Dog Rider

Kneepuncher's page

523 posts. Organized Play character for cmlobue.


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Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Profession (Courtesan): 1d20 + 19 ⇒ (5) + 19 = 24

Chronicle looks good.

Thanks for a great game, everyone, especially S for running!

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"We are not punching another god today."

Life Science: 1d20 + 6 ⇒ (15) + 6 = 21

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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)

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"Staying seems like a really bad idea. I think we should all get out of here. Including you, Caulthwan."

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 4, 4) + 15 = 26 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (8) + 16 = 24 vs. {10 + Intimidate} or {15 + 1½ × CR}

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

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher kicks Blue when he's down.

Entropic Strike: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 3, 4) + 15 = 23 (force, magic, operative; critical knockdown)

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 3, 4) + 15 = 26 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 5, 5) + 15 = 29 (force, magic, operative; critical knockdown)

Again, I'd like to move if the first hit is a KO, this time toward out little demonic friend.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

You don't get a name like Kneepuncher without doing a little punching.

Entropic Strike: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 1, 1) + 15 = 18 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (13) + 16 = 29 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 5, 2) + 15 = 26 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (5) + 16 = 21 vs. {10 + Intimidate} or {15 + 1½ × CR}
Critical Damage: 3d6 + 15 ⇒ (3, 2, 2) + 15 = 22

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 2, 1) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (20) + 16 = 36 vs. {10 + Intimidate} or {15 + 1½ × CR}

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher double moves through the air.

Entropy 2

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher shouts something obscene and looks as if he's trying to claw his way out of his powered armor.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save, Shaken: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher does not need to be told twice, He flies back, grabbing anyone who would have trouble keeping up.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 4, 2) + 15 = 26 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 1, 1) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (7) + 16 = 23 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 4, 4) + 15 = 25 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (6) + 16 = 22 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher darts forward and slams a fist into the black critter.

Entropic Strike: 1d20 + 14 ⇒ (18) + 14 = 32 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 2, 2) + 15 = 20 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (11) + 16 = 27 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 weird thing from earlier expended
Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher would also agree, if it's not too late.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher never particularly enjoyed the shamisen, but can at least hum a counterpoint to Gunnz' tune.

Culture, Aid: 1d20 + 6 ⇒ (19) + 6 = 25

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

GM:
+2 to save please

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13

This feels important.

Will Save, Promotional Reroll, Two Novas: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 1, 1) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher looks from the bag to the orocorans. "Does that... make you that...?"

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"Help where we can, certainly, but Yuqab is right - fixing a planet is beyond our pay grade."

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 ⇒ (8) + 7 = 15

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

The halfling pulls out a comm unit. "Kinbara? Grab me an antigravity belt before we leave, kaythanksbye!"

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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?"

Exo-Guardians

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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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Chronicle looks good.

Thanks for a great game, everyone, especially Kludde for running!

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Profession (Courtesan): 1d20 + 19 ⇒ (19) + 19 = 38

Kneepuncher returns to some of his better clients, earning 76 credits.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

A single move puts KP in punching range.

Entropic Strike: 1d20 + 14 ⇒ (8) + 14 = 22 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 2, 2) + 15 = 22 (force, magic, operative; critical knockdown)

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 2, 5) + 15 = 23 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (12) + 16 = 28 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (3) + 14 - 2 - 2 = 13 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 3, 1) + 15 = 22 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33 vs. {10 + Intimidate} or {15 + 1½ × CR}

Critical Damage: 3d6 + 15 ⇒ (2, 2, 4) + 15 = 23 plus Knockdown

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 2, 3) + 15 = 26 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (3) + 16 = 19 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 2, 6) + 15 = 26 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (19) + 16 = 35 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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/

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

My facepalms do 3d6+15 damage. Please don't make me.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 2, 5) + 15 = 27 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (10) + 16 = 26 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Final boss doing final boss things.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 ⇒ (11) + 7 = 18
Fortitude Save: 1d20 + 13 ⇒ (13) + 13 = 26

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Punch the glaciers.

Gunnery: 1d20 + 12 ⇒ (7) + 12 = 19

Punch the psychic cries. With mental resilience.

Will Save: 1d20 + 7 ⇒ (14) + 7 = 21

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Punch the Swarm.

Entropic Strike: 1d20 + 14 ⇒ (18) + 14 = 32

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"I lift people up and put them down."

Athletics: 1d20 + 15 ⇒ (6) + 15 = 21

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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).

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 7 ⇒ (2) + 7 = 9

Thank you, no.

Will Save, Promotional Reroll, 2 Novas: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

kthxbye

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

The green-clad sentinel is going down, one way or another.

Entropic Strike: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 4, 1) + 15 = 23 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 6, 5) + 15 = 31 (force, magic, operative; critical knockdown)

"Another" it is.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

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
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 6, 2) + 15 = 24 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

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: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Punching Knees, Taking Names: 1d20 ⇒ 4

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