trollthumper Posted June 7, 2011 Posted June 7, 2011 Ouchies. A 15. Hero Point! Okay, that's a 25 this time, which means Nick's still Bruised and Stunned. And as he's Stunned, the TK turns off. Poopsicles.
Lone Star Posted June 17, 2011 Author Posted June 17, 2011 Alright! Maybe the skeletons will get a Bruise on someone, or something. Actually, they only do 1 damage, so it won't hit at all. CT is up.
KnightDisciple Posted June 18, 2011 Posted June 18, 2011 Hm. I could try to smack down all the minions...or I could go for the "head of the serpent", as it were. Move Action: Fly up into the air, so I have clear LOS on the Necromancer. Standard Action: First... All-Out Attack 2: Defense now +3, Attack now +11 Power Attack 2: Attack now +9, Toughness Save DC now 26 Blast at the Necromancer. 16 probably isn't good enough. So, Hero Point Reroll! 19, which becomes 29 once you add in the HP Reroll bonus (I think it applies to rolls of 10 or below). Toughness Save DC 26.
Lone Star Posted June 21, 2011 Author Posted June 21, 2011 The Necromancer saves... And does not too bad. 24 Toughness save. So our Necromancer takes a bruise. Warlock is now up. I'll assume there are three skeletons attacking him, and he'll try to wipe them out with his Lightning Wand. None of the Skeletons make the saving throw, they roll a 10, 3, and 17. So they'll have to make a save against a DC 24 Toughness. Since they have +1 Toughness, I'll assume they're knocked out, since Minions are usually down when they fail a save. And now it's the Ghost's turn. She's going to fly up and +5/-5 Power Attack CT. And she does quite well, rolling a 24. That's a Toughness DC 30 for CT to roll against. And we're on Round 2 with Nick. Nick: 26. 4 HP, Bruised, Stunned Skeleton 1: 25. Unharmed Necromancer: 21. Bruised Skeleton 2: 20. Unharmed Skeleton 3: 17. Unharmed Cobalt Templar: 11. 3 HP, Unharmed Warlock: 4. 4 HP, Unharmed Ghost: 4. Unharmed
KnightDisciple Posted June 22, 2011 Posted June 22, 2011 22. Hm. Bruised 1, Stunned. I'll burn a Hero Point to cancel the Stun, but take the bruise.
trollthumper Posted June 23, 2011 Posted June 23, 2011 Sorry for the delay. Spending an HP to throw off Stunned and reuse Poltergeist's Rage. As we're using my old sheet, that's still a DC15 Reflex save to reduce a DC26 Opposed Grapple check to DC24.
Lone Star Posted June 25, 2011 Author Posted June 25, 2011 Necromancer makes the save. The skeletons are minions, and I'll say that they're bound. Uh, does his Poltergeist's Rage affect Insubstantial creatures?
Lone Star Posted June 27, 2011 Author Posted June 27, 2011 The necromancer made the save, so here's what we have so far... Nick: 26. 4 HP, Bruised, Stunned Skeleton 1: 25. Bound Necromancer: 21. Bruised Skeleton 2: 20. Bound Skeleton 3: 17. Bound Cobalt Templar: 11. 3 HP, Unharmed Warlock: 4. 4 HP, Unharmed Ghost: 4. Unharmed Our Necromancer is up once again. He'll attack Warlock with his Will Save Blast. Holy carp. He rolled a 20! That hits, of course. A DC 25 Will save for my unfortunate hero. Luckily, he just makes it. CT is now up.
KnightDisciple Posted July 3, 2011 Posted July 3, 2011 I think I'll move to engage the Necromancer in up-close-and-personal fighting. Move Action: Put myself next to Necro-dude. All-Out Attack 2: Attack becomes +11, Defense becomes +3 Power Attack 2: Attack becomes +9, Save DC goes up by 2 Standard Action: Melee Attack Necro-Dude. 21 to hit him. Time to give him a brief history of pain with the back of my hand! DC 26 Toughness Save.
Lone Star Posted July 6, 2011 Author Posted July 6, 2011 Sorry about the delay. Our necromancer takes the hit hard, losing the save by 13. So our necro-buddy is now Bruised, Stunned, and Staggered. Time for Warlock and the Ghost to try to take a shot. Warlock will aim for the Necromancer with his Lightning Rod. Necro-buddy takes full damage. Let's see how he does on his Toughness save...He misses by 13! Our necromancer is now out for the count! All other enemies fade away, good show guys.
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