Dr Archeville Posted July 8, 2010 Posted July 8, 2010 Wherein Dead Head and Midnight team up to fight some cultists. No need to roll for initiative or anything, the fight's over. Feel free to describe how the fight went down, if you care to.
Dr Archeville Posted July 13, 2010 Author Posted July 13, 2010 And now the time-honored tradition of "two heroes meet up, have a misunderstanding, fight for a bit until they realize they're on the same team" deal. Trevor gets a surprise round.
Gizmo Posted July 22, 2010 Posted July 22, 2010 Actually, can Trevor get a Sense Motive check to realize that 'Head is playing up the dumb, shambling undead vibe?
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 Indeed. And with his Skill Mastery, he gets 25, which is higher than what DH could get on a Bluff even with a natural 20 and a +2 circumstance bonus.
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 And now something I should've done earlier: use Dead Head's Well-Informed to see what he knows of Midnight. Gather Info check for Well Informed (1d20+1=4) ... clearly Trevor is a lying wraith who came here to devour these people's souls! (Or, Dead Head's getting misinformation from the spirits of gangsters Travis once fought.)
Gizmo Posted July 22, 2010 Posted July 22, 2010 Auto-20 on the same check basically just lets Trevor know that 'Head's gonna be a tough nut to crack, what with the regenerating.
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 Attack vs. Midnight II (Defense 23; DC 22 Toughness save if he hits) (1d20+9=22) Missed 'im by that much. EDIT: Ah-HA! Forget they weren't yet in melee range, so, charge! +2 attack, -2 Defense; that does hit Trevor. EDIT 2: And miss chance for Trevor's Obscure: Miss Chance for Midnight's Obscure. 1-10 = miss, 11-20 = hit (1d20=2) ... I'm gonna use Dead Head's one HP to re-roll that. Because being able to actually lay his cold, dead hands on Trevor makes him that much creepier.
Gizmo Posted July 22, 2010 Posted July 22, 2010 Toughness Save vs. DC 22. (1d20+9=28) Nice! Midnight II Move Action: Hide in Plain Sight, DC 29 Stealth w/ Skill Mastery Standard Action: Escrima Sticks Power Attack 5. (1d20+10=20) With Sneak Attack that should be DC 27, and just enough to beat 'Head's Impervious. Also, for the sake of argument: Knowledge (Arcane Lore) Check. (1d20+2=22) Ha! Well, guess he probably knows some stuff. That enough to know about the weakness to silver?
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 Certainly so. It's also enough forTrevor to have heard (both from occult chatter he's picked up, and his girlfriend) that the Revoltin' Revenant has taken blows to the head and they didn't affect it any worse than blows to its body. (I.e., Dead Head has Immunity to Crits, and targets immune to critical hits suffer no additional damage from sneak attack.) If it makes you feel any better, DH can't make the Notice check to beat that Stealth check.
Gizmo Posted July 22, 2010 Posted July 22, 2010 Ha, well, he had to try. Head is up. Incidentally, can Trevor get an HP for either his Frightening or Legacy complications?
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 Yes to both! And let's say DH gets one for his Hideous Appearance.
Dr Archeville Posted July 22, 2010 Author Posted July 22, 2010 If you want to be. DH's tone has shifted to a move conversational one.
Gizmo Posted July 22, 2010 Posted July 22, 2010 Alright, Trevor's going to arrange his Gadgets into this: Corrosion 2 (blessed silver knuckles, Power Feats: Improved Critical 2, Incurable, Mighty) [10PP] ...just in case!
Dr Archeville Posted July 23, 2010 Author Posted July 23, 2010 For future reference, you might want to add on the Limited [Only vs. creatures with a vulnerability or weakness to silver] Flaw on to the Drain Toughness part of the Corrosion. It'd reduce the total cost to 2pp/rank.
Gizmo Posted July 23, 2010 Posted July 23, 2010 Ha, I actually mentioned in chat that I wanted to do something to that effect and couldn't think how. Hopefully it won't even actually come up, but he can always rearrange the points if need be.
Dr Archeville Posted August 30, 2010 Author Posted August 30, 2010 Oy! Trevor's up! Two dead men on his granddad's lawn, one's asking him what he's planning to do with the other.
Gizmo Posted October 1, 2010 Posted October 1, 2010 Question: if there's no light at all in the cave and the undead don't give off any heat, does that effectively neutralize Trevor's Super-Senses?
Gizmo Posted October 2, 2010 Posted October 2, 2010 Gonna break out those silver knuckles again, slightly modified. Corrosion 3 (blessed silver knuckles, Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Improved Critical 2, Incurable, Mighty) [10PP] That'll let him meet his Damage cap with Sneak Attack!
Dr Archeville Posted October 14, 2010 Author Posted October 14, 2010 Surprise round, actually, and DH is letting Midnight take the lead.
Gizmo Posted October 14, 2010 Posted October 14, 2010 Midnight II Free Action: Fill the guard chamber with midnight mist. Move Action: Move to the standing guard using Auto Stealth 29 w/ Skill Mastery. Standard Action: Blessed Silver Knuckles Power Attack 5. (1d20+10=22) That's be DC 15 + 3 + 3 Strength + 2 Sneak Attack + 5 Power Attack = 28. Let me know how that goes.
Dr Archeville Posted October 14, 2010 Author Posted October 14, 2010 Sorry, neglected to mention one very important thing: all five guys here are treated as Minions. Standing Cultist... is no longer standing. Got anything else to add? If not, roll initiative. If so... roll initiative at the end. Cultist: Initiative (1d20=11) Zombie Minions: Initiative (1d20-1=8) Dead Head: Initiative (1d20+2=6)
Gizmo Posted October 14, 2010 Posted October 14, 2010 Eh, that'll do for now. Initiative. (1d20+3=18) Oh, uh, okay then. Midnight II (again) Standard Action: Blessed Silver Knuckles Power Attack 5. (1d20+10=17) Is that enough to hit the sitting guard? Follow up question: the zombies are mindless and therefore immune to Intimidate, right?
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