Rat King

_Rocket_'s page

490 posts. Organized Play character for Revvy Bitterleaf.


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Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Thanks for running. No dayjob for Rocket

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Just to check...we are still trying not to kill anyone here right?" Rocket asks over the humm of his battery charge as it powers up before firing the blaster he's currently wielding from a distance.

Rocket points his blaster at the big creature and squishes the trigger in rapid succession

To hit EAC big one: 1d20 + 13 - 4 - 4 ⇒ (14) + 13 - 4 - 4 = 19
non-lethal F damage if hit: 1d10 + 6 ⇒ (6) + 6 = 12
To hit EAC big one: 1d20 + 13 - 4 - 4 ⇒ (14) + 13 - 4 - 4 = 19
non-lethal F damage if hit: 1d10 + 6 ⇒ (4) + 6 = 10

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Shame we didn't get to keep that mine layer we found in the original stash..it would have come in handy right about now"

Rockets scratches his right ear as he looks at the rest of the party
"Anyone wants me to pop some smoke to give us some cover?" before making sure his blasters are fully loaded and charged.

Other then using a smoke grenade I can't think of anything particular I can do with a minute of prep time

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Survival (aiding unless it's a group test thing/we need more then 1 results in a round): 1d20 + 7 ⇒ (16) + 7 = 23

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket scratches behind his right ear as he plays the hand he's dealt.

Sense motive: 1d20 + 1 ⇒ (4) + 1 = 5

"What's this card do again?"

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket waits his turn and then fires up his jetpack zooming through town gathering flags in order of convenience.

Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

I expect it's due to posting roughly at the same time, but Rocket did drink the offered beverage. And would using a jetpack to get quickly around (or rather over obstacles) to gather flags be allowed?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Seeing everyone else do the friendly talking bit Rocket kept silent until now as he notices that several party companions are drinking the offered drinks

"..well, if they are handing free drinks..who am I to stand in the way of Diplomacy?"
Fort save: 1d20 + 6 ⇒ (17) + 6 = 23

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

I'm not sure who's still standing after Hermena and Swizzers have taken their actions...so assuming there's still an enemy standing I'll fire on that and if there's another one within 30ft of that in a line I'll target that one as well...moving if needed for a better line of effect

Rocket fires his blaster again trying to bring down the last enemies without killing them

To hit EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Non-lethal Elec damage: 2d8 + 6 ⇒ (3, 3) + 6 = 12

Guess it won't matter whom I target with a roll like that ;)

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Seeing there's no persuading the opposition at the moment Rocket presses down the power-up button of his blaster until it starts to hum

"We'll just need to knock them out and then see what we do with them when they uhm...can't argue with us"

Rocket releases his hold on the power up button and triggers the firing button sending an electrical charge towards the same targets he had before

to hit EAC bottom green and red: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Non lethal elec damage if hit: 2d8 + 6 + 2 ⇒ (8, 8) + 6 + 2 = 24

Exo-Guardians

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SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket waits to see how they react to Officers Swizzers and points his blaster in the direction of one of the approaching groups as he takes up position in front of the crate
"Stay back, we don't want to use our weapons ..well I kinda do ..but we will if we have too!

Readied action if they approach hostile:

To hit EAC bottom green and red: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
non-lethal Elec damage: 2d8 + 6 ⇒ (1, 3) + 6 = 10
Flexible line going from one to the other

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket looks at the rest of the party
"Any of you want to try to ..I don't know...talk to them or something? Or scare them away by growling?"

Just wondering...is diplomacy or intimidate an option here? Or do we need to fight and deal non-lethal damage?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Did you say there's a platform launching these things? Let's blast through this drone and move there"

Attack:

to hit: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Damage: 8d6 ⇒ (6, 1, 6, 2, 5, 5, 1, 4) = 30
Reroll 1's: 2d6 ⇒ (1, 1) = 2
Total damage if hit: ...still 25

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Point me at something and I'll blast it"

Attack:

To hit: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Damage: 8d6 ⇒ (3, 6, 4, 5, 4, 1, 2, 2) = 27
Reroll: 1d6 ⇒ 1
So total damage if it hits is....27

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket powers up the forward weapons and tries to get the biggest weapon available to target one of the drones

"Get me a line to one of them and I'll blow it out of the skies!"

To hit:

1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 (+2 from using a computer bonus)
Damage: 8d6 ⇒ (2, 1, 3, 1, 3, 4, 6, 4) = 24
reroll 1 and 1: 2d6 ⇒ (4, 4) = 8
So if it hits that's 22+8 = 30 damage

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

For boon slotting:
Exo-Guardians Champion (Faction Boon)
Pact Worlds Defender (Social Boon)
Scoured Stars Survivor (Personal Boon)
Defender of the Fleet (Starship Boon) -
Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result.

I'll take the: Attack (Forward) particle beam (8d6) when ever possible if that's ok with everyone to take advantage of most reroll 1's on damage.

I'd also like one of the +2's to any check from the Drake bonuses...but I'm not sure anyone else could make use out of it instead?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket scratches behind his right ear
"So the mission is still the same, retrieve the weapons...we just have to get them from another planet now. And have new problems getting them back."

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

I tend to prefer the Drake over the Pegasus after tier 1-4 since the bigger guns means that the fights don't drag on as long.
But I'm fine with what the majority wants.

And I prefer gunner - Biggest turret gun if possible.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 grunting under the impact from the acid burn Rocket bites through his pain as he moves to a different location and seeing people handle the red one aims his blaster at the green one

to hit EAC green: 1d20 + 12 ⇒ (12) + 12 = 24
Elec damage if hit: 2d8 + 6 ⇒ (1, 7) + 6 = 14

Did something in the map shift? or is green inside a wall like it appears now? I've based my movement on it not having cover from my attack so if it's somewhere else I would also have moved somewhere else (or possibly shot at red)

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Knowing he can't press the fire button on his heavy unwieldy blaster fast enough to hit the creature in front of him multiple times Rocket just keeps the button pressed down a bit longer, building up a bigger charge before unleashing the lightning from within.

A long line of lightning streaks out through the fog striking at the creature

I'm not sure line attacks have an issue with concealment but I'll include a roll just in case

To hit EAC: 1d20 + 12 ⇒ (1) + 12 = 13
Elec damage if hit: 2d8 + 6 + 2 ⇒ (5, 8) + 6 + 2 = 21
Miss chance - high is hit: 1d100 ⇒ 88

.....and ends up firing almost straight into the ceiling as the kickback from his blaster is a bit too much to handle for his small Ysoki frame

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Still good to go for part 2

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Fort save vs blinded: 1d20 + 6 ⇒ (16) + 6 = 22

Rocket blinks his eyes and looks down on the sphere
" ..well, that's not what I hoped for.."

Jumping of the sphere Rocket moves outside of it's blast radius and pulls out his blaster and aims it at the big plant unleashing a shot of lightning at it's back

To hit EAC: 1d20 + 12 ⇒ (12) + 12 = 24
Elect damage if hit: 2d8 + 6 ⇒ (2, 8) + 6 = 16

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

As his jetpack engines roar to life Rocket flies over the desk in front of him to land on top of the grey orb before spitting out his tool kit from his cheek pouch as he tries to figure out how to best to use this sphere.

Engineering on sphere D: 1d20 + 12 ⇒ (7) + 12 = 19 (possible +4 is this counts as a trap for purpose of trapsmith tools)

I'll assume we want to control them? But I'll go with party majority on if we want to disable or control them

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket nervously scratches at his ear as he tries to look in every direction at once as he peeks into the room to see what Viper discovered.

"So...what's the plan..we tie a piece of string to the panel and stand outside with the door almost closed and pull the string and hope the door stops the blast wave?"

Rocket's left leg twitches as if it wants put as much distance between him and the room with or without the rest of Rockets body attached to it.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Hearing the warming Rocket pours on a little bit of extra speed

Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Twitching nervously since there _must_ be something out there, right? Rocket keeps threading lightly hoping to not disturb anything.

Round 3 Acrobatics: 1d20 + 13 ⇒ (10) + 13 = 23
Round 4 Acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket walks very, very carefully trying to not upset anything

round 1 Acrobatics: 1d20 + 13 ⇒ (9) + 13 = 22

round 2 Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29

I assume you can use the same skill multiple times?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

As it seems that his companions know what they are doing Rocket decides to let them do their thing while he keeps nervously glancing at the fog...sure that there's something in there that's trying to get to him

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Mystiscm: 1d20 + 1 ⇒ (5) + 1 = 6

"I'm pretty sure this is my first time here..."

Aid on diplomacy: 1d20 + 0 ⇒ (17) + 0 = 17

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Question for the GM:
I'm wondering since the spoiler mentions: You are now Agitated around the whole area. And Agitated is capitalized, implying that it might be an effect..is there an in-game effect for this? (which I might have missed if it was explained before)

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

As Rocket jumps around to point his blaster at ....nothing he grunts through clenched teeth

"This place is realy starting to get on my nerves"

His right eye twitches as he turns around in the direction he was facing before.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket nervously scratches the back of his neck as he keeps glancing behind him.

He follows the others and keeps his big blaster pointed in every direction he thinks he hears any noise coming from.

"Ready when you are"

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

As Rocket practically drools over the tactical cluster launcher loaded with four stickybomb grenades II, two flash grenades II, and two riot grenades III he glances over his shoulder as if startled by something

"Did you guys hear that?"

After scratching the back of his neck and not seeing anything that caused the noise Rocket nods at Viper
"Sounds logical, let's do that"

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket presses the power-up button on his blaster a bit longer letting it build more of a charge before releasing the build up energy into the big opponent from where it jumps to the smaller one stopping just short of Thomager

To hit EAC Big+red: 1d20 + 12 ⇒ (15) + 12 = 27
Elec damage if hit: 2d8 + 6 + 2 ⇒ (1, 8) + 6 + 2 = 17

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Taking a careful step back through the door to create some space between himself and the creature that just attacked him Rocket powers up his blaster once more before hitting the trigger sending a streak of lightning out that starts at one of the creatures and continues to the one next to it and stops there.

To hit EAC red+yellow: 1d20 + 12 ⇒ (9) + 12 = 21
elec damage if hit: 2d8 + 6 ⇒ (4, 6) + 6 = 16

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Hearing the sounds of combat Rocket strides into the room,his big blaster leading the way

"Great! Multiple opponents, let's see what this baby can do!"

The blaster in his hands powers up and a line of lightning snakes it way towards the big enemy before bouncing back towards one of the smaller ones

To hit EAC Big+green: 1d20 + 12 ⇒ (19) + 12 = 31
E damage if hit: 2d8 + 6 ⇒ (1, 3) + 6 = 10

Firing a weapon with the flexible line property

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket hangs back covering the read, blaster in hand as Viper scans the door. Waiting to hear back on what was found and keeping an eye (and ear) out for trouble from the back.

"You do your thing, I got your back" Rocket comments as he makes sure there's enough ammo - at least for the first few seconds if a combat would break out

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Retrieve a storage of experimental weapons from an unknow hostile environment, check"

Rocket comments as he spits out a multitool from his cheek pouch and tinkers with what looks like modeling clay an empty drink container, some spare pieces of wire and...a children's toy?

Using the soldier bombard feature to make a free grenade

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

A male Ysoki carrying a rather large gun strapped to his back which seems to have a bunch of additions stuck to it with what appears a variety of glue, tape and screws looks around while scratching the inside of his right ear with a finger.

"...love what they've done to the place.."

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Player Name/Alias (for Chronicle): Eric
Character Name: Rocket
Org Play and Character Number: 13475 - 703
Faction: Exo-Guardians
Race, Class and Levels: Ysoki, Soldier, 6

Initiative: +9
Perception: +2

Day Job Roll: None

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Just to check if I've overlooked something...did we get chronicles for this game already?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rockets nods at the wise words being spoken.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket will turn lvl 7 after this, but I have a couple more characters at lower tiers if you plan to keep running scenario's.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket did read that Kultainen did that...and then when writing his own actions completely forget about it in the span of about 1 minute..... So that should be an EAC of 21 for 11 damage

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rolling with the blow and absorbing some of the impact Rocket steps back as he hears the warning

"Thanks for the heads up"

Rocket carefully puts some more distance between him and the center of the combat before shooting once into the fray

To hit EAC Orange: 1d20 + 13 ⇒ (7) + 13 = 20
F (laser) damage if hit: 1d10 + 6 ⇒ (4) + 6 = 10

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket wonders how he could have lost tracked of what's going on during this combat and blames the fog of war
No idea how, but it didn't show me that new posts had been made yesterday....

Seeing his blaster still aimed at the orangy one in front of him Rocket adjust his sights in the hope to compensate the shift it received from banging into the wall.

To hit EAC orange: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
F (laser) damage if hit: 1d10 + 6 ⇒ (6) + 6 = 12
To hit EAC orange: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
F (laser) damage if hit: 1d10 + 6 ⇒ (6) + 6 = 12

"Trying to get that one away from distracting that one in your back Mich"

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Hearing the suggestion to go for the big one Rocket starts to turn his blaster to bump into the side of the doorway and ends with lining up a perfect shot at one of the smaller ones

"Uhrm..I'll get around to that, let me deal with this one first and get it of Michs back"

To hit eac orange: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
F (laser damage if hit: 1d10 + 6 ⇒ (7) + 6 = 13
To hit eac orange: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
F (laser damage if hit: 1d10 + 6 ⇒ (3) + 6 = 9

"...or not"

he continues his comment as he notices his targeting scope was knocked to the side when he banged into the wall.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Hearing Mr. Bison give the word about smoking them out and remembering the party going over some tactics on the way here Rocket moves into the doorway and readies his under barrel grenade launcher before lobbing a smoke grenade into the seemingly empty room.

To hit floor KAC 5: 1d20 + 12 ⇒ (18) + 12 = 30

smoke grenade rules:
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.

I think it's a 20ft radius smoke cloud so that's roughly the template I placed. I'm pretty sure our party has environmental protections so other then possibly messing up lines of sight we should be fine...even though I ended up getting a party member in the cloud...

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Secret second plan follow-up response:
Rocket's current under barrel grenade launcher holds; a smoke grenade I, a foam grenade and a screamer grenade...But I think the room's a bit too big to fill completely with smoke from just 1 grenade..but I can shoot it in and see if they want to come out anyway

Muttering something about knowing he would have made a great shot if something would just have nice enough to walk in front of his blaster Rocket double times it towards the rest of the party and passes most of them on his way.

Double move

Hearing Mich mentioning blasting Rocket stops in front of the chamber with a grin on his face and a big blaster pointing in the general direction of the door as he pants for air after rushing towards here.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Seeing everyone get ready to attack Rocket shoulders his big gun and gets ready as well by moving next to Kulatinen and preparing to fire at the first enemy to show.

Readied attack vs EAC: 1d20 + 13 ⇒ (20) + 13 = 33
F (laser) damage if hit: 1d10 + 6 ⇒ (4) + 6 = 10

Extra crit damage: 1d10 + 6 ⇒ (7) + 6 = 13
Being on fire damage: 1d6 ⇒ 6

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