angrydurf Posted March 20, 2019 Posted March 20, 2019 Not while grappled. Needs to speak and gesture which maybe could be allowed in a grapple with a concentration check he also can't change array slots till his turn.
Zeitgeist Blue Posted March 20, 2019 Author Posted March 20, 2019 Mmm. Okay, in that case I'll say The Golem knocks both of you out of your platform, sending you on a freefall to the hard packed ground. Roll a Toughness Saving Throw. DC 20 if you hit the ground unless someone catches you within the surprise round.
Zeitgeist Blue Posted March 20, 2019 Author Posted March 20, 2019 I guess people can just let Ouroboros fall and get crushed under The Golem.
Thevshi Posted March 29, 2019 Posted March 29, 2019 Well, first off it was not a Platform Flight. It was Super Movement: Air Walking 2 (Extra: Area; Feat: Selective) for 7 PP of her array. So, Ouroboros cannot be “knocked off” the platform. Also, not sure how anything got to attack her when she was not surprised and beat the initiative of everything else (and gain, there is no platform to be pulled off, she is just walking on air). She will add a new spell to her array, Immunity: Heat (Extra: Area; Feat: Selective) for another 3 PP to help everyone out. And, as I assume these things are magic in nature, Veronica’s Super Sense punches right through their concealment (partial or not) thanks to Counters Concealment.
Zeitgeist Blue Posted March 29, 2019 Author Posted March 29, 2019 (edited) 1. Actually, angrydurf created a Flight (Flaws: Platform) for Ouroboros so I assumed that would supercede Veronica's Air Walking. 2. Just all fluff in the IC. Mechanically she will act before everything else normally. Fluff-wise this could translate to Veronica acting just as The Limbs appeared and right before it encloses on her for example. 3. A fair point. It's actually an Obscure effect but since Veronica has Counters Obscure as well then I'd say she could see past the magical "noise" as it were. There is still the visual Obscure from the sandstorm but I'd imagine Veronica would just rely on her Magic Third Eye to aim. No penalties for Concealment for Veronica. Edited March 29, 2019 by Zeitgeist Blue
Thevshi Posted March 29, 2019 Posted March 29, 2019 Ah, I missed that Ouroboros did that. I will make my IC post.
Zeitgeist Blue Posted March 31, 2019 Author Posted March 31, 2019 The Mist Standard Action: Suffocate on Masque Duplicate. Attack Roll: 1d20 + 9 = 20 The Limbs: Standard Action: Disarm on Veronica's helmet Attack Roll: 1d20 + 10 = 22 Strength Oppose Roll: 1d20+5 = 10 *** The Mist begins to suffocate the Masque Duplicate, smothering her nostrils and mouth in sand. The Limbs reappear in front Veronica and begins trying to rip the helmet from her belt. I'll put in an IC post when I can but this is what's basically happening. *** @Thevshi, make a Strength Opposed Roll to keep from being disarmed. Also roll a Notice check DC 20. @Fox, roll a Fortitude Saving Throw DC 19 against Suffocate for the Masque Duplicate. Anddd it's original Masque's turn. You're up.
Zeitgeist Blue Posted March 31, 2019 Author Posted March 31, 2019 (edited) Initiative The Golem - Fine Veronica - Fine. Defense +10. 3 HP. The Mist - Fine The Limbs - Fine Masque - Fine. Defense +13. 1 HP. Ouroboros - Fine. Fatigued. -2 Attack and Defence. -1 Strength and Dexterity. Defense +12. 4 HP. The Mist - Fine The Sorcerer - Fine *** Environmental Condition Partial Concealment from Obscure is in effect when not in melee range for Magic, Auditory, and Visual Senses. Veronica does not take penalties to Partial Concealment. Immunity: Heat (Extra: Area; Feat: Selective) is in effect for everyone. Automatic success rolls against Heat environmental conditions. *** Surprise Round Initiative The Golem Veronica The Mist The Limbs Masque The Mist The Sorcerer Ouroboros - Defense +3 Other Masque - Defense +3 Edited March 31, 2019 by Zeitgeist Blue
Thevshi Posted March 31, 2019 Posted March 31, 2019 Veronica gets a 19 on her roll to resist the disarm attempt. And a 25 for her Notice check.
Fox Posted March 31, 2019 Posted March 31, 2019 Yep - normally she'd be flat-footed because it's the first round of combat and she hadn't acted yet, but she has Uncanny Dodge (Auditory) and only total concealment would take that from her. Huzzah, feats! Is the sorcerer within 300' teleport range?
Zeitgeist Blue Posted March 31, 2019 Author Posted March 31, 2019 Curses! And that was a setup to poking a Complication. But oh well... In that case, Masque Duplicate gets out of dodge before the Mist can fully envelop her and its still chasing her around the air. *** GM Business And yep, Fox. The Sorcerer is within that radius. Feel free to teleport towards it. Thev, you notice a flash of magic emit from the Sorcerer towards the Limbs before they reappear right in front of you again. You're reasonably sure The Sorcerer's teleportation powers is how some of the bunch got the drop on you and are managing to fight you on the air.
Fox Posted March 31, 2019 Posted March 31, 2019 Yeah, the Masques are going to go ahead and say hello to the Sorcerer, then. First things first, though: Tactics! Masque Duplicate will teleport over and attempt a feint: Bluff Check vs. Sorcerer (Feint): 1d20+11 12 ....super! Well, it's a good thing skills don't auto-fail. I don't imagine it'll be very hard for him to beat that, but it's a Bluff or Sense Motive check against being flat-footed, anyway - 16 instead of 12 if Attractive applies. If it succeeds, she'll Set-Up to pass the benefit to the other Masque. EDIT: The Masque duplicate isn't acting on the surprise round! Shame on me. Since I already rolled it, I'll proceed with the melee attack: Masque Prime will go ahead and teleport in too, and attack: Melee Attack Roll vs. Sorcerer (Power Attack -3/+3): 1d20+15-3 25 Assuming that hits, it's a DC23 Toughness Save vs. blunt damage. Initiative for the duplicate, for when we're out of surprise: Initiative Roll: 1d20+3 16
Zeitgeist Blue Posted April 1, 2019 Author Posted April 1, 2019 That hits and The Sorcerer tanks the hit. Toughness Save: 1d20+12 = 25
Zeitgeist Blue Posted April 6, 2019 Author Posted April 6, 2019 (edited) Time to get back to the groove. The Mist Standard Action: Targeted Area Attack (Veronica and Duplicate Masque) 1d20+9 = 19. Both Miss. The Sorcerer Move Action: Teleporting Standard Action: Attack Original Masque 1d20+12 = 16. Miss. Reroll. 1d20+12 = 18. Still a Miss. Masque gets an HP. Welllllp, so much for the Surprise Round doing anything. New Round The Golem Standard Attack: Grapple Attack. Auto-pass Roll a Toughness Saving Throw DC 30, @angrydurf And you're up, @Thevshi! Though feel free to write Ouroboros' reaction to what's happening to him if you want, AD. Combat Mechanics Spoiler Initiative The Golem - Fine Veronica - Fine. Defence +10. 3 HP. The Mist - Fine Duplicate Masque The Limbs - Fine. Original Masque - Bruised. Injured. Dazed. Fine. Defence +13. 3 HP. Ouroboros - Bruised 1. Injured 1. Grappled. Fatigued. -2 Attack and Defence. -1 Strength and Dexterity. Defence +12. 3 HP. The Mist - Fine The Sorcerer - Fine *** Environmental Condition Everyone roll a Fortitude Saving Throw against the environment. Masque gets DC 9 for her description of wrapping a bunch of protective cloth around herself. Veronica DC 10 (Autopass). Ouroboros DC 20 for It Burns Like Hygiene!. Partial Concealment is in Effect when not in melee range for Magic, Auditory, and Visual Senses. Veronica does not take penalties to Partial Concealment. Edited April 7, 2019 by Zeitgeist Blue
angrydurf Posted April 6, 2019 Posted April 6, 2019 toughness save: 1d20+12=23 HP for reroll cuz daze and forcefield do not mix! 1d20+12=20 (+10 reroll) = 30
Fox Posted April 6, 2019 Posted April 6, 2019 Loathe as I am to inflict damage on my own characters, a reroll can't be lower than a natural 11; if it's 10 or below, you add 10 the die before applying modifiers. A rerolled 6 would be a 16, then, +12 is 28, which definitely hits.
Zeitgeist Blue Posted April 7, 2019 Author Posted April 7, 2019 Your honesty is appreciated! Roll for Original and Duplicate Masque... Will Saving Throw DC 16. Confuse Fortitude Saving Throw 16. Fortitude And get an HP as I poke at Communication Issues. Both Masque's share an empathetic link and that includes them experiencing whatever crazy thing is happening to the other's mind/brain through feedback. Duplicate Masque also rolls.
Fox Posted April 7, 2019 Posted April 7, 2019 Masque Will Save vs. Confuse, DC16: 1d20+7 22 Fortitude Save vs. ???, DC16: 1d20+5 8 Duplicate Will Save vs. Confuse, DC16: 1d20+7 25 Fortitude Save vs. ???, DC16: 1d20+5 21 Statistically unlikely! I'm not sure what that Fortitude save represents, so I'm honestly not sure if it's worth re-rolling!
Zeitgeist Blue Posted April 7, 2019 Author Posted April 7, 2019 Oops. Sorry, that's a Damage as your brain does funky things.
Fox Posted April 7, 2019 Posted April 7, 2019 Aha! Hmm. She'll conserve resources for now, then; may as well eat the daze + bruise. If she has to she can always shake off that Daze with one of her shiny new hero points...huzzah, reaction-speed resources. For now, though, I'll save 'em.
Zeitgeist Blue Posted April 7, 2019 Author Posted April 7, 2019 (edited) So what happens is that the two of you are fighting and teleporting around but the mental/brain assault slowly gets to you with the whole trickle of blood running down the nostril thing. Your duplicate feels this too but is able to resist, maybe because there's a buffer between her and the assault (aka. You). Edited April 7, 2019 by Zeitgeist Blue
Thevshi Posted April 12, 2019 Posted April 12, 2019 Okay, ZB, Veronica will take advantage of everyone being busy with the others to make a break toward where we have to deliver the helmet, double moving if necessary. She still has the air-walking spell available and has Speed 1, so she can cover some distance if necessary.
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