Ratfolk Troubleshooter

T| "Tik" Fiver's page

347 posts. Organized Play character for John Woodford.


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Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki shrugs, a quick shiver of his shoulders. "It's not a spoiler to tell you I lived to tell the tale, is it?"

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

As a rerun of "Pact World Warriors" comes up one one of the displays near the bar, a ysoki perched on his pack points up at it. "Hey, that's the one I was one!"

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Updated chronicle looks good!

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Thanks for the quick reply!

Profession (Mercenary) check for day job: 1d20 + 14 ⇒ (1) + 14 = 15

Figures. It's of a piece with my other rolls.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Thanks for running, GM S, and thanks to the other players! It was fun.

Incidentally, it doesn't look like you ever asked us to make Day Job rolls. I see there's a space for them on the chronicle sheet, though--should we have done that?

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik continues to fire inaccurately at the teal terrier.

Stealth, Attack: 2d20 ⇒ (13, 2) = 15

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

On hearing that his laser pistol probably won't charge the terrible puppy children up, Tik aims a stealthy shot at Thing #1.

Stealth, attack: 2d20 ⇒ (3, 9) = 12

His shot is, however, decidedly obvious. But just to make up for being obvious, it's also inaccurate (unless a 16 hits its EAC).

Laser fire damage roll, just in case: 1d4 + 1 ⇒ (4) + 1 = 5

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik holds fire for a moment. "Talk to me, Elwin. How do we kill these things?"

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik continues to blast #4.

Stealth check for trick attack; DC=20+CR: 1d20 + 16 ⇒ (7) + 16 = 23
Laser pistol shot vs. EAC, including bonus: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Laser (fire) damage: 1d4 + 1 ⇒ (3) + 1 = 4

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki chitters angrily and fires again at the same target.

Stealth check for trick attack: 1d20 + 16 ⇒ (19) + 16 = 35
Laser pistol attack vs. KAC: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Fire damage, including trick attack: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I'll take the +1 to hit.

Tik moves to get a better angle on #4 and fires his laser at it surreptitiously but inaccurately.

Stealth check for trick attack: 1d20 + 16 ⇒ (13) + 16 = 29
Laser shot vs. flatfooted EAC: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Vutrul, remember that the stairs are 15 feet of difficult terrain, and the enemies are at the top of the platform. I'm not sure you can get within striking range.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Waiting to see if the boffins have ID'd the creatures before taking a shot.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik scoots forward and tries to sneak a shot off past the big bug's guard.

Stealth check for trick attack: 1d20 + 16 ⇒ (13) + 16 = 29
Laser pistol attack vs. (hopefully flatfooted) EAC: 1d20 + 7 ⇒ (10) + 7 = 17
Fire damage, if applicable, including trick attack: 1d4 + 1 + 1d8 ⇒ (2) + 1 + (3) = 6

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik has a +5 in it due to INT and the jack-of-all-trades exploit, if it comes to that.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Does anyone have Life Science? It'd be good to know what these things are.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Drawing his laser pistol, Tik takes a quick step forward and snaps off a shot at the purple-dashed creature.

Stealth check for trick attack: 1d20 + 16 ⇒ (18) + 16 = 34
Laser pistol attack vs. EAC, F: 1d20 + 7 ⇒ (12) + 7 = 19

Pistol damage, if applicable, including trick attack: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

GM S, I think an 8-hour rest should bring Tik to full HP--he was down 3, and 8 hours of rest heals 1 HP/level.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Culture check to identify glyph: 1d20 + 9 ⇒ (2) + 9 = 11

Someone else is going to have to take this, unless I get a lot of successful Aid Another rolls.

ETA: And someone else did, just before I posted. Tik will Aid Another on the Engineering check, too. With a +11, he does so automatically.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

"Who else would be interested in something like this? We're Starfinders, of course. Getting your partner back seems like a worthwhile task, but we should do it in a way that's not going to, you know, turn the planet inside out. I'm kind of partial to Akiton."

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik grimaces at the impacts. "We need to keep trying."

Culture check: 1d20 + 9 ⇒ (10) + 9 = 19

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Is there a save allowed against some or all of the damage?

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Can our second attempts be with the same skill we previously used?

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I'll try the second Culture check. Amariel should try the Engineering check.

Culture check - Decipher the Glyphs: 1d20 + 9 ⇒ (10) + 9 = 19

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

"I don't know whether those patterns are actual language. They don't match any symbology I'm familiar with."

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.
GM Silbeg wrote:

** spoiler omitted **

Assumed Tik's roll was the initial culture check on the glyphs

Correct.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Atu, Tik has a set of trapsmith's tools that will give you a +4 on your check.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I think that at +9, Tik has the highest Culture check in the party. If not, treat this as an Aid Another.

The ysoki sets down his back and leans against it, considering the glyphs.

Culture check, not including any penalties or bonuses: 1d20 + 9 ⇒ (14) + 9 = 23

"I think I've seen something like this before."

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik gives a quick shrug. "No idea. Anything we know of history before the Gap is untrustworthy at best."

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik tries to shoot the teal robot again.

Rifle vs. KAC: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16

Damage, if applicable: 1d10 + 3 ⇒ (5) + 3 = 8

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik reloads and shoots the teal robot.

Sniper rifle vs. KAC: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6

I'm not sure what I did to get the dice module upset with me.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Reflex save, including temporal penalty: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7

Tik is entangled.

Survival check to identify starscape: 1d20 + 11 ⇒ (6) + 11 = 17

The ysoki draws his sniper rifle and aims at one of the non-black robots. The bullet is far from accurate, though.

Rifle attack vs. KAC, including temporal penalty: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Will save: 1d20 + 4 ⇒ (4) + 4 = 8

Tik continues to scrutinize the path as well as he's able to.

Survival check: 1d20 + 11 ⇒ (10) + 11 = 21

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik nods, whiskers twitching.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki holds up a hand. "Wait...let's see if this is really doing what it looks like. Uf it is, our tracks should be here." He bends down and starts looking.

Survival check: 1d20 + 11 ⇒ (17) + 11 = 28

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

"Left?"

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

"I could use some rest."

Tik swaps the batteries in his laser pistol and his pulsecaster pistol.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.
Amariel, Plumber for Hire wrote:
Hey, I woke this morning projectile vomiting, and I'm still feeling queezy. I won't be able to think or post today or tomorrow. Feel free to bot me.

Ouch. Good luck, and I hope you feel better soon.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik grunts as the blow strikes him, then abandons stealth (or fails at it...he's not saying which) and slashes back.

Slash vs. KAC: 1d20 + 6 ⇒ (16) + 6 = 22
Stealth check for trick attack: 1d20 + 16 ⇒ (2) + 16 = 18
Slash damage: 1d4 + 1 ⇒ (3) + 1 = 4

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

From his improved position, Tik steps up and cuts at the blue-dashed zombie with his knife. He slips on his approach, though, and his blade is only vaguely in the vicinity of the target.

Stealth check for trick attack: 1d20 + 16 ⇒ (9) + 16 = 25
Knife attack vs. KAC, slashing: 1d20 + 6 ⇒ (1) + 6 = 7

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik will hold an unmodified attack, then, if one of them closes and tries to attack him.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik is holding a trick attack if one closes with him.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik advances, drawing his survival knife, and holds a trick attack if one of the deadites approaches him with encephalophagic intent.

Stealth check for trick attack: 1d20 + 16 ⇒ (15) + 16 = 31
Knife to face vs. KAC: 1d20 + 6 ⇒ (8) + 6 = 14

Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Trick attack damage, if applicable: 1d8 ⇒ 7

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki scuttles forward to assist the spathinae in their examination of the bodies. "Weird. They're dressed like reenactors. Rich ones, too."

With a +9 in Medicine, Tik automatically aids another.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik nods, clicking his teeth together. "Let's go! Unless you want to let Command know, drop a beacon on it, and do one of the other missions?"

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Waiting to see if that finishes the last guardian.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

No problem! You're right about keeping things moving.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

If Tik's attack had killed it, Buddy might have done something else.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I'll make a Stealth check for the trick attack, since it sounds like I can.

Stealth check for trick attack: 1d20 + 16 ⇒ (13) + 16 = 29
Trick attack damage, if applicable: 1d8 ⇒ 6

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I'm not sure whether carrying a weapon in a cheek pouch works, though; that makes "drawing" it a swift action, but a full action (like trick attack) precludes taking "any other standard, move, or swift actions that turn."

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