Semi-Autogyro Posted November 5, 2014 Posted November 5, 2014 Master Plan Check: 1d20+21 = 26 +3 skills checks/attack rolls for 3 rounds, then +2 for 1 round, then +1 for the last round.
Brown Dynamite Posted December 8, 2014 Author Posted December 8, 2014 Initiative time for Glamazon, Temperance, and Tsunami. Only one Sharkman in the first round. But more will join. It's a DC10 Disable Device to deactivate the mines if Myrmidon wants. DC15 Strength to rip them off. There is a chance that one could detonate in this fashion. But, hey risks. And if you have some other means for getting rid of them or choose to ignore them for now feel free. DC20 Arcane Lore Check to recognize the meaning of the magical symbol with the +4 from EM. Glamazon's Initiative: 1d20+1 15 Samebito's Initiative: 1d20+0 1Welp, good thing he has friends on the way.
Brown Dynamite Posted December 8, 2014 Author Posted December 8, 2014 (edited) Round 128 - Tsunami - 3 HP - Unharmed15 - Glamazon- 1 HP - Unharmed11 - Temperance - 3 HP - Unharmed01 - Samebito (More on the way)- GM - Unharmed Edited December 8, 2014 by HG Morrison
Semi-Autogyro Posted December 9, 2014 Posted December 9, 2014 Well, he's not going to fiddle with the mines. Just look to see how they are triggered (trip wire, motion, etc.) What he will do is scuff out part of the magic circle with his boot if it's safe to do (i.e. no boom-boom.) Taking 10 on a Know (Tech): for a total of a 20 (24 with EM) AS for that Knowledge arcana check : 1d20+9=13 Nope. "Magic circles are bad."
Brown Dynamite Posted December 10, 2014 Author Posted December 10, 2014 He's able to recognize that it's possible just ripping them off without disarming without likely setting them off. The design also has a remote detonator that could also detach/disarm. Only one of the mines looks as if it's in so bad of a condition where it could be set off in an attempt to tamper. But even then it's unlikely to hapen.
Thevshi Posted December 11, 2014 Posted December 11, 2014 Okay, so I will assume Tsunami is up. She will fire a blast of water at the shark on the deck, getting a 26 on her attack roll.
Brown Dynamite Posted December 11, 2014 Author Posted December 11, 2014 So that easily hits. Our Shark Man's Tou Save: 1d20+10 27 He's unharmed.
Brown Dynamite Posted December 11, 2014 Author Posted December 11, 2014 Glamazon will run up to the Shark Man and keep it simple with a Punch (DC24): 1d20+9 11 which simply misses. She will interpose next round for Temperance.
trollthumper Posted December 12, 2014 Posted December 12, 2014 Temperance's action:Move Action: Get closer to the Shark-man, but still staying elevated and out of hurling range.Standard Action: Snare. 23.
Brown Dynamite Posted December 12, 2014 Author Posted December 12, 2014 Reflex: 1d20+5 8 Meaning he is bound!
Brown Dynamite Posted December 14, 2014 Author Posted December 14, 2014 Our shark man tries to break free from his icy shell. Standard Action: Break free from snare (DC27): 1d20+8 10 Technically should be 11 as I put 8 instead of 9 on the toughness. Still...he's free. Bringing us to Round 2 and with it the backup to the rescue. Well not rescue. And their initiatives still put them at the bottom of the Initiative rung as well. Round 228 - Tsunami - 3 HP - Unharmed15 - Glamazon- 1 HP - Unharmed11 - Temperance - 3 HP - Unharmed 08 - Samebito 3 - GM - Unharmed 03 - Samebito 2 - GM - Unharmed01 - Samebito 4 - GM - Unharmed 01 - Samebito 1 - GM - Unharmed
Thevshi Posted December 15, 2014 Posted December 15, 2014 Tsunami will fly along the side of the ship till she can use her Cone of Water to hit as many as possible (it is selective and precise, so Glam being in melee with one will not matter. She will use defensive attack (-2 atk/+2 defense). She gets a 19 on the attack roll for the targeted cone. If that hits, DC 25 toughness saves.
Brown Dynamite Posted December 16, 2014 Author Posted December 16, 2014 That hits! Sharkmen Pirate Grunts Tou Save (DC25): 4#1d20+10 28 29 22 12 08 - Samebito 3 - GM - Bruised x1 03 - Samebito 2 - GM - Unharmed01 - Samebito 4 - GM - Staggered & Dazed 01 - Samebito 1 - GM - Unharmed
Brown Dynamite Posted February 11, 2015 Author Posted February 11, 2015 Standard Action; Glamazon Initiates Grapple with Samebito 3: 1d20+9 24 Glamazon's Grapple Check: 1d20+26 43 Samebito's moot Grapple Check: 1d20+18 33 Move Action: Throws Samebito at Samebito 4 (DC24): 1d20+9 26 Samebito 3's Tou Save (DC24): 1d20+9 18 Bruised & Dazed Samebito 4's Tou Save (DC24): 1d20+10 12 Aaand he's out!
trollthumper Posted February 14, 2015 Posted February 14, 2015 Temperance unleashes a storm of ice on Samebito 3, using her Blast w/ Autofire. That's an 18, so maybe not.
Brown Dynamite Posted February 15, 2015 Author Posted February 15, 2015 That's enough to get +1 from the Autofire. Tou Save (DC25): 1d20+8 20 Picking up a Third Bruise Samebito 2 picks up Samebito 4's unconscious boy as a Move ActionStandard Action he throws Samebito 4 at Tsunami (DC25): 1d20+6 11 Missing launching the Samebito into the ocean Samebito 1 Bites Glamazon: 1d20+6 22 Glamazon's Tou Save (DC25): 1d20+11 20 she picks up a Dazed & Bruised
Brown Dynamite Posted February 25, 2015 Author Posted February 25, 2015 Round 328 - Tsunami - 3 HP - Unharmed15 - Glamazon- 1 HP - Bruised 1 & Dazed11 - Temperance - 3 HP - Unharmed 08 - Samebito 3 - GM - Bruised x 3 03 - Samebito 2 - GM - Unharmed01 - Samebito 4 - GM - Unconscious 01 - Samebito 1 - GM - Unharmed Tsunami is up!
Thevshi Posted March 3, 2015 Posted March 3, 2015 Tsunami will target Samebito 2 with a water blast, getting a 26 for her attack roll, DC 27 toughness save if that hits.
Brown Dynamite Posted April 24, 2015 Author Posted April 24, 2015 To kick things in the butt, Glamazon will spend an HP to get rid of the Daze and take her actions.Standard Action: Attack Samebito (3): 1d20+9 22Tou Save (DC24): 1d20+7 26
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