Gizmo Posted August 14, 2011 Author Posted August 14, 2011 Wendigo Standard Action: Attack Citizen. (1d20+14=25) A miss! (She couldn't hurt him anyway, but she doesn't know that.) 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 2HP 19 - Wendigo - Uninjured 17 - Cobalt Templar - Uninjured - 3HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 3HP
KnightDisciple Posted August 15, 2011 Posted August 15, 2011 Hm. Move Action: Get up close and personal with the Wendigo. Free Action: Use the Alternate Power: Strike 3 (Extras: Penetrating 11 [DMG 22], Feats: Mighty) [15PP]; normal Attack Bonus is 11, and normal Toughness Save DC is 26. Free Action: All-Out Attack 5: Attack Bonus now 16, Defense now 1 Power Attack 5: Attack Bonus now 11, Toughness Save DC now 31 Standard Action: Attack the Wendigo with a strike! 19, which doesn't quite do it. Hero Point Reroll! 28 does the trick. That'll be a DC 31 Toughness Save
Gizmo Posted August 15, 2011 Author Posted August 15, 2011 Wendigo Toughness Save vs. DC 31. (1d20+14=31)
Gizmo Posted August 15, 2011 Author Posted August 15, 2011 Ghost Girl Move Action: Fly over to wendigo! Standard Action: Aid Wraith's Attack. (1d20+10=18) Wraith gets +2 to her next attack! 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 2HP 19 - Wendigo - Uninjured 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 3HP
Fox Posted August 16, 2011 Posted August 16, 2011 Right, then. Time to field-test the alien. Without books handy! Should be fun. Move action: shapeshift to the whip-club setting example on Wraith's sheet. Move action: close to melee range. SURGE: attack. Melee attack roll vs. Wendigo (strike setting) (1d20 + 10=23) That plus Kimber's +2 is 25. DC 25 toughness if it hits. HP to waive the surge fatigue.
Gizmo Posted August 16, 2011 Author Posted August 16, 2011 Beckigo's defense is 24, so it does, thanks to the Aid! Toughness Save vs. DC 25. (1d20+14=17) Stunned and Bruised! 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 2HP 19 - Wendigo - Bruised x1, Stunned 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP
Gizmo Posted August 16, 2011 Author Posted August 16, 2011 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 2HP 19 - Wendigo - Bruised x1, Stunned 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
Avenger Assembled Posted August 16, 2011 Posted August 16, 2011 Standard Action: Citizen punches the monster in the face. 25 That'll be a DC 28 Tou save from the Wendigo. Move Action: Citizen continues to fly backwards, trying to keep the monster focused on him. 12 Blah Nat-20ed the reroll for a 28 Bluff, if that matters
Gizmo Posted August 16, 2011 Author Posted August 16, 2011 Wendigo Toughness Save vs. DC 28. (1d20+13=22) That's another bruise and a renewed stun. Sense Motive Check. (1d20+15=17) Fooled! Of course, because of the stun, she's not chasing anybody. Corbin is up. 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x2, Stunned 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
KnightDisciple Posted August 17, 2011 Posted August 17, 2011 No need to move up, so... Free Action: All-Out Attack 5: Attack Bonus now 16, Defense now 1 Power Attack 5: Attack Bonus now 11, Toughness Save DC now 31 Standard Action: Attack the Wendigo with 3-section-staff. 16 isn't enough. Hero Point for reroll. 29 is much better. DC 31 Toughness Save.
Gizmo Posted August 17, 2011 Author Posted August 17, 2011 16 actually is enough, thanks to Bekigo's stun. Have that HP back! Wendigo Toughness Save vs. DC 31. (1d20+12=27) Ghost Girl Standard Action: Drain Strength. (1d20+10=17) Again, hits thanks to the stun. Wendigo Fortitude Save vs. DC 20. (1d20+14=15) Oh snap! Uh, that's -5 Strength, then. Okay. Of course, that still leaves Str 33. 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x3, Stunned, -5 Strength 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
Fox Posted August 18, 2011 Posted August 18, 2011 Move action: Elongate her arms (because she just didn't have a chance to, before; stupid actions! Need more Shapeshift!) Standard action: Melee Attack roll vs. Wendigo (whip-club setting; Power Attack -2/+2, All-Out Attack +2/-2) (1d20 + 10 - 2 + 2=23) Wraith's defense drops by 2. I think that's a hit, though, with the stun and all; DC27 Toughness save.
Gizmo Posted August 18, 2011 Author Posted August 18, 2011 Wendigo Toughness Save vs. DC 27. (1d20+11=17) Ouch! That's a renewed stun and staggered! 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x3, Stunned, Staggered, -5 Strength 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP
April Posted August 19, 2011 Posted August 19, 2011 Free Action: Extra Effort to add AP to Psi-Talents Array: Fatigue 13 (Extras: Alternate Save [Will], Feats: Reversible, Sedation) Move Action: Fast Acrobatic Bluff. -5 penalty to Acrobatic Bluff to make it a Move Action, taking 10 with Skill Mastery for a DC25. Standard Action:Power Attack, -5 Attack for +5 Damage (1d20+7=25) Assuming the attack is Successful that is a DC28 Will save.
Gizmo Posted August 19, 2011 Author Posted August 19, 2011 Will Save vs. DC 28. (1d20+11=19) Exhausted!
April Posted August 19, 2011 Posted August 19, 2011 Surge: Power Attack, -5 Attack for +5 Damage (1d20+7=16) Another DC28 Will save. Expending a Hero Point to take Eve from Exhausted to Fatigued.
Gizmo Posted August 19, 2011 Author Posted August 19, 2011 Will Save vs. DC 28. (1d20+11=22) That's another fatigue, which means she's unconscious!
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