Blue Rose Posted August 14, 2014 Share Posted August 14, 2014 Phantasm concealment against all senses, go! (Omitting Thaelia from the effect.)Also, Stealth! Taking 10 for 27. Link to comment
Brown Dynamite Posted August 14, 2014 Author Share Posted August 14, 2014 Let's see. The kids while artificially PL'd up. Are still unattentive as can be. Even if she stepped on every creaky floorboard. They couldn't make that. Nor do they have a reason to question any concealment. As thus. She's a leaf blowing in the wind silently. Sileeently. But...A notice check if you will. Link to comment
Blue Rose Posted August 31, 2014 Share Posted August 31, 2014 So... Arcane Lore to know just how bad an idea a smash-and-grab of the eye and/or the cat mummy would be, given the state of the frat boys.Arcane Lore: 1d20+3 10 Link to comment
Brown Dynamite Posted August 31, 2014 Author Share Posted August 31, 2014 She is aware of whatever the mummified thing is, it's definitely weakened. Possibly too much to actively do anything to stop her from stealing the eye. But the risk is there. That and that the frat boys seemed to be riding what seems to be some sort of magic high from being in contact with something. But seeing as they're not currently touching the mummy it must be something on their person. Link to comment
Blue Rose Posted September 1, 2014 Share Posted September 1, 2014 Whatever's on these guys causing this, Sam's trying to get it off first.Invisible.Stealthy. Take 10 for a Stealth roll of 27.Notice to find the bad juju. Notice: 1d20+5 17Sleight of Hand for the take. Take 10 for a Sleight of Hand roll of 22. Link to comment
Brown Dynamite Posted September 1, 2014 Author Share Posted September 1, 2014 That's enough to palm the objects. Alas not enough to spot them. She could pat them down to find the objects with a Search roll. Though that might be noticeable. Link to comment
Blue Rose Posted September 1, 2014 Share Posted September 1, 2014 I would say Sleight of Hand to go unnoticed while patting them down, but...Search: 1d20+5 6I think something bad is about to happen. Link to comment
Brown Dynamite Posted September 1, 2014 Author Share Posted September 1, 2014 Well...on the bright side, Sam can go ahead and take an HP. Negative side. Emotion Control: Fear. All up in there. DC21 Will to resist. The Frat Boys are also subject to the effect Will Save vs Emotion Control: 1d20+1 13 Will Save vs Emotion Control: 1d20+1 12 Link to comment
Blue Rose Posted September 1, 2014 Share Posted September 1, 2014 (edited) Eep!Will v Fear: 1d20+5 15Using that HP.Will v Fear, HP: 1d20+5 21 Edited September 1, 2014 by Blue Rose Link to comment
Brown Dynamite Posted September 13, 2014 Author Share Posted September 13, 2014 Alrighty. We'll get initiative started. Glamazon's Initiative: 1d20+1 19 The Frat Boys' 1d20+2: 1d20+2 21 Mummified Fear Demon's Initiative: 1d20+1 11 Link to comment
Blue Rose Posted September 13, 2014 Share Posted September 13, 2014 Initiative: 1d20+5 7Sam was, apparently, caught off guard in the fight she chose to start. :P Link to comment
Brown Dynamite Posted September 13, 2014 Author Share Posted September 13, 2014 It's a good thing the Frat Boys will be useless the first round! Round 1: 19 - Frat Boys - Unharmed, Shaken 18 - Glamazon - 2 HP - Unharmed 11 - Mummified Fear Demon - Unharmed 07 - Kit - 2 HP -Unharmed Alright, the Frat Boys actually get to partially ignore their conditions. Counting only as shaken. Because I'm mean, and they instead hobble their way over to the mummy. HP to be had by all. Glam's opening involves the entirety of falling through the floorboards. The mummified demon. And Sam's senses detect the demon empowering the Frat Boys. Link to comment
Blue Rose Posted September 13, 2014 Share Posted September 13, 2014 Aid, +2 Accurate Attack: 1d20+14 25Because of Teamwork 3, Glamazon gets a +5 to her next attack roll on mummycat. Link to comment
Brown Dynamite Posted September 13, 2014 Author Share Posted September 13, 2014 I don't think you can Accurate Attack on an aid. It doesn't really matter it's a DC10 and she has a base of 12 so all good. Round 1: 19 - Frat Boys - Unharmed, Shaken 18 - Glamazon - 2 HP - Unharmed 11 - Mummified Fear Demon - Unharmed 07 - Kit - 2 HP -Unharmed Frat Boy # 1 targets Glamazon and breathes out a stream of Hellfire (DC21): 1d20+6 9 Missing Frat Boy #2 rushes towards Sam to Face Punch (DC24): 1d20+3 22..not gonna lie, didn't expect him to hit. Link to comment
Blue Rose Posted September 13, 2014 Share Posted September 13, 2014 An Aid is just listed as an attack roll. It doesn't say anything at all about whether or not you can apply the usual modifiers. Though defensive may have been the wiser option.Toughness: 1d20+5 14HP.Toughness, HP reroll: 1d20+5 22 Link to comment
Brown Dynamite Posted September 13, 2014 Author Share Posted September 13, 2014 (edited) Yea it's a DC10 attack roll with the person you're aiding needing to be in melee range. But I assume it's akin to grapple as there's no damaging effect to it. Power Attacking wouldn't do anything for example. Edited September 13, 2014 by HG Morrison Link to comment
Brown Dynamite Posted October 12, 2014 Author Share Posted October 12, 2014 Although as I stated before ultimately doesn't matter. Because Aid is DC10 so she can technically make it without even rolling y'see.` Power (-5 Atk/+5 Dmg)Face Punch (DC27): 1d20+7 27 Crit! So DC32. Its high TOU would normally need conquering some fear checks to weaken to a paltry amount and yet... TOU Save (DC32): 1d20+13 19 well they're off to a good start to say the least. Staggered & Dazed --- Link to comment
Blue Rose Posted December 29, 2014 Share Posted December 29, 2014 Emotion control: Calm on the one that punched Sam. DC17. Link to comment
Brown Dynamite Posted December 29, 2014 Author Share Posted December 29, 2014 Frat Boy's Will Check vs Emotion Control: 1d20+2 22 O.o Link to comment
Brown Dynamite Posted December 30, 2014 Author Share Posted December 30, 2014 Round 2: 19 - Frat Boys - Unharmed, Shaken18 - Glamazon - 2 HP - Unharmed11 - Mummified Fear Demon - Staggered 07 - Kit - 1 HP -Unharmed ------- Frat Boy #1Move Action: Move near the Mummified Fear DemonStandard Action: Aids Frat Boy #2 vs Glamazon flopping his Aid Action (DC10): 1d20+6 8 Frat Boy #2Move Action: Move Near the Mummified Fear DemonStandard Action: Ka-Pow Punch (DC24): 1d20+3 12 Missing So Glam's stunting to gain Shockwave on her Super-Strength. Spending HP to burn the fatigue. And immediately causing a shockwave. Frat Boy's Reflex Saves (DC17): 2#1d20+4 5 11Tou Save (DC22): 2#1d20+6 17 21 Frat Boy 1 is Bruised & Dazed, 2 is just Bruised. Our mummified friend will automatically fail any reflex saves. So can't halve the effect.Tou Save (DC22): 1d20+12 29 Technically should be 30 forgot it has no bruises. Now for the Demon cat.Standard Action: Emotion Control (Fear). DC21 Will Save to resist for both Glamazon and Kit. If both heroes successfully make the Will Save there might be a wee bit of a power loss to look forward to. The Fear Demon then allows one of its non dazed allies to Interpose for it. Well technically even with the affects others and increased range it should have been declared on their turn. But, handwavium. Glamazon's Will Check vs Emotion Control: 1d20+8 28 Link to comment
Blue Rose Posted December 31, 2014 Share Posted December 31, 2014 Will v Fear: 1d20+5 17 Link to comment
Blue Rose Posted January 4, 2015 Share Posted January 4, 2015 Know what? I don't want to flee in terror. HP reroll. Will v Fear, take two: 1d20+5 23 Link to comment
Brown Dynamite Posted January 5, 2015 Author Share Posted January 5, 2015 I would've done the same. Alright. As a consequence of three subsequent failing to fearify something. The Fear Demon's dropped from a PL11 to a PL5 essentially. The jocks are lowering in PL by 1 per round until they reach 1. Though can also be talked out of the mind control with some diplomacy. Link to comment
Blue Rose Posted January 7, 2015 Share Posted January 7, 2015 I cast talk!Diplomacy, w/ Attractive: 1d20+15 24 Link to comment
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