Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
"We are not punching another god today." Life Science: 1d20 + 6 ⇒ (15) + 6 = 21
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Doesn't look like anyone is better at this than Kneepuncher. He'll use Diplomacy if easier but Intimidate if the DC is the same. After failing to rescue Caulthwan, the halfling is really interested in getting as many other people off this rock as possible. Intimidate: 1d20 + 16 ⇒ (3) + 16 = 19 (-2 if Diplomacy)
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
"Staying seems like a really bad idea. I think we should all get out of here. Including you, Caulthwan."
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher will spend 1 Entropy to reduce the damage from the first attack by 9. He then gets up close and personal with the leader. Entropic Strike: 1d20 + 14 ⇒ (15) + 14 = 29 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn. Fire bad. Reflex Save: 1d20 + 10 ⇒ (18) + 10 = 28
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher kicks Blue when he's down. Entropic Strike: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13 vs. EAC
Well, it worked in his head. Maybe kicking him while he's up will work better. Entropic Strike: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 vs. EAC
Entropic Strike: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14 vs. EAC
Again, I'd like to move if the first hit is a KO, this time toward out little demonic friend.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
You don't get a name like Kneepuncher without doing a little punching. Entropic Strike: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs. EAC
Entropic Strike: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn. If the first hit is a KO, he would like to move toward Green.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher expends 1 entropy point to gain 10 feet of speed for the round, which is just enough to charge the cultist in blue. Entropic Strike: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn. -2 AC for 1 round. Entropy back up to 2.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher double moves through the air. Entropy 2
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher shouts something obscene and looks as if he's trying to claw his way out of his powered armor.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save, Shaken: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher does not need to be told twice, He flies back, grabbing anyone who would have trouble keeping up.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Second verse, same as the first. Kneepuncher wrote: Kneepuncher keeps doing what he does. Black, switching to White if the first hit is a KO. Entropic Strike: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 vs. EAC Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 1, 6) + 15 = 24 (force, magic, operative; critical knockdown)Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17 vs. {10 + Intimidate} or {15 + 1½ × CR} Entropic Strike: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher keeps doing what he does. Black, switching to White if the first hit is a KO. Entropic Strike: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 vs. EAC
Entropic Strike: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher darts forward and slams a fist into the black critter. Entropic Strike: 1d20 + 14 ⇒ (18) + 14 = 32 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 weird thing from earlier expended
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher would also agree, if it's not too late.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher never particularly enjoyed the shamisen, but can at least hum a counterpoint to Gunnz' tune. Culture, Aid: 1d20 + 6 ⇒ (19) + 6 = 25
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher waits to provide some interesting details... or 'details'... to the other Starfinders' stories. Culture, Aid: 1d20 + 6 ⇒ (12) + 6 = 18 -4 if we are Bluffing instead
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
GM: +2 to save please
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher doesn't have to walk as long as his batteries hold out, but he'd rather ride. Will Save: 1d20 + 7 ⇒ (9) + 7 = 16
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 ⇒ (6) + 7 = 13 This feels important. Will Save, Promotional Reroll, Two Novas: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher charges into the area near the black- and green-tinged creatures. He starts pounding on the black one, as it is slightly closer to his teammates. Entropic Strike: 1d20 + 14 ⇒ (15) + 14 = 29 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Fortitude Save: 1d20 + 13 ⇒ (3) + 13 = 16 I believe we all have belts to deal with the gravity. Kennpuncher can't keep his armor vertical while the creatures emerge, but quickly rights it and flies toward the enemy.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher looks from the bag to the orocorans. "Does that... make you that...?"
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
"Help where we can, certainly, but Yuqab is right - fixing a planet is beyond our pay grade."
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 ⇒ (8) + 7 = 15
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
The halfling pulls out a comm unit. "Kinbara? Grab me an antigravity belt before we leave, kaythanksbye!"
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
A large hover suit with a shield slowly lowers to the ground a few meters away from the others. With a hiss of steam, the cockpit opens, and a green-haired halfling with a prosthetic right arm exits. He approaches the group and grumbles, "Just once I hope we don't have to beat up someone who wants to become a god." He then appears to be distracted for a moment, and whispers to no one in particular, "You won't like it if you get ripped off this time." "Anyway, I am called Kneepuncher, at least when I am in that getup," he continues, pointing a thumb over his shoulder at the powered armor. "I think we all know why they picked me for this job." Profession Vidgamer or chronicle from 4-04:
The shield attached to his powered armor has the logo for the vidgame team Oras' Razors. He listens to Ixthia's briefing, then mumbles, "Yep, more godlings. He doesn't know anything the others haven't mentioned about Aucturn, so skips to the usual questions. "Any idea what's going to try to make out lives miserable this time? Or at least what did the same for previous Starfinders?"
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Chronicle looks good. Thanks for a great game, everyone, especially Kludde for running!
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Profession (Courtesan): 1d20 + 19 ⇒ (19) + 19 = 38 Kneepuncher returns to some of his better clients, earning 76 credits.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
A single move puts KP in punching range. Entropic Strike: 1d20 + 14 ⇒ (8) + 14 = 22 vs. EAC
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Aw yeah, drawing aggro! Fortitude Save: 1d20 + 13 ⇒ (2) + 13 = 15 Spending 1 entropy to reduce that by 9. Still takes me into HP. "You're one zombie away from having my full attention." Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (20) + 14 - 2 - 2 = 30 vs. EAC
Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (3) + 14 - 2 - 2 = 13 vs. EAC
Critical Damage: 3d6 + 15 ⇒ (2, 2, 4) + 15 = 23 plus Knockdown
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Fortitude Save: 1d20 + 13 ⇒ (4) + 13 = 17 +1 Entropy, total 4 Kneepuncher remebers the time that Zahenni got away from him. That sucked. A lot. Fortunately, he has someone to take out his frustrations on. Entropic Strike: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16 vs. EAC
Entropic Strike: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher double moves toward the zombies, hoping the minions are not so annoying about staying where he can hit them. First move is 30 ft. diagonally to the northeast. Second is 20 ft. diagonally down and north, then 10 ft. straight down. That puts him 30 ft. above the ground. Could he then cut the flight, falling the remaining distance - and taking appropriate damage, and making a skill check to see if he lands on his feet/
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
My facepalms do 3d6+15 damage. Please don't make me.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Thank you for remaining within single move range. This will hurt you more than it will hurt me. Entropic Strike: 1d20 + 14 ⇒ (6) + 14 = 20 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Final boss doing final boss things.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 ⇒ (11) + 7 = 18
Kneepuncher remembers a day of cruelty to a partner, when more than a relationship was ended, and it was completely his fault. "That's not who I am. Hey! hands off the brain!" Kneepuncher's megathrusters are go, so he continues his ascent, landing on the platform opposite Zahenni. Flight path - up 35 ft., diagonal up 15 ft. (20 ft. used), and another 5 ft. onto the platform. +1 Entropy for double move, +1 for taking 2x level in damage. Total 3.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Kneepuncher starts flying up toward the throne. If Kinbara's calculations are correct, 30 feet of movement gets him 20 feet up and 20 feet forward.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Punch the glaciers. Gunnery: 1d20 + 12 ⇒ (7) + 12 = 19 Punch the psychic cries. With mental resilience. Will Save: 1d20 + 7 ⇒ (14) + 7 = 21
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Punch the Swarm. Entropic Strike: 1d20 + 14 ⇒ (18) + 14 = 32
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
"I lift people up and put them down." Athletics: 1d20 + 15 ⇒ (6) + 15 = 21
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
I will be traveling from June 26 to July 3. I expect to have computer access, but feel free to bot Kneepuncher as needed. He will move and hit or hit and hit, depending on how far away the enemy is standing (once he is done being afraid).
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
20. After we flee 10 rounds, we need to make it back. Either way, it's the entire combat. The only question is if the mission is an extraction when we return.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Will Save: 1d20 + 7 ⇒ (2) + 7 = 9 Thank you, no. Will Save, Promotional Reroll, 2 Novas: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 kthxbye
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
The green-clad sentinel is going down, one way or another. Entropic Strike: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22 vs. EAC
Entropic Strike: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 vs. EAC
"Another" it is.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Knepeuncher carefully steps toward the remaining sentinel and asks with a smile, "This is the part where you surrender, you know?" If the smile doesn't work, the fist will do the job. Entropic Strike: 1d20 + 14 ⇒ (12) + 14 = 26 vs. EAC
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init:
Punching Knees, Taking Names: 1d20 ⇒ 4
|
