Scuffles Posted March 5, 2012 Share Posted March 5, 2012 It would basically be a case of telekinetically grabbing hold of its jaw and trying to pull it open. You can grapple with telekinesis so I don't think it's too much of a stretch to imagine that she can help pull open the mouth of a flying undead shark! If you think that's not a good idea she could possibly also stunt create object and jam something in between its jaws to help keep them open enough for Morgan to wriggle out. Link to comment
Raveled Posted March 5, 2012 Author Share Posted March 5, 2012 Okay, so per discussion in chat, Glow will stunt the following off her TK array: Enhanced Feat 13 (Attack Specialization [Grapple], Extra: Affects Others [+0}, Range/Ranged) [26PP] that will give Crow a +26 to his Grapple score, but Glow will have to roll to hit him as he's being carried around by the Shark. Of course, she could up the range to Perception but that would be even more points... Link to comment
Scuffles Posted March 5, 2012 Share Posted March 5, 2012 Kristin isn't in costume but with a classmate being chomped on by a giant shark she's just going to flat out disregard that. Standard action: Aid Morgan as per the post above. Attack roll with +2 from all out attack: 16+10=26 Crow will get +26 to his grapple check to escape! :D Link to comment
Quinn Posted March 5, 2012 Share Posted March 5, 2012 Beat the jaws! Grapple check! (1d20+26=44) And those jaws are open wide. Morgan tumbles out, and makes with the midair snare before he turns into a pancake. All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Snare! (1d20+14=34) Roll 1, a DC 25 check, and according to Rav the shark made it. Stupid speedy bones! However, Morgan would greatly rather not go splat on the museum tiles, so! Burn an HP for another Standard action, take two!All Out Attack (+5 Atk/-5 Def) Power Attack (+5 Dmg/-5 Atk) Snare! REDUX! (1d20+14=32) DC 20 Reflex. Link to comment
Raveled Posted March 5, 2012 Author Share Posted March 5, 2012 For the record: First Reflex save. Shark Monster's Reflex save, vs DC 25. (1d20+8=28) Second Reflex save. Shark Monster's Reflex save, vs DC 20. (1d20+8=15) Yeah, so it's Bound + Helpless. El Heraldo is up. Link to comment
Ari Posted March 5, 2012 Share Posted March 5, 2012 Welp, no time to lose. Using Inspire 4, +4 to Attack rolls, checks, etc... Link to comment
Airon Posted March 7, 2012 Share Posted March 7, 2012 Sorry, didn't realize it was my turn. The shark monster is helpless, and I have a +4. This calls for a Power Attack (just +2, since I don't have the feat). Attack roll +6, -2 power attack, +4 Inspire 1d20+8 → [11,8] = (19) that should hit any Helpless target. TOU DC 25 (15 + 8 + 2) for the shark Also, with the move action I'm now hovering around its head, a dozen feet away from the jaws. Link to comment
Raveled Posted March 7, 2012 Author Share Posted March 7, 2012 Shark Monster's Toughness save, vs DC 25. (1d20+14=32) Toughness shifting FTW! In retaliation, he's gonna... roar! Again! Shark Monster's Intimidate check w/ -2 for Helpless. (1d20+18=24) 24 vs your Will, Sense Motive, or Intimidate scores. Your choice on the matter. Initiative 22 Glow -- Uninjured, Inspire +4 -- HP x1 16 Crow -- Bruisedx1, Inspire +4 -- HP x3 14 El Heralado -- Uninjured, Inspire +4 -- HP x0 11 Saiph -- Uninjured, Inspire +4 -- HP x3 10 Monster Shark -- Bound + Helpless -- GM Link to comment
Quinn Posted March 7, 2012 Share Posted March 7, 2012 Morgan is Fearless! And hanging! A fair distance up! Need new plan. Link to comment
Airon Posted March 7, 2012 Share Posted March 7, 2012 Sense motive vs intimidate for Saiph 1d20+8 → [18,8] = (26) aaaaand Invisble Castle's blessing on this character continues! Link to comment
Scuffles Posted March 8, 2012 Share Posted March 8, 2012 Will save vs intimidate: 11+7=18. Glow thinks this is a scary shark. (Actually does inspire apply to that? 22 still doesn't win of course). She's shaken and takes a -2 penalty on her rolls for one round I think. She's also up next. As a move action she's going to dash to whatever kind of cover she can find to make it harder for the shark to land on her or something unpleasant like that. As a standard action she's going to attack the shark with telekinesis. With the shark bound she's going to all out attack for +2 and power attack for +2. The attack will be at +10 (+8 normal, -2 for shaken, +4 for inspire, +2 all out attack, -2 power attack). 7+10 = 17. I'm pretty sure that should hit with it all tied up. DC25 toughness check. Also, one last thing. Glow has a rank of luck so I think she should have 2HP not 1. Unless my brain is still fuzzed and I don't remember using one for something. :D Link to comment
Raveled Posted March 8, 2012 Author Share Posted March 8, 2012 Glow stunted to give Crow S-Str, remember? Unless you want the Fatigue, which will make your rolls ever LOWER... Link to comment
Ari Posted March 8, 2012 Share Posted March 8, 2012 Going to go with Intimidate to save against the Roar, +12 with Inspire: 18, Drat. Going to high-tail it for the secluded position so he can change in relative privacy. Taking a turn to Move All-Out so he can reach it. Link to comment
Raveled Posted March 8, 2012 Author Share Posted March 8, 2012 Shark Monster's Toughness save, vs DC 25. (1d20+14=31) Nothin' doin'. Link to comment
Quinn Posted March 10, 2012 Share Posted March 10, 2012 Move Action: Uh...swing? And a STR check to wind himself down a pillar. Swing for the cheap seats! Strength check! (1d20+4=22) Wahey! Free Action: Pin the Tether to the pillar itself. Swap Standard Action for Move Action: LEG IT. And hope the heroes can keep it busy long enough to figure out an exorcism rune. Or they beat the tar out of it. Either-or. Link to comment
Raveled Posted March 10, 2012 Author Share Posted March 10, 2012 Shark Monster's Str check. (1d20+11=19) And I have no idea how it worked, but it did. Link to comment
Ari Posted March 10, 2012 Share Posted March 10, 2012 Heraldo will use a Free Action to transform into his rather more stronger self. Thus equipped, he shall fly over to the skeleton shark and Aid Saiph's next Attack. Attack roll vs DC10: 25. EDIT: Actually never mind, he'll just hit it. Attack roll: 17 EDIT: And because I forgot for some reason..DC24 TOU save. Link to comment
Raveled Posted March 10, 2012 Author Share Posted March 10, 2012 That attack roll misses. Saiph is up. Link to comment
Airon Posted March 10, 2012 Share Posted March 10, 2012 That attack roll misses. Saiph is up. wait, what? is the shark free and no longer helpless? how did that happen? Link to comment
Raveled Posted March 10, 2012 Author Share Posted March 10, 2012 ... No, Saiph goes after El Heraldo. That's just initiative order. Link to comment
Raveled Posted March 10, 2012 Author Share Posted March 10, 2012 Okay, apparently Airon was trying to remind me that the Shark was Bound, and therefore has crap Def. So yes, 17 hit. Shark Monster's Toughness save, vs DC 24. (1d20+14=27) Still nothing. Link to comment
Airon Posted March 10, 2012 Share Posted March 10, 2012 can I Stunt the following thing? Damage 8 LINKED Drain Toughness 8 (16/20 pp) or is the shark considered an inanimate object so I have to use the 3 pp/rank version of Corrosion? cosmic energy is a pretty wide concept, and Saiph has Variable descriptor on his Blast so he's used to manipulate energy. I can describe it as weakening gamma radiation or something. EDIT I had the ok in chat, this is the power I'm stunting Damage 8 (PF: accurate, Improved critical) LINKED Drain Toughness 8 (extra: affects only objects [+0]; PF: accurate, slow fade 1) (20/20 pp) attack roll 1d20+6 → [1,6] = (7) yes, of course. The only way I could miss a Helpless target Extra Effort, second attack roll 1d20+6 → [9,6] = (15) +10 for Improved re-roll = 25, that's better. If the shark is an object, the Drain 8 TOU is automatic, otherwise he gets a Ref sav I think. after the drain, TOU DC 23 I'll end my Move Action as far away from the shark as my Flight 1 allows me. I used Extra Effort twice, I'll use 1 HP to recover from the first one, then I'll take my chances with being Fatigued the next round. Link to comment
Raveled Posted March 12, 2012 Author Share Posted March 12, 2012 As per House Rules, the Shark gets a Reflex save. Shark Monster's Reflex save, vs DC 18. (1d20+8=22) Nope. Shark Monster's Toughness, vs DC 23. (1d20+14=17) That... is a Daze + Injury. Initiative 22 Glow -- Uninjured -- HP x1 16 Crow -- Bruisedx1 -- HP x3 14 El Heralado -- Uninjured -- HP x0 11 Saiph -- Uninjured -- HP x2 10 Monster Shark -- Bound + Helpless + Daze (Saiph), Injuryx1-- GM Glow is up. Link to comment
Scuffles Posted March 12, 2012 Share Posted March 12, 2012 Well we might as well keep hitting him while he's tied to the wall right? Standard action: Attack shark (-2 for power attack, +2 for all out attack) 1d20+8=25 DC25 for the toughness save again. Link to comment
Raveled Posted March 12, 2012 Author Share Posted March 12, 2012 Shark Monster's Toughness, vs DC 25. (1d20+13=32) nope. Link to comment
Recommended Posts