Tiffany Korta Posted June 3, 2012 Posted June 3, 2012 I've done it honest, just above me begging for HP :D
Supercape Posted June 3, 2012 Author Posted June 3, 2012 22 - YB- Unhamred 0 HP 16 - Parsons - Unharmed El Heraldo outside gibbering.
Tiffany Korta Posted June 4, 2012 Posted June 4, 2012 Let's start with a simple blinding attack I'm going to unleash my Dazzle.
Supercape Posted June 4, 2012 Author Posted June 4, 2012 1d20=6 Old, frail, and now blind! First he will attempt an intimidate as a move action. Thats a -5 penalty for using it a move action, and -2 for being in a weak position (blinded). 1d20-2=16 Thats resisted with highest of Will, Intimidate and Sense Motive: in your case, only +4 If that fails, Shaken (-2 to attack rolls, saves, skills checks) for one round. Next, given his gaze of horror no longer works, and he is blind, he will use extra effort to stunt a magic effect! Drain Constitution 3 (Extras: Burst, Feats Slow Fade 4 [1 hour]) [10 PP] So, for the new magic effect its a DC 13 Reflex save, then a DC 13 or 11 Fort Save (11 if Reflex save made). Bear in mind if you are shaken its -2 to saves. Then, YB is up. 22 - YB - Unharmed - 0 HP 16 - Parsons - Fatigued, Blinded. NB: Ari, I am presuming that Heraldo is still gibbering outside the Church for the moment. I will post accordingly...he may have some problems....
Ari Posted June 4, 2012 Posted June 4, 2012 That he is, and problems in this game are a rich source of vitamin HP, so fire away!
Tiffany Korta Posted June 5, 2012 Posted June 5, 2012 Will save 1d20+4=5, ouch! Reflex Save url=http://invisiblecastle.com/roller/view/3552722/]1d20+4-2=6, oh good day . Finally Fort save 1d20+8-2=16, whew last roll where it counts.
Supercape Posted June 6, 2012 Author Posted June 6, 2012 Round 2 22 - YB - Startled - 0 HP 16 - Parsons - Fatigued, Blinded. Waiting on what YB is doing and her rolls! Ari> feel free to post in response to the crowd outside!
Tiffany Korta Posted June 6, 2012 Posted June 6, 2012 K Straight out Blast on the nasty reverent. 1d20+8-2=24, so if that hits a DC 23 Toughness.
Ari Posted June 6, 2012 Posted June 6, 2012 If it's alright, I'm going to use the Repair Clothes Feature, and then make a Diplomacy check to try and persuade the gang to wait until their Reverend has dealt with both him and YB.
Supercape Posted June 6, 2012 Author Posted June 6, 2012 If it's alright, I'm going to use the Repair Clothes Feature, and then make a Diplomacy check to try and persuade the gang to wait until their Reverend has dealt with both him and YB. Thats fine by me.
Ari Posted June 6, 2012 Posted June 6, 2012 Alright! Diplomacy roll: 11. Critical fail! This shoudl be hilarious.
Tiffany Korta Posted June 6, 2012 Posted June 6, 2012 k, YB turn to try Diplomacy 1d20+5=21. Hopefully a little more useful.
Supercape Posted June 8, 2012 Author Posted June 8, 2012 Spectacular! Healing Parsons and turning the village against you! :cthulhu: HP to both of you (YB - 1 HP, El Heraldo 3 HP), and initiative rolls please! Parsons... 1d20+0=14 - Staggered, Bruised Villagers [7] 1d20+0=11
Ari Posted June 8, 2012 Posted June 8, 2012 Gah! Crazy cult towns and their dark secrets and their... Initiative roll: 15.
Tiffany Korta Posted June 9, 2012 Posted June 9, 2012 Way to go undoing your own work :shock: . Initiative Roll 1d20+4=21, well she's still a little stoked.
Supercape Posted June 9, 2012 Author Posted June 9, 2012 Round 1 21 - YB - Unharmed - 1 HP 14 - EH - Unhamred - 3 HP 14 - Pasrons - Staggered, Bruised 11 - Villagers [7] Unharmed
Tiffany Korta Posted June 9, 2012 Posted June 9, 2012 Right a little petty but let's finish off the reverend, blast of light 1d20+8=25. That should hit for a DC 23 Toughness save.
Supercape Posted June 9, 2012 Author Posted June 9, 2012 Which will knock the fellow out once again! and EH is up!
Ari Posted June 9, 2012 Posted June 9, 2012 Okay, time to sweep the leg. Using Super-Breath to blow them all down. Strength roll: 13. ...Welp.
Supercape Posted June 9, 2012 Author Posted June 9, 2012 Ok so its an area attack first of, so a Reflex Save vs DC 13 to half effect 1d20+2=21, 1d20+2=7, 1d20+2=21, 1d20+2=9, 1d20+2=5, 1d20+2=21, 1d20+2=22 Nos 1,3,6.7 make it. Next up, Villagers Strength checks. I am raising the DC by 2 due to Mud and Rain, so it is either against 15 or 9 (depending if they made their reflex save). 1d20+6=19, 1d20+6=20, 1d20+6=9, 1d20+6=16, 1d20+6=7, 1d20+6=7, 1d20+6=9 No 5 and 6 are blown away. The others just manage to stay afloat, although splattered with mud! post away!
Supercape Posted June 10, 2012 Author Posted June 10, 2012 Okay so Villagers turn! They will need a move action to reach you guys in the mud and rain. And so 5 and 6 will reach you but cant act (as they also need an action to get up). That leaves 5 villages to act. 3 will attack YB, 2 will attack EH. 1d20+4=14, 1d20+4=19, 1d20+4=21, 1d20+4=22, 1d20+4=19 Thats three hits on YB, and two on EH! There various pitchforks and stuff, whilst technically all different, I am going to amalgamate into clubs with 1 rank of improved critical (as they are sharp). However, none critical this round. So thats 3 x DC 20 Toughness rolls for YB, and 2 for EH! :0 Remember that fails on one rolls, giving bruises, will carry over to penalties for next rolls. And then we are into next round.
Ari Posted June 10, 2012 Posted June 10, 2012 Heraldo currently still kinda sorta his Impervious TOU 8. So unless you're going to count the Edit I put up as his actual stats, or have them break through anyhow via Fiat, they can't really hurt him with rank 5 weapons.
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