Supercape Posted October 7, 2011 Posted October 7, 2011 Ok, thank goodness that concealment has gone. It was meant to be a utility power! Anyway, HP to stunt a power. Paint an Insane Picture from Dimensions that Should not be! etc etc.... 30 PP Power: Confuse 7 (Extras: Burst, Selective) [28 PP] - If needed a few ranks of Progression Feat to add some area to it. IN addition, Rene will use extra effort to rack up effect to Confuse 9 and eliminate this with a HP, thus burning a total of 2 Hero Points this round. Ill wait for you confirmation of that stunt before posting IC, TT. Basically he is painting on a maddening, insane picture onto the room around the Grue - a bit like a temporary illusion, but one that has far too many dimensions and like any art reaches directly into ones brain, soul, and emotions, sending them crazy.
trollthumper Posted October 7, 2011 Posted October 7, 2011 SC, you realize that Confuse is a 1-rank power by default, right? So you could structure it as Confuse 10 (Burst, Selective) at 30 PP and hit cap without the need to EE it. Would you like to go ahead and do this?
Supercape Posted October 8, 2011 Posted October 8, 2011 Bleh me bad - yes, go ahead and do it at Rank 10, but keep the extra effort on it for rank 12. Ill go ahead and post IC seeing as you seem agreaable to the stunt in principle.
trollthumper Posted October 9, 2011 Posted October 9, 2011 Okay, then. That's DC22 Will for the Grue Arcane, DC16 Will for the revenants. The Grue Revenants all make the save, as does the Grue Arcane. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x4, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox is up next. Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP
Ecalsneerg Posted October 10, 2011 Posted October 10, 2011 Free Action Dismiss Impervious. Free Action Switch array to Flight. Move Action Fly up about 10'. Standard Action Blast the Grue Arcane 2 with a water Blast, at rank 11, but Accurate Attacking for 2. DC24 Water Blast. (1d20+13=20) Well, that should be 21 (forgot Master Plan), which I think hits. If it doesn't hit, I'll spend a HP to re-roll with... Equinox, lowering the bar for aim and precision since... (1d20+11=17)... Well, this time I apparently forgot the +2 from Accurate Attack and the +1 from Master Plan. Durr. So, with the +10 for rolling below an 11, that comes to 30 to hit.
Dr Archeville Posted October 10, 2011 Posted October 10, 2011 TT, looks like you'll have to NPC Kid Cthulhu, too.
trollthumper Posted October 10, 2011 Posted October 10, 2011 First attack hits. The Grue Arcane has its Stun refresh and is now Staggered. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x4, Stunned (Equinox's Action), Staggered, 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Revenant is up next. It takes a swing at Equinox, and hits. DC33 Toughness save. It's KC's turn, and as LS is taking a break, I will assume the reins. He unleashes a burst of eldritch fire on Grue Revenant 2 in return for the attack on Equinox. It misses (even with the +1 Master Plan, which I forgot, it just misses the Revenant's Defense), but he spends a Hero Point and retries. ...it's okay, that's totally a 23 now. So since the Blast has Autofire 1 and the revenant has DC18 Defense, that means it's a DC28 attack -- at least, until its half-Immunity to magic knocks that down to DC22. Which it makes. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x4, Stunned (Equinox's Action), Staggered, 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 1 rounds), 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP Dead Head and Mutt are up next.
Ecalsneerg Posted October 11, 2011 Posted October 11, 2011 DC33 Toughness save... OW, MY BEAUTIFUL FACE (1d20+11=18) Wait! 6 HP! Now... only 5 HP! Re-rolling, because Equinox has a head on her shoulders, and not punched off. (1d20+11=14) +10 for rolling a 3, so 24 = failing by 9... Bruised and Dazed. DC 21 Concentration to maintain Force Field, and for DC 13 to maintain Flight. (1d20+16=26, 1d20+16=29) Punch'd!
Dr Archeville Posted October 11, 2011 Posted October 11, 2011 Okay, now Dead Head's gettin' ticked. Dead Head Free Action: Extra Effort stunt off Necromancy; will be fatigued at start of next round Enhanced Feats 4 (guidance of the dead; Improved Crit [shovel] 2, Improved Crit [unarmed] 2) {4) + Enhanced Strength 8 (channeling the strength of the dead; to 32/+11) {8} {4+8=12/12} Dead Head's PL 13, and at +13 Attack w/ Shovel. Str +11 + Strike 2 = Dmg 13 = he finally hits caps. But since his shovel is Equipment, it's going to shatter with this hit. Standard Action: Attack, attack, attack Grue Revenant #4 Attack; Master Plan (+1 Attk), All-out Attack (-5 Def/+5 Attk), Power Attack (-5 Attk/+5 Dmg). DC 33 Toughness save if it hits (1d20+14=24) not a crit, but that should hit Move Action: Startle at Grue Revenant #2 (the one that punched Equinox) Intimidate/Startle, w/ Master Plan (+1) bonus (1d20+18=34) :arrow: EDIT: Meant Demoralize, not Startle; Startle makes a foe flat-footed against your next attack, Demoralize makes them shaken (-2 attacks & saves) for one round (which is more useful as everyone can take advantage of that). Need to take a -5 to do so as a Move action, though, so that's a 29, not 34. Summary: Shovel broken, 2 HP (0 spent), Fatigued at start of next round's actions Mutt Move Action: Intimidate/Startle Grue Arcane #2. Skill Mastery + -5 for doing so as a Move Action + Master Plan (+1) = 20 total Standard Action: Charges same Grue Arcane; it's badly injured so maybe he'll have some impact Charge (+2 Att/-2 Def), All-Out Attk (-2 Def/+2 Attk), Power Attack (-2 Attk/+2 Dmg); DC 21 Toughness save if it hits, 23 if it's startled/flat-footed and thus eligible to be Sneak attack'd (1d20+8=17)
trollthumper Posted October 12, 2011 Posted October 12, 2011 Grue Revenant 4 fails its Toughness save, and as it's a Minion, it goes down. Grue Revenant 2, meanwhile, fails its Sense Motive check and is Startled. Grue Arcane 2 doesn't fall for the Startle, but it does take another Bruise as its Stun refreshes. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x5, Stunned (Mutt's Action), Staggered, 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 0 HP Mutt: 11, Unharmed, Master Plan (+1, 1 rounds), 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP Phantom's up next, and I'll give alder the usual day or so to see if she wants to post. If not, you know what I'm doing.
Dr Archeville Posted October 13, 2011 Posted October 13, 2011 Minion, eh? DH has Takedown Attack 2. Any other Revenants within 5 feet of him?
trollthumper Posted October 18, 2011 Posted October 18, 2011 Sorry for missing that, Doc. We'll say that Revenant 2 is within 5 feet.
Dr Archeville Posted October 19, 2011 Posted October 19, 2011 Same deal, then: it's a Minion, so Dead Head can Take 10 on the attack, so total of 24, and if that hits, a DC 33 Toughness save.
trollthumper Posted October 20, 2011 Posted October 20, 2011 Actually, Revenant 2 isn't a Minion. Only Revenants 3 and 4 and Arcanes 3 and 4 were. But I'll let the 10 stand this time in the name of moving things forward, and yeah, it hits. And the Revenant takes a Bruise. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x5, Stunned (Mutt's Action), Staggered, 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 4 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Bruised x1, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 0 HP Mutt: 11, Unharmed, Master Plan (+1, 1 rounds), 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP So it's Phantom's turn, and she decides to throw stuff via Telekinesis. As it's been decreed a TK attack is not covered under the Immunity, it will hit with full damage -- which is down to +18 due to caps, but still. Her attack hits Grue Revenant 1 and Grue Arcane 2, but misses Grue Revenant 2. That's a DC33 Toughness save for all of 'em. Grue Revenant 1 makes it, but Grue Arcane 2 is down for the count. And we're at the top of the round. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, 3 HP Rene: 19, Unharmed, 4 HP Equinox: 18, Unharmed, 6 HP Grue Revenant 2: 14, Bruised x1, 0 HP Kid Cthulhu: 11, Unharmed, 3 HP Dead Head: 11, Unharmed, 0 HP Mutt: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 3 HP So, here's the situation. It's a mostly magical assault against two characters with ridonkoulous Toughness saves and half-Immunity to magical attacks, and the thread has kind of dragged along. So, on Grue Revenant 1's turn, they beam up, and something else drops in. What is it? We'll find out! We'll keep the same initiative order, for ease of convenience, and everyone take a HP because the first wave of bad guys got away.
trollthumper Posted October 25, 2011 Posted October 25, 2011 So, yes. Behold the Hecatonchire! For these big Grue necromantic nasties, we'll be using AA's Flame Octopus, with some sizable changes. -The creatures have Dispersal Growth 10. That means they're 24 ft. tall and about 16K pounds, but have none of the STR, CON, or Immovable benefits that come from Growth. But they've got the Grapple bonuses, and the combat modifiers. -So, they're slightly undercapped -- but PL15. Which means their stat array is Attack +9 (+13 Ranged), Defense +13 (+5 Flat-Footed), Grapple +28 w/ TK, Toughness +15 (w/ Impervious 12), Fortitude +12, Reflex +12, Will +12, and powers adjusted to meet cap. -Power descriptor for Rage Array shifted to ectoplasm instead of fire, and Fire Control stripped out. So, yeah. Roll for Initiative! Hecatonchire 1 goes on 4. Hecatonchire 2 goes on 11. Y'know, for alien war engines, they're kinda pokey. Nick goes on 25.
Dr Archeville Posted October 25, 2011 Posted October 25, 2011 Dead Head's initiative (1d20+2=18) Mutt's initiative (1d20+2=7)
trollthumper Posted October 25, 2011 Posted October 25, 2011 Bah. Remember that bit I said up top about keeping the same initiative from the Grue fight? 'Cause I sure didn't. We'll be keeping it, then. Nick Cimitiere: 21, Unharmed, 4 HP Rene: 19, Unharmed, 5 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 4 HP Hecatonchire 1: 11, Unharmed, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 4 HP Nick's up first, and decides to unleash some Ignis Fatuus against Hecatonchire 1. He manages to hit it, and that's a DC24 Will save. It takes a Bruise. Nick Cimitiere: 21, Unharmed, 4 HP Rene: 19, Unharmed, 5 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 4 HP Hecatonchire 1: 11, Bruised x1, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 4 HP Rene is up next.
Supercape Posted October 25, 2011 Posted October 25, 2011 New foe eh? Right, nothing spectacular, extra effort blast (using up HP), damage +2 attack -2 shifted. As its all ectoplam-ish, Ill use ice/cold descriptor. Doubt it makes much difference but there you go. 1d20+8=12 Screw that, reroll. I want Rene to actually do something other than invisibility! So another HP to reroll attack 1d20+8=15 with the +10 thats 25, which I guess is hitting? so DC 28 Tough if it does.
trollthumper Posted October 25, 2011 Posted October 25, 2011 I'm guessing that's for Hecatonchire 1. It takes another Bruise. Nick Cimitiere: 21, Unharmed, 4 HP Rene: 19, Unharmed, 3 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 4 HP Hecatonchire 1: 11, Bruised x2, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 4 HP Equinox is up next.
Ecalsneerg Posted October 26, 2011 Posted October 26, 2011 Let's rock and roll. Move Action: Use Flight 3 to fly 100' up and over, to gaze down upon the tentacled abominations which plague our lives! Free Action: Extraordinary Effort! I'm going to apply both of the effects to Equinox's Blast power, to bolster its rank from 11 to 15. Free Action: Allocate Variable Descriptor to Earth. Standard Action: Remodel your lawn? Power Attack for 2 with Earth Blast 15, for a DC 32 attack on giant octopus thing #2. (1d20+9=27) Equinox will be Exhausted at the start of her next action.
trollthumper Posted October 26, 2011 Posted October 26, 2011 Sadly, the Hecatonchire makes its save. Nick Cimitiere: 21, Unharmed, 4 HP Rene: 19, Unharmed, 3 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 4 HP Hecatonchire 1: 11, Bruised x2, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 4 HP So it's KC's turn. He flies up into the air as a Move Action, then decides to unleash his combined Drain Wisdom and Mental Blast effect on Hecatonchire 1. However, it misses. Hero Point! ...yeah, I'd say that does it. That means the Hecatonchire must make a DC24 Will save, followed by a DC25 Will save. It loses 5 Wisdom, and then gets knocked out. So... Fiat! I'll allow the Wisdom Drain, and give the thing a Bruised. But I'd rather one of the active players knock this thing to the ground. Nick Cimitiere: 21, Unharmed, 5 HP Rene: 19, Unharmed, 4 HP Equinox: 18, Unharmed, 8 HP Kid Cthulhu: 11, Unharmed, 4 HP Hecatonchire 1: 11, Bruised x3, -5 Wisdom, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Unharmed, 4 HP Hecatonchire 1 gets P.O.'ed with being bombarded by the colors out of space, so it lets loose with a barrage of ectoplasmic tentacles! Everyone makes a DC25 Reflex save, followed by a DC30/23 Toughness save depending on the results of the Reflex save. Nick fails the Reflex save, and takes a Bruise. Kid Cthulhu fails the Reflex save, and is Stunned and Staggered. Hero Point to reroll, he makes the save. Phantom doesn't even bother with the Reflex save, as her bonus is +0, and is Bruised and Stunned. Nick Cimitiere: 21, Bruised x1, 5 HP Rene: 19, Unharmed, 4 HP Equinox: 18, Unharmed, 8 HP Kid Cthulhu: 11, Unharmed, 3 HP Hecatonchire 1: 11, Bruised x3, -5 Wisdom, 0 HP Dead Head: 11, Unharmed, 1 HP Mutt: 11, Unharmed, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Bruised x1, Stunned (Hecatonchire 1's Action), 4 HP Dead Head and Mutt are up next.
Ecalsneerg Posted October 26, 2011 Posted October 26, 2011 DC 25 Reflex save for Area, then DC 30[23] Toughness save. (1d20+6=22, 1d20+11=13) Eep. Use one of Noxy's 7 HP to re-roll the Toughness save: DC30 Toughness save re-roll (1d20+11=28) She takes a Bruise.
Dr Archeville Posted October 26, 2011 Posted October 26, 2011 Dead Head: DC 25 Reflex save for Area, then DC 30 [23] Toughness save. (1d20+6=24, 1d20+18=20) Fails the Reflex save by 1; Fails the Toughness save by 10, so Staggered + Disabled [limb lost!] + Dazed. DC 30 Toughness save; HP Re-Roll. (1d20+18=30) Makes it on the dot, no damage, but now he has 0 HP. Mutt: DC 25 Reflex save for Area, then DC 30 [23] Toughness save. (1d20+5=13, 1d20+6=21) Fails the Reflex save by 12; Fails the Toughness save by 9, and since he's just a Minion he's KO'd Free Action: Swear Vengeance Move Action: Fast Demoralize Hecatonchire #1, hoping to make it shaken & less effective combatant (because surely a giant beast like this will be all about physical pummelings and grapplings!) Intimidate check, with -5 penalty for doing so as a Move action (1d20+12=20) (... except it's Fearless, so it can't be Intimidated. Unless KC's Crit'd Mental Blast temporarily stripped that from it... ?) Standard Action: Charge Hecatonchire #2 (who's not gone yet and should thus be flat-footed) (... except it has Auditory Uncanny Dodge, which Dead Head has no way of knowing, so it retains it's Dodge bonus & thus won't suffer DH's extra Sneak Attack damage.) Attack; Charging (+2 Attk/-2 Def), All-Out Attack (-5 Def/+5 Attk), Power Attack (-5 Attk/+5 Dmg) = DC 29 Toughness save (1d20+13=21) ... that would hit, if it were truly flat-footed... (Crap, forgot he's going bare-handed -- broke his shovel on a Revenant -- so that's +9 Attack melee [still misses], and would be only a DC 27 Toughness save [which'd be just enough to get past its Impervious].) Summation: Mutt's KO'd, DH is at -7 to Defense until his action next round, and has 0 HP
trollthumper Posted October 27, 2011 Posted October 27, 2011 And the Hecatonchire knows when it's being Intimidated. Sorry, Doc. We'll say KC's Mental Blast made it prone to fear, but not that prone. It's now Hecatonchire 2's turn. It decides to lash out at Equinox with its Blast effect. Pretty sure a 32 hits. That's another DC30 Toughness save for Equinox. Nick Cimitiere: 21, Bruised x1, 5 HP Rene: 19, Unharmed, 4 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 3 HP Hecatonchire 1: 11, Bruised x3, -5 Wisdom, 0 HP Dead Head: 11, Unharmed, 0 HP Mutt: 11, K.O.'d, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Bruised x1, Stunned (Hecatonchire 1's Action), 4 HP Phantom's turn. She spends an HP to shake off her Stun, goes Intangible as a Reaction, and then unleashes a Blast on Hecatonchire 2. And misses. And we're into Round 2. Nick Cimitiere: 21, Bruised x1, 5 HP Rene: 19, Unharmed, 4 HP Equinox: 18, Unharmed, 7 HP Kid Cthulhu: 11, Unharmed, 3 HP Hecatonchire 1: 11, Bruised x3, -5 Wisdom, 0 HP Dead Head: 11, Unharmed, 0 HP Mutt: 11, K.O.'d, 0 HP Hecatonchire 2: 11, Unharmed, 0 HP Phantom: 2, Bruised x1, 3 HP Nick decides to get up close and personal with Hecatonchire 2 and unleash Ereshkigal's Talons. And fails miserably. I think I'll hold on to my Hero Points for now. Rene is up next.
Dr Archeville Posted October 27, 2011 Posted October 27, 2011 It's now Hecatonchire 2's turn. It decides to lash out at Equinox with its Blast effect. Pretty sure a 32 hits. That's another DC30 Toughness save for Equinox. Since Dead Head has Interpose, and he's right next to Hecatonchire #2, can he interpose on Nox's behalf? If so, Toughness save, DC 30 (1d20+18=20) Fails by 10, so Staggered + Disabled + Dazed
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