angrydurf Posted January 7, 2010 Author Posted January 7, 2010 You don't have the distance to get a proper charge off but Taking ten seems valid as its just sitting on the ground and a plus 6 will hit. Its a rank 2 device so it will have a toughness of 12 1d20+12=21 Damaged.
Avenger Assembled Posted January 8, 2010 Posted January 8, 2010 Taking a full action to issue a Mind Control check.
Geez3r Posted January 8, 2010 Posted January 8, 2010 Switching the grapple form from "pin" to "damage" so DC 30 (31 if we use my most recent edits) Toughness to the creature automatically. I'll roll my opposed grapple in advance assuming the creature tries to escape on its turn. Opposed Grapple (1d20+36=47)
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 1d20+18=25 Fail by six another injury and stunned once more. Dimensional portal is opening it is dimensional magic. Dead Head knows its a dimensional effect and Phantom can tell its a portal and to where it will connect (insert shadowy necro-realm here ) Phantom is Up.
alderwitch Posted January 8, 2010 Posted January 8, 2010 I don't think so Dimensional Nullify, 40ft area affect. Power check: 1d20+8=23
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 That'll be sufficient to slam the door in his face.
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 Four more zombies attack Dead Head once more. 1d20+3=10, 1d20+3=9, 1d20+3=21, 1d20+3=8 DC 28 Toughness Creature is stunned Dead Head is Up.
Dr Archeville Posted January 8, 2010 Posted January 8, 2010 One of the zombies manages to hit. Toughness save, DC 28 (1d20+17=19) That fails by 5+, which'd injure & stun Dead Head. Dead Head being KO'd by a mook zombie ain't cool, so I'll use 1 HP (down to 2 now) to re-roll. Minimum result would be 11, +17 is 28, so I pass. And Dead Head whacks the amulet again. +6 to hit, DC 29 damage.
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 1d20+11=24 Damaged again ... Ok devices are too tough for good story in this case so explody time is now DC 20 Will saves from any undead in the area VS. Confuse DC 20 Reflex VS Dazzle(detect/aware magic) if you can sense magic. Zombies 1d20=10 Creature 1d20+10=12 Lots o' confusion Avenger is Up
Avenger Assembled Posted January 8, 2010 Posted January 8, 2010 Startle for DC 23 Full-on Power Attack Tou DC 30 if flat-footed, 28 if not.
Geez3r Posted January 8, 2010 Posted January 8, 2010 Continuing damaging grapple. DC 31 toughness. Opposed grapple preemptively as before. Opposed Grapple, again (1d20+36=38) :?
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 Ok having clarified the rules on how constructs take damage the creature should have been out of commission after atlas's first big attack. For convenience sake we'll say he obliterates it now. Avenger's attack is successful and will ruin a cultists day. Cultists spend a move action standing and another fleeing with varying degrees of success. They head down differing tunnels so you all can split up if you like or chase one group. Its likely that some will escape regardless. Phantom is up.
Avenger Assembled Posted January 8, 2010 Posted January 8, 2010 Hmm, I do have Takedown Attack 2, so if I took one down, I ought to get a shot at more. =)
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 Well you shoulda said that in the first place I'll edit and say you took down a few of them.
angrydurf Posted January 8, 2010 Author Posted January 8, 2010 We'll say 3 groups of 2. Though they may split up more later (bright cultists they are think splitting up is the answer)
alderwitch Posted January 9, 2010 Posted January 9, 2010 Okay, picking up Deadhead, teleporting down in front of one group and then releasing Deadhead. Next round, she'll teleport away for the other cultists.
angrydurf Posted January 10, 2010 Author Posted January 10, 2010 Confused zombies: 1d20=9; Shamble and groan in place. Creature is no-more, Dead Head is up.
Dr Archeville Posted January 10, 2010 Posted January 10, 2010 Ok devices are too tough for good story in this case so explody time is now DC 20 Will saves from any undead in the area VS. Confuse DC 20 Reflex VS Dazzle(detect/aware magic) if you can sense magic. Will save, vs. Confuse effect (DC 20) (1d20+6=14) Reflex save, vs. Dazzle effect (DC 20) (1d20+6=8) If I keep those, Dead Head's confused, and his magical senses are dazzled. Fortunately, I have 2 HP's left, which I'll use to re-roll. Will save, vs. Confuse effect (DC 20); HP re-roll (1d20+6=22) Makes it, not confused. Reflex save, vs. Dazzle effect (DC 20); HP re-roll (1d20+6=19) Still fails, so his senses are Dazzled. Um, it is his magical senses that are dazzled, not his regular vision... right?
Dr Archeville Posted January 11, 2010 Posted January 11, 2010 Attack w/ shovel (DC 24 Toughness save if it hits) (1d20+11=23) Would his method of arrival allow DH's Sneak Attack damage to figure in? If so, that's a DC 26 save. And if that drops Cultist #1, Takedown Attack to go for Cultist #2. Attack w/ shovel (DC 24 Toughness save if it hits) (1d20+11=15)
angrydurf Posted January 11, 2010 Author Posted January 11, 2010 They are indeed surprised you take them both out handily. Avenger is up.
Avenger Assembled Posted January 13, 2010 Posted January 13, 2010 Startling, taking 10, Power Attacking, the usual.
Geez3r Posted January 13, 2010 Posted January 13, 2010 Does Atlas have line of sight to one of the fleeing groups of cultists currently?
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