Aoiroo Posted April 24, 2013 Posted April 24, 2013 Taking ten on all acrobatic rolls, and rolling search, Roll(1d20)+10: 9,+10 Total:19 so 19.
Aoiroo Posted April 24, 2013 Posted April 24, 2013 Philos is searching for opening in the hull, or anything driving or automating this machine.
Vahnyu Posted April 24, 2013 Author Posted April 24, 2013 Philos doesn't find anything particularly noteworthy.
Vahnyu Posted April 25, 2013 Author Posted April 25, 2013 The roll was successful in pacifying the pirates, improving their attitude by 2 steps, from Hostile to Indifferent.
Aoiroo Posted April 28, 2013 Posted April 28, 2013 Rolling Diplomacy again, Roll(1d20)+15: 7,+15 Total:22
Vahnyu Posted April 29, 2013 Author Posted April 29, 2013 The attempt fails to persuade the Captain to rethink. Furthermore, interaction skills can't be used to persuade the pirates (but they can still be used for Feints or other combat maneouvers) Philos gains an HP The pirates use the Space Pirate template from Chapter Six of the Freedom City Campaign Setting book. Power level 3/Minion Rank 2 The captain uses the Zorro Archetype from AA's Oddballs (), pumped to PL12 (The sheet as it is, with Attack, Defense, Grapple, DCs, and and all Saves having a +2) Roll for Initiative. Pirates(14): 1d20+1 → [18,1] = (19) Pirate Captain: 1d20+17 → [7,17] = (24)
Vahnyu Posted April 29, 2013 Author Posted April 29, 2013 Initiative Order Pirate Captain: 24 (NPC) Pirates(14): 17 (Minions) Philotherian: 15 (2 HP) :arrow: Pirate Captain: Delays :arrow: Pirates: #1 and #2 Move next to Philos and Attack him with Fists. 1d20+2 → [10,2] = (12) 1d20+2 → [14,2] = (16) Both miss #3 to 7 Move next to Philos and Aid #8 to attack. 1d20+2 → [13,2] = (15) 1d20+2 → [7,2] = (9) 1d20+2 → [11,2] = (13) 1d20+2 → [7,2] = (9) 1d20+2 → [15,2] = (17) vs Defence 10, 3 successes, Pirate #8 gains +6 to Attack Philos in Melee #8 Moves next to Philos and attacks with a punch 1d20+8 → [18,8] = (26) Success, Philos Saves vs DC17 Toughness :arrow: The rest of the Pirates delay. Next Turn: Philotherian
Vahnyu Posted April 29, 2013 Author Posted April 29, 2013 Initiative Order Pirate Captain: 24 (NPC) Pirates(14): 17 (Minions) Philotherian: 15 (2 HP) 1 Bruise, Dazed :arrow: Pirate Captain: Delays :arrow: Pirates: #1 to 3 aid pirate #7, and #4 to 6 aid pirate #8, all to attack Philos. 1d20+2 → [2,2] = (4) 1d20+2 → [18,2] = (20) 1d20+2 → [11,2] = (13) 1d20+2 → [9,2] = (11) 1d20+2 → [18,2] = (20) 1d20+2 → [13,2] = (15) 5 successes vs Defense 10, Pirate #7 gains +4 to attack Philos, and Pirate #8 gains +6 #7&8 attack Philos with punches. 1d20+6 → [4,6] = (10) 1d20+8 → [1,8] = (9) Both fail. :arrow: The rest of the Pirates delay. Next Turn: Philotherian Recovers from Dazed condition
Vahnyu Posted April 29, 2013 Author Posted April 29, 2013 (edited) Bluff check to resist Acrobatic Bluff: 1d20+16 → [15,16] = (31) Succeeds. Hronos enters the scene. Initiative Roll 1d20+16 → [19,16] = (35) Edited April 29, 2013 by Vahnyu
Vahnyu Posted April 30, 2013 Author Posted April 30, 2013 (edited) Initiative Order Hronos: 35 (1 HP) Pirate Captain: 24 (NPC) Pirates(14): 17 (Minions) Philotherian: 15 (2 HP) 1 Bruise :arrow: Hronos: Moves (Flight) to the center of the ship, 25 feet above the deck. :arrow: Pirate Captain: Moves away from Philos and towards the center of the crew. Commands the crew to shoot Hronos as well. :arrow: Pirates: #1 to #7 surround Philos and Aid #8 to Attack Philos 1d20+2 → [13,2] = (15) 1d20+2 → [12,2] = (14) 1d20+2 → [16,2] = (18) 1d20+2 → [15,2] = (17) 1d20+2 → [1,2] = (3) 1d20+2 → [12,2] = (14) 1d20+2 → [2,2] = (4) 5 successes vs Defense 10, Pirate #8 gains +10 to Attack Philos #8 Will close the distance and Attack Philos 1d20+12 → [13,12] = (25) Barely makes it. Philos saves vs DC17 Toughness #9 to 14 attack Hronos with their pistols 1d20+2 → [17,2] = (19) 1d20+2 → [5,2] = (7) 1d20+2 → [7,2] = (9) 1d20+2 → [2,2] = (4) 1d20+2 → [4,2] = (6) 1d20+2 → [4,2] = (6) 1 hit, Hronos saves vs DC19 Toughness :arrow: Hronos: Toughness Save 1d20+12 → [4,12] = (16) Injured. Next Turn: Philotherian Edited April 30, 2013 by Vahnyu
Aoiroo Posted April 30, 2013 Posted April 30, 2013 14, so bruised. Philos ducks from the crew and heads over to the captain, this time he's going for a stun/str drain. 26, so that's DC 18 Fortitude for the stun, and DC 15 fortitude for the drain.
Vahnyu Posted April 30, 2013 Author Posted April 30, 2013 Fortitude Saves vs DC 18 for Stun and DC 15 for Drain STR 1d20+7 → [19,7] = (26) 1d20+7 → [8,7] = (15) Both fail. ... and now I remember that it should be even higher than that (+2)
Vahnyu Posted May 1, 2013 Author Posted May 1, 2013 (edited) Initiative Order Hronos: 35 (1 HP) 1 Bruise Pirate Captain: 24 (NPC) Pirates(14): 17 (Minions) Philotherian: 15 (2 HP) 2 Bruises :arrow: Hronos: Use Time Stopper as a Full Round Action, against the Pirates and the Pirate Captain(500ft radius). Reflex Save vs DC20 to halve the effectPirates1d20+1 → [1,1] = (2)1d20+1 → [12,1] = (13)1d20+1 → [1,1] = (2)1d20+1 → [12,1] = (13)1d20+1 → [16,1] = (17)1d20+1 → [2,1] = (3)1d20+1 → [14,1] = (15)1d20+1 → [4,1] = (5)1d20+1 → [18,1] = (19)1d20+1 → [10,1] = (11)1d20+1 → [20,1] = (21)1d20+1 → [7,1] = (8)1d20+1 → [9,1] = (10)1d20+1 → [14,1] = (15) All fail. Pirate Captain (Evasion 2)1d20+8 → [4,8] = (12) +2 Fails. Half Effect Reflex Save to avoid Stun vs DC20 (DC15 for the Pirate Captain), Pirates1d20+1 → [5,1] = (6)1d20+1 → [13,1] = (14)1d20+1 → [3,1] = (4)1d20+1 → [19,1] = (20)1d20+1 → [3,1] = (4)1d20+1 → [20,1] = (21)1d20+1 → [14,1] = (15)1d20+1 → [7,1] = (8)1d20+1 → [14,1] = (15)1d20+1 → [11,1] = (12)1d20+1 → [1,1] = (2)1d20+1 → [9,1] = (10)1d20+1 → [1,1] = (2)1d20+1 → [11,1] = (12) 2 Pirates save successfully 5 Pirates are Stunned 7 Pirates are Unconscious EDIT: 12 Pirates are Unconscious. All minions are considered to suffer from the worst condition possible, which means that #2, 7, 8, 10, and 14 are unconscious during the beginning of their turn and recover normally. Pirate Captain1d20+8 → [12,8] = (20) +2 Saves successfully Hronos has become flat-footed :arrow: Pirate Captain: Move action to close any distance between Philos and him. Standard Action to Initiate a grapple. Attack roll vs Defense1d20+15 → [19,15] = (34) Succeeds Opposed Grapple Check1d20+19 → [14,19] = (33) Pending.... :arrow: Pirates: #2, 7,9,10, and 14: Reflex Save to Recover1d20+1 → [12,1] = (13)1d20+1 → [20,1] = (21)1d20+1 → [19,1] = (20)1d20+1 → [10,1] = (11)1d20+1 → [18,1] = (19) 2 Successes.EDIT: No Successes. All minions are considered to suffer from the worst condition possible, which means that #2, 7, 8, 10, and 14 are unconscious during the beginning of their turn and recover normally. #4, 6, 7, and 9 attack Hronos1d20+2 → [12,2] = (14)1d20+2 → [11,2] = (13)1d20+2 → [11,2] = (13)1d20+2 → [15,2] = (17) All hit.EDIT: Only the first 2 hit (the other 2 were unconscious at the time) :arrow: Hronos: Toughness Saves vs DC191d20+7 → [1,7] = (8)1d20+7 → [20,7] = (27)1d20+7 → [13,7] = (20)1d20+7 → [13,7] = (20) 1 Failed Save Spending 1 HP, in order to use Improve reroll on the first save1d20+7 → [18,7] = (25) All 4 Saves Succeed.EDIT: Only 2 Saves occured.Next Turn: Philotherian (Grapple Check Pending) Edited May 1, 2013 by Vahnyu
Aoiroo Posted May 1, 2013 Posted May 1, 2013 36, so yeah, he breaks it. Gonna try for a stronger shock this time, shifted by 2, 15, so that's a miss, and he's gonna be talking the whole time naturally, even though diplomacy won't work.
Vahnyu Posted May 1, 2013 Author Posted May 1, 2013 Edit: I checked the faq, and I saw that it mentions that minions always suffer the worst condition possible when they fail a saving roll. What that means is that failing the Stun Save leaves all but two of them unconscious, even if they didn't fail it by 10 or more. Editing the IC and OOC posts accordingly
Vahnyu Posted May 1, 2013 Author Posted May 1, 2013 Initiative Order Hronos: 35 (0 HP) 1 Bruise Pirate Captain: 24 (NPC) Pirates(14): 17 (Minions), 12 Unconscious Philotherian: 15 (2 HP) 2 Bruises :arrow: Hronos: Use Time Stopper as a Full Round Action, against the Pirates and the Pirate Captain(500ft radius). Reflex Save vs DC20 to halve the effect Pirates 1d20+1 → [6,1] = (7) 1d20+1 → [13,1] = (14) All Fail Pirate Captain (Evasion 2) 1d20+10 → [15,10] = (25) Saves successfully, no Stun Reflex Save to avoid Stun vs DC20 1d20+1 → [20,1] = (21) 1d20+1 → [2,1] = (3) 1 Pirate saved successfully 1 Pirate is unconscious Hronos has become flat-footed :arrow: Pirate Captain: Standard Action to Initiate a grapple. Attack roll vs Defense 1d20+15 → [10,15] = (25) Success. Opposed Grapple Check 1d20+19 → [9,19] = (28) Pending... :arrow: Pirates: #4 attacks Hronos 1d20+2 → [1,2] = (3) Critical Failure Next Turn: Philotherian (Grapple Check Pending)
Aoiroo Posted May 1, 2013 Posted May 1, 2013 28, that's a match that means he makes it. And now stun/drain, shifted by 2, 25 so, DC 20, and DC 17 fortitude saves.
Vahnyu Posted May 1, 2013 Author Posted May 1, 2013 (edited) Captain: Fortitude Saves vs Stun DC18 and Drain STR DC 151d20+9 → [9,9] = (18)1d20+9 → [5,9] = (14) Saves Successfully vs Stun Fails Drain STR by 1 Pirate Captain's STR loses 1 point until the beginning of Philos' Next Round (-1 Damage DC, -1 Grapple)EDIT: Accounting for the Damage Shift, the Captain fails both saves, and is now Dazed, and loses 3 points of STR until the beginning of Philos' Next Round (-2 Damage DC, -2 Grapple) EDIT EDIT: and loses 3 points of STR for 1 minute Edited May 1, 2013 by Vahnyu
Vahnyu Posted May 3, 2013 Author Posted May 3, 2013 (edited) Initiative Order Hronos: 35 (0 HP) 1 Bruise Pirate Captain: 24 (NPC), Dazed, -3 STR(1 minute/10 rounds) Pirates(14): 17 (Minions), 13 Unconscious Philotherian: 15 (2 HP) 2 Bruises :arrow: Hronos: Uses Deccelerator Blaster as a Full Round Action, against the Pirate Captain(250-1000ft radius). All-Out Attack (+2 atk/-2 def). 1d20+12 → [4,12] = (16) -8 Shooting in Melee(Elusive Target). Fails. :arrow: Pirate Captain: Fortitude Save to remove Daze Condition[stun] 1d20+9 → [19,9] = (28) Saved Successfully. Uses Feint to Philotherian as a Standard Action. Bluff Check opposed by Sense Motive 1d20+16 → [13,16] = (29) Pending... :arrow: Pirates: #4 attacks Hronos 1d20+2 → [5,2] = (7) Fails. :arrow: Other: Philotherian can hear a distinct noise coming from the inside of the ship. It sounds like something very heavy is being carried Next Turn: Philotherian (Sense Motive Check Pending) Edited May 3, 2013 by Vahnyu
Aoiroo Posted May 3, 2013 Posted May 3, 2013 12, yeah, nope. Grapple attack check, 20, that's a miss I think.
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