Ecalsneerg Posted January 21, 2015 Posted January 21, 2015 With Skill Mastery, Arrowhawk gets 25 on Sense Motive if it's at all relevant.
Gizmo Posted January 21, 2015 Author Posted January 21, 2015 Meatheral and Miras: Knowledge [Theology and Philosophy]Typhon is a figure in ancient Greek mythology famously billed as the Father of all Monsters. Son of Gaia and Tartarus - whether in the sense of deities or primordial forces is up for some debate - and husband to Echidna, he was the absolute deadliest and most fearsome of all creatures, going toe to toe with Zeus and winning before being imprisoned after their rematch. He was generally depicted with a human, albeit titanic, torso with either a hundred dragon heads coming out of his neck or a human head with dragon heads for fingers, along with a lower body made up of vipers coils and numerous wings.Bottom line, 'Typhon' is not a name anybody in the magic community is going to be throwing around lightly. Whatever Jerry and Asli think about Set the fact that he seems to be taking the new arrival seriously should be setting off a lot of warning bells. Meatheral and Arrowhawk: Sense MotiveTwo things are immediately obvious about this kid. First off, there's no point in trying to talk him down or come to a nonviolent solution. He's a child with a magnifying glass and they're the ants. Jerry might be a little hesitant to label anyone a sociopath after just a few sentences but John can practically smell it on the guy. He's there to cause pain and while he seems largely fixated on Set nobody is just walking away from him without a fight.Second, he sounds like a teenager, mocking and almost comically superior but he doesn't hold himself like a teenager. He stands like somebody hollowed out a teenager with a melon baller and stuffed a forest fire into the skin until it was bursting at the seems. The closest thing John can think of is a punk hopped up on PCP or one of the more dangerous super-drugs out there but the kid seems too composed and articulate for that. To Jerry it looks like his worst nightmares, where the Tetramegeton takes over and burns him out from the inside.
Vahnyu Posted January 24, 2015 Posted January 24, 2015 (edited) Yeeeep. Take 10 Knowledge [Religion] for each of these creatures. One of them's resembles a chimaera, at the very least. Thinking about it, the other's probably the Caucasian Eagle. Edited January 24, 2015 by Vahnyu
Raveled Posted January 24, 2015 Posted January 24, 2015 So are we using the same Initiative as before, or... ?
Gizmo Posted January 24, 2015 Author Posted January 24, 2015 That's the idea, yeah, just for expediency. I'll have Initiative up for Typhon and the monsters this evening. You are indeed looking at big ol' cyborg zombie versions of the Caucasian eagle, lamia and chimaera. This may be cause for concern.
Gizmo Posted January 25, 2015 Author Posted January 25, 2015 TyphonInitiative: 1d20+3 13Anti-EagleInitiative: 1d20 18Anti-LamiaInitiative: 1d20 13Anti-ChimaeraInitiative: 1d20 10 Everybody gets an extra HP mainly 'cause you're gonna need 'em! > 27 - Arrowhawk - Uninjured, 4HP 19 - Meatheral - Uninjured, 2HP 18 - Anti-Eagle - Uninjured 17 - Sun Walker - Uninjured, 6HP 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, 2HP 13 - Typhon - Uninjured 13 - Anti-Lamia - Uninjured 10 - Anti Chimaera - Uninjured 9 - Sekhmet - Uninjured
Ecalsneerg Posted January 26, 2015 Posted January 26, 2015 I'm going to shoot him a lot. Full Action Autofire attack, Power Attacking for 5. DC27 Toughness, with up to +5 from Autofire s Typhon: 1d20+12 23
Gizmo Posted January 26, 2015 Author Posted January 26, 2015 That hits! And... does absolutely nothing. Have another HP, Arrowhawk. Mechanically this is an Immunity at work, not Impervious. Miras' Super Senses let her surmise pretty easily that this is a similar sort of effect as what she senses from Set and Sekhmet's powers. She can draw whatever conclusions from that that she likes. 27 - Arrowhawk - Uninjured, 5HP> 19 - Meatheral - Uninjured, 2HP 18 - Anti-Eagle - Uninjured 17 - Sun Walker - Uninjured, 6HP 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, 2HP 13 - Typhon - Uninjured 13 - Anti-Lamia - Uninjured 10 - Anti Chimaera - Uninjured 9 - Sekhmet - Uninjured
Vahnyu Posted January 26, 2015 Posted January 26, 2015 (edited) Move Action, Meatheral will fly above Anti-Eagle, at about 200ft above him.Standard Action, Meatheral will transform into Earth Form.Earth Form COMBAT Attack: +2 Melee, +2 Ranged, +4 Earthform Grapple: +26 Defense: +6, +1 Flat-Footed Knockback: -7 SAVES Toughness: +12 Fortitude: +10 Reflex: +1 Will: +7 Surging, as a 2nd Standard Action, Meatheral will Charge at the Eagle as he falls, combining it with All-Out Attack and Accurate Attack for a total of +6 atk, -2 dmg, -4 def. Improved Grab automatically initiates a grapple as well. In this form, his weight puts him to 192 tons. If possible, Meatheral will attempt stay on top of the Anti-Eagle. However, bear in mind that as Earth Form, Meatheral has +0 initiative, for a total of +11 initiative. If that would cause him to lose his action until he reaches his new initiative, Meahteral would instead hold all of his actions until then. Edited January 26, 2015 by Vahnyu
Vahnyu Posted January 26, 2015 Posted January 26, 2015 (edited) Attack Roll: 1d20+10 → [20,10] = (30) That's a DC25 Toughness Save versus Unarmed. Unless it crits... Initiate Grapple Roll due to Improved Grab: 1d20+26 → [18,26] = (44) Meatheral has Improved Pin and Grappling Finesse. Edited January 26, 2015 by Vahnyu
Gizmo Posted January 27, 2015 Author Posted January 27, 2015 Anti-EagleToughness Save vs DC 30: 1d20+17 25 Injured and Dazed!Opposed Grapple Check: 1d20+30 44 In a tie on an opposed check, the character with the higher bonus wins, so no grapple just yet! After some discussing in chat we're going to retroactively treat this as a Slam attack using Leaping, just to avoid falling damage rules which are as terrible as they are awful. Give me a DC 20 Toughness Save, Vahn. The Eagle spends its turn clearing the Daze. Sun Walker is up. 27 - Arrowhawk - Uninjured, 5HP19 - Meatheral - Uninjured, -4 Defense, Fatigued Next Round, 2HP18 - Anti-Eagle - Injured x1> 17 - Sun Walker - Uninjured, 6HP16 - Set - Uninjured, 4HP15 - Miras - Uninjured, 2HP13 - Typhon - Uninjured13 - Anti-Lamia - Uninjured10 - Anti Chimaera - Uninjured9 - Sekhmet - Uninjured
KnightDisciple Posted January 27, 2015 Posted January 27, 2015 Sun Walker finds this whole matter distasteful. Move Action: Get up in the busnax of the Anti-Lamia. Free Action: Power Attack for 5. Standard Action: Punch the Lamia. With magical kung fu. 16. Which is apparently just enough. DC 25 Toughness Save!
Gizmo Posted January 27, 2015 Author Posted January 27, 2015 Anti-LamiaToughness Save vs DC 25: 1d20+17 37 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, 6HP> 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, 2HP 13 - Typhon - Uninjured 13 - Anti-Lamia - Uninjured 10 - Anti Chimaera - Uninjured 9 - Sekhmet - Uninjured
KnightDisciple Posted January 27, 2015 Posted January 27, 2015 You want to reroll that Save please. And deduct an HP from me.
Gizmo Posted January 27, 2015 Author Posted January 27, 2015 Anti-LamiaToughness Save vs DC 25, Luck Control Reroll: 1d20+17 25 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, 5HP> 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, 2HP 13 - Typhon - Uninjured 13 - Anti-Lamia - Uninjured 10 - Anti Chimaera - Uninjured 9 - Sekhmet - Uninjured
Gizmo Posted January 28, 2015 Author Posted January 28, 2015 SetMove Action: Fly into the air using the wings he Shapeshifted a while back.Standard Action: Lightning Bolt vs Typhon: 1d20+7 20 TyphonToughness Save vs DC 22: 1d20+4 18 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, 5HP 16 - Set - Uninjured, 4HP> 15 - Miras - Uninjured, 2HP 13 - Typhon - Injured x1 13 - Anti-Lamia - Uninjured 10 - Anti Chimaera - Uninjured 9 - Sekhmet - Uninjured
Raveled Posted January 28, 2015 Posted January 28, 2015 (edited) Okay, I have 21PP to pull this off. Better get to it, then.Free Action: Stunt the following off Miras's Ruh Kalit array. Obscure 7 (All senses, Extra: Independent, Selective, Flaw: Phantasm, Range/Touch). This is an illusory sandstorm that only affects Typhon and his kids.Standard Action: Use the Obscure.Move Action: Use Speed to move to behind the Chimera, and wait.So Miras will be Fatigued and under full Concealment.EDIT: Based on conversations in chat, edited the construction of this power. Edited January 28, 2015 by Raveled
Gizmo Posted January 30, 2015 Author Posted January 30, 2015 TyphonWill Save vs DC 17: 1d20+6 19 Anti-Eagle, Lamia and ChimaeraWill Save vs DC 17: 3#1d20+8 22 13 16 Typhon and the Eagle see through the illusion but the Lamia and Chimaera are effectively blinded. 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, 5HP 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, Pending Fatigue, 2HP> 13 - Typhon - Injured x1 13 - Anti-Lamia - Uninjured, Obscured Senses 10 - Anti-Chimaera - Uninjured, Obscured Senses 9 - Sekhmet - Uninjured
Gizmo Posted January 30, 2015 Author Posted January 30, 2015 TyphonMove Action: Shapeshift Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (goose wings)Move Action: Fly up into the air. Anti-LamiaStandard Action: Attack Sun Walker: 1d20+7 24, Total Concealment Miss Chance: 1d2 2 That does manage to hit Sun Walker, unfortunately, so he's looking at a DC 30 Toughness Save-- unless you'd like to use Luck Control again, KD! Anti-ChimaeraStandard Action: Attack Miras. Not even going to roll this since Miras is no longer where the Chimaera last saw her! 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, Pending Toughness Save, 5HP 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, Pending Fatigue, 2HP 13 - Typhon - Injured x1 13 - Anti-Lamia - Uninjured, Obscured Senses 10 - Anti-Chimaera - Uninjured, Obscured Senses> 9 - Sekhmet - Uninjured
Gizmo Posted January 30, 2015 Author Posted January 30, 2015 SekhmetMove Action: Demoralize Anti-Lamia: 1d20+17 31Standard Action: Charge Anti-Lamia: 1d20+9 16 Anti-LamiaSense Motive vs DC 31: 1d20+10 16Toughness Save vs DC 22: 1d20+15 32 > 27 - Arrowhawk - Uninjured, 5HP 19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP 18 - Anti-Eagle - Injured x1 17 - Sun Walker - Uninjured, Pending Toughness Save, 5HP 16 - Set - Uninjured, 4HP 15 - Miras - Uninjured, Pending Fatigue, 2HP 13 - Typhon - Injured x1 13 - Anti-Lamia - Uninjured, Obscured Senses, Shaken 10 - Anti-Chimaera - Uninjured, Obscured Senses 9 - Sekhmet - Uninjured, -2 Defense
KnightDisciple Posted January 30, 2015 Posted January 30, 2015 How many times can I use Luck Control before it's my turn? The answer to that is going to determine a couple of things for me. If the answer is "whenever you want", then I would be using it a total of 3 times: Typhon's Will Save and the Anti-Lamia's Attack Roll (I was considering the Toughness Save, but honestly with a +15 a DC 22 save is not a good place to use that). If the answer is "only 1 time a round" or the like, then it will be on Typhon's Will Save and I'll take the attack.
Raveled Posted January 30, 2015 Posted January 30, 2015 I'm pretty sure you can only spend 1 HP a round.
Vahnyu Posted January 30, 2015 Posted January 30, 2015 (edited) The Core Rulebook says that you can only spend 1 Heropoint on any given benefit per round. So, while you can spend many HPs in a round, they must each be spent on different benefits. Edited January 30, 2015 by Vahnyu
Raveled Posted January 30, 2015 Posted January 30, 2015 The Core Rulebook says that you can only spend 1 Heropoint on any given benefit per round. So, while you can spend many HPs in a round, they must each be spent on different benefits.So it's still only one reroll per turn, then.
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