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And Countless Screaming Argonauts [OOC]


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Midnight

Free Action: Midnight mist.

Move Action: Auto-DC 30 Demoralize on one Spartoi.

Standard Action: Escrima Stick attack; Inspire 5, Power Attack 5, Sneak Attack 2. (1d20+14=32)

That's a DC 30 Toughness Save. If that takes down the first minion:

Takedown Attack: Escrima Stick attack; Inspire 5, Power Attack 5, Sneak Attack 2. (1d20+14=31)

Let me know how that goes and if there are any other minions close enough to step to.

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The two Spartoi fall to bones under the blows. And there should be some more to step in towards.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Unharmed, Disarmed, 0 HP

Spartoi [8]: 19, Unharmed, 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Medea unleashes her Emotion Control Cone, using Despair and aiming for the two Spartoi in front of her as well as Jason. That's a DC22 Reflex save, DC22 Will save for all of them. Jason completely evades the burst, the Spartoi don't. As for their Will saves, they are overcome and helpless.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Unharmed, Disarmed, 0 HP

Spartoi [8]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Cannonade is up next, and he goes for the Spartoi. The first one's hit, and the Spartoi needs to make a DC26 Toughness save. The Spartoi fails, so Cannonade gets to take advantage of Takedown Attack. The second attack hits, and this one actually makes the Toughness save. Oh well.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Unharmed, Disarmed, 0 HP

Spartoi [7]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Top of the round. Edge is up next.

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Jason attempts to resist... and hits the roof. He takes a Bruise from that, then falls to the floor... and the cavern is about 100 ft. high, so that's a DC25 TOU save following that. Which he makes.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Bruised x1, Disarmed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Jason's turn, and he attempts to go hand-to-hand with Wander once he picks himself up as a Move Action. He uses a -2/+2 Power Attack, and crits. That's a DC32 TOU save for Wander. Likewise, he rolls to Regen his Bruised, and succeeds.

The Spartoi go next, at least those who are still able to act... which is three of them. One fires on Midnight, one on Cannonade, one on Medea. Midnight and Medea manage to evade, while Cannonade gets hit... but takes nothing, thanks to Impervious Toughness.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Unharmed, Disarmed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Wander is up next.

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Wander missed by 9, so she's bruised and dazed. She'll shake the daze with HP on her action.

On her action, her Regeneration should take care of the Bruise as well, leaving her unharmed.

Since Jason is already in melee range, she'll use her move action for a fast acrobatic bluff, skill mastery gives a DC 27 to avoid flatfooted.

Standard Action for a regular attack with bat. And it's a critical hit, a 32.

DC 32 toughness save with the crit, plus any potential bonus from her autofire.

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  • 2 weeks later...

Jason is Demoralized, and slowed as well.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Bruised x1, Disarmed, Dazed (Wander's Action), Demoralized, Slowed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Medea then decides to take out a huge chunk of the ceiling, but just enough that there's a good chance it'll hit Jason and no one else. She's studious like that. Or she just blows it all up and misses him entirely. Cannonade, meanwhile, goes to town on the Spartoi. He hits one, and... damnit. Well, better luck next time.

Edge: Seized Initiative, Unharmed, 2 HP

Jason: 28, Bruised x1, Disarmed, Dazed (Wander's Action), Demoralized, Slowed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, 2 HP

Midnight: 16, Unharmed, 4 HP

Medea: 16, Bruised x1, 0 HP

Cannonade: 10, Unharmed, 3 HP

Edge is up next.

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So noted.

Edge: Seized Initiative, Unharmed, 1 HP

Jason: 28, Bruised x1, Disarmed, Dazed (Wander's Action), Demoralized, Slowed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, Inspired +5, 2 HP

Midnight: 16, Unharmed, Inspired +5, 4 HP

Medea: 16, Bruised x1, Inspired +5, 0 HP

Cannonade: 10, Unharmed, Inspired +5, 3 HP

Jason is still Dazed, so the Spartoi go after Midnight, Medea, and Cannonade, each one going for a -5/+5 Power Attack. It misses Midnight, strikes Medea, and strikes Cannonade... whose Impervious soaks it. Medea takes another Bruise against the DC24 Toughness save.

Edge: Seized Initiative, Unharmed, 1 HP

Jason: 28, Bruised x1, Disarmed, Demoralized, Slowed, 0 HP

Spartoi [5]: 19, Unharmed, Helpless [2], 0 HP

Wander: 18, Unharmed, Inspired +5, 2 HP

Midnight: 16, Unharmed, Inspired +5, 4 HP

Medea: 16, Bruised x2, Inspired +5, 0 HP

Cannonade: 10, Unharmed, Inspired +5, 3 HP

Wander is up next.

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For Reference:

(13:45:50) trollthumper: Disarmed means he's just fighting with his fists.(13:45:56) trollthumper: Dazed means he's not acting.(13:46:04) trollthumper: Demoralized means -2 to saves and checks.(13:46:11) trollthumper: Slowed means -1 to Defense and Attack... I believe.(13:46:41) Gizmo: And Reflex saves!(13:47:49) Gizmo: So, -3 Toughness, -2 Fortitude, -3 Reflex, -2 Will, -2 Skill Checks(13:48:13) Raveled: -1 Def and -1 Att, too.

Wander is seriously tired of this guy, so let's use the old acrobat smack to try and put him down for the count.

Move Action: Improved Acrobatic Bluff, Skill Mastered and Inspired for 32

Standard Action: Fully shifted power attack, inspired. 1d20+12=25.

DC 32 toughness save plus whatever autofire might give her.

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