Galatine Posted July 15, 2010 Posted July 15, 2010 Okies. Spending 1 HP to gain Quick Change for the turn. After getting into costume, Pharos will move back to the main room and initiate a grapple on the High Sorcerer. Attack roll is... 20. If that hits, the opposed check result on Pharos' end is...37. Spending an HP to activate Beginner's Luck feat, and give myself 5 more ranks of Language. Pharos will now proceed to speak to the High Sorcerer in the language of the Serpent People, asking for a surrender.
quotemyname Posted July 15, 2010 Author Posted July 15, 2010 You do know that the High Sorcerer has Insubstantial 4 active, right? You can't grapple him. You'll pass right through, just as you saw Gigawatt's energy blast do only seconds earlier. I'm fine with the language thing, but you may want to do something else with your standard and move. Let me know what you want to change it to.
Galatine Posted July 15, 2010 Posted July 15, 2010 Gah! I forgot about that. Alright then, Pharos will grab the mirror. If they want it so bad, then I don't think we should be inclined to let them get their scaly mitts all over it. So Pharos is going to grab it from them. I suppose that is a disarm attempt then?
quotemyname Posted July 15, 2010 Author Posted July 15, 2010 Sure. Roll your disarm attempt. The lizards will be getting a bonus to resist, as there are currently three of them with their scaly mits on the thing.
Galatine Posted July 15, 2010 Posted July 15, 2010 Alright, attack roll to actually hit them is 23. Opposed check on Pharos' side is 27.
quotemyname Posted July 15, 2010 Author Posted July 15, 2010 Opposed Str vs. Disarm DC 27; +2 for every other lizardman holding mirror (2 others = +4 for a total of +9) (1d20+9=21) It's yours! If you have move-by-action, you can fly away with it if you'd like.
quotemyname Posted July 15, 2010 Author Posted July 15, 2010 Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 3HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx2 Dark Magician 2 - 5 - NPC - Unharmed Dark Magician 1 Full Round:activate Healing 5 He makes a recovery check vs his worst damage condition: Bruised Recovery Check DC 10 (1d20+7=23) He is now at Briused 1 Extra Effort: Action Surge: Standard Heroic Feat: Alternate Power: on Magic 8 AP: Teleport 8 (Extras: Attack, Affects Objects, Ranged; Flaws: Objects Only, Anchor[Himself], Action/Standard) Standard Action: Teleport the mirror to his hands. Attack vs. Pharos DC 15 (1d20+8=17) That will hit. The mirror teleports to him, and he is left holding it at the end of his round. Hero Points Awarded: Pharos 2 Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 5HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Dark Magician 2 Move Action: Hold Mirror with other Mage Extra Effort: AP on Magic 8 AP: Disintegration 8 (Flaws: Requires Mirror[-1], Requires Second Mage Holding Mirror[-1], Does not Affect Objects[-1]) Standard Action: Attack Bombshell Attack vs Bombshell DC 19 (1d20+8=27) 19 on the die will hit. DC 18 Fortitude vs. TOU Drain, then DC 23 TOU. Hero Points Awarded: Bombshell 1 Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed The lizards Standard Action: charge Jack. Two will use Aid Another to assist the third attacking him. Aid Another check x2 DC 10 (1d20+5=18, 1d20+5=13) Both pass adding +4 to the third's attack roll. All out Attack 2 vs. Jack DC 20 on hit (1d20+11=12) he fails utterly. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Grimalkin is up!
alderwitch Posted July 15, 2010 Posted July 15, 2010 I got a 21 which means I roll half on the second. Is that right? Wait a sec, didn't see that was a Fort save. *sigh* 1d20+2=4 Ouch, I'll reroll that. 1d20+2=8 That's an 18 this time. Thank goodness. Toughness: 1d20+9=24
angrydurf Posted July 15, 2010 Posted July 15, 2010 No that's a corrosion/disintegrate effect I think. Passing the toughness means you don't lose toughness but still save VS the DC 27 And this is why toughness trade offs are so popular its just too easy to get hit with good rolls regardless of your defense.
alderwitch Posted July 15, 2010 Posted July 15, 2010 DC23 Toughness save. And I've edited my post above with my rolls.
quotemyname Posted July 15, 2010 Author Posted July 15, 2010 You lucky dog! Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 6HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed ??? - 11 - NPC - Unharmed Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Grimalkin is up!
quotemyname Posted July 16, 2010 Author Posted July 16, 2010 Heritage, It's been a day now. If you can sneak in a post before Gizmo, that's fine. Otherwise you'll be skipped. Gizmo, you have permission to proceed.
Heritage Posted July 17, 2010 Posted July 17, 2010 Can she tell where he his with her Accurate Scent, and if so, do you need any rolls from me? She's got the Skill Mastery for Notice.
Gizmo Posted July 17, 2010 Posted July 17, 2010 Jack's super-senses let him see him no problem, so: Move Action: Move to shadowy fella stealing the scepter. Move Action: DC 33 Feint (w/ Fast Talk) Extra Effort: Surge Standard Action: Energy Sword Power Attack 5. (1d20+13=20) Lemme know if he needs to reroll. If it hits, that's a DC 21 Fort Save against the Corrosion, followed by a DC 28 Toughness Save.
quotemyname Posted July 19, 2010 Author Posted July 19, 2010 Can she tell where he his with her Accurate Scent, and if so, do you need any rolls from me? She's got the Skill Mastery for Notice. Accurate Scent will do it, Grim. It's just like Jack's magical awareness. Standard Action: Energy Sword Power Attack 5. (1d20+13=20) That hits. DC 21 Fort (1d20+8=24) Pass. DC28 TOU (1d20+6=18) I can't accept a staggered condition for this guy first round. Fiat: Re roll toughness: re-roll toughness (1d20.minroll(11)+6=23) Fail by 5. Bruised and Stunned. Jack gets a Hero Point. That means he takes rank 10 Knockback. Wow. 1000ft. Your charging attack sends him flying back and up, he hits the ceiling at the corner of the room. Stone has Toughness 10, so he needs to make a DC 25 save now. DC25 Tou (1d20+5=24) Fail by 1, bruised x2. The wall must make a DC 25 Toughness save as well. It takes 10, gets a 20, and is disabled. The shadowy figure punches through and continues flying 1000ft to the south, where he crashes to the street. provoking yet another DC25 save. DC25 TOU (1d20+4=19) he fails by 6, leaving him Bruised x3, and Stunned. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3, Stunned until 26 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Bombshell, you're up. Once jack throws up his IC post, I'll throw up mine.
Gizmo Posted July 20, 2010 Posted July 20, 2010 Woah. I uh, don't generally choose to inflict knockback with Jack's attacks, due to the descriptors, but it's hard to argue with the results in this case. Somebody's gonna need to go get that guy! I'll get an IC post up as soon as I can, which may not be until tomorrow morning; Scott Pilgrim midnight release party, woo!
quotemyname Posted July 20, 2010 Author Posted July 20, 2010 I thought you had to inflict knock back. The alternative being that you lowered the rank of your attack in order to lower the knock back it would deal. (The exception being that you choose not to apply any extra knock back feats on that attack). But I figured it was appropriate regardless in this case since you came running at him like a bat out of hell. EDIT: Just by the way, I really find it hard to believe he survived that! EDIT2: (19:51:19) angrydurf: You can choose how much if any you wish to inflict (19:51:28) angrydurf: unless its a full power flawed power So, I'll take that into account for next time, but for this time it seemed appropriate, and the rolls have already been made, so I'm going with it.
quotemyname Posted July 20, 2010 Author Posted July 20, 2010 IC posts have all been made. Bombshell is up.
quotemyname Posted July 21, 2010 Author Posted July 21, 2010 I've heard that alderwitch is without internet, and thus cannot be blamed for not posting. I'm extending her time to post. But don't worry, we'll get back to the action soon enough!
alderwitch Posted July 21, 2010 Posted July 21, 2010 Bombshell's going to take advantage of the pillar of bright light to vanish with Hide in Plain Sight as a move action. Then she's gonna sneak around, surging to gain a second move action to sucker punch the bruised sorcerer holding onto the mirror by smacking his head into the shiny frame. She'll spend one of the HP to clear the fatigue from that. Stealth check is an auto 32 Attack: 1d20+9=21 For a DC24 Tough save.
quotemyname Posted July 22, 2010 Author Posted July 22, 2010 He is incapable of making that stealth check. That attack will hit. TOU DC 24 (1d20+8=25) Pass. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3, Stunned until 26 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed My turn. High Sorcerer Free Action(s): Maintain required powers Standard Action: Attack Gigawatt: Blast 12 (currently insubstantial, but energy still effects insub 3 Gigawatt) Attack Vs. Gigawatt Def 17; DC 27 on hit (1d20+8=11) Miss. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3, Stunned until 26 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Gigawatt is up after my IC post.
Synius Posted July 22, 2010 Posted July 22, 2010 gigawatt isn't sure about that magician, so he's going to zap one of the grunts. I believe they're all in close combat, and i have no precise shot so 1d20+1 = 10. Methinks that will not be hitting
quotemyname Posted July 22, 2010 Author Posted July 22, 2010 For future reference, they're minions you can take ten on those attacks. Also, with one of your two HP, you could always Heroic Feat for Precise Shot if you want. Let me know if you want a re-do. I'll hold of on updates until then.
quotemyname Posted July 22, 2010 Author Posted July 22, 2010 That will in fact miss. Initiative and Status Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3, Stunned until 26 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Valkyrie Move Action: Teleport into the room next to Jack and the Lizards Hero Point: spend one for Heroic Feat: Take-down Attack Standard Action: Attack one of the lizard men. Take 10 for an 18 on the attack roll, provoking an impossible toughness save. Free Action(x2): Three Takedown Attacks against remaining minions with the same result Let's just get those guys out of the way, shall we? I'm not going to bother with Knock Back since they're minions. We'll just say she clubs them into the walls, but they don't go through the wall. Shadow Full Round Action: Remain stunned until 26 Initiative and Status Grimalkin - 28 - 5HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3, Stunned until 26 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruisedx1 Dark Magician 2 - 5 - NPC - Unharmed Pharos is up after my IC post.
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