angrydurf Posted December 22, 2009 Author Share Posted December 22, 2009 Ok does a full round action go off at the end of her round or the begining of her next round that has never been clear to me. Regardless Will Save (1d20:14+8=22) whenever it does go off. Zombies begin to shamble towards Dead Head. Next round they can try a group hug The Creature will initiate a Grapple with Avenger Creature attack (1d20:4+7=11) But can't get a good grip on the slippery bastard ;) Link to comment
Dr Archeville Posted December 22, 2009 Share Posted December 22, 2009 Ok does a full round action go off at the end of her round or the begining of her next round that has never been clear to me. At the end of her action. Link to comment
angrydurf Posted December 22, 2009 Author Share Posted December 22, 2009 Alright thanks for the clarifacation. Dead Head is up. Link to comment
Dr Archeville Posted December 22, 2009 Share Posted December 22, 2009 Are the zombies being treated as Mooks? Will Dead Head's Takedown Attack 2 help him? Link to comment
angrydurf Posted December 22, 2009 Author Share Posted December 22, 2009 THey are very much mooks. For ease of take down they are an DC 13 to hit and get 23 on thier tougness saves. They are packed as tight as they can get around you so 9 are in melee range without you moving and a 5 foot step will get you in range of 3 more so you can take down up to 12 this round if you can keep hitting ;) Link to comment
angrydurf Posted December 29, 2009 Author Share Posted December 29, 2009 Dead Head is still up. I thin kwe got caught in the holiday pause ;) Link to comment
Dr Archeville Posted December 30, 2009 Share Posted December 30, 2009 D'oh! Okay, on the one hand, you can Take 10 when attacking mooks, and if I did that and Power Attack for 5, that'll have Dead Head hitting Defense 16, and force a DC 29 Toughness save on all the lil' zombies. Which should take out all of 'em. On the other hand, to DH's mind, these zombies (assuming they're just animated shells) are innocents in all this, and it's the necromancers he really wants to go after. Particularly that cultist who picked up the "amulet wreathed in twisting shadow". But Dead Head can't get to the necromancers without clearing a path by knocking down some zombies... which is what he'll do. Knock enough down so he can stalk towards the amulet-holding cultist. Link to comment
angrydurf Posted December 30, 2009 Author Share Posted December 30, 2009 Ok Dead Head gets an HP for the Cultist acting out of initiative order. And I'll need a DC 22 will save VS Mind Control from him. Avenger is Up Link to comment
Dr Archeville Posted December 30, 2009 Share Posted December 30, 2009 That puts me at 4 HP now. Will save, DC 22 (1d20+6=19) Must... fight... use... HP... to re-roll... Will save, DC 22; HP re-roll (1d20+6=12) That's a 6 on the die, +10 for being an HP re-roll, that's a 22 total! Link to comment
Avenger Assembled Posted January 2, 2010 Share Posted January 2, 2010 30 on the Mind Control check, with the HP Link to comment
Geez3r Posted January 2, 2010 Share Posted January 2, 2010 Atlas Melee Attack vs Big Zombie, All Out Attack 5, Power Attack 2, DC 32 Toughness (1d20+8)=12 Grrr. Okay, someone needs to give Atlas directions to the broad side of a barn when this is over with. Going to use a HP to reroll. Atlas Melee Attack vs Big Zombie, All Out Attack 5, Power Attack 2, DC 32 Toughness - HP reroll(1d20+8)=26 I'm going to assume that hits, and I'm going to use Improved Grab to attempt to grapple the critter. Grapple Check - AoA & PA still in effect (1d20+41=51) Link to comment
angrydurf Posted January 4, 2010 Author Share Posted January 4, 2010 1d20+19=22 Stunned and Staggered from the hit so it'll autofail the grapple check (stunned) Avengers mindcontrol is unbeatable for the Cultist. Two each, Phantom, Atlas(-4), Dead Head, Avenger(-4 one only). DC 23 Toughness (Affects insub 1, DC 19 Phantom) (1d20+12=17, 1d20+12=31, 1d20+12=28, 1d20+12=22, 1d20+12=22, 1d20+12=22, 1d20+12=15) So Phantom 1 hit DC 19 Atlas 2 hits DC 23 Dead Head 2 hits DC 23 Avenger no hits Phantom is up. IC post on the way. Link to comment
Dr Archeville Posted January 4, 2010 Share Posted January 4, 2010 Unless the things striking Dead Head count as blessed, magical, or silver (zombies with silver-plated brass knuckles?!), his Impervious 12 shrugs off the DC 23 save. :mrgreen: Link to comment
angrydurf Posted January 4, 2010 Author Share Posted January 4, 2010 It is indeed magical. Link to comment
alderwitch Posted January 4, 2010 Share Posted January 4, 2010 Well, my first roll was a 1 so I will spend my las hp: a 9, +10 for the reroll makes it 19. Link to comment
Dr Archeville Posted January 4, 2010 Share Posted January 4, 2010 It is indeed magical. Cultists? Using magic? Inconceivable! Two Toughness saves, DC 23 (1d20+17=27, 1d20+17=27) So either the blasts appear to have no effect, or they do blow holes in the Revoltin' Revenant, but having holes blown in him doesn't impede him in the slightest. Link to comment
Geez3r Posted January 4, 2010 Share Posted January 4, 2010 Unlike the others in the party, Altas' Impervious is not flawed, meaning he can shrug off the attacks of the cultists. Have fun with the cultists guys, gals and ghouls :) Link to comment
angrydurf Posted January 5, 2010 Author Share Posted January 5, 2010 Phantom, but she's found romance novel e-books so who knows when she'll post :D Link to comment
alderwitch Posted January 5, 2010 Share Posted January 5, 2010 That's a crit on a the construct Atlas is wrasslin. (31) So standardly that's a DC26 Tou save, so DC31. Link to comment
angrydurf Posted January 5, 2010 Author Share Posted January 5, 2010 Toughness save DC 31 (1d20+18=38) Yea IC is spitting out all its 20s RIGHT NOW. OK 2 Zombies are in range and attack Dead Head Zombies attack; DC 28 toughness save (1d20+3=14, 1d20+3=16) Remaining Zombies lurch forward to suround Dead Head once more. Round Three 22 - The Creature - Injured, Staggered, and Stunned 21 - Dead Head 3 HP - Unharmed 19 - Avenger 2 HP - Unharmed 14 - Atlas 4 HP - Unharmed 6 - Cultists - 9 Remain 1 - Phantom 1 Hp - Unharmed Last - Zombies - 15 Remain Creature is once again stunned Dead Head is up. Link to comment
Dr Archeville Posted January 6, 2010 Share Posted January 6, 2010 Power Attacking the amulet on the ground, with his shovel. +6 to hit, DC 29 damage. (If he's got 10 feet of space, he'll charge at it -- running, hopping up, and coming down with as much force as he can muster -- for an additional +2 to hit.) Do I need to roll, or can I Take 10? Will it stop the rampaging giganto-zombie? Will it blow up in Dead Head's (and Avenger's) faces? Will it do anything at all?! Link to comment
Avenger Assembled Posted January 7, 2010 Share Posted January 7, 2010 Not my beautiful face! Link to comment
Dr Archeville Posted January 7, 2010 Share Posted January 7, 2010 Not my beautiful face! Link to comment
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