Gizmo Posted February 15, 2015 Author Share Posted February 15, 2015 ANTI-HYDRAStandard Action: NANITE MISSILE SALVO This is a DC 25 Reflex Save for everyone to halve a DC 30 Toughness Save. SetReflex Save vs DC 25: 1d20+6 12 Luckily, Evasion 2!Toughness Save vs DC 22: 1d20+4 5Toughness Save vs DC 22; HP Reroll: 1d20+4 10 That becomes a 20, oof.SekhmetReflex Save vs DC 25: 1d20+8 17 Reflex Save vs DC 25; HP Reroll: 1d20+8 18 That becomes a 28, letting her skip the Toughness Save with Evasion 2 of her own. SetStandard Action: Lightning Bolt vs ANTI-HYDRA: 1d20+7 21 ANTI-HYDRAFortitude Save vs DC 17: 1d20+16 36Toughness Save vs DC 22: 1d20+16 29 SekhmetMove Action: Run toward Set.Standard Action: Begin Full Round Healing on Set. > 27 - Arrowhawk - Uninjured, Pending Saves, 4HP 19 - Meatheral - Bruised x2, Pending Fatigue, -2 Defense, Pending Saves, 2HP 17 - Sun Walker - Uninjured, Pending Saves, 4HP 15 - Miras - Uninjured, Fatigued, -5 Defense, Pending Saves, 4HP 13 - ANTI-HYDRA - Injured x4 13 - Set - Bruised x1, Staggered, 1HP 9 - Sekhmet - Uninjured Link to comment
Vahnyu Posted February 15, 2015 Share Posted February 15, 2015 No reason rolling Reflex for Earth Form 1d20+12 → [16,12] = (28) - 2 = 26 Luckily, it's just a scratch, even with the bruises. Link to comment
Raveled Posted February 16, 2015 Share Posted February 16, 2015 Reflex Save: 1d20+8 16 Well the math suggests Miras is never going to make the save, so I guess I'll just go with that.Miras: 1d20+10 14 *Sigh* Rerolling that.Toughness Save Reroll: 1d20+10 26 Barely enough to be just a bruise. Phew. Link to comment
KnightDisciple Posted February 16, 2015 Share Posted February 16, 2015 Reflex, DC 25: 17. Toughness, DC 30: 22. Link to comment
Ecalsneerg Posted February 17, 2015 Share Posted February 17, 2015 Dodge the missile: 1d20+12 14 Welp. That's a DC30 Toughness save, alright. I'm going to use a HP to reroll that rather than Toughness, given Evasion and Reflex +12 give a greater chance of survival.Try again: 1d20+12 24 Aw well.The missile hurts: 1d20+10 11 And, that's an Unconscious + DyingOnlyEveryoneHasDieHardHe still has 3 HP, though! Link to comment
Gizmo Posted February 17, 2015 Author Share Posted February 17, 2015 Whelp! This may be a good opportunity for a Combined Attack, folks! Meatheral is up. 27 - Arrowhawk - Unconscious, 3HP> 19 - Meatheral - Bruised x3, Pending Fatigue, 2HP 17 - Sun Walker - Bruised x1, Dazed, 4HP 15 - Miras - Bruised x1, Fatigued, -5 Defense, 3HP 13 - ANTI-HYDRA - Injured x4 13 - Set - Bruised x1, Staggered, 1HP 9 - Sekhmet - Uninjured Link to comment
Vahnyu Posted February 17, 2015 Share Posted February 17, 2015 Spending 1 HP for Fatigue Standard Action: Delaying and Initiating Combined Attack, using All-Out Attack (-2 Def, +2 Atk) 1d20+6 → [3,6] = (9) lolnope Improve Roll, -1 HP 1d20+6 → [6,6] = (12) +10 = 22 I guess that works? Base Tou DC27. You need at least DC22 to join the combined attack. Link to comment
Gizmo Posted February 19, 2015 Author Share Posted February 19, 2015 Let's get Combined Attack rolls from Sun Walker and Miras! Link to comment
KnightDisciple Posted February 19, 2015 Share Posted February 19, 2015 (edited) Let's get Combined Attack rolls from Sun Walker and Miras! Can I use an HP to shake the Daze? EDIT: To clarify I don't have book access at the moment and can't recall one way or the other. Edited February 19, 2015 by KnightDisciple Link to comment
Raveled Posted February 19, 2015 Share Posted February 19, 2015 HPs can do that, yes. Link to comment
KnightDisciple Posted February 19, 2015 Share Posted February 19, 2015 Right. Burn an HP to kick out the Dazed. Move Action: Get up in the dude's business again. Free Action: Power Attack for 5. Attack is +10, Toughness DC is 25. Standard Action: Power Attacking Melee Attack: 21. That should be just enough! Thus, his attack contributes to the Combined. Link to comment
Raveled Posted February 19, 2015 Share Posted February 19, 2015 (edited) Spending 1 HP to get rid of the Fatigue.Ranged Attack check: 1d20+10 23 That should hit.As a free action, switching the Ruh Kalit array to Insub and using Speed to get near Meaty. With luck, she'll avoid the next round of attacks and get a chance to heal. Edited February 19, 2015 by Raveled Link to comment
Gizmo Posted February 20, 2015 Author Share Posted February 20, 2015 Alright, 27 is the highest single DC, so we're looking at DC 31 for the combined attack.ANTI-HYDRAToughness Save vs DC 31: 1d20+16 2427 - Arrowhawk - Unconscious, 3HP 15 - Meatheral - Bruised x3, 0HP 15 - Sun Walker - Bruised x1, 3HP 15 - Miras - Bruised x1, 2HP 13 - ANTI-HYDRA - Injured x5, Dazed 13 - Set - Bruised x1, Staggered, 1HP 9 - Sekhmet - Uninjured The ANTI-HYDRA is dazed on its turn! Let's get some IC posts up there. Link to comment
Raveled Posted February 20, 2015 Share Posted February 20, 2015 Slight OOC edit. Meaty is still up, so Miras will end her turn next to Arrowhawk instead. Still Insubstantial, though. Link to comment
Gizmo Posted February 21, 2015 Author Share Posted February 21, 2015 ANTI-HYDRA Pass round to clear Dazed. SetDelay: After Sekhmet. SekhmetMove Action: Complete Healing on Set. A +7 bonus along with +2 Constitution means he automatically makes at least 10, clearing his Staggered condition.Standard Action: Charge ANTI-HYDRA, Combined Attack: 1d20+9 26 SetStandard Action: Lightning Bolt vs ANTI-HYDRA; Combined Attack, Accurate Attack 2: 1d20+9 25 ANTI-HYDRAToughness Save vs DC 24: 1d20+15 30 SetLuck Control: Force Reroll ANTI-HYDRAToughness Save vs DC 24: 1d20+15 17SetMove Action: Start moving toward Arrowhawk. 27 - Arrowhawk - Unconscious, 3HP> 15 - Meatheral - Bruised x3, 0HP 15 - Sun Walker - Bruised x1, 3HP 15 - Miras - Bruised x1, 2HP 13 - ANTI-HYDRA - Injured x6, Dazed 9 - Sekhmet - Uninjured 9 - Set - Bruised x1, 0HP Link to comment
Vahnyu Posted February 22, 2015 Share Posted February 22, 2015 (edited) Full Round Action: Meatheral will take Aim. Edited February 22, 2015 by Vahnyu Link to comment
Gizmo Posted February 22, 2015 Author Share Posted February 22, 2015 Aim away! Go ahead with an IC post if you've got something for that in the meantime. 27 - Arrowhawk - Unconscious, 3HP 15 - Meatheral - Bruised x3, Aiming, 0HP> 15 - Sun Walker - Bruised x1, 3HP 15 - Miras - Bruised x1, 2HP 13 - ANTI-HYDRA - Injured x6, Dazed 9 - Sekhmet - Uninjured 9 - Set - Bruised x1, 0HP Link to comment
Vahnyu Posted February 22, 2015 Share Posted February 22, 2015 Nah, I'll pass this turn. Link to comment
KnightDisciple Posted February 22, 2015 Share Posted February 22, 2015 Sun Walker thinks this "kicking it in the head" business is extremely successful. So he's going to keep doing that. Free Action: Power Attack for 5. Standard Action: Melee Attack: 29. Which is a Critical Hit! I'd like that all into Damage, for a total Toughness Save DC of 30 Link to comment
Raveled Posted February 22, 2015 Share Posted February 22, 2015 Okay. Switching off the Insub, switch Working of Deosil array to Healing. Healing 5 on Arrowhawk. If Ecal makes the DC 10 check, he should lose the Unconscious condition. Then switch the Insub back on. Link to comment
KnightDisciple Posted February 23, 2015 Share Posted February 23, 2015 Also if he passes my Toughness save, I will spend the HP to make him reroll. Link to comment
Gizmo Posted February 23, 2015 Author Share Posted February 23, 2015 ANTI-HYDRAToughness Save vs DC 30: 1d20+14 20 27 - Arrowhawk - Unconscious, 3HP, Pending Healing Check 15 - Meatheral - Bruised x3, Aiming, 0HP 15 - Sun Walker - Bruised x1, 3HP 15 - Miras - Bruised x1, 2HP 13 - ANTI-HYDRA - Injured x6, Staggered> 9 - Sekhmet - Uninjured 9 - Set - Bruised x1, 0HP Link to comment
Ecalsneerg Posted February 23, 2015 Share Posted February 23, 2015 Recovery check: 1d20+9 27 Recovered. Link to comment
Gizmo Posted February 24, 2015 Author Share Posted February 24, 2015 Sekhmet Full Action: Refocus Set Full Action: Refocus > 27 - Arrowhawk - Uninjured, 3HP 25 - Sekhmet - Uninjured 23 - Set - Bruised x1, 0HP 15 - Meatheral - Bruised x3, Aiming, 0HP 15 - Sun Walker - Bruised x1, 3HP 15 - Miras - Bruised x1, 2HP 13 - ANTI-HYDRA - Injured x6, Staggered Link to comment
Ecalsneerg Posted February 24, 2015 Share Posted February 24, 2015 Move Action: Get up Standard Action: Start the combined attack off, with a power attack for 5, and an explosive arrow. +12 to hit, DC+12. So, Start the assault: 1d20+12 28 Link to comment
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