Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 Extra Effort up: Communication 3 (1000', auditory, Extras: Area [+1]) [6PP] off the magic array. Link to comment
Raveled Posted January 7, 2011 Author Share Posted January 7, 2011 Staff bearer stunts Teleport 5 (Extra: Straight to the Action). Feel free to start rolling stuff, now. Link to comment
Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 Diplomacy check (1d20=15) I'd assuming that I've only got time to di it as a Full Round action, hence why it's 15, not 25 :D Link to comment
Raveled Posted January 7, 2011 Author Share Posted January 7, 2011 Open negotiations with an attack! Opening Blast against Equinox. (1d20+6=8) Well, not like that had any chance of hitting. This is a Kenson build you know. Initiative time! Though is it really necessary when there's only two folks? Ini for combat. (1d20+0=12) Not bad. Link to comment
Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 Eh, Attack roll is Attack roll, Kenson's builds tend to have the issue of flexibility and filling up AP slots properly Initiative (1d20+1=8) Ding. Link to comment
Raveled Posted January 7, 2011 Author Share Posted January 7, 2011 AoE Trip is next. Give me a few saves here; Reflex DC 22 for half, and then DC 22/11 Dexterity/Acrobatics. If she fails, she suffers full Knockback. Link to comment
Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 DC22 Reflex, then Dex check (1d20+6=26, 1d20+1=16) Tah-dah! A'ight, spend one of my three HP in order to buy off the Extra Effort. Then, use my move action to fly up and off the ground. Then... DC 20 Snare (1d20+10=12) Bugger. Re-roll. Hopefully, this sucks less (1d20+10=18) +10, this goes up to 28! Hits! Down to 1 HP. Link to comment
Raveled Posted January 7, 2011 Author Share Posted January 7, 2011 Reflex save 1d20+2=5 Bwahaha. Okay, now do I want to end it here or stunt something? Hm.... Okay, stunting something. Equinox gets a HP and she has to make a DC 25 Will save. Snare is negated. Link to comment
Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 DC 25 Will save (1d20+12=24) Failed by 1, so... bring on whatever the pain is so I can act accordingly. Link to comment
Raveled Posted January 7, 2011 Author Share Posted January 7, 2011 Just a Bruise. Or did you want a description in the IC? Link to comment
Ecalsneerg Posted January 7, 2011 Share Posted January 7, 2011 Just a Bruise. Or did you want a description in the IC? I'd like you to tell me why you assumed I'd know the DC25 save was necessarily Damage? Anyway, 2 HP, 1 Bruise, my round... Telekinetic grapplin'! +16 grapple bonus (the total on my sheet is wrong, as Attack Spec [Magic] shouldn't work on grapple). It is time to grab him and suspend him in the air... Shoot n grab (1d20+10=24, 1d20+16=32) Now, under our house rules I can sustain the grapple as a free action, so I'll keep him hanging in mid-air until I can grab his staff. So, my move action is flying up next to him. Hurrah. Link to comment
Raveled Posted January 8, 2011 Author Share Posted January 8, 2011 Little man switches Array back to his teleport, TPs out of grasp, and runs upstairs. Pursue, hero! Link to comment
Ecalsneerg Posted January 10, 2011 Share Posted January 10, 2011 Extra Effort a Power stunt: Paralyze 10 (Extras: Alt Save - Fort [+0]) [30PP] (freeze the bones) Power Attack for 2, so DC 22 Fort save (1d20+8=21) Link to comment
Raveled Posted January 12, 2011 Author Share Posted January 12, 2011 Fort save. [http]Fort save vs. Paralysis. Is this even worth it? (1d20+2=10) Yup. This build sucks. Link to comment
Ecalsneerg Posted January 20, 2011 Share Posted January 20, 2011 One word for the Paralyzed man... yoink. Link to comment
Raveled Posted January 20, 2011 Author Share Posted January 20, 2011 And we're out of combat. Feel free to berate him for his less-than-exceptional motivation. Link to comment
Ecalsneerg Posted January 28, 2011 Share Posted January 28, 2011 Equinox is not so concerned about why than how! Diplomacy! (1d20+10=21) Link to comment
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