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Korbinian's page
128 posts. Alias of Tenro.
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Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
In a low tone, Korbinian gives clues to the others. "Noshogi in front, three behind. Back center is a big boy. Crab, go."
His crab moves while Korbinian readies his weapon.
crab, moving out the back of the transport can get to F13, and will ready an attack against the first enemy to come in his range. Korbinian will ready an attack for any who approach close enough (will treat the crab as a "line in the sand" any who approach as far as or past the crab will be shot.)
Korbinian
atk: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d10 + 1 ⇒ (5) + 1 = 6
Crab
atk: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
perception: 1d20 + 6 ⇒ (19) + 6 = 25
so, if Sisk and Korbinian go first, would this be a surprise round? or do they see us?
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
i dont know any of the modules so they're all fine with me.
what classes do we have in the party now? i would probably like to change classes if that is alright. i have lost interest in mechamage since we started this game.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Sounds good.
What level are we fast forwarding to?
Not sure if i am really feeling the mechamage.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian has his weapon ready with a round in the chamber.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"The marvels of technology..." Korbinian says, proud of what society has bolted together.
****
"Contact? Ambush?"
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Yeah, something tells me that we will see them again." Korbinian says, somewhat bothered.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
engineering: 1d20 + 9 ⇒ (8) + 9 = 17
"I don't see any weapons, but they all have matching buzzcut hair. Personnel carrier."
Korbinian turns the wagon to allow the other to pass. "Where are you headed?"
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
perception: 1d20 + 6 ⇒ (20) + 6 = 26 vs DC 14
"We're being followed, and they're gaining."
do i see anything else for that outstanding result?
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
From what i can tell, the tank crew went south and Moegan decided he wanted the business end of the tank. So we took it. On with the mission."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Good the throat is healed, eh? Well, let's get a move on." Korbinian says, and assesses the controls of the Mariah once more to see about driving her off.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
I am having some trouble finding worthwhile feats for a Mechamage. There seem to be precious few in the core book, and I don't have any other Thunderscape books.
Would it be possible, since Mechamage is the Thunderscape Wizard analog, to take an Arcane Discovery in place of a feat, as a Wizard can? Mechamage is an alternate class of Wizard, as it is, so i figured i'd ask. Also he uses the wizard spell list (modified for some more spells but loses three schools)
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
sweeet, will level this weekend
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
perception: 1d20 + 6 ⇒ (13) + 6 = 19
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Alright, let's get these ones rounded up so I can get to work." Korbinian says.
When the more puissant of arms members of their company get their charges put together, Korbinian will get to work taking the cannon off.
craft machinery: 1d20 + 15 ⇒ (13) + 15 = 28
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Well, staring down the barrel of a tank is something no one wants to do. Gets a guy antsy. All's well that ends well."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
so one is running, probably ate a broadsword from Jimara, and the others have surrendered or are incapacitated?
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Crab, SMASH!" he says, pointing at the table. The crab attempts to smash it.
atk: 1d20 + 4 ⇒ (8) + 4 = 12
dmg: 1d6 + 2 ⇒ (3) + 2 = 5
atk: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Korbinian double moves south around the trees
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"I see you've elected the hard way..."
Crab, SMASH!" he says, pointing at the table. The crab moves forward and attempts to smash it.
atk: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d6 + 2 ⇒ (4) + 2 = 6
atk: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Korbinian takes another shot. at the pale faced one
atk: 1d20 + 4 ⇒ (12) + 4 = 16
dmg: 1d10 + 1 ⇒ (5) + 1 = 6
sound and fury, signifying nothing...
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"We're not here to kill you! Lay down your weapons!"
Crab, SMASH!" he says, pointing at the table. The crab moves forward and attempts to smash it. 5ft step to H12, full attack
atk: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
atk: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Korbinian moves to G9 and takes a shot. at the pale faced one
atk: 1d20 + 4 ⇒ (3) + 4 = 7
dmg: 1d10 + 1 ⇒ (10) + 1 = 11
sound and fury, signifying nothing...
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
oh dang, my bad. i forgot we were supposed to restrain them. i mean i don't know that it is feasible, but i will play it next round as Korbinian got caught up in the moment. Maybe one of us can yell "FREEZE!" haha
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian moves to L6
Crab double moves to H11
Korbinian takes a shot at the goofy-faced enemy
atk: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d10 + 1 ⇒ (1) + 1 = 2
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian wrote: Korbinian moves 30ft along the gulch attempting to keep cover between him and the enemies to avoid being seen. my character wasnt moved
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian moves 30ft along the gulch attempting to keep cover between him and the enemies to avoid being seen.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"i dont have any explosives."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Best to hit them while they're not in the tank. If we try to draw them, they might mount up."
can we get the map link on this page?
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Can any of you sneak and get eyes-on?" Korbinian whispers.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"I'll focus on the cannon, that'll be a time-consuming job. Someone else can gash the boiler and grab rounds with someone else afterward."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"I could probably engineer something, but that would take time. I'm not a trap expert per se, just good at building things, so if we have an actual trap expert that would be better."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
i dunno DM, you tell me. I have Craft Mechanical at +11 and Disable Device at +9. Disable device would probably be faster and more applicable to taking it off the thing, with craft mechanical being used to add it to something else.... if it were up to me
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Then how are we going to 'blast our way' into the mining facility?" the goreaux asks, pointing at #1 on the map.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"If we take the tunnel back, can we use bombs to seal the tunnel after us?"
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian climbs up onto the seat, sitting next to the wall if possible.
"Are we going to see our destination today, boss?"
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian gets up, throws on his gear, and heads to the tavern to get some food, eager to get this day underway.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian eats his food greedily, before turning to Yatin. "Well, I had better be off to repair my golem, otherwise the noise'll keep everyone up."
He then steps down off of his stool and heads to their cabin. To the side of the entrance, the area is monopolized with rags laid out and covered with parts. He puts the final pieces in and reattaches the shell as the group mills into the cabin to sleep.
repair: 1d10 + 5 ⇒ (2) + 5 = 7
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
To Yatin, Korbinian replied, "No, not yet. Another hour's work ought to see it nearly fully repaired. Still, it can be rebuilt a lot easier than we can, so it's good that it was damaged instead of us."
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"I'm here, ain't I?" Korbinian quips with a toothy smile.
it's all good, we lived. except maybe Bovis.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
yeah i would, i just need to repair my golem and that takes a lot of time. it took a TON of damage last battle, and at this level my abilities are limited in repairing it.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian wanders in, his clothes stained with grease and oil. He walks directly to the counter and addresses the cook. "What's available to eat?" When the cook repeats the menu to him, he replies, "I'll take some beef, bread, gravy on all of it. Carrots too, please, and some tea."
Realizing his appearance, he pulls out a manite wand and wipes down his clothing, the dirt and grime disappearing. He climbs onto a stool next to the counter and eagerly awaits his food.
Got another hour of work, then bedtime. But first, this food.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"I'll pop over in a bit. Need to get the golem in fighting shape again."
repair: 1d10 + 4 ⇒ (4) + 4 = 8
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
With the bug-mage attending Bovis for the time being, Korbinian saw to his golem's repair. To begin repairs, anyway. The damage was extensive.
repair: 1d10 + 5 ⇒ (3) + 5 = 8
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Korbinian focuses on monitoring Bovis's condition, glancing at the gauges when the wagon begins moving once more, checking them periodically while focusing on Bovis.
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
"Crab, drop it! Crab, return!" Korbinian yells, waving his manite wand first at the crab and then pointing to the bed of the truck. The golem dutifully returns, climbing into the bed and remaining still.
Korbinian then looks at poor Bovis's wounds and does what he can to stop the bleeding and administer first aid.
heal: 1d20 + 8 ⇒ (11) + 8 = 19
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Parting Shot
atk: 1d20 + 4 ⇒ (8) + 4 = 12
dmg: 1d10 + 1 ⇒ (2) + 1 = 3
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Round 3
"Crab, GRAB!" Korbinian yells, and the grab reaches out a claw to grapple the flying monstrosity in L14.
grapple: 1d20 + 6 ⇒ (12) + 6 = 18 does not provoke AoO
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Korbinian draws his rifle and takes a shot at the monster in M15.
atk: 1d20 + 4 ⇒ (12) + 4 = 16
dmg: 1d10 + 1 ⇒ (6) + 1 = 7
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Ommka wrote: @Korb - I think your mechacrab still needs to take an AoO against the beastie in L14?
youre right! thanks for the reminder!
AoO: 1d20 + 4 ⇒ (11) + 4 = 15
dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
Round 2
"Crab, GRAB!" Korbinian yells, and the grab reaches out a claw to grapple one of the flying monstrosities.
grapple: 1d20 + 6 ⇒ (4) + 6 = 10 does not provoke AoO
dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Korbinian draws his rifle and takes a shot at the monster that flew the farthest before taking cover behind the dash.
atk: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d10 + 1 ⇒ (8) + 1 = 9
Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)
i initiated hostilities because the scene as described seemed like we were next on the menu.
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