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The Sword, The Gold, The Arrow (OOC)


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Posted (edited)

Ref save: 21

Toughness: 20

Whoot

 

It might be silly, but I think I will use an HP to gain the Rage feat temporarily

Activating that gives Chimera +4 to Str, a +2 to Fort and Will saves, and a -2 penalty to her defense

Can't use concentration or sustained powers and can't take 10 or 20 on checks.

It will last for 5 rds, then she'll be fatigued for 5 rds

 

(need to add that complication to her sheet)

 

She targets Fernando with an attempt to grapple. Grapple check: 41

And with Improved Grapple she does it one handed. 😛

 

Melee Attack for grapple: 21

Edited by Spacefurry
Posted (edited)

A hit!

 

Grapple check: 1d20+17: 21

 

A very bad grapple roll leaves him Bound and Helpless! You may apply any of the gapple effects lised on the core book (I think?), then it is @Thunder King's turn, but he's on vacation so it may be a bit!

 

Archer II: 21, 4HP

Fernando: 19, Bound, Helpless 

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 2HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 2x Bruise

Peter: 9, 2x Bruise, Staggered, Dazed

Edited by Poncho
Posted

She’ll try to Damage them, slam him into the pavement. :D

Damage is based on unarmed strike, so 15 + base attack (6) + Str mod (10): toughness save DC31?

Posted

it wouldn't add your Base Attack, just 15 + Str Mod, so DC 25. Otherwise whew, that'd be hard to deal with!

 

1d20+11: 22 [1d20=11] That's a Bruise!

 

Still Sever's turn for when he's available.

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless 

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 2HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 2x Bruise

Peter: 9, 2x Bruise, Staggered, Dazed

  • 2 weeks later...
Posted (edited)

Same trick as last time, Fast Acrobatic Bluff and a sword attack, BUT I'm going to 

18

 

Gonna hopefully wait for the results on that before deciding how much attack bonus to use.

 

EDIT: Reflex save; 16 Passed

Tougness save; 9 Gotta burn an HP For that one; 22 Tanked a cannon. Amusingly enough.

Attack roll, +2 attack -2 damage; 18 Hope that works. DC 22 toughness save if it hits.

Edited by Thunder King
Posted (edited)

Alright!

 

So yeah we talked about the Bluff Check but for posterity;

 

Results 1d20+6: 24 [1d20=18]

 

But then you hit her with the attack, and the save is

 

Results 1d20+5: 19 [1d20=14] This was actually off by 1; she had +6 before this. But she's bruised anyway.


So she's going to swing back! But she's gonna do something different and try to force Sever into Heat Exhaustion. This is a touch attack that uses a Fort save.

 

Attack Roll: 1d20+8: 22 [1d20=14] I assume that's a hit.

 

DC 20 Fortitude Save; this is a NAUSEATE effect, so a a failure is -2 to attack and checks, a failure by 5 or more is nauseated and unable to do anything other than move, a failure by 10 or more makes you helpless.

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless 

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 2HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 3x Bruise

Peter: 9, 2x Bruise, Staggered


@RocketLord's turn now :)

Edited by Poncho
Posted

Y'know what? Let's keep Peter down.

 

A fast acrobatic bluff to catch him flat-footed, if he can't beat 27 on sense motive or bluff, and then another Autofire Standard Arrow attack: 34

A straight 20 crit, so that should hit for a DC26+3 from Autofire = DC29 TOU save.

Posted

Woo we're back at it again at the Krispy Kreme!

 

Toughness Save 1d20+9: 16 [1d20=7] Failure by 13 = Staggered. A Second Staggered means the first KO!

 

So then it's Fernando's Turn, and he's trapped, so he's going to attempt to escape.

 

Grapple Control Roll: 1d20+17: 31 [1d20=14]


So since Chimera's turn is immediately after, @Spacefurry can contest the check and if Chimera wins, she continues the grapple. If she loses, Fernando is gonna make an attack on her. So if you win the roll just do your attack, if you don't, also take your turn and I'll get his rolled after.

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless 

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 1HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 3x Bruise

Peter: 9, KO'D!

Posted

Okay, try to keep grapple: 29 +2 from the rage boost = 31

Dang, just made it. 😛 Tank you Rage.

 

So we continue Chimera smash!

Another DC25 Toughness check for Fernando

and Chimera has 4 rounds left on her rage.

Posted

Toughness: 1d20+10: 12 [1d20=2]

 

oof! that's a failure by 13, so he's Dazed and Staggered!


@Thunder King Sever's turn!

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless, Dazed, Staggered

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 1HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 3x Bruise

Peter: 9, KO'D!

Posted

@RocketLord your turn :D

 

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless, Dazed, Staggered

Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 1HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, KO'D!

Peter: 9, KO'D!

Posted

Fernando is dazed so he takes no action, which means it's @Spacefurry's turn!

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Bound, Helpless, Staggered

Chimera: 16, 1HP, Raging for 3 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 1HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, KO'D!

Peter: 9, KO'D!

Posted

So after some thought, in her state of mind, or rather, lack there of. 😛

Chimera will release the man and grab for the coins.

Truly, a brilliant strategy.

Posted

you got it!

 

@Thunder King Sever's turn!

 

Archer II: 21, 4HP

Fernando: 19, 1x Bruise, Staggered

Chimera: 16, 1HP, Raging for 2 rounds (+4 Str, +2 Fort/Will, -2 Def)

Sever: 10, 1HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, KO'D!

Peter: 9, KO'D!

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