Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy's energy shield takes most of the damage before sputtering out. The vesk's claws still give scruffy a scratch. throwing caution to the wind Scruffy fires twice. bs EAC 1: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
bs EAC 2: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
using my reroll on number 1 bs EAC 1: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
ok these damage dice clearly hate me... feel free to take your claw attack of op, *sigh*
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
GM Jhaeman wrote: @TK423: Because the sniper has her back to a wall, the 15' radius of the grenade would catch Scruffy's drone in the blast and would constitute prohibited PVP unless Scruffy consents. Do you have a different action you could select? Robert-0s down anyway so that's fine.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
GM Jhaeman wrote:
Robert-0 sputters and sparks as his limbs sag and he hits the ground with a loud *KLANG*.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
GM Jhaeman wrote:
did the first attack miss by 5 or less? if so it would have popped an image.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
"Keep Stabbin Robert-0"
vs KAC: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Scruffy activates his mechanic force field
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Yeah PF1 doesn't use massive damage which is part of it, but there are plently of PF1 scenarios where an ill times hit from a raging barbarian will totally flatten a 1st level character. Low level particularly level 1 is just very swingy. A friend of mind described every first level adventure like this,
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
"Keep 'em locked down Robert-0"
vs KAC: 1d20 + 5 ⇒ (11) + 5 = 16
Scruffy takes a guarded step forward to keep the vesk from flanking Kaath.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
I'm not sure if she can guarded step and draw a weapon as part of it. I'll go with whatever your call is but I think you can only combine drawing a weapon with charging or moving your full speed.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
"Get 'em Robert-0"
vs KAC: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Robert-0s hydraulic limbs make a sound that is something like ha-haaaaaw
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy moves up to the elevator door.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
He attempts to do the same thing for the gas vents taking 10 for a total of 21 engineering. Just in case roll
engineering roll:
engineering: 1d20 + 11 ⇒ (9) + 11 = 20 "Hmm oughta hold 'er C'mon in evereyone. It occurs to me that if I was clever, an I wanted something under heavy guard, waiting to trigger a security system or virus when the reterival team was inside would be real fancy. All the security to my objective is clear and the ones what might be holding it are all softern up. IF I were clever... Front lines 5 feet from the door, blasters on the sides. Employees to the rear. please keep yer apendages inside the smoker at all time. "
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy attempts to take his time and takes 10 if possible for a total of 21 engineering. If that doesn't do it or something interesting begins to happen prompting a roll here it is
engineering roll: engineering: 1d20 + 11 ⇒ (3) + 11 = 14
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
"Can't be that bad if yer still up. I'll come get ya. We'll need ta treat ya."
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Is there a computer on that first desk?
if so:
If so Scruffy will hug the edge of the room to try to get under the motion sensor and disable it before checking any tech on the first desk for traps and disabling them. Take 10 on engineering gets a 21 to disable motion sensor. Take 10 on engineering gets a 21 on any more shock grid traps on the desk. after that
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy assists with them moving of Twila-4 before rechecking the motion sensors for activity on this floor.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy moves over and takes aim at the ooze fighting with Kaath and takes a shot with his cautoject pistol
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
"mumble mumble dang lousy mumble. Robert-0 go help Kaath. Maybe I can seal the door for a bit if ya'll get in here."
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy nods at George 09-23
"Hey directory, think you could come over to this console. Might help to have some good biometrics."
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy sees TK423 step up to the door and get work. He gives a brief shrug and taps a button on his custom rig, surrounding him in a field of energy.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
GM Jhaeman wrote:
I think I can still direct him with my custom rig as long as he is in range. Though I had forgotten about the lighting conditions so yeah he may bump into things a bit.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Scruffy spends his turn trying to disable the motion sensor.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
Ok since it would have been a move action to make the perception check and I still want to disable that motion sensor next round, I'll use my standard action to have robert-0 double move and trip other motion sensors, if that's ok.
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
GM Jhaeman wrote:
are the overloaded grids able to reactivate? I want to do something more productive, but I think the only useful thing might be running to the door. Any suggestions from the party?
Male Brakim Mechanic 4 KAC:15 EAC:14 init:+6 perception:+5 [i][/i]; SP: 28/28 HP: 30/30 RP: 3/4 Fort:+4; Ref:+5;Will+0
What kind of action would it be for me to disable a motion sensor?I'd like to create some blind spots if I can.
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