Tiffany Korta Posted March 11, 2012 Posted March 11, 2012 Reflex Save 1d20+8=25. Well never helpless...
Supercape Posted March 11, 2012 Posted March 11, 2012 I will throw in Steams Initiative, for Prosperity! 1d20+3=20 is pretty good!
Tiffany Korta Posted March 12, 2012 Posted March 12, 2012 Fro the record Revenants Initiative is 1d20+6=23. Do I get to act this round or does evil!me get a surprise round?
Airon Posted March 13, 2012 Author Posted March 13, 2012 for reference, the doppleganger is a slightly beefed up Master of disguise Oddball, with aquatic template applied. Her initiative. 1d20+7 → [9,7] = (16) oh, good. The surprise round was this one, where she attacked Revenant with the Snare. Now it begins a normal round. 23 - Revenant, unharmed, 2 HP 20 - Steam, unharmed, 4 HP 16 - Doppleganger, unharmed The Doppelganger is about 5 feet underwater, near the dock. Revenant is 15 feet below her. Steam of course is on the dock. Underwater fighting penalties are on Mastermind's Manual, page 125 (namely: speed halved, -2 to attacks, damage DC halved). In addition, being well below underwater means the whole scene is dark, so unless you have a Super-Sense of some sort, the Partial Concealment penalites apply to the underwater fight as well (20% chance of missing). Revenant has to make a Swim check DC 10 to move, but since she has Swim +10 thanks to her strength, I say we can skip this roll and get to the action. Revenant is up.
Tiffany Korta Posted March 13, 2012 Posted March 13, 2012 okay here we go : MoveAction : Swim my full 15 feet up to the Doppleganger. Standard Action : Going to grapple the Doppleganger Attack roll 1d20+11=13 well that isn't going to work going to spend A HP for a reroll, 1d20+11=23 (sorry forgot the -2 so 21) much better. Concealment 1d20=11 (miss on a 17+) Grapple 1d20+20=24 (I noticed the Grapple on my sheet is calculated wrong it should be Base 9+Str 10+S-Str 1=10)
Airon Posted March 13, 2012 Author Posted March 13, 2012 okay here we go : MoveAction : Swim my full 15 feet up to the Doppleganger. Standard Action : Going to grapple the Doppleganger Attack roll 1d20+11=13 well that isn't going to work going to spend A HP for a reroll, 1d20+11=23 (sorry forgot the -2 so 21) much better. Concealment 1d20=11 (miss on a 17+) Grapple 1d20+20=24 (I noticed the Grapple on my sheet is calculated wrong it should be Base 9+Str 10+S-Str 1=10) actually that 21 isn't enough to hit - as you can see from the build I posted upthread, she has a Defense of +13. The momentum of the attack brought the both of you to float - both your heads are now visible from the docks. Steam is up.
Supercape Posted March 15, 2012 Posted March 15, 2012 Ok Just for the fun of it, Steam is going to Jump into Alice the Underwater Ship.
Airon Posted March 15, 2012 Author Posted March 15, 2012 Doppelganger attack roll vs Revenant 1d20+13 → [16,13] = (29) it's a hit! TOU DC 24 for Lucy, then it's her turn. Leviathan, the Ewoma Impersonator is a Alien Inflitrator Oddball seriously scaled down (around PL 7). It also has the Deep One template applied. her initiative 1d20+2 → [7,2] = (9) also, make a Arcane Lore check DC 15 the pain and struggle of Ewoma looks like a spell of mind-binding DC 20 you've been thaught about this spell by Jon, it's a typical tool of Serpent People
Eviscerus Posted March 15, 2012 Posted March 15, 2012 alright the arcane lore check is 21 not bad for once and initiative is 6 that's the IC I know!
Airon Posted March 18, 2012 Author Posted March 18, 2012 Revenant has to make a DC 24 TOU save, then it's her turn in the docks confrontation. There's no longer Partial Concealment thanks to Alice's lights. ALso, I don't know if it's clear, but I'm imagining the docks as having a ladder or something to get out of the water...
Tiffany Korta Posted March 19, 2012 Posted March 19, 2012 Toughness save 1d20+11=28. Revenant's going to clamber up onto the nose of Alice, assuming it has a proper Vernesque front. If I do will I be close enough to give my double a healthy kick?
Airon Posted March 19, 2012 Author Posted March 19, 2012 No, the fight is not close enough to the submarine. I would allow you this though: climb up, then jump down on her to attack - American Wrestling style. Thus you'll be free of water penalties for the attack, but you'll end up in water at the end of your round. Another option is to climb up Alice's nose and Ready an attack action in case the double comes after you (or in case Steam moves that thing forward).
Tiffany Korta Posted March 20, 2012 Posted March 20, 2012 I was planing on the latter anyhow, so I'll ready an attack and hope Lord Steam thinks I'm on his side .
Airon Posted March 20, 2012 Author Posted March 20, 2012 very well. IC post coming soon. Lord Steam, ahoy!
Airon Posted March 20, 2012 Author Posted March 20, 2012 Ewoma attack on Leviathan 1d20+9 → [3,9] = (12) that's a miss Ewoma is heavily based on the Alien Infiltrator Oddball, with the Deep One template applied, but she's only about PL 7. 9) Ewoma, unharmed 6) Leviathan, unharmed, 0 HP? *** If needed, here's the Doppleganger Bluff check to fool Lord Steam 1d20+20 → [18,20] = (38) WOAH! 23 - Revenant, unharmed, 2 HP 20 - Steam, unharmed, 4 HP 16 - Doppleganger, unharmed *** Lord Steam and Leviathan are up in theri respective battles.
Supercape Posted March 20, 2012 Posted March 20, 2012 Well, even Lord Steam cant possibly beat that bluff check. He is just going to have to sit this one out! He can, however, even the odds. Would you allow an HP use to drain the Docks to "Dry" status, seeing as it is his HQ?
Airon Posted March 21, 2012 Author Posted March 21, 2012 Well, even Lord Steam cant possibly beat that bluff check. He is just going to have to sit this one out! He can, however, even the odds. Would you allow an HP use to drain the Docks to "Dry" status, seeing as it is his HQ? Recognition could still be possible with some crafty idea, of course. I'm open to anything. For the drying the docks stuff, yes, I think with an HP it could be possible, but it will take at least 1 full round (so there's still water until your next turn in Initiative...) Does that seems reasonable? EDIT: also, describe how high the docks are above the bottom of the water-filled part.
Eviscerus Posted March 21, 2012 Posted March 21, 2012 Alright, so Leviathan is going to attempt to snare her first 25 Natural 20 to hit! how bout them apples, hehe so that makes the Snare a DC 24 Reflex save also will move away from the impostor and bring up my force field
Supercape Posted March 21, 2012 Posted March 21, 2012 For the drying the docks stuff, yes, I think with an HP it could be possible, but it will take at least 1 full round (so there's still water until your next turn in Initiative...) Does that seems reasonable? EDIT: also, describe how high the docks are above the bottom of the water-filled part. That sounds very reasonable to me. As for the details: I just thought that he would have some nifty pump device to allow the docks to go Dry - by sealing off the area and pumping the water. If that makes sense.
Airon Posted March 21, 2012 Author Posted March 21, 2012 Ewoma's Ref Save 1d20+5 → [2,5] = (7) failed by 18! She's utterly helpless. In her turn, she'll try to break free using her Strength That's a TOU save DC 20 for the Snare tentacle, who has a TOU of +14 thanks to the critical. 9) Ewoma, unharmed, bound and helpless 6) Leviathan, unharmed, 0 HP The Snare only breaks if it fails by 10 or more, which is impossible right now. You have a few rounds (at least 4) of relative tranquillity while she tears down its resistance. *** The Doppleganger will try to hit Revenant again her attack roll 1d20+13 → [3,13] = (16) whaddayouknow, she misses. Of course this triggers the Readied action, if you want. A Readied action is declared in advance so you can only Attack her if you don't wish to lose the action. 23 - Revenant, unharmed, 2 HP 20 - Steam, unharmed, 3 HP 16 - Doppleganger, unharmed go ahead and resolve the Readied action, then you can act again since it's your turn. Remember that there's still water until Steam's turn.
Eviscerus Posted March 21, 2012 Posted March 21, 2012 since she is helpless, Leviathan will coup de gras with his blast 9 to knock her out, which is a full round action I believe! So it'd be a DC 24 Toughness save to resist as a coup de gras is an automatic critical.
Airon Posted March 21, 2012 Author Posted March 21, 2012 Fort save vs DC 24 1d20+7 → [16,7] = (23) wuuuf I imagine you did a dramatic gun cock with your vocie before putting the hand on the back of her head and blast. Feel free to post IC. Also, remeber that being knocked out is not eternal, she's waking up in a few minutes.
Eviscerus Posted March 23, 2012 Posted March 23, 2012 I will attempt to locate the others by going outside and listening for trouble or looking over the grounds, let me know if I need some sort of check to find them.
Tiffany Korta Posted March 24, 2012 Posted March 24, 2012 Attack Roll 1d20+11=22, so close, I don't suppose I can scrounge up a plus one from somewhere .
Airon Posted March 24, 2012 Author Posted March 24, 2012 Attack Roll 1d20+11=22, so close, I don't suppose I can scrounge up a plus one from somewhere . you can't... but remember that you have another round, since this was the Readied action. You have another shot.
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