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Shark Week: Ghost Sharks! (OOC)


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Posted

Tethys' Ini. (1d20+2=22) Wow.

Iapetus' Ini. (1d20+7=11) Nnnnot quite.

Initiative

22 -- Tethys -- Uninjured -- GM

13 -- El Heraldo -- Uninjured -- HPx3

11 -- Iapetus -- Uninjured -- GM

10 -- Glow -- Uninjured -- HPx3

Okay, vampy up first. She'll take a swing at El Heraldo. Tethys' melee attack check, vs El Heraldo's flat-footed Def. DC 24 Tou (1d20+9=29) o.o Let's not force a super-huge Tou save, and instead get a free Stunt.

Emotion Control 9 (Flaw: Limited [Fear Only]) So a DC 19 Will save or be overcome by fear.

Posted

DC19 Will save: 21!

DC24 TOU save: 21! A bruise.

On his turn, El Heraldo will make a Trip attempt with the Banner. Attack roll: 13. I'll reroll!(2HP left) 21!

Trip roll: 13. Splendiferous.

EDIT: Setting the Reaction on an Interpose for the next attack against Glow.

Posted

Okay then!

Glow can tell that Heraldo isn't very comfortable with our fishy vampire, so she's going to try fixing that problem. But first...

Move action: Fast acrobatic feint vs Iapetus - 34. She'll use set-up for Heraldo, if Iapetus can't beat that he'd be flat footed for Heraldo's next attack.

Standard action: Attack vs Tethys with Telekinesis - 21. I think that hits? It would be DC 24 on the toughness save.

Posted

Yeah, Iapetus has no chance of that.

Tethys' Toughness save, vs DC 24. (1d20+9=27) Nope, no go.

Initiative

22 -- Tethys -- Uninjured -- GM

13 -- El Heraldo -- Buisex2 -- HPx1

11 -- Iapetus -- Flat-footed (Glow) -- GM

10 -- Glow -- Uninjured -- HPx3

Tethys is up next.

Tethys

Move Action: Fast Startle against El Heraldo.

Fast Startle check, vs El Heraldo. (1d20+13=18) DC 18 Will, Intimidate, or Sense Motive.

Standard Action: Attempt to grapple EH.

Tethys' melee attack check, vs El Heraldo's Def. Grapple. (1d20+9=25) That hits.

Tethys' grapple check. (1d20+19=20)

Posted

DC18 Will save: 25!

DC20 Grapple roll: 22! As a certain someone would say, "Booyaka!"

Using the old Inspire and a HP(0HPs left) to grant a +4 bonus to Glow and himself for all Attack rolls, saving throws and checks for that and the following round.

EDIT: On second thought, a Set-Up is a terrible thing to waste. All-Out(+-2) Power Attack(+-2) roll: 16!

If that does it, DC28 TOU save for Iapetus.

Posted

Tethys is up next. Hm, what can she do besides bite? *Checks sheet* ... Not a hell of a lot. Okay, biting and punching it is!

Tethys

Standard Action: Grapple!

Tethys' melee attack roll, vs El Heraldo's Def. Grapple (1d20+9=20) That will just barely connect.

Tethys' grapple check, vs opposed. (1d20+17=35) Much better than last time.

Move Action: If she wins the check, Tethys will try to pull El Heraldo into a nearby water tank.

Tethys' Strength check, vs opposed. (1d20+9=23)

Posted

Accurate Attack(+-3) with Strike 17. Rats.

Move-by-Action away from Tethys using Flight 3 as Swimming 3(100ft. per round) if that's permissible.

Posted

Does that make Glow next?

If so, how big is this tank that Heraldo and Tethys are taking a swim in? I assume it's a big open topped thing seeing as they were able to dive on in? Is it made out of glass? Is it breakable? What would the outcome of breaking it be like if it was? Are we talking ankle deep water, or neck deep water?


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