Supercape Posted December 30, 2014 Posted December 30, 2014 And why not? For lazyness sake rolling 4 d20s for the above skills in order: Knowledge and Sense Motive Rolls: 4#1d20 4 17 15 18 With skill modifiers that would be: 9 for Arcane Knowledge, 27 for Popular Culture (hey, Rock Journalist!), 17 for Theology/Philosophy, and 28 for Sense Motive. So fits her: oout of her depth in magic, but ROCK!
Vahnyu Posted December 30, 2014 Author Posted December 30, 2014 Knowledge [Arcane Lore] DC5: You realise that there is a certain mystical symbolism behind the number of items the Magician is using. 4 is a strong symbolic number, in religion, philosophy, and magic, whether one talks about the 4 classical elements, or the 4 Noble Truths of Buddhism, the 4 Heavenly Kings, the Tetragrammaton, the four Cardinal Directions, and the Four Gospels. Knowledge [Popular Culture] DC5: The Magician and The Fool are often mentioned together when in the context of the Tarot cards. DC10: More Specifically, The Fool and The Magician belong to the Major Arcana, a suit of 22 cards often and popularly used for divination purposes. Each card has a number assigned to them, with the Fool being number 0, and the Magician being number 1. DC15: The Fool represents a traveler, someone who seeks to experience The World in all its totality, while remaining oblivious to the dangers that lie ahead, even under his own nose. He is a trickster, and is often depicted as being accompanied by >a dog, and holding a staff. The Magician represents the potential of a new adventure. He has learned a few things, and acts as a guide, but he is often rash and tends to misinterpret knowledge. He is often depicted having four items in his posetion, a sword, a chalice, a disk, and a wand, each symbolising one of the Minor Arcana (Spade, Cup, Diamond, and Club respectively). DC20: Besides divination, the Tarot Cards, and more specifically, the Major Arcana, are used to examine the cycle of one's life in search of Answers, or The Journey as it is referred. To that end, the cards' numbering is significant, as when viewed in order, they reveal the story of that Journey. The number 0 fits the Fool, as while on its own the number is empty and meaningless, it represents the begining of the story, before the Journey comenses, and it holds infinite potential within. The number 1 fits the Magician, who acts as the first gatekeeper, opening up the door for the Fool to pass and start his Journey proper. As a whole, the Fool represents the Protagonist of the Journey, while all the other 21 Major Arcana represent the various facets of humanity or human archetypes. DC25: The Fool's dog represents the Fool's animal desires, and he frequently acts as a distraction to the Fool's Journey. The Fool's staff on the other hand acts as an offset to the Fool's obliviousness, representing Wisdom. The four Minor Arcana are 52 suit cards. They are comprised of four suits. The objects that the Magician holds represent each one of those suits, and they have their own connotations. The Staff represents creativity and will, the Disk represents material body and possessions, the Chalice represents emotions and love, and the Sword represents reason. The Magician is often depicted as pointing to the sky and the ground at once, an allusion to the hermetic lesson "As above, so bellow" meaning that mastery in one field can lead to mastery of another. Knowlede [Theology] DC5: See Knowledge [Arcane Lore] DC5 DC10: Furthermore, the number 4 features heavily in divination and in suit cards, such as the Tarot Arcana. While many cultures view the number as a symbol of prosperity and harmony, in some languages such as Japanese and Chinese, "Shi" is the pronounciation of both the number 4 and the word "death". As such, in these languages, 4 is oft held and feared as an ominous number. DC15: The Tarot Cards are sometimes falsely associated with Satanic worship and demons. While it is true that some of the cards, and most specifically The Devil, depict demonic imagery, they are more correctly connected to the Hermetic Order. In fact, The Magician is commonly thought to be Hermes Trismegistus, or at least a major aspect of him Bluff Check vs Sense Motive: Autofail due to low Cha (-2 mod) and no Bluff Skill ranks. There is no killer intent to be had from the Magician's actions and demeanors. He is more focused on making a spectacle than actually killing anyone. However, he is more than ready to hurt the humans and Carmen, and he doesn't appear to be the reasonable sort, more than willing to fight to his death. Nevertheless, Pitch can tell from his actions so far that the Magician views himself as more of a didactic entity than an outright antagonist, and while he isn't willing to directly divulge in his knowledge, he is more than happy to part Carmen with cryptic advice.
Supercape Posted December 31, 2014 Posted December 31, 2014 Ok so firing off a last volley of metal into the last flying/standing demon: Taking 10 on the attack roll. Its thus a 21 attack (which may give autofire bonuses) which I presume hits. A DC 26 Toughness roll (plus any autofire bonuses)
Vahnyu Posted December 31, 2014 Author Posted December 31, 2014 Indeed it does. 14 base defense -2 due to All Out attack sums up to a +4 Autofire bonus! ... Yeap, he dead: 1d20+10: 12 [1d20=2] Also, Pitch gains the following trait Tarot Occultism +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Vahnyu Posted January 2, 2015 Author Posted January 2, 2015 The Humans will shift their focus on the Magician. Power Attack/All Out Attack, Autofire Attack Roll#1: 1d20+8: 21 [1d20=13] Attack Roll#2: 1d20+8: 23 [1d20=15] The Flat-Footed Magician gets hit. DC: 23 and 24 respectively. The Magician has Impervious 12.
Vahnyu Posted January 2, 2015 Author Posted January 2, 2015 Initiative Order Magician: 30 (NPC) Pitch: 8 (8 HP, Fatigued, -1 Will[5 minutes]) Humans: 2 (NPCs) x2 The Magician will again 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. 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. Pitch Traits: Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted January 2, 2015 Posted January 2, 2015 SO, lets start off with that Will Save, with her will save at +11 1D20+11 => 23 And a success. So part of me wants to choke him ouut with a suffocate, as he is made of smoke and all that may not work! This is unlikely to work too, but hell, lets do it: A Chain! Going to try an intimidate at -5 for a move action: 1D20+7 => 19 And then the actual Snare, and as she is in full angry mode, going to go +2 all out attack (for a -2 Defence Penalty) 1D20+13 => 25 should hit! So a DC 21 Reflex Save, unless he is all insubstantial! Finally, as a Free Action, Raging! (for the next 10 rounds, +6 Strength, +3 Fort, +3 Will, -2 Defence), Lets get that will save up!
Vahnyu Posted January 2, 2015 Author Posted January 2, 2015 Sense Motive vs Intimidate: 1d20+15: 24 [1d20=9] Reflex Save vs DC21 1d20+12: 27 [1d20=15] Handily makes it.
Vahnyu Posted January 2, 2015 Author Posted January 2, 2015 (edited) Initiative Order Magician: 30 (NPC) Pitch: 8 (8 HP, Fatigued, -1 Will[5 minutes], Rage 9) Humans: 2 (NPCs) x2 The Magician will again use Disk of Distraction on Pitch Blast 12 (Extras: Range[Perception], Flaws: Action[Full-Round], Feats: Variable Descriptor 2(all Magic Elements)) [24PP] (Disk of Destruction) DC27 vs Tou Save. 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. Pitch Traits: Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Edited January 2, 2015 by Vahnyu
Supercape Posted January 2, 2015 Posted January 2, 2015 1D20+11 => 29 Also, Ill burn an HP to drop off that fatigue!
Supercape Posted January 3, 2015 Posted January 3, 2015 Ok darn it, lets try and set him on (hell)fire: Non shifted attack: 1D20+11 => 30 bah, not quite a critical. Its a DC 26 Toughness save though, and a continuous duration power, so she can keep him alight. Its non lethal damage though (handwaved by hellfire stuff).
Vahnyu Posted January 3, 2015 Author Posted January 3, 2015 The magician has Immunity to all hellfire effects.
Vahnyu Posted January 3, 2015 Author Posted January 3, 2015 Initiative Order Magician: 30 (NPC) Pitch: 8 (7 HP, -1 Will[5 minutes], Rage 8) Humans: 2 (NPCs) x2 The Magician will again use Disk of Distraction on Pitch, with the Electricity Descriptor, gainning a +2 on its DC.Blast 12 (Extras: Range[Perception], Flaws: Action[Full-Round], Feats: Variable Descriptor 2(all Magic Elements)) [24PP] (Disk of Destruction) DC29 vs Tou Save. 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. Pitch Traits:Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted January 3, 2015 Posted January 3, 2015 1D20+11 => 30 the luck is very much with her. So lets try a bluff at -5, as a move action: 1D20+7 => 24 also rather good. And an unshifted stream of metal autofire: 1D20+11 => 26 wow pretty good rolls all around. If that hits, providing he isnt something like an evil insubstantial, its a DC 26 Tough Save plus any autofire bonus.
Vahnyu Posted January 3, 2015 Author Posted January 3, 2015 (edited) Sense Motive vs Bluff: 1d20+15: 26 [1d20=11] no dice. at +12 defense, the autofire grands +2 to the DC. Tou Save: 1d20+12: 32 [1d20=20] well, isn't that just dandy. Edited January 3, 2015 by Vahnyu
Vahnyu Posted January 4, 2015 Author Posted January 4, 2015 Initiative OrderMagician: 30 (NPC)Pitch: 8 (7 HP, -1 Will[5 minutes], Rage 7)Humans: 2 (NPCs) x2The Magician will use Sword of Irrationality to create Darkness around him, choosing to affect everyone but him.Obscure 7 (Visual, 500ft Radius; Extras: Duration[Continuous], Selective, Flaws: Range[Touch]) [21PP] (Sword of Irrationality) 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. Pitch Traits:Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted January 5, 2015 Posted January 5, 2015 Fortunately, counters obscure visual means that is no problem! This probably wont work, but lets try throwing some smoke at him, using the suffocate power! Suffocate Attack: 1d20+11 21 hopefully thats a hit (it would be close!) and if he is not immune to it, Fort DC 21 Save.
Vahnyu Posted January 5, 2015 Author Posted January 5, 2015 Initiative Order Magician: 30 (NPC) Pitch: 8 (7 HP, -1 Will[5 minutes], Rage 6) Humans: 2 (NPCs) x2 The Magician will use Wand of Depletion on Pitch. Fatigue 12 (Extras: Alternate Save[Will], Range 2[Perception], Flaws: Action[Full-Round], Distracting) [24PP] (Wand of Depletion) Will Save vs DC22 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. Pitch Traits:Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them.
Supercape Posted January 5, 2015 Posted January 5, 2015 Will vs Wizard: 1d20+14 31 Im gonna have to start burning some HP to end this!
Supercape Posted January 6, 2015 Posted January 6, 2015 Ok so for next round: Intimidate as a -5 action: Intimidate Magician: 1d20+7 24 good start Then surging to get two standard actions. Both of these will be all out attack shifted (-2 Defence, +2 Attack) First an autofire metal burst, second a snare (chain) and using an HP to cancel the fatigue of surging. Lets go crazy on him! Surge Attacks on Magician: 2#1d20+13 26 17 I imagine that means the bursts of metal will hit but the chain will not. Still, hopefully getting somewhere.
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