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Dead Good (OOC, Closed)


Supercape

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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.

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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!)

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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.

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