Supercape Posted February 16, 2011 Author Share Posted February 16, 2011 Indeed. Well first of Rene's CLoud of Stun... 1d20+8=27 damn I meant to get Improved Crit on that you know! Anyway thats a DC 18 Fort Check 1d20+6=11 Huzzah! He is stunned! Not just dazed, but stunned too! Rene will then follow it up with a Mystic Blast of his own: a Sleep Spell this time, trying to sap him unconscious. 1d20+8=13 which just hits Will Save vs DC 18 1d20+10=26 no joy there. Link to comment
Supercape Posted February 16, 2011 Author Share Posted February 16, 2011 Next round, Bookeeping! 21 - Nick - 0HP - Entangled 13- Lumbering Zombies - 24 Pinned (And thus cant attack), one escaped. 12 - Voodoo Goons [8] - Pinned x3, Helpless x5 8 - Carrefour 2 HP- Unharmed - Pinned, Stunned 4 - Rene - 3 HP - Unharmed For the sake of cool, and because I slightly fudged the zombies actions when they were summoned last round, the one escaped zombie is in melee range of Nick as it lumbered through the grappling undead limbs last round. Meaning Nick can punch it, and it can Punch Nick (to no effect of course, given his Imprevious Jacket!) Link to comment
trollthumper Posted February 16, 2011 Share Posted February 16, 2011 Nick will respond by maintaining the Grapple (free action), drawing his sap (move action), and attacking the zombie (standard action). Guessing a 25 hits, so the zombie needs to make a DC18 Toughness save. Link to comment
Supercape Posted February 16, 2011 Author Share Posted February 16, 2011 1d20+2=7 You have caved its head in (or whatever). Feel free to edit post to include whatever approrpriate "evil dead" rib cracking / skull cracking but PG-friendly description you fancy! Link to comment
Supercape Posted February 18, 2011 Author Share Posted February 18, 2011 Ok the Zombies are either grapples with no hope of escape, or - in one case, dispatched from Nick's cosh. The three Pinned (not helpless Mystics) now see Nick as more of a threat and will blast him. 1d20+4=9, 1d20+4=20, 1d20+4=19 2 hit (as NIck is flat footed) Impervious 12 armour - no chance. As for Carrefour, he is still immobilised - but again more of a threat: he will throw more bones at Nick: 1d20+9=19 should hit - at least when you are flat footed. Its a DC 19 Reflex check. Any failure means you are bound / helpless. You can still maintain your grapple of course, or choose to regrapple people as standard action. Link to comment
Supercape Posted February 18, 2011 Author Share Posted February 18, 2011 I'll let you roll for the Bone SNare when the time comes. For now, Rene is going to whip off a Lightning Bolt at Carrefour. 1d20+8=21 easily hits. And then: Deflect power... 1d20+9=21 versus 1d20+8=14 Zing! Link to comment
trollthumper Posted February 18, 2011 Share Posted February 18, 2011 Woot, made it. And now that I'm maintaining the Grapple, I aim to throw one of the cultists at Carrefour. As per the rules of TK, he moves as if thrown with STR 25, but will only deal a +5 damage bonus if he hits. I'm guessing a 24 hits. If it does, then that's a DC20 Toughness save for Carrefour. Link to comment
Supercape Posted February 19, 2011 Author Share Posted February 19, 2011 It certainly hits, although Carrefour has a Deflect 9 power... which he has used already. So Bish bash bosh! 1d20+2=6 and thats a KO!!!! Damn, your cosh could have KO'd the old man. EDIT: Not that we need it at this point, but that was sufficiently cool for an HP in my opinion! Link to comment
trollthumper Posted February 19, 2011 Share Posted February 19, 2011 And Nick attempts to Nullify the statue... and gets a 16. I may need to reroll... Link to comment
Supercape Posted February 19, 2011 Author Share Posted February 19, 2011 Given enough time, you nullify... Link to comment
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