Raveled Posted February 14, 2012 Share Posted February 14, 2012 Glowstar's Ini. (1d20+6=24) Link to comment
Supercape Posted February 14, 2012 Share Posted February 14, 2012 1d20+10=26 for Synth, going to run in fear for now! Link to comment
Airon Posted February 16, 2012 Author Share Posted February 16, 2012 Ok. The Fear attack happended in the surprise round. Now the first true round begins. notes: for the first 3 rounds, whoever moves on the ground suffers a 1/2 penalty on his movement rate, because of the clumsy crowd swarming out of the place in terror. The theatre's ceiling is about 9 meters high (30 ft), with a balcony for special guests and for lighting technicians (equally running out in panic). William the Wonder is trembling in terror on the stage. ROUND 1 Zodiacus will use a full-round action to grapple and throw William. 26) Synth - unharmed, shaken, fleeing for this round, 1 HP 24) Glowstar - unharmed, shaken, fleeing for this round, 6 (wow!) HP 15) Zodiacus - unharmed 13) Wisp - unharmed, 3 HP Wisp is up, while William is starting his descent after smashing into the ceiling. Link to comment
Azuth65 Posted February 16, 2012 Share Posted February 16, 2012 Well, he might have come off as a bit of an egotistical braggart and spotlight hound but, it's bad form for a teleporter to let him fall 30ft. Wisp'll spend her round by teleporting over, grabbing him, and setting him back to flee with the rest of the crowd. Link to comment
Airon Posted February 17, 2012 Author Share Posted February 17, 2012 Well, he might have come off as a bit of an egotistical braggart and spotlight hound but, it's bad form for a teleporter to let him fall 30ft. Wisp'll spend her round by teleporting over, grabbing him, and setting him back to flee with the rest of the crowd. that's ok, I'd say no roll is required (It would be a Dex check DC 5, let's just skip it). Synth regains her cool (but she's still shaken) and is up for the beginning or ROUND 2 after Azuth's IC post. I would put Synth about 60 feet from the stage, with still plenty of scared people running around in the middle - so still suffering the 1/2 penalty to land movement. Link to comment
Supercape Posted February 17, 2012 Share Posted February 17, 2012 Move Action: Reconfiguring Variable Array: 4 PP: Speed x5 and Leaping x5 (Leg tissue) 5 PP: Elongation 6 (100 feet) Standard Action: Elongate limb and strike 1d20+8=12 fail! Link to comment
Airon Posted February 17, 2012 Author Share Posted February 17, 2012 yep, that's a miss. 26) Synth - unharmed, shaken, 1 HP 24) Glowstar - unharmed, shaken, 6 (wow!) HP 15) Zodiacus - unharmed 13) Wisp - unharmed, 3 HP Glowstar's turn; he is no longer fleeing but still shaken. Link to comment
Raveled Posted February 20, 2012 Share Posted February 20, 2012 Gonna try to grab the newcomer with CO and grapple him. Glowstar's ranged attack roll, vs Zodiacus' Def. Grapple (1d20+10=25) That should hit, even if he's Def-shifted. Glowstar's grapple check. (1d20+24=34) Heh. I'm happy with that. Link to comment
Airon Posted February 21, 2012 Author Share Posted February 21, 2012 as discussed in chat, you can't grapple with Create Object, but you can trap enemies under a dome or similar, providing they don't pass a Reflex save. Zodiacus's Reflex 1d20+8 → [1,8] = (9) nice. He's trapped under the dome (or other shape, if you like), but his mobility isn't limited. He uses his Strike to destroy the construct, and he uses the Power Attack +2 maneuver. Toughness DC 31 for Glowstar's construct. In case he gets free, he will try to feint, as a Move action, on Glowstar 1d20+6 → [3,6] = (9) yeah, that's not doing much good. Sense Motive DC 9 for Glowstar. 26) Synth - unharmed, shaken, 1 HP 24) Glowstar - unharmed, shaken, 6 (wow!) HP 15) Zodiacus - unharmed, entrapped? 13) Wisp - unharmed, 3 HP Wisp's turn Link to comment
Raveled Posted February 21, 2012 Share Posted February 21, 2012 Glowstar's CO's Toughness save, vs DC 31. (1d20+12=20) So it's.... Staggered + Dazed. Link to comment
Airon Posted February 21, 2012 Author Share Posted February 21, 2012 Glowstar's CO's Toughness save, vs DC 31. (1d20+12=20) So it's.... Staggered + Dazed. it's Toughness for the object, so your construct is disabled (aka it no longer functions: since it was a barrier, it is now a barrier with a hole in it). Wisp is up Link to comment
Azuth65 Posted March 2, 2012 Share Posted March 2, 2012 Move action, acrobatic bluff: 1d20+15=22 Attack: 1d20+10=20 Link to comment
Airon Posted March 2, 2012 Author Share Posted March 2, 2012 Sense motive to resist the bluff 1d20+16 → [9,16] = (25) he's not flat-footed, the Blast doesn't hit. go ahead and post IC ROUND 3 26) Synth - unharmed, shaken, 1 HP 24) Glowstar - unharmed, shaken, 6 HP 15) Zodiacus - unharmed 13) Wisp - unharmed, 3 HP Synth is up after Azuth's IC post Link to comment
Supercape Posted March 4, 2012 Share Posted March 4, 2012 SYnth: I'm not sure when the Shaken is wearing off? Move Action: Move to Melee (if I can) Standard Action: Another Attack 1d20+8=22 if you are including the Shaken Penalty. That's a DC 25 Toughness, and a grapple as a reaction (from feat) 1d20+6=23 Forgot to add Shaken Penalty which would be 21. Link to comment
Airon Posted March 4, 2012 Author Share Posted March 4, 2012 SYnth: I'm not sure when the Shaken is wearing off? Move Action: Move to Melee (if I can) Standard Action: Another Attack 1d20+8=22 if you are including the Shaken Penalty. That's a DC 25 Toughness, and a grapple as a reaction (from feat) 1d20+6=23 Forgot to add Shaken Penalty which would be 21. Since there's no mention of how long it lasts, I'm house-ruling that Fearsome Presence wears off as soon as the guy who used it gets hurt. you can get to melee, and that 22 hits. DC 25 (we are in Capricorn month, so his Constitution is higher) 1d20+14 → [3,14] = (17) already? Sigh. Synth gets an HP, I'll re-roll 1d20+14 → [17,14] = (31) better Grapple 1d20+17 → [12,17] = (29) 26) Synth - unharmed, shaken, 2 HP 24) Glowstar - unharmed, shaken, 6 HP 15) Zodiacus - unharmed 13) Wisp - unharmed, 3 HP I'd really like to get an IC post from Azuth before proceding further... Link to comment
Raveled Posted March 5, 2012 Share Posted March 5, 2012 Okay, since he's Shaken Glowstar'll use full All-Out Attack to get his Attack bonus back up there. Glowstar's ranged attack check w/ +5 All-Out Attack, vs Zodiacus' Def. DC 27 Tou + Autofire (1d20+15=25) With luck that hits. Link to comment
Airon Posted March 5, 2012 Author Share Posted March 5, 2012 that hits alright, Zodiacus has a defense of +12 TOU DC 28 (27+1) 1d20+14 → [20,14] = (34) man, I'm on a roll with IC this month... Link to comment
Airon Posted March 5, 2012 Author Share Posted March 5, 2012 Zodiacus will use a Full-Round action to use the Scorpion's tail on Synth attack roll 1d20+10 → [13,10] = (23) that should hit. Fortitude, DC 24 (it is a Paralyze effect). 26) Synth - unharmed, shaken, 2 HP 24) Glowstar - unharmed, shaken, 6 HP 15) Zodiacus - unharmed 13) Wisp - unharmed, 3 HP Wisp's turn Link to comment
Azuth65 Posted March 5, 2012 Share Posted March 5, 2012 Well, let's try it again. Acro-bluff:1d20+15=25 Blast: 1d20+10=18 Link to comment
Airon Posted March 6, 2012 Author Share Posted March 6, 2012 Sense motive 1d20+16 → [6,16] = (22) damn... he's hit, and he loses Defensive Roll... TOU, DC 27 1d20+10 → [15,10] = (25) 1 bruise and since he's been hit, the shaken effect wears off 26) Synth - unharmed, 2 HP 24) Glowstar - unharmed, 6 HP 15) Zodiacus - bruised 13) Wisp - unharmed, 3 HP after Azuth IC post it is Synth turn again, provided she's not paralyzed or something Link to comment
Supercape Posted March 6, 2012 Share Posted March 6, 2012 Fortitude Effects on Synth. Not very effective. Limited Immunity to Fort Saves (As she is a synthezoid!) So reduces the DC to 17 (I presume its a level 14 effect reduced to 7). 1d20+10=16 Pfah! Well, I'll take that as slowed. I am sure she can shake it off soon enough - on that note feel free to make that Fort Save for me (DC 17, +10 Fort Save) when it comes round to Zodiacus again, for purposes of keeping the thread running! Link to comment
Airon Posted March 6, 2012 Author Share Posted March 6, 2012 ok, it is still your turn: since you're slowed, you can take only 1 action, either Move or Standard Link to comment
Supercape Posted March 6, 2012 Share Posted March 6, 2012 Then I will try a straightforward attack, no frills: Also, the -1 to attack / defence / reflex is not particularly pleasant. 1d20+9=15 I suspect thats a whiff. Tell me when you want an IC post. Link to comment
Airon Posted March 6, 2012 Author Share Posted March 6, 2012 you can go ahead and post after azuth - that 15 is in fact a miss 26) Synth - unharmed, slowed, 2 HP 24) Glowstar - unharmed, 6 HP 15) Zodiacus - bruised 13) Wisp - unharmed, 3 HP Glowstar's turn Link to comment
Raveled Posted March 8, 2012 Share Posted March 8, 2012 Glowstar's ranged attack roll, vs Zodiacus' Def. DC 27 Tou + Autofire (1d20+12=15) Oh for the love of.... He has the HP, I'm rerolling that! Glowstar's ranged attack roll, vs Zodiacus' Def. DC 27 Tou + Autofire. Reroll (1d20+12=25) Of course, IC. Link to comment
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