Aoiroo Posted August 2, 2011 Author Posted August 2, 2011 Okie dokie, we have a flaming psychic, want to roll for Etain's nullify area or just call it a hit regularly.
April Posted August 2, 2011 Posted August 2, 2011 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.
Semi-Autogyro Posted August 2, 2011 Posted August 2, 2011 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.
Semi-Autogyro Posted August 10, 2011 Posted August 10, 2011 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
Aoiroo Posted August 10, 2011 Author Posted August 10, 2011 Etain is turning invisible. So she has full concealment and every attack she makes like that will catch John flatfooted. With that in mind, 16 attack roll. Ohh, forgot to do full on accurate attack, so that's 21. Anyway, trip attack so Etain rolls dexterity, 5, so John has to beat, that.
Semi-Autogyro Posted August 10, 2011 Posted August 10, 2011 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.
Aoiroo Posted August 10, 2011 Author Posted August 10, 2011 Etain's not dropping concealment too easy.
Semi-Autogyro Posted August 12, 2011 Posted August 12, 2011 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. 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.
Aoiroo Posted August 13, 2011 Author Posted August 13, 2011 Okay, auto 20 with sm and 23 rolled for reflex with evasion Etain keeps her concealment.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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.
Aoiroo Posted August 14, 2011 Author Posted August 14, 2011 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.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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 .
Aoiroo Posted August 14, 2011 Author Posted August 14, 2011 Etain's gonna use her Stun attack, it's a selective area attack so it's DC 22 reflex than DC 22 will save (DC 11 if reflex is made).
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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.
Aoiroo Posted August 14, 2011 Author Posted August 14, 2011 She makes it. She's going to try and trip him again, rather simply trip him, so 21, he's not in defensive mode so it should hit. So dexterity roll, 4, well he has to beat that with either strengh or dexterity(whichever is higher) roll.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 Opposed Trip check vs DC 4 - 1d20+1=9 Saved.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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
Aoiroo Posted August 14, 2011 Author Posted August 14, 2011 29, so the feint doesn't work and neither does the attack, Etain's going to spend an HP for a stun attack, PL 12 normal, with the knockback extra, and it's going to be damage shifted by 2, so that's a hit, DC 24 fortitude roll by John as well as knockback thing.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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
Aoiroo Posted August 14, 2011 Author Posted August 14, 2011 14, so she is slowed. But she can use her own paralyze which needs no roll, DC 22 reflex roll, than DC 22 will roll.
Semi-Autogyro Posted August 14, 2011 Posted August 14, 2011 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.
Aoiroo Posted August 17, 2011 Author Posted August 17, 2011 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.
April Posted August 17, 2011 Posted August 17, 2011 Certainly. Ultimate Will would make for a very unfun scenario and isn't very sporting.
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