trollthumper Posted February 8, 2013 Author Posted February 8, 2013 Vittorio takes a -6 to his Will save, and goes down under the psychic assault. So Etain moves onto the next target, and she hits. The Vampire Necromancer takes a -5 to their Will save and also goes down. As they are not minions, that's where it ends. Nick Cimitiere: 26, Unharmed, 4 HP Vampire Warlock 1: 22, Injured x1, 0 HP Rene: 22, Unharmed, 2 HP Vampire Warlock 2: 10, Injured x1, Dazed (Nick's Action), Staggered, 0 HP Etain: 9, Bruised x1, 0 HP Top of the round. Nick decides enough is enough, and uses Poltergeist's Rage again. DC22 Reflex save to halve down to DC34 Opposed Grapple; DC40 otherwise. Both of them just miss it. Vampire Warlock 1 switched over to Stun last time, so they don't have Move Object up, which means their Grapple is at a +6. Which means they're Bound. Vampire Warlock 2 has had it up for some time, but still is Bound. Nick Cimitiere: 26, Unharmed, 4 HP Vampire Warlock 1: 22, Injured x1, Bound, 0 HP Rene: 22, Unharmed, 2 HP Vampire Warlock 2: 10, Injured x1, Bound, Staggered, 0 HP Etain: 9, Bruised x1, 0 HP At this point, the combat's gone on for a fair chunk. Would you two be okay with the two Warlocks surrendering?
Aoiroo Posted March 2, 2013 Posted March 2, 2013 Can I take ten arcane lore for what Etain knows about Spirits inhabiting buildings as a whole that'd be 20 with her bonus.
trollthumper Posted March 5, 2013 Author Posted March 5, 2013 Certainly! Etain realizes that ghosts usually get bound to buildings by emotional connections - either because it's a beloved place to them, or something absolutely horrible happened to them. It's not necessarily common for a ghost to get stuck to a place by ritual, but if an exorcism would work for driving out demons, it might work for driving out ghosts.
trollthumper Posted March 7, 2013 Author Posted March 7, 2013 And we're back in rounds! For Lenore, we'll be using my build at PL14 - ATT -4 (+16 Urban Might), DEF +22/+10 (+5 Flat-Footed), TOU +18, WILL +14, and Damage at +12. Lenore goes on 16. Nick goes on 14. The Warlocks will be busy trying to undo their mess.
trollthumper Posted March 14, 2013 Author Posted March 14, 2013 And here we go: Etain: 20, Bruised x1, 0 HP Lenore: 16, Unharmed, 0 HP Nick Cimitiere: 14, Unharmed, 4 HP Rene de Saens: 10, Unharmed, 0 HP Etain is up first.
Aoiroo Posted March 14, 2013 Posted March 14, 2013 Etain uses concealment on everyone in the club so Lenore can't perceive them.
trollthumper Posted March 16, 2013 Author Posted March 16, 2013 That will definitely provide some cover. Lenore responds by denying the advantage, reaching into her VP pool, and dropping Obscure (audio, visual) 6 (250 ft, Extras: Selective Attack) [24 PP] + Concealment 4 (all vision) (8 PP), meaning she has concealment for normal visual, normal hearing, and magic sight. Nick decides to respond by just trying to talk for this round. Hey, it worked for the vampires -- eventually. Rene is up next.
Supercape Posted March 19, 2013 Posted March 19, 2013 In which case - well, how to attack a living building! First things first, using his magic paintbrush Light Control 7 power to paint in some light and counter the shadows. 1d20+7=11 not good!
trollthumper Posted March 23, 2013 Author Posted March 23, 2013 Lenore, however, does worse, meaning her Obscure drops. Etain is up next.
trollthumper Posted March 28, 2013 Author Posted March 28, 2013 And it's at this point that Lenore realizes the exorcists are doing something, and she's not happy. She unleashes a Blast 12 (Extras: Area Blast) through the club in the form of a giant scream. DC22 Relfex save to halve, DC27 Toughness save to soak. Nick fails to halve, but does save. As Etain held her action, she's up next.
Aoiroo Posted March 28, 2013 Posted March 28, 2013 Rolling Etain's Reflex against the area, 13, but she has two ranks of evasion so that's still half damage, 18, I think that means she makes it.
Supercape Posted March 28, 2013 Posted March 28, 2013 Rene cant even make that Reflex with his old bones. So straight on to the Blast Effect: 1d20+12=25 Which I think is a bruise.
trollthumper Posted March 30, 2013 Author Posted March 30, 2013 18 means she will take a Bruise, as the save is knocked down to DC21. Etain: 20, Bruised x2, 0 HP Lenore: 16, Unharmed, 0 HP Nick Cimitiere: 14, Unharmed, 4 HP Rene de Saens: 10, Bruised x1, 0 HP It is Etain's turn to act.
trollthumper Posted April 4, 2013 Author Posted April 4, 2013 All right, then. As Etain doesn't have the Challenge (Combat Diplomacy) Feat, that'll be a -10 to the roll - which still beats the Aid Another DC of 10, so Nick will get a +2. And Nick will spend an HP for Combat Diplomacy, and he gets a 27. So that's 29 total, which will knock the Hostile Lenore to Indifferent. Etain: 20, Bruised x2, 0 HP Lenore: 16, Unharmed, Indifferent, 0 HP Nick Cimitiere: 14, Unharmed, 3 HP Rene de Saens: 10, Bruised x1, 0 HP Rene is up next, if he wishes to aid the talks.
Supercape Posted April 4, 2013 Posted April 4, 2013 Rene is out of HP, and with a diplomacy skill of +6 and no combat diplomacy (a net -4) he is isn't going to win any friends. Holding action for now.
trollthumper Posted April 5, 2013 Author Posted April 5, 2013 All right, then. I'll allow an IC reaction post as Rene studies the scene. Etain is up next otherwise.
Aoiroo Posted April 26, 2013 Posted April 26, 2013 Rolling diplomacy that's non-combat, Roll(1d20)+15: 14,+15 Total:29
trollthumper Posted April 26, 2013 Author Posted April 26, 2013 Yeah, we're technically out of rounds here, as Lenore's come around to the idea of not suffering and being mindless. So, that will push her to Helpful.
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