Supercape Posted November 23, 2024 Author Posted November 23, 2024 You may make Knowledge [Life Sciences] roll trained if you wish to spend the HP for JoT or Eidectic memory feat but its DC 20. Could I have notice rolls from you both, although it may not become apparent for a few posts.
Thevshi Posted December 1, 2024 Posted December 1, 2024 So, as Lynn isn't being particularly vigilant right now, won't have her use her Quickness to accelerate Taking 10 (or Taking 20) with Notice. She gets a 24 on her Notice check!
Supercape Posted December 16, 2024 Author Posted December 16, 2024 Could we have some initiative rolls in prep for what is very likely to come?
Supercape Posted December 18, 2024 Author Posted December 18, 2024 Cool - at the moment not in combat so feel free to make a couple of posts / actions etc and we shall see what happens! Note - unless under a lamp, we are in dim light conditions. However, as Arctus has darkvision and Lynne has Ultravision this is not a problem for now!
Supercape Posted December 29, 2024 Author Posted December 29, 2024 For reference: 38 - Slipstream - Unharmed - 2 HP 19 - Sick Wolves [6] - Unharmed 17 - Jack - Unharmed - 1 HP ? Initiative 20
Supercape Posted December 29, 2024 Author Posted December 29, 2024 (edited) Which means: Round 1 38 - Slipstream - Shaken - 3 HP 20 - ? 19 - Sick Wolves [6] - Unharmed 17 - Jack - Unharmed - 1 HP Which means Slipstream is up, but if you want to play out a complication of some kind, feel free @Thevshi! A post IC either way The wolves are bunched up close. No bystanders - the zookeeper is ?gone and the kid is protected by ice. Reminder it is dim light, but the wolves and Jack have no problem with dim light, and Slipstream has UV vision, so its academic. Edited December 29, 2024 by Supercape
Thevshi Posted December 30, 2024 Posted December 30, 2024 Okay, though panicked, Slipstream will run to a spot behind the wolves to set off her Sonic Boom AOE so that it won't hit Jack or the teen (40' radius on that), then with Move-by Action continue on back over near Jack. DC 18 Reflex save to try to halve the effect, DC 23 toughness save (or DC 19 if they make the Reflex save).
Thevshi Posted December 30, 2024 Posted December 30, 2024 Forgot to make her Will save to try to get over being shaken. And she manages to beat the DC 20 save with a 24!
Supercape Posted December 30, 2024 Author Posted December 30, 2024 Righty ho! Only one makes the Reflex save But better toughness saves Nevertheless, only one manages to escape the boom due to some very poor rolls. Undeterred, or even emboldened, it will activate Rage feat and charge at Slipstream, all out power attack (giving it -6 defence) 23 which should hit. DC 21 Toughness save and DC 15 Fort Save
Supercape Posted December 30, 2024 Author Posted December 30, 2024 And once @Thevshi makes those rolls, @Jack is up!
Thevshi Posted December 30, 2024 Posted December 30, 2024 She gets a 19 on the toughness save (so bruise/injury, whichever it is). A 8 on the Fort save, she will use a HP to reroll, meaning she cannot fail the save (lowest she could get is 18).
Supercape Posted December 30, 2024 Author Posted December 30, 2024 (edited) Cool! Keeping Track Round 1 Slipstream - Bruised, Injured - 2 HP Wolves [1] - Unharmed Jack - Unharmed - 1 HP Edited December 30, 2024 by Supercape
Jack Posted January 5 Posted January 5 (edited) Ok so jack is going to all out attack the wolf and improve Grapple if it lands. Attack roll 20 DC 23 Toughness save if hits Grapple check 33 See how those go then do IC Edited January 5 by Jack
Supercape Posted January 5 Author Posted January 5 Thats a hit - and, not wishing to drag this on too much (one wolf!) and given that even if it makes that toughness its going to be grapple time, feel free to narate how you punch / strangle / puny wolf that wolf. Out of combat, for now!
Supercape Posted Saturday at 04:13 PM Author Posted Saturday at 04:13 PM Time for some Initiative Rolls Sense Motive Rolls (Although its a tough and subtle one; DC 25)
Thevshi Posted Saturday at 04:24 PM Posted Saturday at 04:24 PM Slipstream gets a 33 for initiative, and just misses the sense motive check with a 24 She is also Taking 20 on a Notice check on the cave, normally takes a full minute, but thanks to her Quickness, she is x250 faster, so, a fraction of a second. (so that would be a 30 on the Notice check).
Jack Posted Saturday at 07:17 PM Posted Saturday at 07:17 PM (edited) Initiative 4 Sense motive 20 He does have danger sense if that comes into play Edited Saturday at 07:18 PM by Jack
Supercape Posted Saturday at 09:30 PM Author Posted Saturday at 09:30 PM (edited) 28 for alpha Round 1: 33 - Slipstream - Unharmed - 2 HP 28 - Alpha - Unharmed 4 - Jack - Unharmed - 2 HP Silver Bullet is caught off guard, so he wont be acting this round although he gets 21 on round 2. Also, an HP for jack for the Sunshade and Silver Bullet both being on his ursine ass. Slipstream is up! The Cave entrance / Alpha is about 30 feet from you. At present, it offers partial cover. Edited Saturday at 09:38 PM by Supercape
Thevshi Posted Sunday at 01:52 AM Posted Sunday at 01:52 AM That's okay, Slipstream will be running over next to him, so cover should not be an issue. After zipping over, she will try to punch him, though, a 16 might miss. If it hits, DC 23 toughness save. She then runs back over to where she started behind Jack, and will switch her array to Insubstantial 4.
Supercape Posted Sunday at 09:18 PM Author Posted Sunday at 09:18 PM (edited) Unfortunately that is a miss... (Defence 23, or 17 flat footed) The Wolfman will run, leap and strike at Slipstream. He has speed 4 and 28 DEX as well as move by action so can pretty easily move round objects such as Jack! His attacks have a psychic element including Affects Insubstantial 1 so will have some effect on her, even if reduced. 30 should hit, although you narrowly escape a crit! So for effect the claws and bite are a damage 9 effect but halved from insubstantial so damage 5. So a DC 20 Toughness roll. Also, psychic effect: A DC 15 Will Save or spend the round (and only this round) under a Fear / Emotional Control (mechanically its a continuous effect but limited to one round. It goes quickly, but it Wolf Man doesnt need to maintain concentration). You may of course think up good narrative reason to resist or succumb to the fear (with HPs in the mix) Edited Sunday at 09:19 PM by Supercape
Supercape Posted Sunday at 09:19 PM Author Posted Sunday at 09:19 PM And Jack is up! Should be next to the wolf now - or near enough to swipe
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