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Slave to Time (OOC)


Supercape

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Posted

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 :o

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....

Posted

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!

Posted

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.

Posted

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.

Posted

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!

Posted

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.

Posted

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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