Geez3r Posted January 13, 2016 Author Share Posted January 13, 2016 (edited) Toughness save vs KS Whip DC 25: 1d20+12 17 That's a bruise and a daze, but she's got enough Impervious Toughness to not be knocked back. 28 - Bastion - HP x3 - Bruise x2, Prone 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Dazed, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Heritage, you're up. Edited January 13, 2016 by Geez3r Initiative Chart Link to comment
Heritage Posted January 13, 2016 Share Posted January 13, 2016 (edited) Hmm. I rthink Grim wants to level the playing field a bit, or at least keep anymore jokers from joining the party. She will attempt to block anyone else from entering the room, conjuring up a thick wooden barrier to block the door; any sort of rolls you'd like me to make for that, Geez? Edit: the barrier would be Selective, allowing Grim, Kingsnake or Brandish to pass through it, but no one else. Edited January 15, 2016 by Heritage Link to comment
Geez3r Posted January 15, 2016 Author Share Posted January 15, 2016 No rolls required. Hatred is no longer dazed, but still on the ground and in pain. 28 - Bastion - HP x3 - Bruise x2, Prone 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (3+) - Unharmed Obelisk 1 - Damaged x1 Obelisk 2-6 - Undamaged Chris you're up. Link to comment
ChrisClark13 Posted January 16, 2016 Share Posted January 16, 2016 ...I'm just gonna have Brandish take 10 while attacking the mook for a total result of 20 since the dice are hating me.Hellfire Slash Melee 10 ft DC 25 Toughness (Penetrating) Damage (Physical, Slashing, Hellfire; Incurable, Affects Insubstantial 2) Link to comment
Geez3r Posted January 17, 2016 Author Share Posted January 17, 2016 Toughness save vs Brandish DC 25: 1d20+6 12 And the unkillable guard finally goes down. Mirth stays dazed. The guards in the area with Kingsnake and Grim will fire blindly into the smoke. Smoke has a 10ft radius so 16 5ft squares are covered, so 1/16 chance to target correctly. So we'll say Grim is in square 15 and Kingsnake is in square 16. Blind-fire into smoke: 2#1d16 7 16 One correctly aims at Kingsnake. Miss Chance due to smoke: 1d20 15 And succeeds on the miss chance. Attack roll vs Kingsnake DC 23 Tough: 1d20+8 15 And misses. But we're not done yet, the obelisks don't seem to appreciate magical lightning being thrown about all willy-nilly. Toughness save DC 23: 5#1d20+7 24 11 15 22 13 So obelisk 2 is fine, 3 and 6 are disabled, and 4 and 5 are damaged. Toughness save DC 23: 1d20+6 13 And Obelisk 1 blows up as well. The goons outside finally hear what's going on inside and retreat into the interior of the building to lend their aid. Bastion uses his first move action to stand up from prone and the second to follow the guards inside from the balcony area. 28 - Bastion - HP x3 - Bruise x2 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (4+) - Unharmed Obelisk 2 - Undamaged Obelisk 4 & 5 - Damaged x1 Obelisk 1, 3, 6 - Disabled Shaen you're up. Link to comment
N/A Posted January 17, 2016 Share Posted January 17, 2016 Are each of the guards within 5ft of at least one other guard? Could a series of Takedown Attacks clear them out? Link to comment
Geez3r Posted January 19, 2016 Author Share Posted January 19, 2016 They are indeed. There are only two in the room with you, two more on the opposite side of the barrier Grim put up. You can get one group or the other. Link to comment
N/A Posted January 26, 2016 Share Posted January 26, 2016 Sorry. Kingsnake will take a standard action to Charge one of the two guards on his side of the barrier, getting just within the 15ft melee range of his whip. He's Fatigued, so he's at +11 Attack, +7 Damage, +11 Defense. The Charge gives him +2 Attack / -2 Defense. He'll Defensive Attack for -2 Attack / +2 Defense and Power Attack for -2 Attack / +2 Damage. Assuming they're minions, he'll Take 10 on the attack checks, hitting DC19 (+9 Defense). If that hits, then it's a DC24 Toughness save. If the first guard goes down, he'll use Takedown Attack to go after the second. His Defense is +11 (DC21) until his next turn. Bookkeeping Note: Kingsnake is Fatigued, and his Initiative should drop to 17, since he's at -2 Dex. Link to comment
Geez3r Posted January 27, 2016 Author Share Posted January 27, 2016 28 - Bastion - HP x3 - Bruise x2 17 - Kingsnake - HP x1 - Unharmed, Fatigued 15 - Grimalkin - HP x1 - Unharmed 12 - Hatred - Bruise x2, Prone, Staggered 11 - Brandish - HP x3 - Bruise x1 10 - Mirth - Bruise x1, Dazed 4 - Goons (2+) - Unharmed Obelisk 2 - Undamaged Obelisk 4 & 5 - Damaged x1 Obelisk 1, 3, 6 - Disabled Toughness save vs Kingsnake DC 24: 2#1d20+6 22 23 So close and yet so far. Both are downed, leaving just the two outside the door, plus any other wanderers somewhere in the complex. Heritage, you're up. Link to comment
Geez3r Posted February 15, 2016 Author Share Posted February 15, 2016 Sorry I dropped off the face of the earth for a while there. Is there any interest in continuing or should we let the thread fade away? Link to comment
Heritage Posted February 16, 2016 Share Posted February 16, 2016 I'd be fine continuing of anyone else does. Link to comment
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