Supercape Posted October 6, 2018 Author Posted October 6, 2018 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
EternalPhoenix Posted October 6, 2018 Posted October 6, 2018 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.
Supercape Posted October 6, 2018 Author Posted October 6, 2018 (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 October 6, 2018 by Supercape
EternalPhoenix Posted October 6, 2018 Posted October 6, 2018 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.
Supercape Posted October 6, 2018 Author Posted October 6, 2018 Sure thing! If you can post that IC ill roll the results!
Supercape Posted October 6, 2018 Author Posted October 6, 2018 So! Im going to waive the rolls for the Smokefriends. They are trapped. Smokey is a bit more of a tough guy, so: Reflex vs Force Construct: 1d20+9 28 he makes it. Reflex Save vs Force: 1d20+7 15 This means they are separated effectively, although Smokey is out of the construct. Ill suggest we, for now, move out of combat.
EternalPhoenix Posted October 6, 2018 Posted October 6, 2018 http://orokos.com/roll/666927 16 on Diplomacy, as requested.
Supercape Posted October 6, 2018 Author Posted October 6, 2018 (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 October 6, 2018 by Supercape
Heritage Posted October 12, 2018 Posted October 12, 2018 This has just been a particularly brutal week. I think I should have the energy to post some when I get home tonight.
EternalPhoenix Posted October 13, 2018 Posted October 13, 2018 I worked two extra shifts last week and two extra this week. I simply haven't had the time or energy.
Supercape Posted October 13, 2018 Author Posted October 13, 2018 No sweat guys, sounds like you have both had real bad weeks. Just checking this had not dropped off the radar.
Heritage Posted October 13, 2018 Posted October 13, 2018 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.
Supercape Posted October 13, 2018 Author Posted October 13, 2018 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.
Heritage Posted October 13, 2018 Posted October 13, 2018 Okay, so I got the hit in, but she broke free?
Supercape Posted October 13, 2018 Author Posted October 13, 2018 Indeed! Or that can be fluffed however you wish. Like the grip not strong enough, or you pulled off a boot instead of a foot.
Supercape Posted October 24, 2018 Author Posted October 24, 2018 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
EternalPhoenix Posted October 26, 2018 Posted October 26, 2018 (edited) http://orokos.com/roll/672888 Queenie gets an 8, because she never has a good init roll. Side note: I know you know, but everyone except Smokey (and Goss, yes) is trapped in a chamber of Queenie's Force Construct. Edited October 26, 2018 by EternalPhoenix
Heritage Posted November 3, 2018 Posted November 3, 2018 Sorry this is so darn late! Initiative for Gossamer: 1d20+7=16
Supercape Posted November 3, 2018 Author Posted November 3, 2018 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!
Heritage Posted November 8, 2018 Posted November 8, 2018 Gossamer will attempt to disarm Smokey; is that just a straight To Hit roll?
Supercape Posted November 8, 2018 Author Posted November 8, 2018 (edited) It is! And then, if it hits (Smokeys defence is +10), an opposed damage vs STR roll. Edited November 8, 2018 by Supercape
Supercape Posted November 8, 2018 Author Posted November 8, 2018 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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