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Matside Meetings (OOC)


Aoiroo

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Posted

Heh, saying something would also work. Etain speaking while she has a spear through her heart would bring Eve up short (she didn't have a good angle initially from where she walked in, and she kind of stopped looking.)

Or Nullify, your choice.

Posted

I'd go with talking. Myr is going to go on the defensive because of the inherent panic of "CRAP! A MARTEL!". That will make the spear and cane sword disappear, because he needs to make a weapon to potentially fight back with.

Posted

Gauntlet & Greaves - Immovable 8 (Extra: Unstoppable, Feats: Fast Overrun, Improved Overrun, Improved Defense x2) - +32 vs push, rush, trip, thrown; - knockback.

John will be using an Accurate Defensive Attack +5 Def/-5 DC. His defense is now +13.

Two can play the powers game! :P

Posted

Well, Etain will find out quick at least.

Save vs. Trip = 1d20 + 1 (Dex mod) + 32 (immovable) = 47

John readies an action to attack when you drop concealment. Otherwise he maintains the same Accurate Defensive Attack +5 Def/-5 DC.

Posted

Allright.

John makes a weapon & Defensive Attacks:

Psi-Chaff Field Emitter: Nullify 8 [concealment] (Extras: Alt Save - Reflex +0, Field +0 [stationary], Duration +1 [Concentration]; Power Feats: Insidious, Progession x2 [8x25 ft.], Subtle) [20 pp]

That should easily cover the whole room.

DC 20 Notice check to see both the attack and the effect if you fail the DC 18 Reflex Save.

:argh: Invisible people!

John uses his psionic powers to 'charge' the dust particles in the atmosphere as an impromptu detector. You might be able to make yourself invisible, but you're still there...somewhere...but dust gets everywhere.

Posted

Move Action - Make Weapon

Gauntlet & Greaves - Immovable 8 (Extra: Unstoppable, Feats: Fast Overrun, Improved Critical [18-20],Improved Overrun) - +32 vs push, rush, trip, thrown; - knockback.

Standard Action - Attack

Realizing it might be an illusion, John socks himself in the face to jog his senses. Still using Accurate Defensive Attack +5 Def/-5 DC. His defense is now +13.

Initial Roll = 1d20+6=18 I'll blow a hp for the re-roll.

HP Reroll = 1d20+6=16 (+10 for re-roll) = 26

John sees through the illusion. DC 20.

Posted

Etain is visible(not just an outline cause she dropped her concealment) and she is about six feet in front of John just watching what he'll do next. She does notice that he is actually looking at her now though.

Posted

Move Action - Know Tactics Feint DC 25

John attacks her after asking a question, hoping to catch her unawares.

Standard Action - Attack Roll & Grapple Check

1d20+8=18 ATK Roll

1d20+8=9 Grapple Check. Sigh IC hates me recently.

John is still using Accurate Defensive Attack +5 Def/-5 DC. His defense is now +13 .

Posted

Allrighty, saves First

Reflex Save vs. DC 22 1d20+6=22

John has evasion, so he ignores the Will save.

Move Action - Make Weapon

Knock-Out Gloves - Stun 8 (Feats: Improved Critical [18-20], Insidious, Subtle)

Standard Action -

Use Hide in Plain Sight w/ skill mastery to attempt to hide. DC 24 notice check.

Posted

Move Action - Yet another DC 25 Tactical Feint.

Attack Action - Full on All-Out/Power Attack +5 DC/-5 Def

1d20+8=23

Johns' Defense is now a paltry +1 (DC 11)

Current Weapon -

Knock-Out Gloves - Stun 8 (Feats: Improved Critical [18-20], Insidious, Subtle)

DC 23 Fort Save if hit = 10 base + 8 weapon + 5 All-out/Power

Posted

Saves:

Fort DC 24: 1d20+8=24 Saved, No Knockback.

Weapon:

Nerve Strike: Paralyze 8 (Extras: Alt Save - Fort, Feats: Improved Critical 2 [18-20], Reversible, Subtle)

John all out attacks +5 Atk/- 5 Def . His defense is now +1

Attack Roll1d20+8+5=29 29 Total.

If that hits, Etain needs to make a DC 18 Fort save vs. Paralyze

Posted

Saves:

Reflex - 1d20+6=9 Failed

Will - 1d20+6=26 Saved

Move Action:

Hide in Plain Sight - DC 24 Notice Check

Standard Action:

All-Out Attack +5 Atk/-5 Def, Def now +1

Nerve Strike: Paralyze 8 (Extras: Alt Save - Fort, Feats: Improved Critical 2 [18-20], Reversible, Subtle)

Attack Roll - 1d20+8+5=17

The only way that's hit is if you fail the notice vs. HiPS check, and therefore are flat footed to his next attack.

Posted

Illusion doppleganger Etain, I'd like to ask that we not do the will brake for this particular thing, instead why not do a simplier die roll, 1d11, if you roll a one you have found the real Etain, if you roll the other ten your have found a doppleganger, but every time you find one that one disappears and lessens the count.


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