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Dunkel Sonne [OOC]


Dr Archeville

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Posted

The OOC thread for Dok's solo adventures on Not!Athas!

I'm hoping to run Dok through the first five Dark Sun adventures:

    [*:2hcd9mym]Freedom: Dok's caught in the city-state of Tyr (Tyre), enslaved, but aids the local revolt once the cruel Sorcerer-King is killed (mainly preventing the panicking mob from killing itself). Afterwards, Dok learns of another thing that had streaked through/fell from the sky, and heads north towards it.
    [*:2hcd9mym]Road to Urik: On the way towards the other fallen object, Dok runs across the army of Urik (Babylon/Uruk), which is massing to invade and take over the newly-freed Tyr. Whatever shall he do? (Dok will have his gear, but it is damaged, only working at half rank, and those ranks will be Unreliable.)
    [*:2hcd9mym]Arcane Shadows: Now in Urik (northeast of Tyr), Archeville becomes embroiled in a plot that may save the horrifically ravaged world, but comes into conflict with evil forces bent on stifling such hopes. (Dok's gear is repaired some, operating at half rank, but no longer Unreliable.)
    [*:2hcd9mym]Asticlian Gambit: Dok becomes embroiled in complex plot in the Crescent Forest between Gulg ("African Jungle," though I'm aiming to remove as many Unfortunate Implications as I can, and not invoke "Mighty Whitey") and Nibenay (Angkor/Khmer Empire). (More repairs to Dok's gear: half normal rank, othr half is Unreliable.)
    [*:2hcd9mym]Dragon's Crown: Dok finds the mysterious fallen object is in the hands of The Order, a bunch of Well-Intentioned Extremist Psions in the Dragon's Crown Mountains (far to the northwest of Tyr) who wish to use its power to amplify their own abilities and dominate the land. Dok stops them, but finds the fallen object is not Fulcrum, but a large shard of crystallized Terminus energy, energy identical to Mona's, which he can use to both track her and travel to her. (Dok's gear is more or less fully restored.)

Voices

Doktor Archeville, a Stranger in a Strange Land

Anavias, f Human Psion

Herminard, m Human Bard

T'Kkyl, m Thri-Kreen Warrior

Vaerhirmana, f Half-Elf Gladiator & Preserver

The Forest Queen

The Shadow King

EDIT: And I've just realized Dunkel Sonne (German for "Dark Sun") sounds kinda-sorta like Dunkelzahn...

Starting with 6 Hero Points: 1 base, +5 from Luck 5.

So let's see how bad this crash left Dok. To keep things simple, I'll treat as as a Damage 20 effect.

Toughness save, DC 35 (1d20+14=33) Better than expected! Fails by 2, so he's merely Dazed.

Does his Force Field stay up? That's a Concentration check, and I'll say he was using his Enhanced INT to jury-rig the craft so he didn't die (thus no Enhanced WIS to help with the check)

Concentration check, DC 16 (Enhanced Fort), 18 (Force Field), and 12 (Shield) (1d20+4=7, 1d20+4=20, 1d20+4=19) Enhanced Fort part fails, but the Force Field and Shield aspects remain up.

Posted

Dok starts out with his Enhanced Charisma (his default when dealing with people). Too bad this harsh world and its harsh people are not going to give him time for Diplomacy!

Posted

Who would imagine such an unfortunate series of events!

There's ample warning of the coming nastiness, so no one is surprised.

Quick & Dirty Stats:

Torban, Half-Giant Commander (PL 7)

Str 20/+5; Dex 13/+1; Con 16/+3; Int 13/+1; Wis 13/+1; Cha 15/+2

Initiative: +1

Defense: +6, +3 flat-footed

Saves: Toughness +8/+6 (+3 Con, +3 Kank Armor ~or~ +5 Flesh Armor), Fort +7, Ref +5, Will +5

Attack: +6 (Grapple +11)

DMG +5 (unarmed), +7 (copper club)

Powers: Force Field 5 ("flesh armor"; Extras: Independent, Total Fade [5 rounds]), Immunity 10 (fire effects; Flaw: Limited [half effect]), Super-Strength 1 (Effective Str 25; PF: Shockwave [Cone area Damage 5])

Assistant Templars, 2 (PL 3)

Str 10/+0; Dex 11/+0; Con 12/+1; Int 12/+1; Wis 13/+1; Cha 9/-1

Initiative: +0

Defense: +3, +1 flat-footed

Saves: Toughness +2 (+1 Con, +1 Leather Corselet), Fort +1, Ref +1, Will +3

Attack: +3 (Grapple +3)

DMG +0 (unarmed), +1/19-20 (obsidian dagger)

Powers: Magic 3 (Spells: Healing 3, Obscure Auditory 3 [25 ft.; Extras: Independent, Total Fade])

Half-Giant Soldiers, 6 (PL 5)

Str 17/+3; Dex 14/+2; Con 16/+3; Int 11/+0; Wis 9/-1; Cha 9/-1

Initiative: +2

Defense: +4, +2 flat-footed

Saves: Toughness +6 (+3 Con, +3 Kank Armor), Fort +5, Ref +3, Will +3

Attack: +4 (Grapple +7)

DMG +3 (unarmed), +6/19-20 (obsidian sword)

Powers: Immunity 10 (fire effects; Flaw: Limited [half effect]), Super-Strength 1 (Effective Str 22; PF: Shockwave [Cone Area Damage 3])

Eramas, Human Gladiator (PL 5)

Str 18/+4, Dex 12/+1, Con 14/+2, Int 10/+0, Wis 8/-1, Cha 12/+1

Initiative: +1

Defense: +3, +1 flat-footed

Saves: Toughness +4 (+2 Con, +2 Inix Leathers), Fort +5, Rex +5, Will +3

Attack: +3 (Grapple +7)

DMG +4 (unarmed), +6/19-20 (bone wrist razors)

Dok's initiative (1d20+7=22)

Torban's initiative (1d20+1=16)

Assistant Templar's initiative (1d20=4, 1d20=11)

Half-Giant Soliders's initiative (1d20+2=11, 1d20+2=6, 1d20+2=17, 1d20+2=7, 1d20+2=4, 1d20+2=5)

Eramas's initiative (1d20+1=8)

Initiative

22 -- Dok -- unharmed, 6 HP

11 -- Half-Giant Soldier #3

16 -- Torban

11 -- Half-Giant Soldier #1

11 -- Assistant Templar #2

08 -- Eramas

07 -- Half-Giant Soldier #4

06 -- Half-Giant Soldier #2

05 -- Half-Giant Soldier #6

04 -- Half-Giant Soldier #5

04 -- Assistant Templar #1


ROUND 1

Dok

is outnumbered. But they're just simple thugs, easily intimidated by a show of advanced technology, right? Surely no match for him!

Free Action: Realize Movement Systems of his Belt aren't working.

Move Action: Adjust Electromagnetic Screwdriver

Stun 10 (taser-'blade') {20/20}

Standard Action: Intimidate to Demoralize

Intimidate check (1d20+6=22)

Trban's Will save vs. Intimidate, +2 bonus for not wanting to displease his tyrant (DC 22) (1d20+7=26) passes

Assistant Templars' Will save vs. Intimidate, +2 bonus for not wanting to displease their tyrant (DC 22) (1d20+5=24, 1d20+5=12) #1 passes, #2 fails

Half-Giant Soldiers's Will save vs. Intimidate, +2 bonus for not wanting to displease their tyrant (DC 22) (1d20+6=23, 1d20+6=25, 1d20+6=10, 1d20+6=12, 1d20+6=11, 1d20+6=10) #1 and 2 passes, #s 3-6 fail

Half-Giant Solider #3 (demoralized/shaken [-2 attack/saves/checks])

Move Action: Moves to Dok

Standard Action: Swings with obsidian sword

Attack vs. Dok (Defense 20) (1d20+2=13) misses

Torban

Free Action: Activates "Flesh Armor"

Move Action: Moves to Dok

Standard Action: Swings copper club

Attack vs. Dok (Defense 20) (1d20+6=14) misses

Free Action: Shouts orders

Half-Giant Solider #1

Move Action: Moves to Dok

Standard Action: Attempts to Grapple

Attack vs. Dok (Defense 20) (1d20+4=14) misses

Assistant Templar #2 (demoralized/shaken [-2 attack/saves/checks])

Standard Action: Casts Silence spell on area, centered at Dok's feet.

Move/Free Action: Continues ordering the homeless and indigent.

Eramas

Move Action: Springs forward to...

Standard Action: ... attack Hal-Giant Soldier #4

Attack vs. Half-Giant #4 (Defense 14); DC 21 Toughness save if it hits (1d20+3=20)

Toughness save, DC 21 (1d20+6=22) passes

Half-Giants #2, 4, 6, 5 (4-6 demoralized/shaken)

Hold action until all can act as one

Move Actions: Move towards Dok

Standard Actions (#s 4,5,6): Attempt to grapple Dok; 4, 5 and 6 Aid #2

Aid Another attack (DC 10), with -2 penalty for demoralized (1d20+2=19, 1d20+2=4, 1d20+2=16) 2 wind up helping, so that's +4 to the aided one's attack

Standard Action (#2): Attempt to Grapple Dok, with +4 bonus from Aid

Attack vs. Dok (Defense 20) (1d20+8=11)

Attack vs. Dok (Defense 20); Fiat re-roll (1d20+8=18) That 10 becomes a 20 (though not a Natural 20), so 28 hits Dok

Half-Giant's Grapple check, with +4 bonus from Aid (1d20+11=31) oh yeah!

Dok can't beat that, but we need to see how much he fails by: Dok's opposed grapple check (1d20+8=23) fails by 8, so he's bound & helpless!

Assistant Templar #1

Sees Dok's belt glowing the same as his force field/'magic aura', so he steps forward and removes the Belt (Which he can do since Dok's helpless).


ROUND 2

Dok (bound, helpless, 7 HP)

Dok's grapple check to escape (1d20+8=16)

Half-Giant Soldiers' opposed grapple/escape check (1d20+11=30) he's well and truly held

And cannot plead, because they're in an Auditory Obscure field.

Half-Giant #3 (no longer demoralized)

Full Action: Works Dok over, i.e., delivers a coup de grace (with his fists; the pale stranger could make a useful find). No attack roll needed, treated as a crit hit, so it's a DC 23 (15 + 3 + 5) Toughness save, followed (if he's still up) by a DC 18 Fort save or be KO'd.

Toughness save, DC 23 (1d20+4=10) Yeouch! Fails by 13, so Dok's KO'd!

When Dok awakes, he'll find he's lost more than his Belt...

  • 3 weeks later...
Posted

Change in plans: Nede (an expy of Athas) isn't in the Terminus, it's in a separate pocket dimension (which Dok fell into from the Terminus). I changed this because the things that make Athas Athas -- an oppressive sun and fantastic races -- can't exist in the Terminus. I've changed posts accordingly, as well as the description of the setting in my Laboratory thread.

While speaking with Herminard (or anyone else), Dok uses his Enhance CHA, but while working quietly, he switches to Enhanced WIS (to help the notice checks, and make himself seem less conspicuous).

By the M&M RAW, working under extremely hot conditions calls for a Fort saving throw, DC 10 + 1 per previous check, or suffer 1 temporary point of CON damage. If you lose 1 point of CON, you're also Fatigued (cannot move all out or charge, -2 Str and Dex, -1 Attack and Defense), and if you've lost half or more of your CON in this manner, you're also Exhausted (move 1/2 normal speed, -6 Str and Dex, -3 Attack and Defense). Lost CON returns at the rate of 1 point per day.

How often the save is made depends on how hot it is: once an hour for "uncomfortable heat" (a hot summer day), once per 10 minutes for "intense heat" (a blazing desert), once a minute for "extreme heat" (edge of a volcano). The Survival skill can help: a DC 15 check gives you a +2 on the Fort save if moving at half speed, of +4 if stationary.

Dehydration follows similar rules, but it's a day between saves, so that (probably) won't be an issue.

Dok's nanites give him half immunity to "effects that later his traits," which I am going to say includes excessive environmental heat. Half immunity, in this case, means he makes the saves half as often: so, if in "intense heat," a DC 10 save after 20 minutes of exposure, then every 20 minutes thereafter (with a cumulative +1 to the DC).

Survival check, DC 15 (1d20+4=24) Dok'll get a +4 to his Fort saves.

Technically, he has been working under Intense Heat conditions, so that'd be a save every 20 minutes. But after a full day's work -- a full 12 hour slave's day -- that's 36 saves.

Heat check, DC 10 + 1 per additional save (1d20+8=13, 1d20+8=9, 1d20+8=13, 1d20+8=13, 1d20+8=14, 1d20+8=12, 1d20+8=18, 1d20+8=17, 1d20+8=14, 1d20+8=24, 1d20+8=28, 1d20+8=14, 1d20+8=13, 1d20+8=24, 1d20+8=16, 1d20+8=21, 1d20+8=9, 1d20+8=24, 1d20+8=12, 1d20+8=28, 1d20+8=11, 1d20+8=20, 1d20+8=12, 1d20+8=17, 1d20+8=19, 1d20+8=24, 1d20+8=14, 1d20+8=16, 1d20+8=15, 1d20+8=22, 1d20+8=13, 1d20+8=26, 1d20+8=27, 1d20+8=28, 1d20+8=27, 1d20+8=19) Loses his first point of CON (and becomes Fatigued) after two increments (40 minutes in), loses half his CON (5 points/failed saves) and becomes Exhausted after 13 increments (260 minutes, or 4 hrs 20 mins), and loses all his CON (10 points/failed saves) and becomes Dying after 20 increments (400 minutes, or 6 hrs 40 mins).

That seems too harsh even for Dark Sun, so in the interest of letting Dok survive to the night, I'm going to treat it as "uncomfortable heat," one save per hour (per two hours due to his Immunity; 6 saves total).

Heat check, DC 10 + 1 per additional save (1d20+8=13, 1d20+8=10, 1d20+8=10, 1d20+8=21, 1d20+8=15, 1d20+8=18) Two failed saves, so -2 CON (and -1 Toughness and Fort), and he's Fatigued (cannot move all out or charge, -2 Str and Dex, -1 Attack and Defense).

Coming up: Dok meets more colorful characters! Also, catfights!

Posted

Quick & Dirty Stats

Eramas, Human Gladiator (PL 3/4)

Str 18/+4, Dex 12/+1, Con 14/+2, Int 10/+0, Wis 8/-1, Cha 12/+1

Initiative: +1

Defense: +3, +1 flat-footed

Saves: Toughness +2 (+2 Con), Fort +5, Rex +5, Will +3

Attack: +3 (Grapple +7)

DMG +4 (unarmed)

Skills: Acrobatics +5, Bluff +5, Notice +5

Feats: Taunt

Kanla, Human Gladiator (PL 5)

Str 18/+4, Dex 18/+4, Con 16/+3, Int 10/+0, Wis 8/-1, Cha 10/+0

Initiative: +4

Defense: +6, +2 flat-footed

Saves: Toughness +4, Fort +5, Rex +5, Will +3

Attack: +6 (Grapple +10)

DMG +4 (unarmed), Snare 4 (bolas)

Skills: Acrobatics +5, Intimidate +5, Notice +5

Feats: Acrobatic Bluff, All-Out Attack, Improved Grab, Power Attack, Startle

T'Kkyl, Thri-Kreen Gladiator (PL 4)

Str 14/+2, Dex 18/+4, Con 16/+3, Int 14/+2, Wis 12/+1, Cha 14/+2

Initiative: +4

Defense: +4, flat-footed +1

Saves: Toughness +5 (+3 Con, +2 Protection), Fort +4, Ref +4, Will +2

Attack: +4 (Grapple +6, +8 w/ Additional Limbs)

DMG +2 (bite or unarmed), Paralyze 4 (bite)

Powers: Additional Limbs 2 (four arms), Immunity 1 (sleep), Leaping 2 (x5), Paralyze 4 (poison bite), Protection 2, Speed 1, Super-Senses 2 (darkvision)

Skills: Acrobatics +5, Notice +5, Survival +5

Feats:

Vaerhirmana, Half-Elf Fighter/Mage (PL 4)

Str 16/+3, Dex 16/+3, Con 16/+3, Int 14/+2, Wis 12/+1, Cha 14/+2

Initiative: +3

Defense: +5, +2 flat-footed

Saves: Toughness +3, Fort +3, Ref +1, Will +3

Attack: +3 (Grapple +6; TK grapple +2)

DMG +3 (unarmed), +5 (quarterstaff)

Powers: Magic 2 (Illusion 1 [visual, Progression 2 [25 ft.]], Morph 2 [+10 Disguise, Any Humanoid], Move Object 1 [str 5; Range/Perception, Subtle]), Super-Senses 5 (Accurate Auditory ["hear light"; Flaw: Not in Darkness], Detect Magic 3 [Mental])

Skills: Bluff +5, Diplomacy +5, Gather Info +5, Know (Arcane) +5, Notice +5, Sleight of Hand +5, Stealth +5

Feats: Ritualist

Dok's initiative (1d20+7=22)

Eramas's initiative (1d20+1=16)

Kanla's initiative (1d20+4=12)

T'Kkyl's initiative (1d20+4=22)

Vaerhirmana's initiative (1d20+3=6)

Initiative

22(a) -- Dok -- Unharmed, -2 Con, Fatigued (cannot move all out or charge, -2 Str and Dex, -1 Attack and Defense) -- 6 HP

22(B) -- T'Kkyl -- Unharmed

16 -- Eramas -- Unharmed

12 -- Kanla -- Unharmed

6 -- Vaerhirmana -- Unharmed

No Mooks here, they're all named!

Surprise Round

After many feints and parries, Kanla knocks Vaerhirmana down, loops her bola around her neck, and begins to choke her.

Round 1

Dok

Sees something he can stop, and does so! Or tries to, at least.

Move Action: Switch to Melee Mode (melee attack +13, Grapple +12 due to Fatigue)

Standard Action: Atempts to break Kanla's grapple

Dok's melee vs. Kanla (Defense 12) (1d20+13=25)

Dok's grapple check (1d20+12=26)

Kanla's grapple check (1d20+10=15) Dok beats, so he breaks the Grapple

T'Kkyl

Standard Action: Bite/Paralyze the slop-carrier (Mook, PL 2, Defense 12)

T'Kkyl Takes 10 on attacking the Mook, he hits.

Slop-Carrier's Toughness save (DC 17), Fort save (DC 14) (1d20+2=22, 1d20+2=22) :shock: He is IMMORTAL!

Eramas

Moves to interpose himself between T'Kkyl and the tasty slop-carrier

Kanla

Temporarily redirects her rage into attacking the person who tried to stop her from killing Vaerhirmana: Dok

Move Action: Kanla Intimidate check to Startle, w/ -5 penalty for doing so as Move action (1d20=12)

Dok's opposed Sense Motive check (1d20+9=26) Success, Dok remains un-Startled

Standard Action: Punching!

Kanla vs. Dok (Defense 17); Al-Out Attack (+2 Attk/-2 Def), Power Attack (-2 Attak/+2 Dmg); DC 21 Toughness save if she hits (1d20+8=13) misses

Vaerhirmana

Move Action: Stands up

Move Action: Backs away from Kanla

Slop-Carrying Bystander

Beats feet and dashes away

Round 2

Dok

Attempts a sleeper hold (grapple, damage) on Kanla

Move Action: Attempt to Bluff/Feint, -5 for doing so as a Move action (1d20-6=14)

Kanla's Sense Motive (1d20-1=19) :shock: two Nat20s! Also, she sees through it.

Standard Action: Attack to grapple

Dok's attack vs. Kanla (Defense 16); Power Attack (-5 Attk/+5 Dmg) (1d20+8=20)

Dok's Grapple check (1d20+12=21)

Kanla's opposed Grapple check (1d20+10=13) Dok wins, by 5+, so she's Bound/Helpless

Free Action: Extra Effort to SURGE; will be Exhausted at start of next round.

Standard Action: Dok applies damage. No attack roll needed. DC 15 -1 (Str) +5 (Power Attack) +5 (Sneak Attack) = DC 24

Kanla's Toughness save, DC 24 (1d20+4=16) Fails by 8, she's Bruised + Dazed

T'Kkyl watches Dok

Eramas checks on Vaerhirmana

Kanla

Reaction: GM fiat to clear Dazed; Dok gets an HP (7 now).

Move Action: attempts to escape Dok's pin

Kanla's Grapple (1d20+10=20)

Dok's Grapple (1d20+12=29) She's going nowhere

Move Action: Tries again to escape

Kanla's Grapple (1d20+10=24)

Dok's Grapple (1d20+12=22) Kanla beats by 2, I'll say the frees her from being Bound/Helpless, now she's merely Pinned

Vaerhirmana

Full Action: refocuses her initiative; she'll go on 23 (before Dok)

Round 3

Vaerhirmana

Standard Action: Assuming the strange pale man is going to continue trying to grapple/subdue Kanla, she uses her TK to aid him in his Grapple checks

Vaerhirmana Aid Grapple check (DC 10) (1d20+2=6) Close, but no

Reaction for Dok: Notice check to notice Vaerhirmana's Subtle TK (DC 20) (1d20+9=11) Dok does not notice

Move Action: Moves to keep someone between her & Kanla

Dok

Reaction: Use that newly-earned HP to nix the fatigue from the Extra Effort last round, so he's still just Fatigued, not Exhausted. (6 HP now)

Standard Action: Tries to re-establish Bind on Kanla

Dok's Grapple check (1d20+12=22)

Kanla's Grapple check (1d20+10=28) She's wise to his ways!

Move Action: Nothing

T'Kkyl continues to watch Dok

Eramas stands between Vaerhirmana and Kanla

Kanla

Move Action: Tries to escape again

Kanla's Grapple check (1d20+10=13)

Dok's Grapple check (1d20+12=32) ugh, waste of a Nat20

Move Action: Tries escape again

Kanla's Grapple check (1d20+10=12)

Dok's Grapple check (1d20+12=17) She fails and is still Pinned

Round 4

Vaerhirmana

Standard Action: Tries to use her TK again to Aid Dok in his grappling

Vaerhirmana Aid Grapple check (DC 10) (1d20+2=20)

Reaction for Dok: Notice check to notice Vaerhirmana's Subtle TK (DC 20) (1d20+9=24) He notices that time

Dok

Standard Action: Tries to re-bind Kanla

Dok's grapple check, w/ +2 from Vaerhirmana's Aid (1d20+14=22)

Kanla's grapple check (1d20+10=29) :argh:

Free Action: Extra Effort to surge for another Standard Acton; will be Exhausted at start of next round

Standard Action: Inflict Damage on the Pinned Kanla. No Attack Roll needed, since she's Pinned she's effectively flat-footed, so Sneak Attack Damage comes into effect (so DC 19 Toughness).

Kanla's Toughness save (DC 19), w/ -1 from 1 Bruise (1d20+3=21) :argh:

Move Action: Nothing

T'Kkyl & Eramas keep doing their thing.

Kanla

Move Action: Tries to escape again

Kanla's grapple check (1d20+10=25)

Dok's grapple check (1d20+12=15) She's free!

Standard Action: Kicks Dok in the face

Kanla's Attack vs. Dok (Defense 17); All-Out Attack (+5 Attk/-5 Def), Power Attack (-5 Attk/+5 Dmg); DC 19 Toughness (1d20+6=13) misses

Round 5

Vaerhirmana

Standard Action: Tries to use her TK again to Aid Dok in his grappling

Vaerhirmana Aid Grapple check (DC 10) (1d20+2=22) Too bad Nat20s don't have any extra effect here!

Dok

Reaction: Spend an HP to nix fatigue from last round's Extra Effort, so he's stil just Fatigued, not Exhausted. 5 HP now.

Standard Action: Tries to grapple Kanla again

Dok's grapple check, w/ +2 from Vaerhirmana's Aid (1d20+14=33) yes!

Kanla's grapple check (1d20+10=22) fails by 5+, so she's Bound/Helpless

Free Action: Extra Effort to SURGE for another Standard Action.

Full Action: Coup de Grace Kanla

Kanla's Toughness save (DC 24), w/ -1 from 1 Bruise (1d20+3=7) Fails by 17, she's KO'd

Dok's down to 5 HP, and will be Exhausted (move 1/2 normal speed, -6 Str and Dex, -3 Attack and Defense) at the start of the next round. Good thing it's late at night and he'll be getting some sleep, right? Riiight....

  • 2 weeks later...
Posted

One night's rest restores 1 point of CON, so he's only down one point (and is at CON 9/-1).

DC 10 CON check per hour's rest to reduce Exhausted to Fatigued, or Fatigued to Normal.

Con checks, DC 10 (1d20=16, 1d20=6, 1d20=10, 1d20=8, 1d20=11, 1d20=2, 1d20=6, 1d20=13) Exhausted is reduced to Fatigued after one hour, Fatigue's reduced to nothing after three. Dok's as well-rested as he can be.


Quick & Dirty stats:

Tembo, PL 4

Str 20/+5, Dex 16/+3, Con 14/+2, Int 10/+0, Wis 12/+1, Cha 10/+0

Initiative: +3

Defense: +4, +1 flat-footed; +6, +1 flat-footed with Shield

Saves: Toughness +2 (+2 Con), Fort +4, Rex +4, Will +4

Attack: +3 (Grapple +8)

DMG +3 (unarmed), +4 (Death Field)

Skills: Notice +9

Feats: Dodge Focus 2, Evasion 2

Powers: Concealment (chameleon power; Blending), Concealment + Insubstantial (shadow form), Immovability, Insubstantial (ectoplasmic form), Shield (displacement), Strike (death field; Area, Side Effect [takes same damage]), Strike (life drain; Vampiric), Super-Senses (analytical olfactory, extended hearing & visual, low-light vision, scent, tracking scent) (all psionic; Strikes and Conceal/Insub and Insub are in an Array). Also Drain All Traits 1 (necromantic; life-feeding).

Initiative

Initiative for Dok (1d20+7=23)

Initiative for Tembo (1d20+3=8)

23 -- Dok -- -1 Con, 5 HP

08 -- Tembo -- Unharmed

No Surprise round, they're both expecting combat.

Round 1

Dok

Free Action: Maintain Enhanced Charisma

Move Action: Stand up

Free Action: Take 20 (thanks to Mental Quickness) on a Notice check to spot the (Visually Concealed) tembo in the (dark) cage, getting a 29.

DC 20 allows him to hear where it is, so he can aim a shot at its square, but suffers a 50% miss chance due to it being concealed.

Free Action: Defensive Attack, +2 Defense/-2 Attack

Standard Action: Readies to thwack it with his staff if it charges him.

Tembo

Free Action: Maintains Chameleon Effect (Visual Concealment)

Move Action: Moves slowly out of cage, trying to circle around Archeville undetected.

Reaction: Sees Dok's eyes are following it

Free Action: Switch from Concealment to Shield

Standard Action: Attack with mighty life-draining jaws

Tembo's attack vs. Archeville (Defense 20); DC 20 Toughness save (lethal) + DC 11 Fort save (vs/ Drain All) if hit (1d20+3=22) Hits!

Round 2

23 -- Dok -- -1 Con, Bruised, Injured, Dazed, 4 HP

08 -- Tembo -- Unharmed

Dok

Reaction: HP to clear Dazed. 3 HP now.

Move Action: Switch Enhanced Mind to Enhanced Melee Attack Mode

Standard Action: Attack vs. Tembo (Defense 16); Power Attack (-5 Attack/+5 Damage); DC 22 Toughness if it hits (1d20+9=16) just hits!

Tembo

Is Dazed, takes no action.

Round 3

23 -- Dok -- -1 Con, Bruised, Injured, Dazed, 3 HP

08 -- Tembo -- Bruised, Dazed

Dok

Standard Action: Another mighty thwack

Attack vs. Tembo (Defense 16); Power Attack (-5 Attack/+5 Damage); DC 22 Toughness if it hits (1d20+9=13) misses!

Tembo

Standard Action: Attack with Vampiric Bite

Tembo's Vampiric attack vs. Dok (Defense 18); DC 20 Tougnhess if it hits (1d20+3=17) Misses! No tasty life force for you!

Round 4

23 -- Dok -- -1 Con, Bruised, Injured; 3 HP

08 -- Tembo -- Bruised x2

Dok

Move Action: Dok tries to feint the critter. -5 penalty to Bluff for trying to Feint as a move action.

Dok's Bluff check (1d20-6=11)

Standard Action: The mightiest of thwacks!

Attack vs. Tembo (Defense 11); Power Attack (-5 Attack/+5 Damage), Sneak Attack +5; DC 27 Toughness if it hits (1d20+9=27) A most palpable hit!

Tembo

Is Dazed, takes no action

Round 5

Before Dok can attack again, Oghran's Half-Giants prod the Bruised, Staggered Tembo back into its cage.

Move Action to switch back to Enhanced CHA and be awesome for the crowds.

Final Condition: Dok is at -1 Con, Bruised, Injured, and at 3 HP

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