Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Perception: 1d20 + 0 ⇒ (2) + 0 = 2 Engineering: 1d20 + 8 ⇒ (20) + 8 = 28 Tinker looks at several of the items, and describes them, "an Advanced medkit, a Spell Gem of Remove Condition, and a Spell Gem of Lesser Restoration! These are both interesting, and useful items."
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker’s thumb resets, and the finger gun is ready to go. As he pulls the “trigger” on this time, he says, ”bang,” with a droll tune to his voice... magic missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9 Three neon purple sparks again flash across the room, slamming into their enemy.
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker will unleash the power of his triple barelled finger gun at the lepidol... magic missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13 Three neon purple sparks flash across the room, slamming into their enemy.
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Life Science: 1d20 + 7 ⇒ (6) + 7 = 13
”These fruits and vegetables are among the most efficient kinds known in the Pact Worlds (even today) at providing all the necessary minerals and vitamins needed to sustain life. If fully functional, this bay could probably feed a population of nearly 100 people. It is clear that there is a massive surplus of ripe and edible fruits/vegetables at the moment. The methods used in the planters and the subtle swell to each edible piece of greenery here seems far beyond the capabilities not only of the natives, but of most Pact World agricultural societies 200 years ago. Whoever originally inhabited this outpost were clearly experts at this sort of thing. Based on automated readouts and my own visual once-over, I estimate that less than half a dozen creatures have been eating the products of this chamber.”
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Mysticism: 1d20 + 4 ⇒ (14) + 4 = 18 "Indeed, they are here on the Prime Material plane permanently, and appear to be acting as some sort of security force for the outpost. Their construction suggests that they have been here for over 200 years, but they still function well enough to fight! They can smell you, in addition to their normal vision, to track prey, and also have a powerful bite. Additionally, they cannot be made bleed repeatedly, they will not be hit critically, cannot be flanked, paralyzed, poisoned, put to sleep, or stunned. Oh, and if they bite you, they can grab you!" Tinker will cast magic missile against the further away creature (blue). Three missiles fly across the room and strike the creature. Magic Missile: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker continues to try and climb out... Athletics: 1d20 - 1 ⇒ (11) - 1 = 10 Fort: 1d20 + 0 ⇒ (4) + 0 = 4 GM: the damage number you have for me is wrong. I had lost 10 SP and 7 HP, Eselar can only heal the HP damage, so that would have had me all healed up, but I’m down 1 HP again now.
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
”Having used my android’s interpersonal skills to their maximum impact, I am inclined to go see about these small racers. I have some experience with such during my Commencement, that is, perhaps, a story for another time.” Tinker goes to swap lies and demonstrate skills with the racers. Piloting: 1d20 + 9 ⇒ (18) + 9 = 27
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker has taken the precaution of being an android, and does not worry about the atmosphere. I thought of independently, so don't get uppity X5! Sense Motive: 1d20 - 2 ⇒ (16) - 2 = 14 Tinker attempts to relay to the children that they are "Starfinders" from "Far Away" and that we were attacked by the big creature and drove it off. Culture: 1d20 + 8 ⇒ (10) + 8 = 18
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker sticks to his job! He takes control of the missile launcher in the turret, ”I shall be using the targeting computer to assist me.” Firing! And using one of the +1s Gunnery: Missiles: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 94d8 ⇒ (4, 1, 8, 7) = 20
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
It’s true that it has a checkbox, but nothing on the boon remotely implies that you check it off when used. Other boons have had such verbiage in the past. I don’t interpret it as a one shot use. It’s limited use is that it is only for APl 1-4.
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
"I can fill most any role on a ship, except Captain. However, I think several of you are better at the tech skills than me, and I might be best on a gun, instead." Unless the GM permits "Profession(Politician)" for the Captain's functions, in which case, I'm +9.
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
”I am Tinker 7,” says the rather nondescript Android, ”a Starfinder of some experience, but still anxious to learn. I am pleased to meet you all. Do not allow my use of magic set you to concern, I am also proficient with technology.”
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Player Name/Alias: Tripp Elliott
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker continues to android his gun and hurls two more laser blasts at the horrid creature... Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 181d8 ⇒ 3 Fire; Burn 1d6 Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d8 ⇒ 3 Fire; Burn 1d6 Crit Damage: 1d8 ⇒ 5
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Ref: 1d20 + 3 ⇒ (13) + 3 = 16 Tinker snaps off two shots at the robot with his laser... Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d8 ⇒ 5 Fire; Burn 1d6 Critical Damage: 1d8 ⇒ 3 Burn: 1d6 ⇒ 4 Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d8 ⇒ 6 Fire; Burn 1d6 Critical Damage: 1d8 ⇒ 6 Woot! Two crits! Burn won’t stack though, right?
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker continues firing at the remaining opponent.. Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d8 ⇒ 7 Fire; Burn 1d6 Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 61d8 ⇒ 4 Fire; Burn 1d6
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker unloads on the zombie to the right of the corridor. Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 171d8 ⇒ 6 Fire; Burn 1d6 Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 181d8 ⇒ 6 Fire; Burn 1d6
Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0
Tinker fires off two shots at their opponent and her images... Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 41d8 ⇒ 8 Fire; Burn 1d6
Crit: 1d8 ⇒ 4
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