Poncho Posted February 6 Posted February 6 (edited) Featuring Sever Chimera Archer II No rolls needed juuust yet. Let's get a bit set up first. Edited February 6 by Poncho
RocketLord Posted February 9 Posted February 9 (edited) Lots of guards standing in close proximity to each other? Sounds good. First a Fast Demoralize as a Move Action, so -5 (I need to add a feat for that...): 16, which should be opposed by their Will, Sense Motive or Intimidate checks, and they will be Shaken if they fail (-2 on attacks and checks for one round) Gonna use a Snare Arrow with the Area Arrows add-on, so that's a DC16 Reflex Save vs. Area, then DC 16/13 vs. the Snare. Might catch them off guard, if they haven't seen him before the demoralize! Archer is making sure to stay at the end of the hallway, so that any that he doesn't get hopefully doesn't reach him during their first turn. Edited February 9 by RocketLord
Poncho Posted February 10 Author Posted February 10 haha let's see then! 4#1d20+5: 4 # 22 [1d20=17] 14 [1d20=9] 15 [1d20=10] 21 [1d20=16] So you get the Demoralize on two of them. So the two in the middle are 2 higher than the listed roll 4#1d20: 4 # 13 [1d20=13] 10 [1d20=10] 13 [1d20=13] 14 [1d20=14] So none of them make the escape, so they all are saving at DC 16, the middle 2 get +2 on the roll. 4#1d20: 4 # 6 [1d20=6] 7 [1d20=7] 6 [1d20=6] 16 [1d20=16] So only one Goon is not immediately immobilized and helpless. There will be an Initiative for this. Chimera can roll in too if she's going to confront Knuckles as Chimera. Vicki the Hothead Initiative: 1d20+5: 9 [1d20=4] Peter the bald guy 1d20+8: 9 [1d20=1] well that's amusing
RocketLord Posted February 10 Posted February 10 (edited) Archer does his best work with ambushes! Initiative: 21 Edited February 10 by RocketLord
Poncho Posted February 12 Author Posted February 12 Fernando El Aguirre's Initiative; 1d20: 19 [1d20=19] Zombie Conquistadors: 1d20+1: 10 [1d20=9] Archer II: 21, 4HP Fernando: 19 Chimera: 16, 4HP Sever: 10, 2HP Zombie Conquistador Minions: 9 Vicki: 9 Peter: 9
RocketLord Posted February 14 Posted February 14 Archer moves across the hallway and shoots, then goes behind the opposite corner. I'm gonna go with a Hail of Arrows with Autofire added at the two powered people in the hallway (I'm guessing that's Vicki and Peter?). I think I should be able to catch them in a 60-300 ft. cone AP: Blast 6 (Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Descriptors: Hail of Arrows, Piercing Damage Type, Multiple Arrows) Attack: 22 DC21 TOU save, +1 for every 2 above Defense, at max+3.
Poncho Posted February 14 Author Posted February 14 (edited) Vicki and Peter are the two metahumans in the hallway, yes. a 22 hits both, adding +1 to Vicki and +2 to Peter Vicki: 1d20+10: 23 [1d20=13] Barely makes her save. Peter 1d20+13: 15 [1d20=2] Does not make his save, and at DC 24, is a failure by 9, Bruising and Dazing him. That means it's Fernando's Turn. He is striking with his Cursed Sword at Chimera to attempt to drain the stolen gold out of her. Mechanically this is a Drain Wisdom effect at touch range, using his sword. Fernando's Attack 1d20+11: 12 [1d20=1] it misses very badly. It is now Chimera's turn, then Sever's. Archer II: 21, 4HP Fernando: 19 Chimera: 16, 4HP Sever: 10, 2HP Zombie Conquistador Minions: 9 Vicki: 9 Peter: 9, 1x Bruise, Daze Edited February 14 by Poncho
Spacefurry Posted February 15 Posted February 15 (edited) Melee attack on zombie: 15 Edited February 15 by Spacefurry
Poncho Posted February 15 Author Posted February 15 Toughness Save: 1d20+5: 7 One destroyed Skeleton! Sever's turn Archer II: 21, 4HP Fernando: 19 Chimera: 16, 4HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 7 left. Vicki: 9 Peter: 9, 1x Bruise, Daze
Thunder King Posted February 18 Posted February 18 Sever's going to do something insane, and teleport over to the fire woman to attack her. Teleport move action, then attack; 13 Does not hit I assume,
Poncho Posted February 18 Author Posted February 18 it does not! let me get through these. 4 of the Zombie Conquistadors are going to Aid Defense, the other 3 are going to aid attack; in that order. 7#1d20+5: 7 # 16 [1d20=11] 19 [1d20=14] 10 [1d20=5] 24 [1d20=19] 7 [1d20=2] 16 [1d20=11] 25 [1d20=20] They all manage it, so the conquistador has +8 to his Defense against Chimera, and +6 to his attack against her. This does not apply to the conquistadors, so taking one out will remove their bonus and they aren't getting enhanced traits. Next are Vicki and Peter. Peter is Dazed so he does nothing, but Vicki is going to try and punch Sever! Attack Roll: 1d20+8: 25 [1d20=17] really good roll there, TOUGHNESS 25 on Sever, then it's ARCHER'S TURN
Thunder King Posted February 19 Posted February 19 9 NOPE, not gonna hold onto that one. Burning an HP to reroll; 23 MUCH better.
RocketLord Posted February 20 Posted February 20 Well, let's keep the pressure on Peter, since Sever is dealing with Vicki. Autofire Standard Arrows: 33 WELL WELL WELL Guess who got Improved Crit 2 with his bow and just rolled a 19 with an Autofire attack? DC21 + Up to +3DC from Autofire + 5 = DC29 TOU save for Peter. And moving back into cover again.
Poncho Posted February 20 Author Posted February 20 haha, nice! 1d20+11: 17 [1d20=6] A Stagger and a Daze! Chimera is then getting attacked by Fernando, benefiting from the +6 on his Drain Wisdom swing. Attack Roll 1d20+17: 26 [1d20=9] I presume that's a hit, and the effect is Fortitude Save, DC 21, losing 1 point of Wisdom for each point you fail the save by as he attempts to get his cursed gold back. Archer II: 21, 4HP Fernando: 19 Chimera: 16, 4HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 7 left. Vicki: 9 Peter: 9, 1x Bruise, Staggered, Dazed
Spacefurry Posted February 25 Posted February 25 Fort save: 11… Fort reroll: 20 okay so only lost 1 point and another HP to stunt an AoE targeted line Attack. basically a bull rush to plow through to the sword guy, unless super zombie interposes. Melee Attack roll: 26
Poncho Posted February 26 Author Posted February 26 7#1d20+5: 7 # 9 [1d20=4] 12 [1d20=7] 8 [1d20=3] 11 [1d20=6] 24 [1d20=19] 24 [1d20=19] 8 [1d20=3] That's a full sweep, taking out all 7 Minions! It'll be Sever's turn once Space does their IC post Archer II: 21, 4HP Fernando: 19 Chimera: 16, 4HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9 Peter: 9, 1x Bruise, Staggered, Dazed
Poncho Posted February 26 Author Posted February 26 Fixed! And then Sever's turn! Archer II: 21, 4HP Fernando: 19 Chimera: 16, 2HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9 Peter: 9, 1x Bruise, Staggered, Dazed
Thunder King Posted March 7 Posted March 7 24 On a feint attack with Acrobatics. 24 For the hit, which is kind of insane and probably would have worked. I used Accurate Attack for 1. It's a DC23 toughness save because he's being more careful to be more likely to hit. I'm ASSUMING that hit, because if it didn't, he's entirely in over his head here.
Poncho Posted March 7 Author Posted March 7 Sense Motive 1d20+5: 13 [1d20=8] Failure! Toughness: 1d20+8: 15 [1d20=7] Failure by 8! Bruise and Daze! Get your IC post in, then I will do a GM post and then it will be Archer II's turn! Archer II: 21, 4HP Fernando: 19 Chimera: 16, 2HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 1x Bruise, Daze Peter: 9, 1x Bruise, Staggered, Dazed
RocketLord Posted March 9 Posted March 9 Why fix what ain't broke? Archer attacks Peter with Autofire Standard Arrows again: 29 DC21 TOU + up to +3DC for every 2 above defense with Autofire He steps around the corner, fires, shouts to Sever and then moves back again.
Poncho Posted March 10 Author Posted March 10 again! So cruel to this guy! Full hit as per last time. Toughness Save: 1d20+10: 18 [1d20=8] A Daze and a bruise! That makes it Fernando's turn! He's going to summon his ghostly cannoneers, which is just a descriptor for an Area General Blast effect, targeting everyone in the hallway alongside Chimera; that's a DC 16 Reflex save to half the effect rank (ignore it with Evasion), then a DC 21 (or DC 18 with a successful Save) Toughness save! Starting with the two randoms! Vicki Reflex 1d20+6: 13 [1d20=7] She fails! DC 21 for her. Vicki Toughness: 1d20+7: 17 [1d20=10] That's a failure by 4 for another bruise! Reflex Peter 1d20+5: 23 [1d20=18] he succeeds, weirdly! DC 18 for him! Peter Toughness: 1d20+9: 28 [1d20=19] He is uninjured by the Cannon balls! it will then be @Spacefurry's turn Archer II: 21, 4HP Fernando: 19 Chimera: 16, 2HP Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 2x Bruise Peter: 9, 2x Bruise, Staggered, Dazed
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