Supercape Posted July 9, 2018 Author Posted July 9, 2018 Where is fax driving too? And I guess with mimic deactivated?
Exaccus Posted July 9, 2018 Posted July 9, 2018 He's keepin his mimic on and gonna follow his thread, confirm where marcus is going, deactivate swing home and sleep.
Exaccus Posted July 15, 2018 Posted July 15, 2018 in memoriam of vorik imma use the generator allocation from his thread! Generator allocation! Spoiler Charge Electronic Devices (Feature 1) 1pp Dynamo (Array 15; 30pp Pool, PF: Alternate powers 3) [33pp[ BE: Blast 14("Lightning Strike!" PFs: Incurable, Precise)[30/30] AE: Damage 10 ("Discharge" Extras: Area (Burst), Selective Attack)[30/30] AE: Stun 10 ("Electro-muscle Stimulation"; Extras: Area (Cone)[30/30] AE: Snare 14 ("electromagnetic Shell" PF: affects insubstantial 2)[30/30] Protection 6 ("Inorganic Resiliance)[6pp] Immunity 10 ("super-conductor!"; Common Descriptor: Electricity) [10pp] Changes Toughness: +10 Lighting strike +6 140ft range, DC29 toughness save Discharge DC20 Reflex save (for half), 50ft burst (selective) DC25 Toughness save Electro muscle Stim DC20 Reflex save (for half) 100ft Cone DC20 Fort save Electromagnetic Shell +6 DC24 Reflex save 140ft range
Supercape Posted July 16, 2018 Author Posted July 16, 2018 Thats cool by me, but two thoughts: 1. I dont think the feature is necessary (that kind of minor stunt I think is just part of the electricity descriptor) 2. The Snare seems odd. It feels more like "Id like a snare" than "this is a regular use of electricity?"
Exaccus Posted July 16, 2018 Posted July 16, 2018 Fair nuff! I will swap those two! Nab a paralyze 10 cone on the array as the stun And a auto stabilizing touch feature ala a defibrillator
Supercape Posted July 18, 2018 Author Posted July 18, 2018 That moves them from unfriendly to neutral
Exaccus Posted July 18, 2018 Posted July 18, 2018 1d20+14=34 I am on a bit of a roll it seems! Ill get an IC up!
Exaccus Posted July 19, 2018 Posted July 19, 2018 If thats a suprise round i'd like to make my little tirade a taunt attempt.
Supercape Posted July 19, 2018 Author Posted July 19, 2018 Please do so! (And thus roll initiative and bluff!)
Supercape Posted July 19, 2018 Author Posted July 19, 2018 Initiative: 1d20+5 20 Sense Motive: 1d20+13 31!
Supercape Posted July 19, 2018 Author Posted July 19, 2018 (edited) Initiative: 1d20+13 32 for Puzzle Pixie Round 1 32 - PP 20 - MoB - Unharmed 4 - Fax - Unharmed - 3 HP Puzzle Pixie is invisible! Mistress of Bones will Summon 10 Skeletons as a move action! For her move action she will take partial cover behind a large gravestone! Edited July 19, 2018 by Supercape
Exaccus Posted July 19, 2018 Posted July 19, 2018 (edited) Have one of those delicious heropoints back as i stunt an damage 6("lightning aura" extras: duration 2 sustained area: aura and multi attack!)[30/30] and put that takedown attack feat to work! Ill take 10 assuming they're minions for 20! DC25 toughness save (as aura's stack with unarmed) +1 per 2 by which i exceed their defences by (to a max of +3 which is half the aura's damage bonus i think.) If they hit me on their turn dc21 toughness against zapping. Edited July 19, 2018 by Exaccus
Supercape Posted July 19, 2018 Author Posted July 19, 2018 As they are not quite in a group ill split the difference and say you can get the five in front of you. Its a +2 damage bonus as they have a defence of +5 Which means they cannot make the save, ergo, all zapped! Round 2: 32 - PP 20 - MoB - Unharmed 20 - Skeletons [5] 4 - Fax - Unharmed - 2 HP The Mistress of Bones will kick of with a perception range bone splintering attack; so a DC 25 Fort Save.
Exaccus Posted July 19, 2018 Posted July 19, 2018 Fort save! 1d20+8=13 Oh dear! My luck has taken a turn for the worse! Fortunately ill HP that reroll! 1d20+8=11 for 21!
Exaccus Posted July 19, 2018 Posted July 19, 2018 (edited) Fort save! 1d20+8=13 Oh dear! My luck has taken a turn for the worse! Fortunately ill HP that reroll! 1d20+8=11 for 21! Edited July 19, 2018 by Exaccus
Exaccus Posted July 19, 2018 Posted July 19, 2018 Then for my turn ill go and finish off the other five skeletons. Then spend my last hp on a surge and use my stun! DC20 reflex and then 20/15 fort !
Supercape Posted July 19, 2018 Author Posted July 19, 2018 Reflex Save: 1d20+6 10 reflex and... fort Save: 1d20+6 21 for stun! lucky escape! Round 3: 32 - PP 20 - MoB - Unharmed 20 - Skeletons [5] 4 - Fax - Bruised
Supercape Posted July 19, 2018 Author Posted July 19, 2018 GM So for this round, the MoB will try the same thing, just the ribcage this time...so another DC 25 Toughness save. Then, she will run into a small mausoleum in the centre of the graveyard. For reference, Fax can reach it too with a move action.
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