Exaccus Posted August 12, 2018 Posted August 12, 2018 Gonna go with dense material mimicry for the Tombstone copy for the remaining 10 points i'd like to add Reflective to his impervious toughness i think...also gonna swap shockwave for groundstrike as that is a more..stoney themed powerfeat for super strength,
Exaccus Posted August 12, 2018 Posted August 12, 2018 Rolling! 1d20+8=13 Hmm...i think im gonna stick with it outta morbid curiosity.
Supercape Posted August 14, 2018 Author Posted August 14, 2018 I'm going to be a very slight dick and say as its a natural one and only just meets the DC 10, its a half-success only! (or half fail, depending on your outlook!). But mainly because its a little more dramatic this way!
Supercape Posted August 15, 2018 Author Posted August 15, 2018 Could you throw me another DC 15 Fort Save? If you make it, a DC 10 WIS check.
Exaccus Posted August 15, 2018 Posted August 15, 2018 (edited) fort save! 1d20+8= 26 Wisdom check! 1d20+2=3 gonna roll with those. Edited August 15, 2018 by Exaccus
Exaccus Posted August 15, 2018 Posted August 15, 2018 (edited) dirt form incase it comes up! Protection 6 (6pp) Array 12 (26pp) BE: Create Object 10 "earthen contstructs" Flaw: Feedback Extras: Duration (continous) PF: Progression 4 (10x100ft Cubes) (24/24) AE: Blast 10 "Clod Cannon" PF: Accurate 2 (+4), Precise (23/24) AE: Snare 10 "Soil Cocoon" PF: Accurate 2 (+4) (22/24) Super Senses: Extended 2 (1k ft incr) Tremor Sense (4pp) Regeneration "Reconstituted from soil" : Bruised 3 (1/a round no check) , Injury 3 , Disabled 3 Staggered 3 PF: Persistant, Regrowth [14pp] (50/50) Edited August 15, 2018 by Exaccus
Supercape Posted August 15, 2018 Author Posted August 15, 2018 That looks good - except for regen flaw? I am a little reticient about aproving a flaw: medium on a variable power (as you could hypothetically just switch around until you find a medium) and am mindful that earth/soil is practically everywhere in this thread!
Exaccus Posted August 15, 2018 Posted August 15, 2018 (edited) fair enough! removed permeate and dropped the recovery bonus to make it normal regen. In my mindset its a power that only a few forms can have mind, ones where he is capable of reconstructing himself with surrounding materials so regen would be limited to liquids, soft solids and gas/particulates though since he's made of them he always has some on hand so yeah he can just reattach what fell off no medium required. Edited August 15, 2018 by Exaccus
Supercape Posted August 17, 2018 Author Posted August 17, 2018 Zombie Squids Get Initiative 0 Initiative: 1d20+7 14 for GD Round 1 19 - Fax - Unharmed - 1 HP 14 - GD - Unharmed 0 - Zombie Squid - Unharmed
Exaccus Posted August 17, 2018 Posted August 17, 2018 Fire the clod cannon! 1d20+10=25 that said i am soil underwater if that kicks off my feat of clay complication i am hungry like a hippo for delicious HP! (Hippo Points!)
Supercape Posted August 17, 2018 Author Posted August 17, 2018 It could! What kind of complication were you thinking?
Exaccus Posted August 17, 2018 Posted August 17, 2018 hmm well lets say its erroding at him, either a damage effect or occasionally it just gnaws through him and trips him over or some such or it causes him to become sedentry? maybe reducing the range or effectiveness of his powers as they're turned to mud rather than soil?
Supercape Posted August 19, 2018 Author Posted August 19, 2018 As per chat, flat footed as a complication, meaning Fax 2 HP In any case, that punch hits, Tough: 1d20+12 22 giving the Squid an Injured and Bruised status. The Gravedigger will take a swipe at a tentacle: Swipe at Tentacle: 1d20+10 26 hitting. Tough 2: 1d20+11 28 however, tough save made. The Squid will try to grapple Fax. Grabs Fax: 1d20+7 26 hitting. Opposed Grapple Check: opposed Grapple: 1d20+38 47 yoikes! Round 2 19 - Fax - Unharmed - Pinned - 2 HP 14 - GD - Unharmed 0 - Zombie Squid - Injured
Exaccus Posted August 19, 2018 Posted August 19, 2018 (edited) AIR FORM! Will use my Tornado move object to scoop bitey and gravedigger from the water Spoiler . . Air Mimicry (Power Setting) (Powers: Array 14, Insubstantial 2, Protection 6, Whirlwind Flight (Flight 1)) . . . . Array 14 (default power: blast) . . . . . . Blast 14 (Default; DC 29) . . . . . . Damage 10 (Array; DC 25; Cone Area (100 ft. cone - Targeted); Precise, Subtle (subtle)) . . . . . . Move Object 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Cylinder Area (50 ft. radius + height - General); Duration (concentration); Affects Insubstantial 2 (full power)) . . . . . . Nullify 10 (Array; counters: any power of (type) - weather, DC 20; Effortless; Accurate 2 (+4)) . . . . . . Suffocate 10 (Array; DC 20; Range (ranged); Distracting; Accurate 2 (+4), Precise, Sedation, Subtle (subtle)) . . . . Insubstantial 2 (Gaseous) . . . . Protection 6 (+6 Toughness) . . . . Whirlwind Flight (Flight 1) (Speed: 10 mph, 88 ft./rnd) Edited August 19, 2018 by Exaccus
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