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Supercape

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Posted

Smokey is too fast!

 

(Defence +10)

 

Smokey's buddies, being not so clever, will respond by attacking Gossamer. 

 

They are hardly a major threat, but...

 

Punching Gossamer: 3#1d20+3 18 10 4 on hit, for a fairly paltry DC 16 Tough save for Gossamer

 

And Queenie is up

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Posted

Okay yeah, we're not doing this, says Queenie. Hand all of them a DC 26 Reflex save, because she's putting everyone in Force Constructs time out, with an internal wall between Smokey+crew and Greenfingers. It does have both Precise and Selective on it (please ignore Dynamic, that's ref error leaving that) so she should be able to do it, but I leave it up to you.

Posted (edited)

Im just checking here because firstly I think thats a DC 21 Reflex save to avoid the construct, not DC 26, and secondly what kind of force construct are we talking about? I'm a bit leery of this turning into a selective area attack? I could work with that but just trying to work out how it works (the selective is a feat not an extra?)

Edited by Supercape
Posted

All right, as per talkin' in Discord, that's a DC 21 Reflex save for everyone. Since Goss is in melee and thus too close. As I said, the walls of my object/construct are to keep Smokey, Greenfingers, and the outside world apart from each other.

Posted (edited)

Ok that is not enough to calm down Greenfingers from an emotional perspective, but enough to practically stop her ripping your head off :) (she is still angry, just not aggressive). Smokey will back down and is friendly. 

 

Ill leave the IC as it stands, feel free for either of you to reply. 

Edited by Supercape
Posted

Okay, right now the lady doth seem to be the greater threat, do let's go. Goss attempts to Grapple.

 

1d20+10=12

 

Dang it! Gonna reroll that with HP.

 

1d20+10=20

 

Much better! Now for the Grapple!

 

1d20+23=24

 

Geez, I'm rolling like crap! Let me know if she's grappled, and then I will post.

Posted

Grapple Roll: 1d20+16 25 unfortunately, she is too strong!

 

Just to keep track:

 

Queenie - Unharmed - 1 HP

Goss - Unharmed - 1 HP

 

We are kind of out of combat right now, as Smokey and his bandits are captured by the force construct. Greenfingres is more angry than aggressive. 

  • 2 weeks later...
Posted

In repsonse to being hoisted, Smokey is going pull out his fire-pistol and ZAP! (well, a fire zap)

 

Fire zap: 1d20+10 16 which misses. 

 

Meaning, I think, we are back into conflict mode!

 

Initiative Rolls please!

 

: 3#1d20 13 12 7 with bonuses means Greenfingers goes on 19, Smokeys Bandits on 13, and Smoket on 16

 

 

 

 

Posted

Good to have you back, Heritage :)

 

Round 1

 

19 Greenfingers - Unharmed, In Force Construct

16 Gossamer - Unharmed, 1 HP

16 Smokey - Unharmed

13 Bandits [3] Unharmed, In Force Construct

8 Queenie, Unharmed, 1 HP

 

Greenfingers will smash and trash the force construct in rage. Tough vs Greenfingers: 1d20+11 21 vs DC 23 is enough to get the force construct a bruise. 

 

Gossamer is up!

 

 

Posted

That hits!

 

Could you give me the damage roll (1d20+damage of attack) which is opposed by...Opposed STR: 1d20+3 14

 

Also, I know you are struggling a bit with Goss. If you do wish to abandon ship...well, not ideal, but I don't want to flog a player into playing a PC they do not wish to. On the other hand, if you have any ideas to transform Goss into something more invigorating for you, please jot down any ideas. 


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