Ari Posted July 10, 2018 Posted July 10, 2018 (edited) Stunting Nullify 10 (All Flame/Heat Effects; Extras: Area(Cone); Flaws: Action(Full-Round), Range(Touch); Feats: Progression(Size)4(100ft per rank))[14PP] off of her main Array. Using it to try and Nullify the fires at the second and third houses. Edited July 10, 2018 by Ari
Tiffany Korta Posted July 30, 2018 Author Posted July 30, 2018 In case you wish to see who I've chosen for today's fight, I present Sister Blister!
Ari Posted August 6, 2018 Posted August 6, 2018 Okay. Will use Move Action to Leap In through the window and attempt to Grapple Blister. Attack roll: 24. Grapple check: Incorrectly notated on sheet, should be +12 as base: 30.
Tiffany Korta Posted August 16, 2018 Author Posted August 16, 2018 Sister Blisters Grapple Roll: 1d20+12 27, she has a heat aura so you'll need a Toughness save. Only DC 20 because of you immunity. She's pinned but we might as well do initiatives! Initiative: 1d20+4 5
Ari Posted August 18, 2018 Posted August 18, 2018 (edited) DC20 Toughness save: 23. Initiative: 12. DC20 Toughness from Aura: 17. Bruised. First action, if allowed, will be to maintain Grapple and attempt to initiate negotiations(Diplomacy roll to attempt to nudge them away from Hostile: 22. Edited August 18, 2018 by Ari
Tiffany Korta Posted August 21, 2018 Author Posted August 21, 2018 Emerald Spider's Iniative: 1d20+6 12 Sister Bliss is far to angry for diplomacy to work, you can have a shiny HP for the trouble though!
Tiffany Korta Posted September 2, 2018 Author Posted September 2, 2018 Emerald Spider will swing in with Attack Roll: 1d20+8 25 attempted to blind with a HP stunt! Her Reflex Save: 1d20+4 10, so she is blinded.
Tiffany Korta Posted September 2, 2018 Author Posted September 2, 2018 Sister Blister's going to do a burst of fire, you can have the reflex save and lose the grapple (which will earn you a HP) or keep the grapple and save against the damage. The Ref DC is 15 and the Toughness 18 (including fire reduction). For Emerald Spider Reflex Save: 1d20+11 18, Toughness Save Toughness Save: 1d20+8 15. So a bruise for the Spider!
Ari Posted September 7, 2018 Posted September 7, 2018 I'm always up for some HPs! Reflex save: 14. Aw, one short! Alright, saving vs DC18 Toughness: 11. Geeze, failed by 7, so that's a Bruise and a Daze condition.
Tiffany Korta Posted September 8, 2018 Author Posted September 8, 2018 Round 2 12 Emerald Spider, 0HP, Bruised 12 Mag-Might, 3HP, Bruised 2, Daze 5 Sister Blister, GM, Blind (+1) Emerald Spider will Snare Attack Roll: 1d20+8 23, Sister Blisters Reflex Save Reflex Save: 1d20+4 22 She fine, do you want to spend a HP for an action, if so what's the plan?
Ari Posted September 24, 2018 Posted September 24, 2018 (edited) Yes, spending an HP (-1 HP) to remove the Daze, then switching to the Nullify slot and making a Nullify attack: 24. Nullify check to suppress all Flame/Heat effects: 14. Using another HP(-1 HP) to reroll the power check: 21. EDIT: DC20 Toughness to resist Aura: 12. Rerolling(-1 HP): 18. Another Bruise, so Bruised 3. Edited September 24, 2018 by Ari
Tiffany Korta Posted September 27, 2018 Author Posted September 27, 2018 Sister Blister Power Save: 1d20+10 30, she really doesn't want to give up the fire inside! Her save against blindness Fort Save: 1d20+3+1 15. And she'll throw some of that fire at Emerald Spider Attack Roll: 1d20+9 11, and in return Emerald Spider is going to throw some good old fashion bolts of (quantum) web Attack Roll: 1d20+8 27. And Sister's toughness save vs DC 22 Toughness Save: 1d20+10-1 21. Another Bruised, so we have! Round 3 12 Emerald Spider, 0HP, Bruised 12 Mag-Might, 3HP, Bruised 3, Daze 5 Sister Blister, GM, Bruised 2, Blind (+1)
Ari Posted January 20, 2019 Posted January 20, 2019 Using an HP to clear the Daze, and will make for a Daring Stratagem! Switching to Damage slot to access Burrowing, will use it to cut a great big hole around Sister Blister as a full-round action!
Tiffany Korta Posted February 20, 2019 Author Posted February 20, 2019 Emerald Spider will do a tethering snare Attack Roll: 1d20+10 25, her Reflex Save: 1d20+4 19 so by a thread (heh) she's snared and tethered.
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