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Johnnie Hayseed's page
32 posts. Organized Play character for Luke_Parry.
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Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Chronicle looks good. As always, thank-you for running :-)
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
I spend my Day Job 'Rebuilding Nakondis'.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie steps back, and fires at Blue.
AG Assault Rifle: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d8 ⇒ 6 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie backs up, and fires a shot at Red.
AG Assault Rifle: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d8 ⇒ 8 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie looks around...
Perception: 1d20 + 0 ⇒ (13) + 0 = 13.
...but doesn't really notice anything.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie tries to wriggle through narrow gaps in the rubble, looking for clues...
Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12.
...but gets stuck.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
"This looks like something we should report back about..."
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
After seeing Antethriss get critted, Johnnie starts firing wildly!
AG Assault Rifle: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d8 ⇒ 7 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Darim-BOT:
Laser vs EAC: 1d20 + 3 ⇒ (17) + 3 = 20.
Damage: 1d8 ⇒ 1 Fire.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie continues to pepper the robot with rifle rounds.
AG Assault Rifle: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d8 ⇒ 1Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Anthethriss starts legging it towards the robot.
Double move.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
"Now that is a strange varmint!"
Johnnie lines up a shot.
AG Assault Rifle: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d8 ⇒ 4 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie attempts to convince the nanites that he isn't really there.
Bluff: 1d20 + 10 ⇒ (9) + 10 = 19.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie struggles to break free.
Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie attempts to dodge his way through the cloud...
Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11.
...but it goes badly for him.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie pokes around.
"Is this the door?"
Culture: 1d20 + 7 ⇒ (13) + 7 = 20.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
With an agreeable nod, Johnnie happily passes the pseudo-grenades to Butcher.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Sleight of Hand: 1d20 + 3 ⇒ (9) + 3 = 12.
Sleight of Hand: 1d20 + 3 ⇒ (20) + 3 = 23.
Sleight of Hand: 1d20 + 3 ⇒ (13) + 3 = 16.
Johnnie manages to extract the 'grenades' like hot potatoes from a fire, tossing them from hand to hand as they cool.
"Shall we head on to the next area?"
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie nods fervently.
"Suns are the cradles of life. They truly are amazing."
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8.
Not appreciating the 'cleansing', Johnnie fires off another shot.
AG Assault Rifle: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d8 ⇒ 5 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie moves for an unobstructed view, takes a pot-shot at the anacite.
AG Assault Rifle: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 ⇒ 1 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Sense Motive: 1d20 + 0 ⇒ (15) + 0 = 15.
Johnnie is rather non-plussed by all of this.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Perception: 1d20 + 0 ⇒ (11) + 0 = 11.
Johnnie continues to remain oblivious, strumming away on his banjo.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie is too busy strumming his banjo to notice anything.
Perception : 1d20 + 0 ⇒ (13) + 0 = 13.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie looks around...
Survival: 1d20 + 0 ⇒ (5) + 0 = 5.
...but looking for robot spoor does not prove to be a fruitful use of time.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Twilight, I think you are missing a couple of missiles ;-)
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie moves forward, and takes another pot-shot at Red.
AG Assault Rifle: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d8 ⇒ 3 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
"Looks like we got ourselves some varmints!"
Johnnie takes a shot at Red.
AG Assault Rifle: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 ⇒ 4 Piercing damage.
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Aren't we exactly APL 2? 2+3+1+2+2+2 = 12 / 6 = 2?
(Ilmakis went with their level 1, Darim, rather than their level 4 technomancer.)
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
Johnnie nods companionably.
"Glad to hear it, friend! Not being able to breathe would be kind of a shame..."
Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
"That's mighty generous of you, friend! I'm sure it will be plenty helpful. Anything we can do for you in exchange?"

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)
A small, gray-skinned humanoid with oversized black eyes, clad in overalls and wearing a broad-brimmed straw hat, nods to the rest of the party.
"Howdy folks! The name's Johnnie. I have a mighty fine ranch out on a planet in the Vast called Nakondis. Pretty little place. Good folks, too. Ya'll are welcome to drop around for a meal if ya happen to be in the neighborhood."
He then pats the aeon guard assault rifle slung over his shoulder.
"This here is Betsy. She's war-surplus, but still perfect for shooting any critters or varmints that happen to invade your property. Making weapons is one o' the things the Azlanti *do* do right."
Almost as an afterthought, he adds:
"If we happen to have some downtime, and ya'll need to relax, I'm also a pretty fine banjo player."
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Johnnie is perfectly happy to chat with people, to see what they know.
Diplomacy(Assist): 1d20 + 10 ⇒ (4) + 10 = 14.
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