Ari Posted February 23, 2012 Posted February 23, 2012 Because I forgot. Okay, K-I mean Combat Time! Your enemies are the AA Oddballs Mummy as Hed-Ra, and Set as the magician Heqanefer. Initiative rolls, Heqanefer: 16. Hed-Ra: 26. Heraldo: 21.
Airon Posted February 23, 2012 Posted February 23, 2012 Initiative for Saiph 1d20+5 → [19,5] = (24) that's what I'm talking about!
Vahnyu Posted February 23, 2012 Posted February 23, 2012 Initiative for Net Fly! 1d20+3 → [1,3] = (4) .... Anyone wanna trade? No? Awww.
Derin Posted February 23, 2012 Posted February 23, 2012 Woo, initiative! 1d20+4=6 ... well... at least I beat Net Fly?
Scuffles Posted February 23, 2012 Posted February 23, 2012 Whoopsie. Missed that there was an OOC thread! My bad! Glow is obviously too busy hoping the monster is fake, because her initiative is 10
Ari Posted February 23, 2012 Author Posted February 23, 2012 Whoopsie. Missed that there was an OOC thread! My bad! I wholly forgot the MAKE one, so it's actually my bad. :?
Ari Posted February 23, 2012 Author Posted February 23, 2012 Anyhow, Vahn and Derin, if you want to make one last post before the combat begins, go for it. Order is as follows: 1. Hed-Ra: 26, Unharmed 2. Saiph: 24, Unharmed, 2HP 3. Heraldo: 21, Unharmed, 1HP 4. Heqanefer: 16, Unharmed 5. Glow: 10, Unharmed, 2HP 6. Medic: 6, Unharmed, 1HP 7. Net Fly: 4, Unharmed, 1HP EDITED.
Scuffles Posted February 23, 2012 Posted February 23, 2012 Isn't there two bad guys? Heqanefer: 16, Unharmed ? :)
Ari Posted February 24, 2012 Author Posted February 24, 2012 So now Hed-Ra will do his thing and make a Startle attempt on Heraldo, Intimidate check :28. DC28 Intimidate, Sense Motive or Will save. Choosing Sense Motive 12. Hed-Ra: Move Action with Leaping to beside Heraldo. Your turn Airon.
Airon Posted February 24, 2012 Posted February 24, 2012 ok, so - Free Action to power up - Standard action to use Dazzle on Hed-Ra 1d20+6 → [19,6] = (25) that's a hit. Reflex DC 18 or he is blinded for a round. - Move action to fly up near the ceiling, out of the mummy's reach.
Ari Posted February 25, 2012 Author Posted February 25, 2012 EDIT: Because I forgot. Ref save: 18. Hilarious. Heraldo will use the Quick Change feat to transform into the totally effective El Heraldo. Free Action to speak, using a HP to cast Inspire(which in accord with House Rules takes action this turn as well as the next). Edit: his rank is 4 so +4 to Attack rolls, saving throws and Checks. Heqnefer will make a Move action to get 20ft. closer to the heroes, and use the Ankh of Set, switching to the Super-Strength AP. Using it for a Groundstrike, STR roll: 20. DC18 STR/DEX(whichever is higher) check to resist the Trip. EDIT: Also Acrobatics can be used. DC18 Reflex check to halve that DC. (Not applicable for Saiph for obvious reasons) EDIT: And I didn't roll for Heraldo at first for some reason so 24. You're up Glow!
Scuffles Posted February 25, 2012 Posted February 25, 2012 Reflex save vs DC18 = 18. Acrobatics check vs trip (DC 14 I think?) = 27. Free action: Raise telekinetic barrier! Standard action: Acrobatic bluff vs Hed-Ra. Set up to Net Fly. 32. Move action: Acrobatic bluff (at -5) vs Heqanefer: 20 Surge for an additional standard action: Attack Heqanefer with Telekinesis. 1+12=13. Typical. Glow will spend a HP to avoid the fatigue that would have caused.
Ari Posted February 25, 2012 Author Posted February 25, 2012 Hed-Ra's Acrobatics check: 17. Heqanefer's Sense Motive check against the Acrobatic Bluff: 22.
Derin Posted February 25, 2012 Posted February 25, 2012 Dex vs. trip: 1d20+4=22 Going to initiate a grapple on Hequanefer with Fatigue aura active. Attack roll: 1d20+11=18 Grapple check: 1d20+14=23 (I forgot the Inspire, so that should be 27.) ... I don't think that's going to work. But if it does I'd like to pin him. The save DC for the fatigue effect is 16.
Ari Posted February 25, 2012 Author Posted February 25, 2012 Heqanefer's Opposed Grapple Check: 29. Fatigue check: 11. He's Exhausted.
Vahnyu Posted February 25, 2012 Posted February 25, 2012 Reflex check to lower the trip 1d20+7 → [8,7] = (15) Acrobatics check to resist the trip 1d20+5 → [9,5] = (14) phooey Unless standing on his seat grants him a stability bonus, Serge(Who is out of his costume) get up as a move action, and will run(250mph) out of the room and head for the nearest restroom, and he will change clothes there as soon as he can.
Scuffles Posted February 25, 2012 Posted February 25, 2012 If Serge is going to run away can I change my set up bonus to someone who's actually going to hit something? :?
Scuffles Posted February 26, 2012 Posted February 26, 2012 Let's say Saiph seeing as he's all flying around being non-shockwaved.
Ari Posted February 27, 2012 Author Posted February 27, 2012 Sounds good to me! Round Two! 1.Hed-Ra: Unharmed 2. Saiph: Unharmed, 2HP 3. Heraldo: Unharmed, 0HP 4. Heqanefer: Unharmed, Exhausted 5. Glow: Unharmed, 1HP 6. Medic: Unharmed, 1HP 7. Net Fly: Unharmed, 1HP Hed-Ra's mini Power attack(+-2) against the Herald: 19, -2 is 17. That hits. DC25 TOU check: 28. Withstood! Airon, you're up!
Airon Posted February 27, 2012 Posted February 27, 2012 I'll Blast Hed-Ra. Since he's flat-footed thanks to Glow's Set-Up, I'll go for a Power attack +2 1d20+4 → [8,4] = (12) yes, of course I miss. It's bad taste letting a Set-Up go to waste. I'll spend an HP to re-roll that. 1d20+4 → [20,4] = (24) niiiiice. That's a critical. So TOU DC 30 (15 base + 8 blast rank + 2 power attack + 5 critical) for the poor Hed-Ra.
Ari Posted February 27, 2012 Author Posted February 27, 2012 Don't forget the Inspire bonus to your Attack roll. TOU save: 25 Edit: A Bruise, but no worse. Saiph gets a HP for Hed-Ra's tenacity. EDITEDIT: say, isn't there an Immunity to Critical hits on this guy's sheet? And haven't I been reading it over several times before the thread even started? Silly me. HP not removed, no Bruise either, sorry Heraldo will totally Accurate Attack(+-4) with mini All-Out Attack(+-2) against Hed-Ra: 16. Missed. Heqanefer will move 10ft. from his previous position and switch to the Dazzle AP of the Ankh and shoot a lance of light at Saiph: 25, -3 from Exhausted is 22, +4 from Accurate 2 is 26. Edit: No, dummy, the Accurate PF was already accounted for! Why are you counting it TWICE? DC20 Reflex and Fortitude save to avoid being blinded. You're up Glow!
Airon Posted February 27, 2012 Posted February 27, 2012 Reflex save 1d20+6 → [20,6] = (26) ok, wow. Two 20s in a row, that will never happen again.
Recommended Posts