Tiffany Korta Posted December 30, 2013 Posted December 30, 2013 Rene and Father Henri demon hunters! We're starting straight out the gate with Initiative rolls for everyone! For Rene we're be using the same build as Rene for Rene-de-Cateau. Initiatives are: Father Henri 1d20+1=9 Four Bandits 1d20+1=12, 1d20+1=11, 1d20+1=11, 1d20+1=15 Carriage Driver 1d20+1=6 The four badit's are currently on horseback trying to chased down the carriage, which is your standard enclosed stagecoach style of design.
Supercape Posted December 30, 2013 Posted December 30, 2013 Reposting build for ease of reference: Character Name: Young RenePower Level: 7Trade-Offs: +1 Attack / -1 Defence, +1 Toughness / -1 DefenceAbilities: 2 + 2 + 4 + 2 + 14 + 4 = 28PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 24 (+7) Charisma: 14 (+2)Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6, +8 Magic Grapple: +7 Defense: +6 Knockback: -4Saving Throws: 0 + 1 + 2 = 3PP Toughness: +2/+8 (+2 Con, +6 Protection) Fortitude: +2/+6 (+2 Con, +4 Ring) Reflex: +2 (+1 Dex, +1) Will: +9 (+7 Wis, +2)Skills: 48R = 12PP Bluff 4 (+6) Craft (Artistic) 10 (+11) Diplomacy 4 (+6) Knowledge (Arcane) 10 (+11) Knowledge (Art) 4 (+5) Knowledge (History) 2 (+3) Languages 6 (Arabic, English, French [Native], German, Greek, Latin, Spanish) Notice 4 (+11) Sense Motive 4 (+11)Feats: 5PP Artificer Attractive Improved Initiative Luck RitualistPowers: 0 + 0 + 0 = 0PPPower/Array Name (21 PP Magic Array Feats: Accurate, Alternate Power 2 ) [24PP] Snare: Snare 6 (Feats: Affects Insubstantial 2, Indirect 3, Precise, Reversible, Variable Descriptor 2) {21} Blast: Blast 6 (Feats: Affects Insubstantial 2, Indirect 3, Precise, Variable Descriptor 2) {20} Dazzle : Dazzle 6 (Feats: Indirect 3, Precise, Variable Descriptor 2) {18} Device 2 (Dead Ring; 10PP Container Flaws: Hard-To-Lose) [8/8PP] Protection 6[6PP]Enhanced TraitEnhanced Fortitude +4 ) [4PP] Device 3 (Paintbrush; 15PP Container; Flaws: Easy -To-Lose Feats: Restricted use: requires 8 Ranks of Craft (Art))[10PP] Illusion 5 (Visual only Extras: Duration 2 (Continuous)Flaws: Action (Full) ) [15PP] Immunity 2 (Aging, Disease’ Flaws: Limited – half effect) [1PP]
Supercape Posted December 30, 2013 Posted December 30, 2013 And to kick off, an initiative roll: 1d20+5=13
Tiffany Korta Posted December 30, 2013 Author Posted December 30, 2013 (edited) Initiatives 15 Bandit 1, Unharmed, GM 13 >Rene, Unharmed, 2 HP 12 Bandit 2, Unharmed, GM 11 Bandit 3, Unharmed, GM 9 Father Henri, Unharmed, GM 6 Carriage Driver, GM (look see my thread, the thread I am controlling, not yours mine. Bad SC ) Bandit 1 will attempt to shot the driver of the carriage 1d20+5=16. Driver has to make a Toughness save against the Musket, DC 20, 1d20+5=16. Driver is Bruised. Rene is up. Edited December 30, 2013 by TiffanyKorta
Supercape Posted December 30, 2013 Posted December 30, 2013 Ok just doing a classic stagecoach thing, shifting to the driver. Il throw an untrained Acrobatics / DEX roll in case you need it...1d20+1=20! Its like the wild west!
Tiffany Korta Posted January 7, 2014 Author Posted January 7, 2014 Bandit's 2 & 3 will fire on the two on top of the coach, 2 on the Driver, 3 on Rene Bandit 2's attack Attack Roll: 1d20+5 25, so driver will need a toughness save Attack Roll: 1d20+5 21. So driver is Dazed and Bruised. Bandit's 3 attack Attack Roll: 1d20+5 7, so Rene's fine. Father Henri is going to arm himself ready for the assault on the carriage. Unmanned the carriage is going to start to drift and possibly crash if the driver doesn't recover. Bandit 1 will delay his action to see what happens. So long and short of it is Rene is now up.
Supercape Posted January 7, 2014 Posted January 7, 2014 Well I think he better grab the reins! Not sure if you need a roll for that...
Tiffany Korta Posted January 13, 2014 Author Posted January 13, 2014 Give me an appropriate Drive (Carriage) type roll. I'm guessing it's unskilled in this case .
Supercape Posted January 13, 2014 Posted January 13, 2014 I'm guessing too! But drive is a good call I think 1d20+1=8 Tiiimmmbbeeerrrr?
Tiffany Korta Posted February 1, 2014 Author Posted February 1, 2014 The carriage has a minor crash, in modern parlance a prang. Could Rene give me a Reflex save so as not to be thrown off the carriage. Let's say DC 15.
Supercape Posted February 1, 2014 Posted February 1, 2014 1d20+2=15! Well I guess that makes Rene up now. So I guess Ill fire of a blast of magic! at one of the riders. 1d20+8=11 bah!
Tiffany Korta Posted February 2, 2014 Author Posted February 2, 2014 15 Bandit 1, Unharmed, GM 13 Rene, Unharmed, 2 HP 12 Bandit 2, Unharmed, GM 11 Bandit 3, Unharmed, GM 9 Father Henri, Unharmed, GM 6 Carriage Driver, GM Carriage driver better make his Reflex I guess Reflex Save: 1d20+1 7, looks like you might need a new driver. Bandit 2 & 3 are going to empty there Musket's into Rene Attack Roll: 1d20+5 21 & Attack Roll: 1d20+5 9. So one hit and a DC 20 Toughness.
Supercape Posted February 2, 2014 Posted February 2, 2014 1d20+8=24 A bit of a result. MOve Action: See if I can take any cover behind a tree or the remains of the carriage. Standard Action: Another frazzing lightning bolt, from the sky this time! 1d20+8=28 that is my first Crit in ages! Making it a DC 26 Toughness save.
Tiffany Korta Posted February 2, 2014 Author Posted February 2, 2014 And the Bandit gets Toughness Save: 1d20+4 10, so straight out . And don't forget poor Father Henri...
Tiffany Korta Posted February 4, 2014 Author Posted February 4, 2014 Bandit 2 will pull a second musket and attempt to shot Rene Attack Roll: 1d20+5 7. Poor Father Henri will try to return the favour Attack Roll: 1d20+5 12. Bandit 1 will dismount his horse and draw a saber, for now Bandit 2 will provide some cover for his leader.
Supercape Posted February 4, 2014 Posted February 4, 2014 Ill try a bluff roll to trick them into attacking me: 1d20+6=18 with the -5 penalty. Except that was using "old" Rene so, a roll of 12 with +6 for his skill and -5 for move action actually makes 11! And then another blast of lightning: 1d20+8=26 Which should hit, so another DC 21 Toughness roll?
Tiffany Korta Posted February 7, 2014 Author Posted February 7, 2014 Badit's Toughness Save: 1d20+5 11, so Staggered and Dazed. Bandit Leader will close and try to screwer Rene Attack Roll: 1d20+5 18, that a DC 19 Toughness save.
Supercape Posted February 7, 2014 Posted February 7, 2014 1d20+8=13 oh dear, a bruise and a daze! (and an injury if its lethal?) Father Henri, help!
Tiffany Korta Posted February 25, 2014 Author Posted February 25, 2014 15 Bandit 1, Unharmed, GM 13 Rene, Dazed & Bruised, 2 HP 12 Bandit 2, Unharmed, GM 11 Bandit 3, Unharmed, GM 9 Father Henri, Unharmed, GM 6 Carriage Driver, GM Father Henri to the resue Attack Roll: 1d20+5 15, Bandit's Toughness Save Toughness Save: 1d20+5 21 Bandit will return fire on Father Henri Attack Roll: 1d20+5 20, Henri's own save Attack Roll: 1d20+5 18 a Bruise. Well not a complete loss and Rene is now undazed.
Supercape Posted February 25, 2014 Posted February 25, 2014 Ok so Rene will wrap him up in some trees: A snare (wooden!) descriptor, 1d20+8=15 if that hits, its a DC 16 Reflex Snare
Tiffany Korta Posted May 4, 2014 Author Posted May 4, 2014 Bandit Leader Reflex Save: 1d20+1 18 Father Henri's attack roll Attack Roll: 1d20+5 15 Bandit Leader's Attack roll Attack Roll: 1d20+5 14 Rene's up next.
Supercape Posted May 4, 2014 Posted May 4, 2014 A straight feint at -5 1d20+1=16 Followed by a shifted attack -2, +2 DC: 1d20+6=26 A crit! A DC 26 Toughness Save
Tiffany Korta Posted August 28, 2014 Author Posted August 28, 2014 Okay I'm going to fiat he goes down and we can actually get to you know the plot and stuff.
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