Moira Morley Posted April 8, 2009 Share Posted April 8, 2009 Damage has to meet or beat the impervious. He's only protected if it's 90 feet :P Link to comment
Cyroa Posted April 8, 2009 Share Posted April 8, 2009 I was figuring they'd all be lowered to the ground by Scarab as DS brought the roof down (or whoever) and then inits. But whatever woks. Link to comment
Hellbound Posted April 8, 2009 Share Posted April 8, 2009 Plus his regeneration should take care of the damage as long as he doesn't manage to break anything. But that wasn't the question -- right now he's being held in the grip of a gravity-bending, telekentic-type force. He can't exactly open the door and jump out like it was a chopper. Until Dark Star (oops... Scarab. Not DS. My bad), actually drops him, I think Hellbound's stuck hanging in mid-air. Link to comment
Ecalsneerg Posted April 8, 2009 Share Posted April 8, 2009 Well, at least Scarab is next up after us, so we won't have to wait long, eh? Link to comment
Avenger Assembled Posted April 8, 2009 Author Share Posted April 8, 2009 All right, so our initiative order (helpfully provided by Ecalsneerg) is Hellbound - Init 25 (goes first) - 1 HP Arrowhawk - Init 25- - 2 HP Scarab - Init 22 - 1 HP Wesley - Init 20 - 3 HP Sixtus - Init 18 - 3 VP Belphegor - Init 17 (goes first) - 1 HP Rochambeau - Init 17- 1 VP Moira - Init 15 - 1 HP Avenger - Init 11 - 1 HP Orloff - Init 7 - 1 VP Dark Star - Init 4 - 2 HP I'm just going to house-rule that our telekinetics are kind enough to deposit everyone on the ground. (In badass slo-mo.) So Hellbound, you're up. Link to comment
Ecalsneerg Posted April 8, 2009 Share Posted April 8, 2009 I call dibs on the vampire. Link to comment
Hellbound Posted April 8, 2009 Share Posted April 8, 2009 Hellbound's attack roll to grab the staff: 1d20+10=16 And just in case a grapple check is called for: 1d20+19=21 Link to comment
Ecalsneerg Posted April 8, 2009 Share Posted April 8, 2009 I'm using the Trick function of Bluff to make the vampire do something unwise, i.e. attack me rather than Hellbound. It's a move action, so the bonus is low, but hey. Worth a shot. My arrow is piercing, so lethal damage. :shock: Link to comment
N/A Posted April 8, 2009 Share Posted April 8, 2009 Round One: The Scarab :arrow: Free Action to maintain Flight. :arrow: Free Action to maintain Force Field. :arrow: Free Action to switch Array from Telekinesis to Mental Blast. :arrow: Full Action to attack Sister Sixtus with Mental Blast (nonlethal psychosomatic Damage). Sixtus must make a DC26 Will Save. I choose not to use the Subtle feat this time. Link to comment
Sandman XI Posted April 9, 2009 Share Posted April 9, 2009 to hit Belphegor (DC 23 Fort vs Emotion Control [despair]) (1d20+6=19) Link to comment
Avenger Assembled Posted April 9, 2009 Author Share Posted April 9, 2009 Ladies and gentlemen, What has just happened was a Strike 12 (Burst Area, Alt Save: Fortitude). I need a Reflex save for half-effect (or less, depending on your Evasion). A dozen people just died in agony in front of you. Also, I need Notice and Arcane Lore checks from everyone who has them. Belphegor, I believe you're up. Link to comment
N/A Posted April 9, 2009 Share Posted April 9, 2009 Reflex Save: 12. Fortitude Save: 22. I'll take it. Could've been a lot worse. The Scarab is Bruised and Stunned. Concentration checks to maintain powers: Flight: DC13. She can't fail. Force Field: DC22. She gets a 32. Notice check: 34. The Scarab will burn her lone Hero Point on Beginners Luck, for +5 to Knowledge (Arcane Lore). That gives her a total bonus of +9. Knowledge (Arcane Lore) check: 28 Link to comment
Sandman XI Posted April 9, 2009 Share Posted April 9, 2009 Reflex and Notice, respectively (1d20+10=11, 1d20+10=16) Fort Save vs DOOM (1d20+15=16) Using an HP, minimum 25 passes the Fort save. Link to comment
N/A Posted April 9, 2009 Share Posted April 9, 2009 Using an HP, minimum 25 passes the Fort save. No it doesn't. It's a rank 12 Fortitude Damage effect. That's DC27. Link to comment
Ecalsneerg Posted April 9, 2009 Share Posted April 9, 2009 DC 22 Reflex save (1d20+8=15) Had to use a HP, so... Dc 22 Reflex save (1d20+8=16) 26 with the +10 for rolling an 8, and evasion so dodged! Arrowhawk ducks behind the altar *facepalm* Notice 28, Skill Mastery Link to comment
Sandman XI Posted April 9, 2009 Share Posted April 9, 2009 Shaen is right. I am wrong. Fort save (+10 if 10 or lower) (1d20+15=20) So 30. Link to comment
Dr Archeville Posted April 9, 2009 Share Posted April 9, 2009 Fort save to resist Knight's Emotion Control/Despair = 23, just makes it! Reflex save vs. Area Death thing (DC 22) = 6. Fort save vs. Area Death (DC 27) = 19, fails by 8, so bruised & stunned. Eh, I'll keep it. He has no ranks in Knowledge/Arcane Lore, nor does he have Eidetic Memory or Jack of All Trades, so the best he can get is a 15 (basic answers). But he fails with a 9. Notice check = 24 Link to comment
Moira Morley Posted April 9, 2009 Share Posted April 9, 2009 No way I'm passing the reflex Fort and Notice (1d20+13=26, 1d20=5) My soul, it burns a tiny bit. Link to comment
Cyroa Posted April 9, 2009 Share Posted April 9, 2009 Reflex: Not even close! Reflex Save! (1d20+3=8) Fort: Fortitude save (1d20+4=18) So (according to the experts!), I'm bruised and stunned. I'll burn one of my HPs to remove Stunned! And notice: Notice (1d20+7=26) Though I've got no knowledge on this, I roll...badly. Knowledge: Arcane roll (of which I have none) (1d20=7) Link to comment
Moira Morley Posted April 9, 2009 Share Posted April 9, 2009 charging attack and grapple (1d20+9=24, 1d20+20=21) Link to comment
Avenger Assembled Posted April 9, 2009 Author Share Posted April 9, 2009 That is a DC 22 Toughness save for Belphegor, taking his Bruised into account. Link to comment
Dr Archeville Posted April 9, 2009 Share Posted April 9, 2009 My torso! My precious torso! That'd be a 10, failing by 12. Which would stagger and stun him. No. I'm not going down like that. Not by Avenger's hands. VP to re-roll. Got a 22, much better. Link to comment
Dr Archeville Posted April 9, 2009 Share Posted April 9, 2009 Toughness vs. Dark Star's Blast 12 (DC 27) = 11. Which fails by 16. Which knocks him unconscious. And knocks him back. Damage 12 - Knockback 3 = 9 = 500 feet. Link to comment
Avenger Assembled Posted April 9, 2009 Author Share Posted April 9, 2009 All right. Everyone gets an HP for this unfortunate setback. Dark Star, you get 2 HP. On a related note, Belphegor may wake up on his initiative in this turn. Arrowhawk, you get 2 HP. Also, make a DC 26 Toughness save. The room is currently in complete magical darkness, providing total concealment except against people who can see in darkness for one reason or another. Link to comment
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