MisterShoebox Posted December 6, 2014 Posted December 6, 2014 Phantasmo's shtick isn't just being a theatrically hammy crimefighter, it's also scaring the bejeezus out of all and sundry so if there are any other baddies around, they will learn to change their ways. Hence the changed, echoey voice. That's his ghostly self playing up the ham. I understand that they are zombies and thus not likely to have the bejeezus scared out of them...but old habits.
Supercape Posted December 6, 2014 Author Posted December 6, 2014 Not intimidates! Skeleton vikings! (Not just regular Vikings) Ok so the Skeletons are breaking out of the Ice below. This means, essentially, you have a surprise round as they break out. Which means they are flat footed, and wont act - but you only get a standard action (or move action). Round 1 (Surprise Round) 15 Phantasmo - 1 HP - Unharmed 11 Black Knight - 0 HP - Unharmed 10 The ladies (Not fighting but for reference) 0 Skeleton Vikings [5] - Unharmed The Vikings are minions.
Supercape Posted December 6, 2014 Author Posted December 6, 2014 NB: Feel free to make an untrained Knowledge (history) roll DC 15 to confirm the weapons and armour as Viking. (They didn't actually wear horned helms!)
Exaccus Posted December 6, 2014 Posted December 6, 2014 Black knight will activate his light control to attack the darkness!
Supercape Posted December 6, 2014 Author Posted December 6, 2014 Which pushes everyone into full light conditions! Post away! Meaning Phantasmo is up!
MisterShoebox Posted December 6, 2014 Posted December 6, 2014 (edited) Hmmm...well, since he doesn't really have any powers that are handy right NOW - I suppose he'll just take aim at the various yon beasties and use the enhanced light to allow him to aim better - and of course, resort to various magical-and-football-hooligan-themed taunts. So - aim is standard action, and taunting...he's not USING TAUNT since he's not using bluff, but just yelling at them. That copacetic? Edited December 6, 2014 by MisterShoebox
Supercape Posted December 6, 2014 Author Posted December 6, 2014 So counting that as an Aim action (+2/+5 to next ranged/mellee attack) as well as being cool. So: Round 1 (Surprise Round) 15 Phantasmo - 1 HP - Unharmed 11 Black Knight - 0 HP - Unharmed 10 The ladies (Not fighting but for reference) 0 Skeleton Vikings [5] - Unharmed As a side note, you are fighting on Ice, so a DC 5/10/15 DEX save to stay upright if you are bruised/dazed/staggedered. Phantasmo is up! (Also, note the DC 15 Knowledge History roll to know they are bona fida vikings if you wish!)
MisterShoebox Posted December 6, 2014 Posted December 6, 2014 First - Teleporation, broseph! Gonna move away for better aim, man - all zombie magic matrix. Teleport away, turn, and throw card. Second - card to the first minion'ed up skeleton I see! 1d20+12=30 - w00t!
Supercape Posted December 6, 2014 Author Posted December 6, 2014 More than enough to hit, meaning a DC 21 Toughness save for said Skeleton. 1d20+3=17 it shatters! Post awaaay! And then BK is up.
Exaccus Posted December 6, 2014 Posted December 6, 2014 Accurate attacking for -3/+3 eager to show off for arna and also become familiar with the power he dreads most he shall corrode the viking nearest to him! 1d20+7=25 and make that History check just to see if they're vikings or not. 1d20+4=10 can't be, ain't got horned helmets...maybe its a desecration thingy Feigr did.
Supercape Posted December 6, 2014 Author Posted December 6, 2014 1d20+2=11 vs the drain, which means -7 Toughness. Which means he cannot possibly make toughness save. Shattered (or whatever you want to say happens!) Post awaaay!
Supercape Posted December 6, 2014 Author Posted December 6, 2014 So we have three Viking Skeletons up. Two will attack the Black Knight: 1d20+5=11, 1d20+5=20 so one sword hits, meaning a DC 20 Toughness roll. The same applies to Phantasmo: 1d20+5=11 miss!
Supercape Posted December 6, 2014 Author Posted December 6, 2014 Round 3 15 Phantasmo - 1 HP - Unharmed 11 Black Knight - 0 HP - Unharmed 10 The ladies (Not fighting but for reference) 0 Skeleton Vikings [3] - Unharmed Phantasmo the unliving is up again!
MisterShoebox Posted December 9, 2014 Posted December 9, 2014 Move action - Gonna walk away from the zombie to get himself a better target! Attack - 'nother card blast! Why stop now? 1d20+12 = 26
Supercape Posted December 9, 2014 Author Posted December 9, 2014 1d20+3=6 it is down! Post awaaay! Meaning the Black Knight is up!
Supercape Posted December 9, 2014 Author Posted December 9, 2014 Two skeletons left standing, and Black Knight is up!
Exaccus Posted December 9, 2014 Posted December 9, 2014 I will attempt to lay waste to them! Damage 7 175ft radius, selective'd to ignore myself, arna, her car, tanya, phantasmo and the standing stones.
Supercape Posted December 9, 2014 Author Posted December 9, 2014 1d20+2=17, 1d20+2=14 one makes its reflex save. 1d20+3=16, 1d20+3=14 vs DC 18 and 22 respectively, both fail, and are destroyed! Out of combat! Post awaaay!
Exaccus Posted December 14, 2014 Posted December 14, 2014 Don't suppose i could just chain a few portals with some vague directions from Arna?
Supercape Posted December 14, 2014 Author Posted December 14, 2014 You could portal the whole way there, if you wish, but lets say this requires extra effort or an HP.
Exaccus Posted December 17, 2014 Posted December 17, 2014 (edited) gonna recover from fatigue because it doesn't work like i thought it did. Edit: Nevermind! Edited December 18, 2014 by Exaccus
Supercape Posted December 28, 2014 Author Posted December 28, 2014 So whilst Agna certainly knows the history, you may (if you wish) roll a DC 15 (History) roll to see if you can recognise Dead Ice as a native Greenlander. DC 20 to recognise him as a Thule Culture Shaman (which Agna does, bless her). Mainly for fluff, of course!
Exaccus Posted December 31, 2014 Posted December 31, 2014 I have a feeling Mr shoe that this man is of the none-coporeal variety, let us use our super combination to mitigate his ectoplasmic evadence! also history check. 1d20+4=13 close but that only counts in horseshoes.
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