Airon Posted December 1, 2011 Author Posted December 1, 2011 Ok, Leviathan gets an HP for being a scaly monster. No matter the most dangerous opponent, now Lord Brutus has his eyes pretty much on a single target. 18 - 2 guards, unconscious 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 2 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 - Lord Brutus, unharmed Revenant is up.
Tiffany Korta Posted December 6, 2011 Posted December 6, 2011 Straight foward punch for now 1d20+11=23. That a DC 26 Toughness save.
Airon Posted December 6, 2011 Author Posted December 6, 2011 DC TOU 26 1d20+14 → [13,14] = (27) he's a tough one his turn standard action to grab Revenant; she has a defense of 20 1d20+10 → [19,10] = (29) she's grabbed I assumed the Attack specialization (unarmed) added to the grabbing attack; even if it doesn't, that 19 takes care of the ambiguity opposed Grapple check 1d20+21 → [16,21] = (37) wow! she can't top that with her +16 Move action to throw her at Leviathan; he has def 15 1d20+6 → [11,6] = (17) it's a hit! (grabbing, grappling and throwing is a full-round action) TOU DC 25 (= his strength; I asked in chat about that) for both. (ohmygodI'msohappythatmaneuverworked )
Tiffany Korta Posted December 7, 2011 Posted December 7, 2011 I'm disturbed you enjoy that quite so much . Before I roll a stupid question, can i spend a hero point and take something like Interpose and take both set of damage?
Airon Posted December 7, 2011 Author Posted December 7, 2011 I'd say no... you can't Interpose if your own body is the weapon. I asked the Refs that confirmed it. Sorry, TK... :)
Tiffany Korta Posted December 7, 2011 Posted December 7, 2011 Worth a try, Toughness save 1d20+10=22, so Bruised I think.
Eviscerus Posted December 7, 2011 Posted December 7, 2011 okay here's Leviathan's save vs DC 25 16, gonna hp re-roll that nonsense 26 much better! :D
Airon Posted December 7, 2011 Author Posted December 7, 2011 very well! END OF ROUND 1 ROUND 2 seeing as their mates fell down pretty quickly, the remaining two guards are ready to get into battle; here's their initiative 1d20+1 → [17,1] = (18) what are the odds... so far, though, Lord Brutus seems to have situation under control, so they will Delay until after him 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, bruised 16 (1) - Lord Brutus, unharmed 16 (2) - 2 guards, unharmed Steam is up. Brutus didn't move much, so he is considered at melee distance for him; the guards aren't.
Supercape Posted December 8, 2011 Posted December 8, 2011 Nothing too fancy for Steam then: Move Action: Feint 1d20+10=24 Standard Action: Attack! Shift +2 Damage, -2 Attack 1d20+9=16 Which is not so good, but may hit the mark if the feint is successful. If so, its DC 22 Toughness. I'll wait to see if that feint works before posting IC
Airon Posted December 8, 2011 Author Posted December 8, 2011 Nothing too fancy for Steam then: Move Action: Feint 1d20+10=24 Standard Action: Attack! Shift +2 Damage, -2 Attack 1d20+9=16 Which is not so good, but may hit the mark if the feint is successful. If so, its DC 22 Toughness. I'll wait to see if that feint works before posting IC Ok, Sense Motive to resist the feint 1d20+10 → [12,10] = (22) nope, he's fooled Now I don't know if you are role-playing Steam's limited knowledge of his opponent or if you just didn't see it, but Brutus has Impervious Toughness 10; the only way for Steam to hurt him is to Power Attack all the way to Atk +6/Dmg +10. Luckily his flat-footed defense is a sad 13, so your roll of 7, with +6 instead of +9 (from the +5 damage shifted Power Attack) is still enough to hit. I'm willing to let you correct it, if you didn't notice; of course if you're just role-playing leave it as it is. Anyway, Brutus TOU save 1d20+14 → [14,14] = (28) which makes everything I wrote above moot, since he saves anyway. Leviathan is up after Supercape's IC post. 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, bruised 16 (1) - Lord Brutus, unharmed 16 (2) - 2 guards, unharmed
Supercape Posted December 8, 2011 Posted December 8, 2011 No, I would view that as Metagaming - I'll say the cane bounces off and Lord Steam learns he needs to hit harder! Post IC coming up.
Eviscerus Posted December 9, 2011 Posted December 9, 2011 Alright then gonna try this snare attack thing again, seeing as how ineffective his compadres attacks have been on the brute 10 not good enough, gonna hp re-roll 14, with the +10 for re-roll that's a 24, that should do it! so it's a DC 19 reflex save for Brutus
Airon Posted December 9, 2011 Author Posted December 9, 2011 Ref DC 19 1d20+5 → [13,5] = (18) failed by 1, he is Entangled. You still have a Move Action, if you wish.
Eviscerus Posted December 9, 2011 Posted December 9, 2011 sure, I'll move into the nearest shadowy area, just in case I need to quickly teleport to safety, hehe
Airon Posted December 9, 2011 Author Posted December 9, 2011 very well, Revenant is up; since she'd been tossed, she is not within melee range of the warlord, and has to move to get to him.
Tiffany Korta Posted December 9, 2011 Posted December 9, 2011 Free Action Revenants recovers from Bruise Going to Charge with a Power Attack 1d20+4-2=4. Oh that's not going to work, let's try for a reroll, 1d20+4-2=22. Much better being a Critical and All . I'll take the +5 damage so he has to save against DC33.
Airon Posted December 10, 2011 Author Posted December 10, 2011 so tou DC 33 1d20+14 → [1,14] = (15) failed by 18 , unconscious. We can't have such a sad demise on the second round. GM fiat, improved re-roll; Revenant re-gains her HP 1d10+24 → [6,24] = (30) failed by 3, bruised 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 0 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 (1) - Lord Brutus, entangled, bruised 16 (2) - 2 guards, unharmed Brutus's turn Standard action to try and break free of the Snare He uses his strength, so TOU DC 25 for the snare 1d20+9 → [2,9] = (11) Brutus is free Move action to Demoralize Leviathan, using Intimidate at -5; He'll take 10 with skill mastery, so 10+15-5=20; Leviathan defends with the highest of Will, Sense Motive or Intimidate; if he fails he is shaken. Guards Move action to get into the melee Standard action to attack Revenant 1d20+5 → [16,5] = (21) 1d20+5 → [6,5] = (11) one TOU save, DC 20, for Revenant right now everybody but Leviathan is considered engaged in the same melee; shooting from outside Leviathan is going to suffer the usual penalties. Tiffany and Eviscerus have to resolve their rolls, and Lord Steam is up for the beginning of the third round.
Supercape Posted December 10, 2011 Posted December 10, 2011 Once again, using take down feat, with a shifted attack of -3 attack and +3 damage. Taking 10 on any minion attack. So, providing an attack roll of 18 hits... DC 23 Toughness save on first minion. If KOd, then DC 23 on second minion. If second minion KO'd, then a fully shifted attack -5 attack, +5 damage, on Lord Brutus... 1d20+6=9 which will miss! IN addition, as a move action, lets try intimidating him! 1d20+5=18 unlikely to work, but hey ho.
Tiffany Korta Posted December 10, 2011 Posted December 10, 2011 My Toughness save 1d20+11=30. I think I'm okay there!
Eviscerus Posted December 11, 2011 Posted December 11, 2011 Okay, here's Leviathan's save vs intimidate 23 how bout that, rolled well for once! Let's see if I can continue to frustrate the lumbering brute, with yet another snare! 18 ahah! I believe that hits!
Airon Posted December 11, 2011 Author Posted December 11, 2011 so DC 23 TOU for the guards 1d20+5 → [19,5] = (24) 1d20+5 → [19,5] = (24) wow are you kidding? Sorry for Steam, his takedown stops kinda miserably at the first dude. As for the Intimidate, he'll take 10 on his Sense Motive check for a total of 20. Leviathan's Snare would be a hit, but as I wrote above right now everybody but Leviathan is considered engaged in the same melee; shooting from outside Leviathan is going to suffer the usual penalties. said penalties are of -4, unless you have the Precise feat, which you haven't; so your attack is 14, not enough. 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 0 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 (1) - Lord Brutus, bruised 16 (2) - 2 guards, unharmed Revenant's turn
Tiffany Korta Posted December 21, 2011 Posted December 21, 2011 Let's gop for a simple attack again, that 1d20+11=24 to hit. So a DC 26 Toughness save.
Airon Posted December 22, 2011 Author Posted December 22, 2011 TOU DC 26 for Brutus 1d20+13 → [11,13] = (24) another bruise Brutus Move action: Intimidate (-5) on Revenant, do demoralize her. He'll take 10 with skill mastery. DC 20 (highest of intimidate, sense motive and Will) or be shaken. Standard action to charge at Leviathan (as per house rules), Power Attack shifted +2 (so with the modifiers for the charge he is at -2 def, +2 damage) 1d20+10 → [12,10] = (22) TOU DC 27 for Leviathan Guards: Standard attack, one at Steam, the second at Revenant 1d20+5 → [7,5] = (12) 1d20+5 → [11,5] = (16) both miss END OF ROUND 3 ROUND 4 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 0 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 (1) - Lord Brutus, bruised 2 (-2 Def for 1 round) 16 (2) - 2 guards, unharmed Steam's turn (now Brutus is no longer at melee distance for Revenant and Steam, but the guards are).
Supercape Posted December 23, 2011 Posted December 23, 2011 -3 Attack, +3 Damage Shift attacks, takedown feat! Taking 10 on attacks so should hit Guard 1. DC 23 Toughness, if he fails (and KO), DC 23 TOughness on the other guy. If that works out, ill use the move action to move up to Brutus (if I can reach - if not, move as much as I can for that move action). Waiting for result before IC post./
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