Supercape Posted July 27, 2011 Author Posted July 27, 2011 The passageways leading off are too small for either you or gauntlet (due to your size). Also, you are certain you can hear some people at the end of them (soft voices, scraping shoes) trying to be quiet, but excited.
Supercape Posted July 31, 2011 Author Posted July 31, 2011 1d20-4=13 Gauntlets Initiative - rather good despite his drawback.
Supercape Posted July 31, 2011 Author Posted July 31, 2011 First off, in this situation whilst you very strictly would be flat footed, I always GM people under such very "controlled" fights are never flat footed as you are both totally prepared for combat. I hope thats ok. Gauntlet: Move Action: Intimidate (at -5 penalty) 1d20+1=12 no chance. Standard Action: Le Punch! Attacking at +2, DC -2 Attack 1d20+8=22 Le Ouch! I think that may be un hit! at +12 DC 27 Toughness
GranspearZX Posted July 31, 2011 Posted July 31, 2011 Toughness save: (1d20+11=28) And Arc makes his TOU save! Barely. And Arc responds by swiping at Gauntlet with his claws! Attack roll: (1d20+12=27) TOU vs DC25.
Supercape Posted July 31, 2011 Author Posted July 31, 2011 1d20+14=16 Gauntlet is far from as lucky. Injured and Stunned. Now, to make things awkward, for you - the fly in the ointment! well, he is a PL below! The cavern is filling with mist! Partial Concealment next round to visual anyway... Following on from his notice roll, Arcturus can hear arcane chanting / mumbling from those small passageways. Next round. Gauntlet - Stunned, Injured. Arcturus - HP 2 - Uninjured.
GranspearZX Posted August 1, 2011 Posted August 1, 2011 Arc attacks! Attack roll: (1d20+12=13) ...and that's bad. Really bad. HP reroll time! Attack roll [HP REROLL]: (1d20+12=16) +10 makes 26. Followed by a grapple attempt! Grapple roll]: (1d20+23=35) Provided, of course, concealment doesn't make him miss. :3
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Well, could you make a quick concealment roll then 17-20 will be a miss?
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Ok round over. As per chat, partial concealment causes you to miss. Next round, as before! Gauntlet up again, using same tactics but not bothering with intimidate. As he has tremorsense, he is ok. Warning, the mist is getting thicker and thicker - in two rounds, it will be full concealment! 1d20+8=24 Another DC 27 Tough save for Arc! :o
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Bruise. and you are up! This may be an undue hint, and be under no pressure to utilise it. The side passages are too big for anyone above medium size to use (you and Gauntlet could not squeeze through them. Marcus in human form could).
GranspearZX Posted August 1, 2011 Posted August 1, 2011 You read my mind. Marcus is going to attempt all-out movement into one of the corridors.
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Ok the Cultist is also moving all out down the corridors. Now, the corridors are pretty cramped - cramped enough that base movement is half normal anyway. As far as I can see, your movement in human form is not anything over normal - so its a race of endurance - unless you have any trick up your sleeve?
GranspearZX Posted August 1, 2011 Posted August 1, 2011 I was gonna try something complex, but it's taking too long. So... we'll do this instead: Spending a HP to acquire Speed 1, tapping into the primal force of the Beast Rune to surpass his human limitations. Since he's moving all-out with a movement power, it adds +2 to the rank, giving him an effective Speed 3 (50 mph). Does that work?
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Well, technically an HP allows you to gain a feat, however, I am perfectly willing to allow a feat Speed 1 here as it fits with fluff and everything. Basically, its just pure handwavium. So yes, for an HP, he taps into something beastly, catches up with and punches cultist in face, knocking him down. Even though you are in human form, and therefore he may pose a slight threat, not going to roll yet. Fluffing it slightly, could you roll an intimidate check?
GranspearZX Posted August 1, 2011 Posted August 1, 2011 Awp. In that case, the Swift feat (which is, essentially, Speed 1). Everything else checks out, I hope. :3 Gonna take 10 on Intimidate via Skill Mastery, giving him a total of 17.
Supercape Posted August 1, 2011 Author Posted August 1, 2011 HP award for Marcus, he could swim through filth to get to the leader, but he has water phobia. Of course, that is with your permission - feel free to fluff / narrate otherwise.
GranspearZX Posted August 1, 2011 Posted August 1, 2011 I think the Beast Rune is going to help out here... by teaching Arcturus a new trick. The idea behind this form is that it doesn't change his stats. Growth, Enhanced STR, and what not are all the same. The only differences come from feats, skills, and other more aquatic-based powers.
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Knowledge (Arcane) roll please. DC 20. And Stealth Roll vs DC 15 to sneak up on the guy.
GranspearZX Posted August 1, 2011 Posted August 1, 2011 Knowledge (Arcane Lore): (1d20+9=23) Stealth: (1d20+6=12) Not quite there on the Stealth roll, unfortunately.
Supercape Posted August 1, 2011 Author Posted August 1, 2011 Arcane Lore: The runes are a ward against Beast Rune things. It is a DC 20 Nullify Effect in the area, limited to Beast Rune Magic (thats you AND gauntley, of course!).
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