Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"I'm sure we can resolve this ..one way or another" Revvy tries once more to use his mind magic to get the woman to calm down while drawing a knife Casting daze DC 14 will save on her again, while getting ready to try to provide flanking somewhere in the future
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Sense Motive: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (1) = 22 "Me? I was talking to you? Didn't you enjoy our time together?" Revvy focuses his mind magic on the technician, hoping to distract her just a few seconds longer Casting Daze, does nothing if she has a CR higher then 3. Otherwise a will save DC 14 to prevent being dazed for 1 round
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Hearing the others are on their way Revvy tries to keep the assassin a bit longer occupied "Yeah..you coming with me would be the best way to make me leave" Revvy winks at the woman after hearing I-5's remark
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Ah come on, don't be like that..." Revvy looks like he had an idea and leans in closer to the woman making sure she picks up some of the alcohol both on his breath and on his clothes "..maybe I could wait for you here until your finished working? That way I can watch you work before we go get a drink...you look like you could use a drink about now." Bluff: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (5) = 22 I5 just stands around embarrassed but blocking some line of sight to the party area Aid: 1d20 + 1 ⇒ (12) + 1 = 13 Geez, how many of those explosive are there anyways? We found wrappers for 5 didn't we?
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"But maybe we should start planning for a time that's not work....if you could provide me with your contact information then I could contact you later and not bother you a work...how'd that working out for you?" Revvy drunkingly giggles at his pun Bluff: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (4) = 21
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Taking another sip of his drink to sell the I'm drunk and oblivious to hints vibe Revvy answers the woman "I think you should if he was as awesome as me" as he winks at her Bluff: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (4) = 20
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Bluff: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (6) = 23 "I don't understand how you could say no to a date with me..but maybe you misunderstood?..I meant for you to go on a date with me" Revvy swings the glass holding his drink around in a wide arc to emphasize he's drunk while thumping his chest with his other hand "....and not with number 2" At this point Revvy thumps I5 on the upper arm "..unless your taste runs towards to more artificial?" Revvy raises his eyebrow at the woman at this point letting the question linger Aid on bluff from I5: 1d20 ⇒ 5 I5 still stands around a bit uncomfortable clearly not in his elemenent.
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy moves towards the AV station and on the way there picks up a drink and spills some of it down the front of his shirt as he takes a swig from the alcohol dragging I5 and Wailola with him "Heeeeyyyyy Ladddyyyy!!!. Yes, you with the beautiful curls. No, no point in looking away..I mean you, yes you. Could you settlle a bet for me and my friendss here?" at this point Revvy indicates I5 and Waiola "These guys think they don't have a shot someone as gorgeous as you and I agree with them...no wait, that's not a bet at all...uhm..what I meant to ask is.....How you doing?. Which one of us would you like to go out on a date with?" "Handsome bacholor number 1?" Revvy indicates himself at this point "A fine specimen, in the prime of his life" all the while while this is going on he tries to block the view of the rest of the room with his body and the bodies he's dragging with him, creating a wall of humanoids obscuring the view of the room behind him Bluff: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (2) = 32 NPC-ing I5 in to try to get an aid The android looks a bit uncomfortable being dragged left and right in front of the AV station, but it doesn't distract from the ruse...he could just be the sober one in the party and embarshed about his companion(s) Assist on bluff I5: 1d20 + 1 ⇒ (3) + 1 = 4
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy shakes his head "I think you need to cut the red wire? ..or the blue? ...explosives have wires right?" Revvy looks at the others "...it might be best if I stay away from trying to have anything to do anything with explosives.." No engineering here, so I can't even try to assist. Splitting up the party seems like a bad idea..but somehow like the thing to do right so I'm no against it if we go for a split. Person with highest engineering (= Vihkran I think) and someone assisting (or as back-up) for the bombs..everyone else for the assassin? Are we allowed to take 10 on disarming btw? Because if we know the DC = 18..then Vikrhan auto makes those if he can take 10 with his +11 bonus
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Perception: 1d20 + 5 ⇒ (12) + 5 = 17 Revvy glances nervously around as he tries to provide Vikrahn with some useful advice Aid on computers check: 1d20 + 5 ⇒ (7) + 5 = 12
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Uhm..guys. I'm not sure we have this much time. There is as far as we know an assassination attempt about to happen. The only intel we have is that this location is involved..and I doubt these flying lightning lizards are the masterminds behind it, more likely they were left behind to slow anyone coming here down. So unless we uncover some new information..I suggest we hurry back and look for an assassin nearer to the Second Speaker" Perception: 1d20 + 5 ⇒ (9) + 5 = 14 Revvy quickly joins in on the search
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy aims his azumith laser pistol carefully at the last flying critter and slowly pulls the trigger hoping to get a decent hit in on the creature as he takes a step forward to get a better view in all directions of the crossroad. To hit EAC yellow: 1d20 + 1 ⇒ (20) + 1 = 21 (I didn't take cover into account)
And it's burning (1d4) some more, seems getting multiple burn conditions stack into one damage roll, so it should get a burn of 2d4 now Burning:
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds. You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition. "I hit something?! ..I mean..I hit something!"
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Hang in there, I'm sure that what ever you are planning will work" I5 somehow feels relieved with this faith in his plan Using inspiring boost on I5 as a standard so he regains 6 SP. It seems that you can benefit from multiple boosts as long as a different Envoy inspires you. "Waiola, you might want to come back here with me."
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy a bit disappointed that still neither opponent has dropped out of the fight takes aim once more and fires at the hurt creature To hit EAC green: 1d20 + 1 ⇒ (1) + 1 = 2 (I didn't take cover into account)
..but this time around his aim just isn't that great. Fearing one of the creatures blasting everything surrounding it once more Revvy takes a careful step away from them.
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Azumith laser pistol in hand Revvy moves back into the corridor,
To hit EAC green: 1d20 + 1 ⇒ (18) + 1 = 19 (I didn't take cover into account)
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
@Waiola; I think you mean you lost your 8 stamina instead of loosing 8 hp's? After seeing his companions get blasted with a burst of electricity Revvy delivers an inspirational boost "They enemy has made the tactical error of engaging us in combat! We will tear them down and not let their pathetic attack bring us down!" Somehow Waiola feels a bit better after hearing this Using Inspiring boost on Wailoa as a standard action who regains 6 stamina points "What are we dealing with here anyway?" Revvy runs across to the other side of the doorway while taking a quick look at our attacker Not sure what kind of action a skill check to identify is..I'm assuming a free action the first time you see them, otherwise just ignore the skill check Life science: 1d20 + 6 ⇒ (15) + 6 = 21 With a -5 to the DC if it's a rare creature due to theme If he remembers anything Revvy will share it with the others
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Pangea-Zeta wrote: Engineering: arm explosives ; with a Detonator and Explosives (which are the same price and stats as grenades). I totally missed that, nice to know...if I read it correctly the bomb can go off at the touch of a button...so place it behind the door (if it opens outwards) and it should blow when the door hits it. Time to get some detonators and explosives ...at least for one of my characters ;)
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy moves to keep an eye out on the other corridor, but close enough to lend a hand - or an inspiring word of encouragement - if needed before giving the thumbs up as a go ahead signal. I kinda wish they had bear traps or landmines or something in Starfinder so we could booby trap the other door...can we use engineering to re-align/direct/take over the trap on the other door so it triggers when someone on the other side who isn't us tries to open the door?
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
On the way to the location Revvy pulls out a datapad and connects to the stations information plans and tries to get some Intel on the location we're heading towards Computers check: 1d20 + 5 ⇒ (16) + 5 = 21 Culture check to see if I remember anything about the area: 1d20 + 5 ⇒ (17) + 5 = 22 As they arrive Revvy remembers that they are after an assassin - a trained killer - who might not take kindly to people invading his personal space and might trap the entry point to it's base and checks for traps Perception to check the door for traps: 1d20 + 5 ⇒ (20) + 5 = 25
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Just checking...are there other entrances/a backdoor we should be aware of? From the description it's not clear to me..I'm guessing no..but it would be handy to know before we all charge in through the front door
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Seems a bit odd to go to a place 15 minutes away...then again, there's a squad of protection here already for that..so I guess we can go check it out and try to shut it down before the attempt gets to far to cause a problem. Let's go" If someone wants the armor I'm fine with it..but if nobody wants it I'm putting it on, it's better then I have now "I see you've provided us with a weapon which has a stun setting? Is that a subtle hint you want the assassin brought back alive for interrogation?" Revvy asks Radaszam
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
I don't think I can assist on trained skills skills I'm not trained in.....could I bluff that I know what I'm talking about? Revvy tries to make up that he knows what Vik is talking about Bluff to persuade Ykris: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (3) = 18 "I can back-up my collegae on that statement, he clearly knows what he's talking about..as does everyone here, we are quite knowledgeable in a variety of different subject matters"
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
I'm hoping diplomacy in general will work, seems to make sense since we are here to schmooze Revvy walks up to Ykris "I hope you are enjoying yourself? Could I interest you in getting some drinks and talking about what interests you in the Starfinders in general and in this party in particular?" Revvy says with what he hopes is a charming smile Diplomacy: 1d20 + 12 + 1d6 ⇒ (4) + 12 + (2) = 18
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"I'm afraid I'll have to leave for a bit, it doesn't seem fair to hog all your attention. I'll go mingle for a bit and perhaps we will meet again" Revvy bits his farewells to I-177 and moves through the crowds until he ends up close to Zo! Almost bumping into the alien he addresses Zo! "My apologies for almost bumping into you like that. It reminds me of the time of being caught in a tractor beam near Salvation's End...." Revvy then continues to tell tales about what happened on Salvation's End
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy senses something about the atmosphere in the room
Revvy then telepathically contacts the others to let them know that Vikrahn seems to be losing Naiaj's interest a bit...and could use some help an aid-another may be helpful Seeing how I-177 seems interested in hearing stories Revvy tells another one The Commencement 1-01 "Well..if you think those mine carts moved fast...you haven't experienced fast till you seen a junkyard race up close, the speed of those modified racers..it's incredible how fast those things can move, even the ones with added armored plating to protect them can still go pretty fast..but the ones that are tricked out for speed...those can really move. It's almost unbelievable that the pilots can steer them across the track without hitting every pile of rubble they encounter" Diplomacy: 1d20 + 12 + 1d6 ⇒ (9) + 12 + (6) = 27
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Mordin Gimhargruest wrote: Revvy, OPC clarified that the boons from 1-00 apply immediately, even if the Chronicle is on hold for level 3, which was very nice. Thanks, that's good to know. I guess Zo! should be pretty easy to convince then
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Just wondering on the mechanics part of this...do we know if all of them need the same number of success or if some are easier to influence then others? And do we know if/when we reach the max. number of successes with one of them? Also wondering, do you need to have the Claim to Salvation chronicle on one of your characters or do you need to have it assigned to the one you are playing right now? I do have it on this character..but it's on hold till I reach lvl 3
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy continues to talk to I-177 "You seem interested in listening to stories from what we in the Starfinder Society encounter, we'll I've got a story for you." "A few weeks ago I was inside an abandoned mine, trying to talk to some guy about a thing..and he tried to get away from me by riding away in a mining cart..I tell you, it was something out of one of those old holo shows featuring one of those action heroes. I wish I'd have a whip and a fedora with me for that one." Revvy then continues to tell the story without spoiling too much for people who haven't seen the holo show yet
Diplomacy: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (6) = 31
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy steps up towards I-177 "Sorry, but I couldn't help but overhearing.....I was talking to fellow starfinder a while ago and the told me that they found this elevator filled with an unknown language...it had some strange symbols...almost religious if you heard him talk about it. Could I interest you in the option of cooperating with the Starfinder Society if you come across something which sounds similar? Sharing access to data found on located artifacts, we might pick up on something which has been overlooked in the past?" Diplomacy: 1d20 + 12 + 1d6 ⇒ (17) + 12 + (6) = 35
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
One Culture check for all of them: 1d20 + 5 ⇒ (13) + 5 = 18 "...it almost rings a bell..it's on the tip of my tongue.." Revvy ponders the names he has heard needed special attention to see if he can come up with a decent angle on how to approach them
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Will all the mercenaries be clearly identifiable? or are some of them working undercover? I'm just asking in case we spot someone doing something unusual or carrying uhm...unreasonable amounts of concealed weapons" Revvy tries to remember if he heard anything about the 5 people that need to be given special attention Can I take 10 on culture checks for all 5 of them for a 10+5=15?
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Savoy's otherwise engaged at the moment so I'll be using the rebuild before hitting lvl 2 rules to bring a slightly tweaked copy of him to test a different build with Revvy Chronicle: 3
Boons:
True Savior of Tasch (Slotless Boon; Limited Use):
You helped ensure a measure of prosperity for the
Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town. You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all ive boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop their now-thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment Faction’s Friend (Social Boon; Limited Use):
By assisting various factions of the Starfinder Society, you have proven
yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure. Star Sugar Heartlove!!! (Slotless Boon; Limited Use): During your commencement missions, you had the chance to pick
up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
GM Aerondor wrote:
I know, that's why this character other then being named Revvy is just the Oboyza pregen. Faction: Second Seekers
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Revvy wrote:
Sorry, I messed up. I did actually get the chronicle for the other game already it should be:
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
GM Aerondor wrote:
..this game actually finished before my other one, so it's also my first chronicle (not the second one).
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
"Tell us, what was that man.." points at Talbot "...doing here?" "Are you here together or did you just happen to run into each other here?" A thought occurs to the Vesk
"Remi, if you would be so kind. Can you check to see if he has anything with him?"
Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5
Sorry..I was having trouble logging in the past days A grin on his face as Talbot goes down Revvy get his light reaction cannon out "Don't make this harder on yourselves then it has to be" Readied attack in case they attack us:
to hit KAC: 1d20 + 4 ⇒ (9) + 4 = 13 P damage if hit: 1d10 ⇒ 9 They surrendered right?
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