Supercape Posted January 14, 2014 Posted January 14, 2014 1d20+10=14 bah! She keeps a move action, so will try an intimidate on the flying imp: 1d20+9=28 is more impressive (-5 for move action, +2 for favoured enemy)
Vahnyu Posted January 14, 2014 Author Posted January 14, 2014 I don't even have to roll that. If the Imp had boots, it would be shaking in them as we speak
Vahnyu Posted January 18, 2014 Author Posted January 18, 2014 Humans turn: 1d20+1 → [17,1] = (18) 1d20+1 → [18,1] = (19) 1d20+1 → [3,1] = (4)+4 1d20+1 → [14,1] = (15)+4 3 hit. Tou saves vs DC20 1d20+1 → [6,1] = (7)+3 1d20+1 → [10,1] = (11)+3 1d20+1 → [13,1] = (14)+6 2 fail, the imp and the canine die.
Vahnyu Posted January 18, 2014 Author Posted January 18, 2014 (edited) Demons Turn: Aid Attempt: 1d20+5 → [9,5] = (14) Success Charge+Aid+Power Attack(+4/-4)+All Out Attack(+5/-5) 1d20+10 → [3,10] = (13) Fails. Edited January 18, 2014 by Vahnyu
Vahnyu Posted January 18, 2014 Author Posted January 18, 2014 Initiative Order Pitch: 22 (8 HP, Fatigued) Humans: 15 (NPCs) x4 Demons: 14 (Minions) x2 Pitch is up Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.
Supercape Posted January 19, 2014 Posted January 19, 2014 Ok time to take down one of the ogres - at least, I hope. Lets try the Mind Control again. Starting out with a bluff as move action: 1d20+9=27 Which I hope flat foots it, in which case Ill jam the cane hard: 1d20+8=23 should hit. And its an opposed roll again: 1d20+10=13 ok, Im really not having that! I will spend an HP to reroll. 1d20+10=24 is still rather poor.
Vahnyu Posted January 19, 2014 Author Posted January 19, 2014 The demon gets flat-footed (it's high enough that I don't even need to roll). Mind Control check. 1d20+4 → [13,4] = (17) fails. The demon is mind controled.
Vahnyu Posted January 23, 2014 Author Posted January 23, 2014 Humans Turn: Holding Action while the two demons are engaged in melee with Carmen
Vahnyu Posted January 24, 2014 Author Posted January 24, 2014 Demons Turn: 1 Demon will attack Carmen, while the other is mindcontrolled. 1d20+5 → [10,5] = (15) Miss.
Vahnyu Posted January 24, 2014 Author Posted January 24, 2014 Initiative Order Pitch: 22 (8 HP, Fatigued) Humans: 15 (NPCs) x4 Demons: 14 (Minions, 1 Mind Controlled) x2 Pitch is up Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.
Supercape Posted January 24, 2014 Posted January 24, 2014 Ok well I will finish off the last bozo (I hope with a metal spear) 1d20+10=27 if that hits, a DC 25 Toughness Save
Vahnyu Posted January 24, 2014 Author Posted January 24, 2014 It hits. 1d20+7 → [9,7] = (16) And it's dead.
Supercape Posted January 24, 2014 Posted January 24, 2014 What's left on the menu of demons? Still have a move action to command the ogre?
Vahnyu Posted January 24, 2014 Author Posted January 24, 2014 yes. And these were only the first wave.
Vahnyu Posted December 28, 2014 Author Posted December 28, 2014 Time for Initiative! The Magician is PL12. The Demons follow the Powerhouse Archetype from the Core Book, adjusted at PL8. They also have Flight 2 (25mph/250ft per Move Action). Demons (Grouped): 1d20 → [16] = (16) Magician: 1d20+16 → [14,16] = (30) Humans (Grouped): 1d20 → [2] = (2) Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.
Supercape Posted December 28, 2014 Posted December 28, 2014 Thats gonna be a mean fight, although fortunately Pitch is loaded to the hilt with HP! 1d20+6=8 Initiative!
Vahnyu Posted December 28, 2014 Author Posted December 28, 2014 Initiative Order Magician: 30 (NPC) Demons: 16 (Minions) x5 Pitch: 8 (8 HP, Fatigued) Humans: 2 (NPCs) x4 The Magician will hold his action for now. The Demons close in on both Pitch and the humans, and attack using their weapons. 2 go for Pitch, and 3 go for the humans. 1d20+6 → [14,6] = (20) 1d20+6 → [2,6] = (8) 1d20+6 → [20,6] = (26) 1d20+6 → [19,6] = (25) 1d20+6 → [7,6] = (13) 2 Demons hit the humans. Toughness Save vs DC35 (critical) and DC25 respectively 1d20+5 → [17,5] = (22) 1d20+5 → [11,5] = (16) The 2 humans get knocked out. Pitch is up. Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.
Supercape Posted December 29, 2014 Posted December 29, 2014 Move action: Back off a little, say 15 feet. Standard Action: Throw Metal as Autofire Attack, lets go for all five of em, giving a -5 penalty to attack rolls. To help that a bit, shifting the attack slightly +1 Attack, -1 DC. Autofire Attack on Demons: 5#1d20+7 23 24 24 23 10 Which is pretty awesome. I am guessing that hits the first four (but no crits), so DC 25 Toughness for those that hits.
Vahnyu Posted December 29, 2014 Author Posted December 29, 2014 Tou Saves: 4#1d20+10: 4 # 25 [1d20=15] 24 [1d20=14] 18 [1d20=8] 16 [1d20=6] 1 makes it, the other three fall down. The two humans will try to attack the two remaining mooks. Power Attack +2 dam/-2 atk, All Out Attack +2 atk/-2 def, Autofire: 2#1d20+5: 2 # 10 [1d20=5] 25 [1d20=20] 1 makes it. DC25 Toughness: 1d20+12: 31 [1d20=19] darn.
Vahnyu Posted December 29, 2014 Author Posted December 29, 2014 Initiative Order Magician: 30 (NPC) Demons: 16 (Minions) x2 Pitch: 8 (8 HP, Fatigued) Humans: 2 (NPCs) x2 The Magician will still hold action for now. The 2 Demons left attack Pitch. All out Attack +2 atk/-2 def: 2#1d20+8: 2 # 15 [1d20=7] 15 [1d20=7] both fail. Pitch is up. Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects.
Supercape Posted December 30, 2014 Posted December 30, 2014 Well lets try another autofire special, this time at just -2 to hit. Again, shifting it +1 attack, -1 defence Throw Metal at Demons: 2#1d20+9 16 23 not too bad. DC 25 Toughness for whoever fails that save. Move Action, taking cover if there is any, perhaps some fallen crumbling masonry?
Vahnyu Posted December 30, 2014 Author Posted December 30, 2014 Toughness Saves: 2#1d20+12: 2 # 22 [1d20=10] 26 [1d20=14] One makes it. The humans repeat their previous action. 2#1d20+8: 2 # 13 [1d20=5] 20 [1d20=12] One hits, DC23 due to autofire Toughness Save: 1d20+12: 31 [1d20=19] Seriously these rolls...
Vahnyu Posted December 30, 2014 Author Posted December 30, 2014 (edited) Initiative Order Magician: 30 (NPC) Demons: 16 (Minions) x1 Pitch: 8 (8 HP, Fatigued) Humans: 2 (NPCs) x2 The Magician will use Chalice of Apathy on Pitch Drain 12(Will; Extras: Alternate Save[Will], Range[Perception], Total Fade, Flaws: Action[Full-Round], Distracting, Feats: Slow Fade 2) [24PP] (Chalice of Apathy) The Magician becomes Distracted DC22 vs Will Save. The Demon will once again try to hit on Pitch (not that way!) Attack: 1d20+10: 27 [1d20=17] That hits. DC25 vs Toughness. Pitch is up. Hailstorm Weather -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Edited December 30, 2014 by Vahnyu
Supercape Posted December 30, 2014 Posted December 30, 2014 vs Magician: 1d20+12 21 for will save, so that goes down by 1. For 5 minutes which could be nasty. Anyway, its a minor fail so I can live with it. Toughness Save: Save vs Demon Toughness: 1d20+11 30 cant argue with that.
Vahnyu Posted December 30, 2014 Author Posted December 30, 2014 (edited) Pitch may attempt any and all of the following, if she wishes: -Knowledge (Arcane Lore)/Knowledge (Philosophy and Theology)/Knowledge(Popular Culture) Roll on the Magician. -Sense Motive Roll on the Magician. Edited December 30, 2014 by Vahnyu
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