + 20 = 23
Probably Joe still chewing something or he practice his Infernal too seldom to be intimidating...

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5
GM Aerondor wrote:

Right... and one of you has been keeping it charged with spells? Or is that the job of the backup generator in the shield?

Actually it looks like power armor and backup generator is an obvious combination, if a bit of a perpetual motion machine :-)

I'll have to remember that for my characters.

Yeah, my suit is large, and also it is very energy efficient (1 charge /hour). I have some good batteries and exact backup generator, so I believe that should work.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

I missed the thing devils are flying. Joe is large and with Lash has 15 feet reach. So, I will roll athlitics to jump for now and think how to work around further.

Athletics to jump: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Joe jumps almost for 7 feet into te air to lash the flying devil...but probably high gravity breaks his expectations and distance appeared too big.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Furtunatelly Joe's armor uppgraded with Termal Capacitor, so he suppress some damage.

-Who demanded you to reach us, devil? , - powered armor quickly comes alive and after short jump deliver a lunge kick at the foe...
Attack, EAC, Reach: 1d20 + 18 ⇒ (19) + 18 = 37
Dmg, bld, non-lethal: 23 + 4d6 ⇒ 23 + (1, 3, 4, 3) = 34

- Banish yourself out of my sight!
Joe makes an opening but then find cover under Knight's Shield protection.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Hellknights again. Maybe this time we can nogotiate with a lictor or at least Signifer. But I thinks they will bring us more fire. Do we have fire protection? I am ready to move, my Will is stronger than used to be. Remove the inestaion sounds ...acceptful , - Joe comments the situation and decided to add:
Hey, bridgekeeper? Do you have around any relax area for kin like us.. with proper food and drinks ?

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe will take the dead trolls badge for future investigation or needs.

--
AS far as Starfinders reach organic bridge, Joe carefully approach, covering ID. But do not engage until negotiations end.

Greetings, gatekeeper. , - Joe uses his circlet of Telepathy to connect ot the caped in crimson guy.

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