Supercape Posted July 4, 2013 Author Share Posted July 4, 2013 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. Link to comment
GranspearZX Posted July 4, 2013 Share Posted July 4, 2013 1d20+14=23 Just BARELY fails the save. So he is indeed flat-footed. D: Link to comment
Supercape Posted July 4, 2013 Author Share Posted July 4, 2013 SO, opposed grapple time! (Also I forgot due to size Marcus and Gauntlet are flat footed anyway!) 1d20+32=39 for Gauntlet, stronger than ever! Link to comment
Supercape Posted July 5, 2013 Author Share Posted July 5, 2013 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. Link to comment
Tiffany Korta Posted August 12, 2013 Share Posted August 12, 2013 Going to try and box Gauntlet around his ears, or at least where they should be 1d20+12=21. If that hit's it's a DC 29 Toughness Save. Link to comment
Supercape Posted August 13, 2013 Author Share Posted August 13, 2013 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! Link to comment
GranspearZX Posted October 17, 2013 Share Posted October 17, 2013 Arc is going to make an attempt at reversing the grapple: Attack Roll: (1d20+12=25) Link to comment
Supercape Posted October 17, 2013 Author Share Posted October 17, 2013 That hits, roll an opposed grapple! 1d20+32=43 he is however a mighty grappler! Link to comment
GranspearZX Posted October 17, 2013 Share Posted October 17, 2013 Opposed Grapple: (1d20+23=34) Link to comment
Supercape Posted October 17, 2013 Author Share Posted October 17, 2013 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 Link to comment
Tiffany Korta Posted November 16, 2013 Share Posted November 16, 2013 Going to do as requested and fo after the detective. With Speed 2 (250 ft/rnd) catching her shouldn't be a problem. Nothing fancy I shall just attempt to trip the detective. Attack Roll 1d20+12=23, it that works the opposed roll for the actual trip is 1d20+10=29. Link to comment
Supercape Posted November 17, 2013 Author Share Posted November 17, 2013 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! Link to comment
Tiffany Korta Posted November 17, 2013 Share Posted November 17, 2013 Toughness save 1d20+12=19, she'll take the hit but I'll spend the HP against the Dazed when it's her go. Link to comment
Supercape Posted November 17, 2013 Author Share Posted November 17, 2013 Failure by 10 means disabled - although her regen can cope with that pretty quickly! Arcturus is up! Link to comment
GranspearZX Posted December 2, 2013 Share Posted December 2, 2013 So, Arc needs to roll to escape the grapple--or at least be unpinned. Only IC is down. In fact, it looks like the domain name expired... suggestions? Link to comment
Tiffany Korta Posted December 2, 2013 Share Posted December 2, 2013 Seems that people have been using Orokos as an alternative Link to comment
GranspearZX Posted December 2, 2013 Share Posted December 2, 2013 Perfect! Thanks TK. In that case: Grapple (Escape): 1d20+23 34 Link to comment
Supercape Posted December 9, 2013 Author Share Posted December 9, 2013 1d20+32=48 Another good roll by Gauntlet, Sorry Gran. Post that away, and Gauntlet will respond with a straightforward crush on Arcturus, a toughness DC 31 Attack! Link to comment
GranspearZX Posted December 9, 2013 Share Posted December 9, 2013 This could get unpleasant. TOU Check [DC 31]: 1d20+11 19 Going to use Arcturus's Second Chance feat: TOU Check [second Chance, DC 31]: 1d20+11 21 ...and then we'll try burning 1 HP to reroll: TOU Check [HP Reroll, DC 31]: 1d20+11 21 +10 would give me 31; not sure what happens in a tie... because if he takes damage, I'll need a Concentration check to stay in bear form! Link to comment
Supercape Posted December 9, 2013 Author Share Posted December 9, 2013 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. Link to comment
GranspearZX Posted December 9, 2013 Share Posted December 9, 2013 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. Link to comment
Supercape Posted December 12, 2013 Author Share Posted December 12, 2013 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. Link to comment
Tiffany Korta Posted December 17, 2013 Share Posted December 17, 2013 Regenration removes the disabled hp to remove the dazed. Then will attempt to disarm the detective. Attack Roll is 1d20+12=30 and disarm roll 1d20+12=18. Link to comment
Supercape Posted December 18, 2013 Author Share Posted December 18, 2013 Lost the link, but she rolled 15 (Sorry, just trust me!) Detective is going to crawl away Arcturus is up! Link to comment
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