Tiffany Korta Posted May 19, 2013 Share Posted May 19, 2013 YB's Fort save 1d20+9=12, yeah let's take a reroll 1d20+9=25, much better Link to comment
Ari Posted May 20, 2013 Share Posted May 20, 2013 Healing roll to counter the Disease: 23. Link to comment
Tiffany Korta Posted June 10, 2013 Share Posted June 10, 2013 Spending a HP for a little portable bundle of healing . Same as normal healing by ditached from YB and couple of hour's life. Do you wnat me to stat it up or can we handball it? Link to comment
Supercape Posted July 18, 2013 Author Share Posted July 18, 2013 Using the chains as bait? Genius! Ill run with that if you guys want. Link to comment
Supercape Posted December 18, 2013 Author Share Posted December 18, 2013 Ok lets see if Wilis, the stickler for rules, is prepared to bend them! DC 15 Diplomacy check! Link to comment
Tiffany Korta Posted December 19, 2013 Share Posted December 19, 2013 YB's Diplomacy 1d20+6=14, so close but so far. Agnus would consider this important enough for her last HP and a reroll 1d20+6=21. Perfect! Link to comment
Supercape Posted December 22, 2013 Author Share Posted December 22, 2013 18 - YB - 1 HP - Unharmed 14 - EH - 3 HP - Unharmed (Bruises etc removed from natural healing I presume!) Link to comment
Supercape Posted December 22, 2013 Author Share Posted December 22, 2013 Could I have some notice rolls and knowledge (Life Sciences) rolls (untrained will do, varying bonuses from DC 15 untreained, 20 trained) from both of ya? Link to comment
Ari Posted December 23, 2013 Share Posted December 23, 2013 Sure. Notice 18. Life Sciences 3. Link to comment
Supercape Posted January 26, 2014 Author Share Posted January 26, 2014 Tiff, toss us those rolls! Link to comment
Tiffany Korta Posted January 26, 2014 Share Posted January 26, 2014 YB's Notice Notice: 1d20+10 19 and Life Scienes Life Sciences: 1d20+0 19. Link to comment
Supercape Posted January 27, 2014 Author Share Posted January 27, 2014 You all fail fail fail! Muahahaha! Ok, so the jungle attacks! First off, can we have an Entangle 10 area effect. -2 Reflex penalties this round for not noticing! So its a DC 20 Reflex Save with Evasion effects to half the power. Then a DC 20 (or 15 from area save) to avoid being entangled! We then have 5 Minions doing a sneak attack: 4 Poisonous snakes, 1 Crocodile! 2 Attack YB, 3 Attack Heraldo. Croc on Heraldo: 1d20+4=7 Miss! 4 Snakes: 1d20+4=17, 1d20+4=5, 1d20+4=6, 1d20+4=13 First two snakes: one hits EH as he is flat footed. That will be a DC 14 Fort Save (Drain COnstitution 4 effect, Extra: Poison) Second two, one hits YB as she is flat footed. Using a poison attack which she is immune to. Fail! Link to comment
Supercape Posted January 27, 2014 Author Share Posted January 27, 2014 Also, Initiative Rolls! I am going to keep this easy for me, as its just a minor encounter, and lump the beasts initiative together: 1d20+1=14 Link to comment
Ari Posted January 28, 2014 Share Posted January 28, 2014 Heraldo is also Immune to Poisons, just putting that out there. Initiative roll: 18. DC20 Reflex saves: 14. and 23. Seeing as he was already Bound and Helpless, I doubt that second helps him much. Link to comment
Supercape Posted January 28, 2014 Author Share Posted January 28, 2014 Ack sorry Arichamus, missed that! Which means we need an Initiative Roll from YB then moving to the swamp action! Link to comment
Tiffany Korta Posted January 28, 2014 Share Posted January 28, 2014 Initiative: 1d20+1 6 Link to comment
Supercape Posted January 28, 2014 Author Share Posted January 28, 2014 Ok, so El Heraldo actually avoids the snares, because second reflex roll beats DC 20 (even if yo failed the Area evasion)! Round 1: 18 El Heraldo - Unharmed - 3 HP 14 - Swamp Beasts - Unharmed 6 - Young Brittania - Unharmed, Entangled- 1 HP Notes: The Swamp creatures, have partial concealment as they are partially or completely submerged in scummy black water. Link to comment
Tiffany Korta Posted January 28, 2014 Share Posted January 28, 2014 Reflex Save: 1d20+7 14, and that explains the low Initiative . Link to comment
Supercape Posted January 28, 2014 Author Share Posted January 28, 2014 Thanks Tiff = which means entangled. El Heraldo is up! Link to comment
Ari Posted February 3, 2014 Share Posted February 3, 2014 I am sorry for taking so long. Also I should really spend some of those PP Heralodiekarsus has, he's hilariously weak. Using the Emotion Control in the Banner to attempt to instill Fear in the hearts of the Swamp Creatures. DC20 Will save. Move Action to assume the Herald's Charge Container. Link to comment
Supercape Posted February 3, 2014 Author Share Posted February 3, 2014 Ok, so to keep things simple, as the vipers cannot hurt you at all, I am going to say they all fail (their will is +1 only) to keep it neat. Croc: 1d20+3=18 is shaken Post that away, and lets drop out of combat for a moment. Link to comment
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