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Posted

1d20+6=16  Toughness save, versus DC 30 Toughness. That just saves him from being KO'd, but he is dazed and staggered instead. 

 

He must also make a Fort Save, DC 20 - 1d20+7=12 which is nowhere near enough, and therefore knocks him out!

 

The three remaining cultists are going to run at this point, terrified! of course the cave is cramped, so they may get in peoples way down the exit!

 

Finally, this round, we have Gauntlet: who is not going to mess around, and:

 

Move Action: Startle (at -5) 1d20+5=24

 

Arcturus needs a Sense Motive or Will save (DC 24) vs the startle to avoid being flat footed. 

 

Then Gauntlet will go for a grapple, unshifted attack.

 

1d20+8=17

 

Which may hit, depending if Marcus is flat footed. 

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Posted

Which means Arcturus is pinned. (Flat footed, additional -4 to defence, cannot move) 

 

Finally, the dying cultist 1d20+4=22 makes it! meaning he is still dying and unconscious, but no more fort saves for an hour. 

 

Round 3

 
26 Revenant - Unharmed - 1 HP
22 Chance - Unharmed
19 Arcturus - Pinned - 1 HP
13 Gauntlet - Unharmed - Grappling
 
As the Cultists are either KOd, dying, or fleeing, I am taking them out. We are still in low-light conditions (not a problem for most of the above, but still!), Arcturus and Gauntlet are flat footed due to size. 
  • 1 month later...
Posted

Hi Defence is +7 (+4 Flat Footed) due to size. So that sure hits!

 

His toughness, however is more weighty...

 

....

 

...tumbleweed....

 

*ahem* Anyway 1d20+17=32 A walking lump of magically animated steel!

 

Detective Chance is merely going to run with the empowering Native American Artifact - although somewhat slowly due to the conditions. 

 

Meaning Arcturus is up!

  • 2 months later...
Posted

So, lost out to Gauntlets Iron. He is stronger, but rather single minded!

 

Which means he returns the grapple attack!

 

1d20+8=9 even flat footed, that is a miss!

 

So, after a brutally ineffective round except for Det Chance making a getaway we have...

 

Round 4
 
26 Revenant - Unharmed - 1 HP
22 Chance - Unharmed, 30 feet down tunnel
19 Arcturus - Pinned - 1 HP
13 Gauntlet - Unharmed - Grappling
 
Revenant is up
  • 5 weeks later...
Posted

With Darkvision, that works out fine!

 

1d20+5=16 for her trip attack and she is well and truly down!

 

Chance is on the ground and will respond by shooting a slug at Revenant with her magic revolver. And it burns! which means fire descriptor and Revenants vulnerability to that. 

 

If, that is, it hits!

 

1d20+8=24

 

Which it does. It is a base damage 8 effect. Double that up due to her vulnerability, for a Damage 16 effect and a DC 31 Toughness save!!!

 

Following that, Arcturus is up!

  • 2 weeks later...
Posted

No you are good! Concentration check only needed if dazed!

As an aside, you may wish to buy second chance for both unarmed strike damage and grapple damage. Unarmed damage might be considered a bit broad and to only cover the basic strike...no need to stress about this here, just a suggestion.

Posted

No you are good! Concentration check only needed if dazed!

As an aside, you may wish to buy second chance for both unarmed strike damage and grapple damage. Unarmed damage might be considered a bit broad and to only cover the basic strike...no need to stress about this here, just a suggestion.

 

Noted! Arc's up for a bit of an overhaul anyways, and I have a LOT of unspent points... definitely going to add that.

Posted

Still need IC post from Arcturus re the grappling (if you wish)

 

Then

 

Round 5

 

26 Revenant - Unharmed - 0 HP - 30 Feet down tunnel
22 Chance - Unharmed, 30 feet down tunnel, prone
19 Arcturus - Pinned - 0 HP

 

13 Gauntlet - Unharmed - Grappling
 
Revenant is up again. 

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