Merisiel… in… SPACE!

Merisiel DSG's page

78 posts. Organized Play character for Merisal The Risen.


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Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

prof actor: 1d20 + 14 ⇒ (4) + 14 = 18

And congratulations

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel mysticism: 1d20 + 6 ⇒ (12) + 6 = 18

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

mysticism: 1d20 + 6 ⇒ (13) + 6 = 19 that will be a. Assist as I wo t be taking on that task alone

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

perception add 4 if about a trap: 1d20 + 13 ⇒ (13) + 13 = 26

And if about a trap engineering: 1d20 + 10 ⇒ (3) + 10 = 13

If I have set off a trap save add 5 vs reflex 2 vs ench spell: 1d20 + 4 ⇒ (2) + 4 = 6

Really hoping that was a spot the hidden loot check

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Will grab stuff from the crew quarters going fo valuable lot first

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

So can we stop the engines blowing from here? And there's magic involved. Let me help
mysticism assist: 1d20 + 6 ⇒ (15) + 6 = 21

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

You want to pick a fight with me?

sleight of hand trick: 1d20 + 16 ⇒ (14) + 16 = 30
knife: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
knife damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick damage: 3d8 ⇒ (3, 6, 2) = 11

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

see this shows knife to green its for you turns and stabs red

trick: 1d20 + 16 ⇒ (16) + 16 = 32
stab: 1d20 + 9 ⇒ (17) + 9 = 26
1d4 + 5 ⇒ (1) + 5 = 6
3d8 ⇒ (1, 5, 3) = 9

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (4) + 9 = 13

Note to self If you going to buy estex suits cause of all those lovely upgrade slots you better put something in them

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Here seen my grenade?

sleight trick: 1d20 + 16 ⇒ (8) + 16 = 24
stab Red: 1d20 + 9 ⇒ (7) + 9 = 16
stab damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick damage: 3d8 ⇒ (3, 6, 8) = 17

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (1) + 9 = 10

The second she does not evade

Then moves up and stabs at red

sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
stab: 1d20 + 9 ⇒ (18) + 9 = 27
slice: 1d4 + 5 ⇒ (1) + 5 = 6
trick: 3d8 ⇒ (1, 1, 7) = 9

Flat footed if trick and hit until my next turn

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (15) + 9 = 24

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Must get me some of those glitterdust bombs

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel moves forward and tries her own trick Resistant to fire huh lets see how you like cold Waves her frost wand/pistol in his direction before throwing the knife

trick on aldroxis: 1d20 + 16 ⇒ (19) + 16 = 35
knife: 1d20 + 9 ⇒ (3) + 9 = 12
slash damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick: 3d8 ⇒ (4, 8, 8) = 20

make him off target if Merisiel hits

Was going to claim thischaracter had mobility but thats my other operative

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Or maybe they got eaten by the grues

thankfully in an sfs scenario this does not count as giving the gm ideas (at least not to use on us)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Ah a teleport and a laser trap the other side hold off a moment I'll sort the laser trap Merisiel speaks into her comms

engineering: 1d20 + 10 ⇒ (15) + 10 = 25

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

merisiel tries the physical scrutiny approach

perception: 1d20 + 13 ⇒ (18) + 13 = 31(+4vs traps and has trapspotter)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Agreed make safe then loot seems a very good plan to me

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Adding to the languges its not going to be

Merisiel Languages Common, Dwarven, Elven, Gnome, Orc, Skittermander

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

perception: 1d20 + 13 ⇒ (13) + 13 = 26
culture: 1d20 + 11 ⇒ (13) + 11 = 24

Hey is that/What is that

made culture check/failed culture check

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel chases after the bot

sleight trick: 1d20 + 16 ⇒ (15) + 16 = 31
knife: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
knife damage: 1d4 + 5 ⇒ (3) + 5 = 8
trick damage: 3d8 ⇒ (5, 1, 4) = 10

If i Hit at least flat footed (but hoping for deactivated) If drop is steeper than 5 feet then maybe 10 feet back towards our ship is more accurate on the middle level of the three

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

merisiel moves forward switching her weapons between hands in one juggle before throwing her knife at blue (or green if blue fallen over)

sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
knife to green: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
damage: 1d4 + 5 ⇒ (3) + 5 = 8
trick damage: 3d8 ⇒ (5, 7, 4) = 16

after the crit the fumble

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel moves forward and tries to trick blue and hit it with her knife

sleight trick: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
knife: 1d20 + 9 - 2 + 1 ⇒ (18) + 9 - 2 + 1 = 26
knife damage: 1d4 + 5 ⇒ (4) + 5 = 9

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Looks like we have some sentry golems to deal with

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

turret fire:
solar canon: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
damage: 3d8 + 4 ⇒ (3, 5, 5) + 4 = 17

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

turret heavy solar: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
solar canon damage: 3d8 + 4 ⇒ (3, 7, 3) + 4 = 17

Is this thing even on?

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

heavy solar cannon: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
damage: 3d8 + 4 ⇒ (2, 7, 2) + 4 = 15

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

So we're piloting the Drake:
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 100; DT —; CT 17
Shields medium 160 (forward 40, port 40, starboard 40, aft 40)
Attack (Forward) particle beam (16d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) Heavy Solar Cannon (3d8+4) Light Plasma cannon (2d12)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses
Modifiers +2 to any three checks per round, +2 Computers

Ok Thinking of hedging the bets and putting the plus 4 on the main turret weapon and double dice on the particle beam We should confirm our choices before making that piloting check

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

My vote is for particle beam Preferring second gunner duty (I have no ranks in piloting or computers as befits a pathfinder (jack of all trades gets me by)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel will be heading For a second gunner station Shes trying to stay as far from the dwarf in engineering as possible

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

to be fair:
No dwarf likes being compared to Harsk the tea drinker

Merisiel shakes her head Not sure what you are getting at there Basalt

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel nods her thanks to Krara with a smile then looks over

"What is that dwarf up to?"

She smiles again at Patrig and chips in

"What my Harsk lokalike friend is trying to say is..."

engineering aid: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel will try talk weapons with Jumbo detailing how different cultures use weapons

culture: 1d20 + 11 ⇒ (7) + 11 = 18

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel move up and calls pew pew Not sure how I actually sleight of hand trick a blind guy

sleight of hand: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 remembers +1 to dex and str skill checks from Muckfurs for the entireadventure
thrown knife: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
knife damage: 1d4 + 5 ⇒ (1) + 5 = 6
extra trick damage: 3d8 ⇒ (8, 3, 2) = 13

make him off target

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

reflex: 1d20 + 9 ⇒ (11) + 9 = 20

Carefully noting where the grenade lands Merisiel ducks behind come cover before stretching out a hand to catch her returning knife

She moves closer to blue feinting to throw with her knife but actually shooting her frost wand (aka pistol)

sleight of hand trick: 1d20 + 15 ⇒ (8) + 15 = 23
frost pistol: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
pistol damage: 1d6 + 2 ⇒ (1) + 2 = 3
trick damage: 3d8 ⇒ (4, 5, 5) = 14

Pew PewShe calls jabbing the knife towards the aeon guard as the pistol spins in her hand before discharging on the floor

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel moves forward raises the pistol then flicks out the knife and throws it at red

sleight of hand trick: 1d20 + 15 ⇒ (14) + 15 = 29
knife: 1d20 + 9 ⇒ (8) + 9 = 17
Slashing damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick damage: 3d8 ⇒ (3, 3, 2) = 8

(or blue if red is already down with another -2 for the range first -2 countered by get em)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel moves with knife in one hand zero pistol in other she makes an exaggerated throwing motion then shoots with the pistol at red

sleight of hand: 1d20 + 15 ⇒ (7) + 15 = 22
zero pistol: 1d20 + 8 ⇒ (10) + 8 = 18
cold damage: 1d6 + 2 ⇒ (1) + 2 = 3

hmm no +1 on thief trick attack so only CR2 gets tricked off target for rest of turn if I hit (and 3d8 ⇒ (7, 8, 1) = 16 extra damage)

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

gunnery: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

Not sure i like this game!

Not sure if that counts as a dex skill check my gut feel is no also not likely to be enough anyway even if added

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

slotted boons:

promotional T shirt reroll
Ally Friend of the yetis +1to str and dex skill checks for this scenario
Spoiler:
From duskmire accord

faction Acquisitives champion
Also Took Trapspotter as operative talent

Also while merisiel is an in and out fast operator as player I would prefer the drake.

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

unless our earlier culture checks reveal anything to indicate That helps with this choice

hmm I know roughly what gear to find in an engineering bay but do we have enough people who know their plants to know what plants are dangerous in the greenhouse. I do know something about dangerous plants but I'm no Druid and we really need someone who can see Ah that's why this is guarded rather than it all looks green to me

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel respond to Nalaj You said come urgently so we came straight from the yeti party. These two thought the game was to jump into the ditch not over it. I could find hide nor hair of Ezren on ian St Kellen or whatever he calls himself these days to cast his cleaning cantrip on them. She then looks over at Draken Wait you were listening to me about the sstarship? She seems genuinely flummoxed someone would take her view into consideration I prefer going with what the pilot feels most comfortable with. Really.

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

culture: 1d20 + 11 ⇒ (13) + 11 = 24

Oh that lot. With the … and the …

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Golarion! Why are we still here The Pegasus is the faster ship right Still these Starships are all weird to me. Merisiel as in Merisiel DSG. The two caked in Mud are my Cameraelf Sariel and my publicist Miranda She wave at two people in the background trying to head for the door muttering Azlanti Star empire not for me I prefered the yetis One is wearing a T shirt which says Merisiel Desperately Seeking Golarion and the tag line a pathfinder seeking answers in the starfinder society

I don't properly understand these starships but I do like the point the laser at big gribbly on the screen game

Starship wise she can work as an engineer but probably best as gunner but low level problems may apply as shes only just hit fifth. The two retreating figures are my computer assistant and my publicist but will probably be slotting the party with the yetis as my ally boon

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

not dotting

Acquisitives

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EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

I must admit this has been one of my favourite Starfinder games for a long time if not ever. Cast had me thinking of the usual suspects which in turn has me thinking of hiding a touch of Kaiser Sauzet to Merisiel or maybe that's a step too far. I know her assistant will look like she been dragged through mud at her next introduction after she arrive fresh and mostly clean from a muckfurs party

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Full fame xp and credits yes. Satisfactory outcome no. !0 points infamy for creators of salvations end. DEFINITELY. Also what Shokil said DEFINITELY

I have a bad feeling about seeing the Muckfurs again. Not sure this lot want to hear this but I think that drow knew all along it was something like this

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel takes a photo of the flying contraption and also tries to determine if the whole area has been sterilised

life science: 1d20 + 4 ⇒ (12) + 4 = 16

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Hey are you sure this door is sealed properly

She examines what was the entrance for means of getting out

perception: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Thats not frolicking funny! Stop the sterilzation process NOW!

Merisiel looks round for some kind of way to stop this

intimidate: 1d20 + 6 ⇒ (4) + 6 = 10
perception: 1d20 + 10 ⇒ (5) + 10 = 15

Acquisitives

EAC 19; KAC 20 Fort +4; Ref +9; Will +4; +2 vs. enchantment spells and effects Defensive Abilities evasion; Immunities magical sleep SP 10/35 HP 34 RP 7

Merisiel tries to pick her way to the temple carefully

perception: 1d20 + 10 ⇒ (8) + 10 = 18

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