Quinn Posted December 2, 2010 Author Posted December 2, 2010 Lovely. 1d20+6=10 for the Flesh Golem. Ouchies. Fail by 15 on a DC 25 Toughness check? Iz down. And now for the Head Cultist! 1d20+14=17. . .17, on a DC 25 Toughness check. Failed by 8. He's Bruised and Stunned, rolling to see if he can keep the ritual going... 1d20+15=26 Oof. Barely passed that one. The ritual doesn't fall apart ;)
KnightDisciple Posted December 3, 2010 Posted December 3, 2010 Right then. Burning 1 HP to shake off Fatigue from Surge. So he's tip-top shape. Charging the Head Cultist. Using All Out Attack. That boosts my Attack by +4, to a total of +11. I use power attack, which drops my Attack to +9, but brings my damage to +9 Using Strike rather than Blast. Melee Attack Roll: 18+9=27. Booyah. 8-) Toughness Save DC is 24. You know what, what the heck. I still have 2 HP, so...Surging for another Standard, using it for a melee attack. All Out Attack, Power Attack. Attack is at +7, Damage DC at +9 Epic Fail Using that 3rd HP for re-roll. Attack Roll: 15+7=22. Much better. Toughness Save DC is 24. All told, his Defense will be down by -4 until next round.
Quinn Posted December 3, 2010 Author Posted December 3, 2010 O_O Uh... 1d20+14=30, 1d20+14=31 Well, that's interesting. Sorry, mate, looks like neither attack works. ;)
Dr Archeville Posted December 3, 2010 Posted December 3, 2010 Trying to count posts for you people! Note on the Stunned Head Cultist: you need to make a Concentration check (DC 10 + his Force Field's rank) to see if he can keep the Force Field up. Also, Stunned Head Cultist loses Dodge bonus to Defense, which includes his +4 from Total Defense, and he suffers an additional -2 modifier to his Defense. In other words, his Stunned defense = his Flat-Footed Defense, -2. And since he's denied his Dodge bonus to Defense, Sneak Attack damage comes into effect. Dead Head Free Action: Call to Mutt to do a Combined Attack Mutt Standard Action: Combined Attack with Dead Head to attack the stunned Head Cultist Attack vs. Head Cultist; All-Out Attack (-2 Defense, +2 Attack) & Power Attack (-2 Attack, +2 Damage); no damage (combining with Dead Head) (1d20+6=11) hrrmmm... Is Stunned Head Cultist's Defense equal to or less than 11? If so, Mutt hits, and DH gets +2 damage! Dead Head Standard Action: Combined Attack with Mutt to attack the stunned Head Cultist Attack vs. Head Cultist; All-Out Attack (-2 Defense, +2 Attack) & Power Attack (-2 Attack, +2 Damage); +2 Damage from Sneak Attack; DC 27 Toughness if it hits, 29 if Mutt got his hit in (1d20+10=22) IF he's still up, DH will use Extra Effort to SURGE for another standard action. Standard Action: Attack some more! Attack vs. Head Cultist; All-Out Attack (-2 Defense, +2 Attack) & Power Attack (-2 Attack, +2 Damage); +2 Damage from Sneak Attack; DC 27 Toughness if it hits (1d20+10=16)
Quinn Posted December 3, 2010 Author Posted December 3, 2010 1d20+15=31 on the Concentration check, Force Field stays up. Lessee, though...with the +4 gone and the -2 applied, he now has a defense of 14. Lovely. Mutt's attack still misses, but you got both of those shots in solid. Tunk and tunk. Rolling the toughness checks... 1d20+14=23 First one failed, that's a bruise. 1d20+13=26 Second one failed! Two bruises, nice work Dead Head!
Dr Archeville Posted December 3, 2010 Posted December 3, 2010 It's not just that he loses the +4 he got from Total Defense, he loses all his Dodge bonus to Defense. So if his Defense was 16 (6 base), his flat-footed defense is 13 (since half your base Defense is treated as being a Dodge bonus and is lost when you're flat-footed). And an additional -2 brings it down to 11. And if that is the case, Mutt hit, so their Combined Attack worked, so DH's damage goes up by +2, so he failed that first save by 6, and is bruised & stunned again. Also, when you do rolls, please be sure to fill in the Notes field with what you're rolling & why.
Quinn Posted December 3, 2010 Author Posted December 3, 2010 1d20+15=33 - solid pass on the Concentration check, he manages to keep the ritual going. And aye, he's stunned for this round again. So currently, he's suffering three bruises and one stun? Ouchies.
Fox Posted December 4, 2010 Posted December 4, 2010 Bookkeeping! 'cos...why not. End of round 3 standings (I believe): 20 -- High Cultist -- 3 bruises, stunned 16 -- Ironclad -- uninjured, fatigued, 2 HP 13 -- Dragonfly -- unconscious, 0HP 13 -- Push -- unconscious/1 more round, 4 HP 9 -- Cobalt Templar -- uninjured, 0 HP 9 -- Dead Head -- uninjured, fatigued, 2 HP 9 -- Mutt -- uninjured, 0 HP (minion, uses DH's HPs) Next round will be round 4. Master Plan starts to decay this round; it's now +2 to attack and skill rolls.
Raveled Posted December 5, 2010 Posted December 5, 2010 You know the deal. Blast, full Accurate Attack, full Power Attack. Defense drops to +1, Att stays the same. 1d20+8=10 O.O If by some miracle that hits, DC 29 Toughness save.
KnightDisciple Posted December 7, 2010 Posted December 7, 2010 Right, looks like it's time for some TK. Beginning of the round, switching my Array to Telekinesis. Attack Roll to grab him with TK. Pretty sure this hits. Next, Grapple Check. I'm thinking he can't beat this one. So...he's thrown into the wall. FYI, the effective Strength on CT's TK is 35.
Quinn Posted December 7, 2010 Author Posted December 7, 2010 O_O Yeah, he's not blocking that. Ok, congratulations! You have won the fight! Or HAVE you...
KnightDisciple Posted December 10, 2010 Posted December 10, 2010 Right, so spending the HP I earned for being awesome and ending the fight. Stunting Healing 7 (14pp) on my Holy Fire Control Array. Full round action, Healing on Dragonfly. She gets a +7 bonus on recovery check to get up from being unconscious. Edit: Change that to Extra Effort, with Fatigue applied to me, and the HP being used to wipe it away. That way, the Stunt lasts until I'm done with it.
Fox Posted December 10, 2010 Posted December 10, 2010 Recovery Check, Unconscious; DC10 (Cobalt Templar's Healing 7) (1d20 + 0 + 7=21) She's alive. SHE'S ALIIIIIIIIIIIIVE!
Dr Archeville Posted December 10, 2010 Posted December 10, 2010 The Horned One appears! Surprise Round Standard Action: Use Area Burst Emotion Control (Fear) Need a Will save from everyone (well, everyone who does not have Fearless). DC 21. After I get everyone's saves, I'll post again describing the effects. DO NOT post IC again before I do so.
KnightDisciple Posted December 10, 2010 Posted December 10, 2010 Hm. DC 21... Save: 13+5=18 Per his drawback, CT is now powerless, until he makes his save, or the effect stops/goes away.
Raveled Posted December 10, 2010 Posted December 10, 2010 *Checks Clad's Will save* Not too bad. I only need an 11 to beat this. 1d20+5=13 :(
Dr Archeville Posted December 10, 2010 Posted December 10, 2010 You gonna keep that, or use one of Ironclad's 2 HPs to re-roll? EDIT: If you don't re-roll, the effect is a significant enough setback that you'll gain an HP.
Dr Archeville Posted December 10, 2010 Posted December 10, 2010 Cobalt Templar failed by 3, he is Shaken (-2 attacks, saves, and checks). Ironclad failed by 8, she is frightened and flees; if unable to flee she remains but is shaken. And she gets +1 HP. Everyone else is fine. Initiative time; to speed things up let's just keep the same initiatives from the fight. Initiative (1d20+1=4) hrm 16 -- Ironclad -- uninjured, fatigued, frightened, 3 HP 13 -- Dragonfly -- uninjured, 0HP 13 -- Push -- uninjured 4 HP 9 -- Cobalt Templar -- uninjured, shaken, 0 HP 9 -- Dead Head -- uninjured, fatigued, 2 HP 9 -- Mutt -- uninjured, 0 HP (minion, uses DH's HPs) 3 -- Horned One -- uninjured
Dr Archeville Posted December 10, 2010 Posted December 10, 2010 Possible edit: Quinn, did you want that new complication Catalogue of Nightmares - Besides the Museum Massacre, Push has been in hot pursuit after Scratch for nearly two years. In that time, he's seen a lot of things both pleasant and unpleasant, but some things particularly stick in his mind. More than once he's run into eldrich forces left by Scratch, fell creatures of Old Night left to either delay or harry him...or stumbled upon the remains of particularly nasty things the Gentleman Warlock has done. (i.e Fear or mental effects might skip the save roll altogether due to the rather nasty memories being hauled up to the forefront of his mind, seeing a zombie pile-up on another hero might make him relive the Museum and act accordingly, etc.) to be in effect now?
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