Reginar

John Joseph Oaklie's page

76 posts. Organized Play character for Z...D....


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Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Chronicle received thanks for running.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Sure thing." JJ answers the VC

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

will save: 1d20 + 3 ⇒ (10) + 3 = 13

JJ tries his gambit once more.

Survival trick attack, DC 20+enemies CR: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
pistol: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 121d6 + 1 ⇒ (2) + 1 = 3
trick attack: 1d8 ⇒ 4

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

will save: 1d20 + 3 ⇒ (2) + 3 = 5 Whelp

JJ is taken aback at the dragon's roar. He tries to steady himself and kicks ups some sand.

survival trick attack, DC 20+enemies cr: 1d20 + 11 ⇒ (4) + 11 = 15
pistol: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (4) + 1 = 5
trick attack: 1d8 ⇒ 8

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ draws his pistol and moves into action before the dragon can strike.

trick attack survival, DC 20+enemies CR: 1d20 + 13 ⇒ (16) + 13 = 29
pistol vs KAC: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 1 ⇒ (5) + 1 = 6
trick attack: 1d8 ⇒ 5

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

sense motive: 1d20 + 8 ⇒ (1) + 8 = 9 Darn bad timing

"Yes what is the prophecy?"

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"Yes we are with the society called the Starfinder's. We are attempting to locate a set of sandstone tablets. We believe one to be here. Do you know of it?"

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Finally, something JJ was built for. Planetary survival

survival: 1d20 + 9 ⇒ (15) + 9 = 24

JJ scouts ahead with his rifle out and picks his way through the terrain.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ now starts to feel some of the wounds.

concealment, lo bad: 1d100 ⇒ 83
trick attack, DC 20+enemies CR: 1d20 + 10 ⇒ (17) + 10 = 27
attack: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 3 ⇒ (2) + 3 = 5
trick attack: 1d8 ⇒ 3
crit damage: 1d4 + 3 ⇒ (4) + 3 = 7

Finally some good rolls

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ continues to use the smoke to his advantage.

concealment, low bad: 1d100 ⇒ 17
stealth, DC 20+enemies CR: 1d20 + 10 ⇒ (11) + 10 = 21
attack: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 3 ⇒ (4) + 3 = 7
trick attack: 1d8 ⇒ 7

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

I would have just pulled my knife than and still would have missed.

JJ takes another swing with his knife.

trick attack, DC 20+enemies CR: 1d20 + 10 ⇒ (16) + 10 = 26
attack: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 3 ⇒ (3) + 3 = 6
trick attack: 1d8 ⇒ 6

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ takes a guarded step back and fires another round at the vesk from behind his back.

stealth trick attack, DC 20+ enemies CR: 1d20 + 10 ⇒ (19) + 10 = 29
attack: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 1 ⇒ (2) + 1 = 3
trick attack: 1d8 ⇒ 2

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ no close enough to the vesk raises his pistol and fires.

trick attack, DC=20+enemies CR: 1d20 + 10 ⇒ (6) + 10 = 16
pistol: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (6) + 1 = 7
trick attack: 1d8 ⇒ 8

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ attempts to hide in the crowd and get around the vesk.

stealth moving at half speed: 1d20 + 10 ⇒ (20) + 10 = 30

second move action, stealthing: 1d20 + 10 ⇒ (18) + 10 = 28

As he moves, he draws his pistol.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ walks over to the pod and calls out through the door. "Hello"

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

engineering: 1d20 + 6 ⇒ (16) + 6 = 22

JJ finagles with the locking mechanism.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ walks through the hallway to a where the office is located and will open the door.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ takes the opportunity to sneak by the bouncer.

stealth?: 1d20 + 10 ⇒ (12) + 10 = 22

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

For some reason, this thread was not showing updates. Sorry for my absence. Catching up now

JJ finally makes his way into the club.

disguise to blend in: 1d20 + 2 ⇒ (17) + 2 = 19

As he moves through the club and heads straight to the office. Move out the way. I am here on business. No time for you stupid questions."

intimidate: 1d20 + 2 ⇒ (3) + 2 = 5

Well JJ is about to get punched in the face

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"I am back in good position" then drops his voice "for now"

evade, DC 16: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Crap no other choice but to do a flyby

JJ pulls hard on the controls

flyby, DC 19: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16

and swears as he opens himself up for an attack. And then moves away from the river rat and prepares for another run.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Have a feeling this is going to be a good round.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ grits his teeth playing this cat and rat game.

piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ mutters under his breath, "Oh no you dont" And does a small loop around.

evade, DC 16: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 No evade this round

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Oh, i just now realized it is against the enemies tier not ours.

JJ Doubles back and comes around the backside of the asteroid to catch the side of the river rat.

piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"Hold on to your lunch." JJ says pulling on the handles.

piloting, flyby DC 21: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 Crap

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ quickly ducks the ship around the asteroids.

piloting to evade: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"We got them on the run for now" JJ says as he maneuvers on the tail of the River Rat

piloting, Evasive Maneuvers DC 16: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

There you go Vindler

JJ takes the offensive and chases down the River Rat.
piloting, evasive maneuvers DC 16: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"Making some space and swinging her around"

piloting, evasive maneuvers DC 16: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Sorry to hear that.

I apologize for the delay. I will change one thing, and that would be the facing. Our strongest shields are in the front. As well as another 3d6 gun. My as well have that presented if he comes for us. This will also keep our hit side away from him.

Eventually, I will win the initiative. Even with the GM's loaded dice bot...JK GM

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ closes the comms between the ships. "I'm going to keep them dead ahead. Our bigger gun and shields are in the front."

piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"Maybe, maybe not" JJ says in response to being alone.

"Sorry friend. This ship, and everything on board, is not our property to just give away." J.J. says dryly. "Guess you are going to have to look elsewhere."

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ grasp the controls, just in case he needs to make space. "No. We are actually heading to a location to pick up something. A piece of sandstone I think. Something that was located at a dig. You know, the normal society stuff."

"What about you guys?"

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ looks over at Smiles. "Well met. This is John Joseph Oaklie. I guess I would be the best person to speak for this ship, seeing as I am piloting this ship. Speaking of ships, I notice yours has a bit of damage to her. Could you possibly need assistance in repairs?"

diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19 Thought I would never be the one to main line a diplo check. But here it is

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Take 10 and 20 from the Archives

Since you are not distracted or in immediate danger, you should be able to take 10.

Wayfinders

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Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Yep, definitely stealing this layout as well. Bravo good sir.

As for the +2 checks, I would always add them to the gunning checks. It is alway better to have a better chance to hit.

GM, I have a few slides from my presentation with all of the roles and updated DCs on them. If you would like me to add them please do so. Or you can swipe them. Link here

They are on slides 5, 6, 7

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Did you all see that shot JJ shouts as he comes back down the ramp, reloading another round as he goes, the bullet passed right between you all. If i was a hair off or I didn't time it just right.

When he gets to the bodies, "Nah, grenades are not really my style. But I will take some of the pistol ammo."

JJ stays silent as the others brief the Lecretti and the VC.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Okay, I finally zoomed in on the map and saw that I was on the same level. I adjusted to take the high ground.

JJ takes a moment to aim through the scope, hoping to zero in on the ther thug. He slowly pulls the trigger.

Scope reduce the penalty from soft cover from -4 to -2
attack vs KAC: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 161d10 + 3 ⇒ (5) + 3 = 8

JJ opens up the mic in his comm unit, "Lets try to take the leader alive, it may not have the tablet."

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ ejects the spent casing and places a new round into the chamber of the rifle. He moves to get a better angle on the others. Two move actions.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ aims his sniper rifle and takes a shot at blue.

attack vs KAC: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 3 ⇒ (10) + 3 = 13

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"A few thugs have never stopped me before and it will not stop me now" JJ says a little too confidently.

Once in the ally way, JJ sets up in a good position and acts as overwatch.
stealth: 1d20 + 10 ⇒ (18) + 10 = 28

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

J.J. hits the streets looking for any leads he can find.

survival: 1d20 + 9 ⇒ (6) + 9 = 15

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

"Other than the obvious that it is less than reputable, what can you tell us about the location? Do you have any clue of what the treasure is?" JJ asks the VC.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

JJ can fit pretty much any role with the exception being science officer.

Piloting would be his best at +10, +11 from with the ship bonuses prior to any other bonuses.

Gunnery Check would be at a +5 prior to any bonuses.

Engineering at +7

Captaining....not really something JJ would do.

As for the other +2 checks. One should most likely going to piloting and the other to the main gunner.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

A human male walks in to the tea shop, shaking his head at all the comotion happening around him.

for once, can they meet us out in the field. For crying out loud, everytime we have to meet at this complex

He spots the lone android at the table and the waiter, "Is this the table for VC Arvin?" He inquires, his voice is deep and has an unusual accent. Think western movie

He sets his pack down beside him, being sure not to let the bulky rifle stick out to far.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Basic information
[Starfinder Society number: 133462-702
Player Name: Zach D.
Character Name: JJ Oaklie
Faction slotted: Wayfinders
Day Job (if any): N/A
Current Fame/Reputation with all factions: Current Fame 11 / Wayfinders Rep 11
Current XP: 6

Why did your character chose to become a Starfinder?
He wanted a chance to get off Akiton and see the rest of the worlds. He loves to explore uncharted areas and making first contact, even though he is not very diplomatic. (it's a work in progress)

What the first impression that you think most people would have if they met your character?
That he seems disinterested to what is going on. If he is in a well populated place, he seems irritable and likely quiet, mostly due to him biting his tongue. He relaxes the further from civilization he gets.

What is the most interesting/powerful/personal favorite thing that your character is able to do?
Most likely the trained for trouble ability. Able to make an untrained ID check on certain certain checks.

Purchases:

Sniper Scope: 1350 credits
Improved Drift Engines: 1 fame

Wayfinders

John Joseph Oaklie, scout and survival expert, ready to go. If selected of course.

A little disclosure, I post between the hours of 1800-0900 US EST. The curse of being on permanent midnights.

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

Got mine, thanks

Wayfinders

Male NG Human xenoarchaeologist operative (starfinder forerunner) 3 | SP 7/21 HP 22/22 | RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None

I load them as PDF or Images, which ever you prefer, and then save them to a folder in google drive. Then use the share function on the folder and copy the link. Post the link here and then wait for us to grab them.

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