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Hydra the Queen (OOC)


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Posted

Starting Conditions: Undamaged, 1 HP, fatigued (-2 Str, -2 Dex, -1 attack, -1 defense), will be exhausted at start of round.

 

Reaction: Spend HP to nix exhaustion, remaining fatigued.

 

Free Action: Yell at Aquaria.

 

Full Action: Use "Cursed Clawing Hand" ray again.

1d20+6: 17 [1d20=11]

If that hits, Harbinger needs to make a DC 19 Fort save vs. the Drain Constitution effect, then a DC 24 Fort save vs. the Damage effect.

 

Ending Conditions: Undamaged, 0 HP, fatigued.

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Posted

Octoman's Initiative: 26.

 

Octoman had the most recent IC post inside, particularly in the "let's go outside" conversation, until just a few minutes ago, so I was trying to let Tiff and Fox respond before posting again.

 

Posted

Wraith: 27

Sea Devil: 27

Octoman: 26 

Artificer: 19 

Miss Grue: 17 

Harbringer:  17, bruised x3

Theodora: 17

Dalekos: 15, bruised, staggered 

 

Okay, @Fox, Wraith is up - coming out just to see the fight between Dalekos and the Harbringer, downed Atlantean and Deep Ones floating about, and Aquaria opening up a portal for the Atlantean kid and his semi-unconscious sister? Hard to tell with all the bits. 

Posted

Wraith will....not do much! She'll play escort, and she'll interpose for any attacks that get aimed the Atlantean prisoners' way.

Posted

Sea Devil: 


Sea Devil tries another way of getting Artificer and his sister out of harm's way: 

Trip 12 (The Father's Ocean; Extra: Area [General, Cone], Knockback, Flaw: Range [Touch], PFs: Affects Insubstantial 2, Improved Trip, Indirect 2) {27/28}

OK, that's a DC 22 Reflex save to mitigate/avoid the effects. 

After that, a save vs. the check 

15 = sigh! 

Well at least you know I'm not fudging my rolls! ?

Avoid that w/Dex, plz, and don't forget the fatigue penalty. 

 

 

Posted

With the fatigue penalties, Artificer's got a total Reflex save of +2.  So he could make it with a Nat 20!

1d20+2: 15 [1d20=13]

That is not a Nat 20.

 

And the Dex check (with fatigue penalty)

1d20: 18 [1d20=18]

Victory!

Posted

Octoman

Move Action: He Taunts Sea Devil.

He'll take 10 with Skill Mastery to get 30 on his Bluff check.

If he wins, she's Shaken for 1 round (-2 to every roll).

Standard Action: He Charges at Sea Devil with an unarmed attack.

His Swimming can launch him 250 feet with a single move action.

He'll All-Out Attack and Power Attack for +2/-2 each.

Attack roll: 30.

If that hits, then it's a DC27 Toughness check, nonlethal damage.

 

All-Out Attacking and Charging puts him at -4 Defense (+6 / DC16) until his next action.

 

  • 2 weeks later...
Posted

Just realized that it may not have been clear - I edited Wraith's action into her most recent IC post back on the 28th.

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