Berkanin Ardoc

Redke Orefall's page

215 posts. Organized Play character for Peter nielson.


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Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke steps back and uses his telekinetic finesse to move the red ladder to the up position. He then looks at it again to try to figure out what he did.

Kn Eng: 1d20 + 3 ⇒ (9) + 3 = 12
Disable Device!: 1d20 + 17 ⇒ (2) + 17 = 19

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

"WAIT!" Redke shouts as he walks up. "I can take care of this!"

Kn Eng: 1d20 + 3 ⇒ (2) + 3 = 5
Disable Device!: 1d20 + 17 ⇒ (3) + 17 = 20

Or not... darn 2 & 3....

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Updated and now with more skill points!

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Not gonna be ready for a day or two, need to read the changes in Occult Adventures, feel free to bot me until I post again!

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke flails around trying to hit the unknown attacker who blinded him. Feeling no luck, he tries wiping his eyes again.

Will!: 1d20 ⇒ 10

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke swipes at the air around him, sure that someone is trying to attack him.

After swinging his dagger, Redke tries wiping his eyes.

Will!: 1d20 ⇒ 11

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Will Save!: 1d20 ⇒ 10

Redke lets out a high-pitched scream and thrashes about trying to hit whatever blinded him. AGAIN!

Miss chance; Low is good: 1d100 ⇒ 96
Kinetic Blade: 1d20 + 10 ⇒ (7) + 10 = 17
Damage!: 3d6 + 9 ⇒ (1, 3, 2) + 9 = 15

"Take that you scoundral! Blind me again! I'll end you!" Says Redke as he attacks thin air.

Yes, I know there's nobody by Redke. He doesn't know that :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

No Day Job.

Sounds like everybody wants 5, we'll leave it at 5 :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke swims closer. Probably should have kept Redke up with the rest of the group :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke pulls out and swallows one of his elixirs of swimming.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke aims another pebble at the eel and shoots one off at it.

Attack!: 1d20 + 11 ⇒ (17) + 11 = 28
Damage!: 3d6 + 9 ⇒ (4, 1, 4) + 9 = 18

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Will!: 1d20 ⇒ 13

Huzzah!

Sorry, taking the weekend to setup the nursery for a new kid due in August :D

Dark Archive

1 person marked this as a favorite.
Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke, not being either the smartest man out there, nor being told by his allies that the Eidolon is dead, tries swinging at it again.

Hit Chance!(low is good): 1d100 ⇒ 53

Attack!: 1d20 + 10 ⇒ (6) + 10 = 16
Damage!: 3d6 + 9 ⇒ (5, 5, 2) + 9 = 21

Will!: 1d20 ⇒ 18

Wiping the glitter from his eyes with a sigh of disgust, Redke looks around and lets out a whoop of joy, "DID YOU GUYS SEE THAT, I TOOK OUT THE EIDIOLON! BLIND!" as a smile crosses his face.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Will: 1d20 ⇒ 11

Redke lets out a loud scream of agony as he gets blinded. Again.

Miss Chance, Low misses: 1d100 ⇒ 92

Redke swings at the eidolon. again.

Kinetic Blade!: 1d20 + 10 ⇒ (3) + 10 = 13
Damage!: 3d6 + 9 ⇒ (6, 2, 1) + 9 = 18

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Rules Crunch:
Kinetic Blade -- You form a weapon using your kinesis. You create a non-reach one-handed or light weapon in your hands formed of pure energy or elemental matter, or for telekineticists, you transfer the power of your kinetic blast to any object held in one hand. Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, which deals your kinetic blast damage on each hit. -- Technically using kinesis around the blade, but not damaging it like TK Blast. Otherwise, Redke will just end up buying arrows and using those :P

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Reflex!: 1d20 + 11 ⇒ (3) + 11 = 14

Redke laughs off the reflex save, draws his dagger and swings at the eidolon.

Attack!: 1d20 + 10 ⇒ (18) + 10 = 28
Damage!: 3d6 + 9 ⇒ (5, 2, 2) + 9 = 18

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke moves into the room and out of the doorway before shooting off some mind-power rubble at the Eidolon.

Attack!: 1d20 + 11 ⇒ (2) + 11 = 13
Damage!: 3d6 + 9 ⇒ (4, 3, 6) + 9 = 22

Whelp... even against flat footed, that probably misses terribly :(

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Remember the summoner from the very first battle we fought? Where he told us to leave and we beat him up with laughter *cough*Zen'yr*cough* ... I'm pretty sure that's who she's talking about...

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Sorry for the delay in posting, Crazy week last week :D Redke will buy 5x potions of Touch of the Sea and 2 Elixirs of Swimming for use as needed

Redke bobs to the surface, following Kellan.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

This week is going to be hectic, feel free to bot me!

Also, Redke has tons of money to buy potions that are helpful.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke shouts from over by the stairs, "I SAY WE GO BACK TO TOWN AND BUY THINGS TO MAKE SWIMMING EASIER!"

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke sits on the stairs where he doesn't have to swim and twiddles his thumbs.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Swim!: 1d20 - 2 ⇒ (12) - 2 = 10

Redke splutters as his head appears above the still waters.

"GOOD LUCK GUYS" Redke shouts as he makes his way back to an area where he doesn't have to swim, and stands on the stairs.

Are there floaties like this available? Redke might need them for this level...

Note: First image found on a google search... no relation to the image.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Swim!: 1d20 - 2 ⇒ (2) - 2 = 0

Redke crosses his arms and decides to try walking across the floor, under the water, to the stairs. Where he can stop swimming.

15 rounds...

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Swim!: 1d20 - 2 ⇒ (10) - 2 = 8

Redke sees something else interesting on the floor

16 rounds left...

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke seeing Vayu kick off the bottom tries to follow his lead.

Swim!: 1d20 - 2 ⇒ (7) - 2 = 5

And he gets distracted by something on the floor.

17 rounds left before he starts to drown... this could be a looooooong level :P

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke holds his breath and tries swimming back towards the stairs to get out of this water.

Swim!: 1d20 - 2 ⇒ (6) - 2 = 4

And fails again.

Good thing he has a con score of 18. He can hold his breath forever.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke will try swimming some.
Swim!: 1d20 - 2 ⇒ (6) - 2 = 4

That'd be a nope.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke moves as close as he can to the elemental stopping just behind Kellan.

"Kellan! Can't you hit anything?" Redke says as his blustering returns.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke looks over at Vayu, "Other than shooting gold, do you think that your gun could be any louder? My ears are still ringing."

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke steps closer to the elemental and tries whacking it with a dagger that appears just as Redke hits then disappears. Using kinetic blade

Attack!: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Damage!: 3d6 + 8 ⇒ (2, 5, 3) + 8 = 18

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke moves closer and says, "Ilya, I've got a new trick I want to try, but I need to be able to get to the elemental!"

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke sits still on the stairs out of the water, and reminds himself to buy either a swarmbane clasp or some alchemists fire after they figure out whats going on in this dungeon.

Unfortunately, Kineticists in their current state can do as much damage as a fighter against swarms.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke moves forward a little bit, sees the pile of crabs, lets out a yelp, and says, "Unless anybody has an Alchemists Fire handy, I'm useless." and heads back to the safe ground.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke turns a bright shade of red after Kellan bumps him and mumbles as he makes his way though the water towards Ilya.

Think of Kineticists (in their current form) as a turret. I'm great at standing around in one place and blasting... but that's about it... with some helpful talents :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke waits a few minutes, blinks his eyes a few times and shouts, "I CAN SEE!!!"

Walking over to the stuff the evil-blinder-spellcaster dropped, Redke shuffles through it.

"Hmm... I see a few pieces of paper with weird squiggly writing on it... and there's a bottle in here... I looks like it's filled with some liquid... Looks entirely useless to me."

Silly Ilya, Redke doesn't do spells, so how can he tell what scrolls and potions are?? :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke stands there with his dagger out, trembling and hoping nothing attacks him.

GM:

Glitterdust allows a save at the end of every turn to avoid the blindness, so...
Will Save!: 1d20 ⇒ 6
Still blind

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

"Maybe when you come from darkness, tiefling, it's no big deal. For those of use born in the light, it's shocking." Redke says, reverting to his prior attitude from the surprise of being blinded.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Will!: 1d20 + 0 ⇒ (10) + 0 = 10

Redke shouts out, "I'm Blind! I'M BLIND! HELP ME ASMODEUS!" and stands right there.

Draws a dagger, and hopes that he doesn't have to use it :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke moves 30ft and readies an attack for when the crab comes within 30 ft of himself

Readied Action!:

Redke takes some pebbles off the ground and shoots them at the crab.
Attack!: 1d20 + 10 ⇒ (8) + 10 = 18
Damage!: 3d6 + 8 ⇒ (6, 5, 1) + 8 = 20

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Sorry, tried posting earlier and it wouldn't leave preview mode. I am ready.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Zen'yr, check your pm.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Grumbling about Aasimir's and their love of fighting, Redke walks up.

"Where did that impostor go? Redke starts, "He still owes me money!"

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Remeber everyone, Spectre's a bard, you all have Inspire Courage running right now, +1 to hit, +1 to dam, and +1 to saves vs fear.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke's up to 12 xp, I think I'll have to switch him out for Spectre Todd... (Level 4/9xp Bard/Cavalier)

Peter

Edit: Note: Spectre Todd is Not That Kind of Bard.

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke seeing only one zombie left shoots a pebble at it.

Slashing Pebbles!: 1d20 + 11 ⇒ (17) + 11 = 28
Damage!: 2d6 + 8 ⇒ (5, 4) + 8 = 17

That should make up for you :D

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke sensing an opening in the room rushes in, tumbling trying to avoid the Red zombie by the door.

Acro!: 1d20 + 6 ⇒ (5) + 6 = 11

Seeing that the cleric is now up on the ceiling, Redke gathers some of the undead zombie guts and shoots it at the cleric.

Bludgeoning Guts!: 1d20 + 11 ⇒ (12) + 11 = 23
Damage!: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Redke zings off another pebble at the evil zombie-lord cleric.

Slashing Pebbles!: 1d20 + 11 ⇒ (4) + 11 = 15
Take out Mirror Images!: 2d6 + 8 ⇒ (3, 5) + 8 = 16

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Posted surprise/standard actions

Dark Archive

Human; Kineticist 5; 69693-20
Stats:
HP 55/55 (5 NL); AC 18 (R) /16 (T) /12 (FF); CMD 17; Saves 11 (R) / 9 (F) / 0 (W); Initiative +6; Perception +3;
Consumables:
1/7 Burn; 0/50 CLWand
Attacks:
TK Blast 1d20+10 3d6+10

Player: Peter nielson
Name: Redke Orefall
PFS#: 69693-20
Faction: Dark Archive
Day Job: None

Full Name

"Professor" T'sen

Race

| SP 6/6 HP 12/12 | RP 4/4 | EAC 13; KAC 14 | Fort +2; Ref +4; Will +1 | Init: +2 | Perc: +5, SM: +1

Classes/Levels

| Speed 30ft | Drone HP: 10/10 | Active conditions: None.

Gender

Host CG Scout Shirren Xenoarchaeologist Mechanic 1

About "Professor" T'sen

SFS # 2406878-703
Experience 0
Slotted Faction Dataphiles
Wealth 32 Credits

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:
___________________________________________

”Professor” T’sen
Mechanic 1
CG Medium humanoid (Shirren)
Init +2; Senses Perc +5, SM +1, Blindsense (Vibration)

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Defense
--------------------
EAC 13, KAC14
SP 6 HP 12 RP 4
Fort +2, Ref +4, Will +1

Second Skin (worn)

--------------------
Offense
--------------------
Speed 40 ft.
Melee
Unarmed +0 (1d3 B)(Archaic; Nonlethal)
Survival Knife +2 (1d4 S)(Analog; Operative; Thrown 20ft)

Ranged
Azimuth Laser Pistol +2 (1d4 F)(Burn 1d4)
Standard Battery Charges (20/20)

Space 5 ft.; Reach 5 ft.
Special Attacks

Spell-Like Abilities

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 12, Cha 10

Skills
Acrobatics (Dex) -- +2
Athletics* (Str) -- 0
Bluff (Cha) -- 0
Computers* (Int) -- +8 (1 Rank)(+1 Bypass)
Culture (Int) -- +6
Diplomacy (Cha) -- +2 (+2 Cultural Fascination)
Disguise (Cha) -- 0
Engineering* (Int) — +9 (+1 Theme Knowledge)(+1 Bypass)
Intimidate (Cha) -- 0
Life Science (Int) -- +3
Medicine* (Int) — +3
Mysticism (Wis)-- +1
Perception* (Wis) -- +5
Physical Science* (Int) -- +7 (1 Rank)
Piloting* (Dex) -- +6 (1 Rank)
Profession (Professor)* (Int) -- +7 (1 Rank)
Sense Motive (Wis) -- +1
Sleight of Hand (Dex) — +2
Stealth (Dex) -- +2
Survival (Wis) — +1

*Class skill
Feats
Barricade-- As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Languages Common, Shirren, Vercite, Ysoki, Nchaki, Brethedan, Akitonian

Other Abilities
Blindsense — Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet.

Limited Telepathy — Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Communalism — Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Cultural Fascination — Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

Theme Knowledge — You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Combat Gear
Azimuth Laser Pistol (Small Arm, 1st Lvl 1d4, range increment 80ft)
Standard Battery x2 (20)
Survival Knife (Basic Melee, 1st Lvl 1d4)

Other Gear
Consumer Backpack
Titanium Cable Line (50ft)
Radiation Badge

--------------------
Special Abilities
--------------------

Bypass (Ex)::
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Custom Rig (Ex)::
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

Artificial Intelligence (Drone)(Ex)::
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation.

You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it.

--------------------
Drone Stats
--------------------

P.A.R.R.O.T.
Paired Aerial Robotic Reconnaissance Operator Teammate
Hover Drone 1
N Tiny Construct (Technological)
Senses Perc +3

--------------------
Defense
--------------------
EAC 14, KAC14
HP 10
Fort +0, Ref +5, Will -1

--------------------
Offense
--------------------
Speed 30 ft (Land) 30 ft (Fly)(Perfect)
Ranged
Azimuth Laser Pistol +4 (1d4 F)(Burn 1d4)
Standard Battery Charges (20/20)

Space 0 ft.; Reach 0 ft.
Special Attacks

--------------------
Statistics
--------------------
Str 6, Dex 16, Con 10, Int 6, Wis 8, Cha 6

Skills
Acrobatics* (Dex) -- +7 (1 Rank)
Perception* (Wis) -- +3 (1 Rank)

*Class Skill

--------------------
Special Abilities
--------------------

Limited Ai (Ex)::
Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.

Master Control (Ex)::
As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.

Skill Unit (Ex)::
Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
(Perception)

--------------------
Mods
--------------------

Flight System x2 (Chassis)(Ex)::
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed has perfect maneuverability and increases to its full land speed, and there is no limit on the amount of time it can fly.

Weapon Mount (Chassis)(Ex)::
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.

Camera (Ex)::
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:
None