Vahnyu Posted April 18, 2016 Author Share Posted April 18, 2016 Let's roll for some initiative: Initiative Roll: 1d20+3 21 Initiative Roll: 1d20 11 Link to comment
Supercape Posted April 18, 2016 Share Posted April 18, 2016 Initiativbe vs Elephants: 1d20+6 25 If so delaying, will delay action. If the acid hounds approach, will summon smoke/heat. Link to comment
Vahnyu Posted April 19, 2016 Author Share Posted April 19, 2016 Round 01Pitch: 25 (6 HP, Unharmed, Delaying Action, Readying Action) Hellhounds: 21 (Minions, Unharmed) x8Elephants???: 11 (Minions, Unharmed) x3 Hellhounds Move Action: 5 of them will fly towards Pitch, while 3 of them will not act this round. I am assuming you mean that Pitch uses Hot Smoke to obscure the area. The Concealment works, but the Hellhounds do retain a good general sense of where Pitch was last standing for this round. Standard Action: Combined Attack using Sharp Bite. Concealment Rolls vs DC11 (total Concealment): 5#1d20 17 2 15 14 17 4 out of 5 make their concealment checks. Attack roll: 4#1d20+5 17 24 22 23 3 attacks connect, so thats DC20 + 2*2 = DC24 Toughness Save for Pitch. Elephants??? ??? Billy will ride his bicycle away from the hounds and stampeding... Elephants(?!). He is safe... for now! Hailstorm Weather Reveal hidden contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Reveal hidden contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Link to comment
Supercape Posted April 19, 2016 Share Posted April 19, 2016 Toughness save vs Hounds: 1d20+11 13 I think thats a little to hard to swallow right now, so I will reroll. Toughness vs Hellhounds HP reroll: 1d10+10+11 22 as bad as it gets, but only a bruise (and injury?) Link to comment
Vahnyu Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) Round 02Pitch: 21 (5 HP, Bruised, Total Concealment vs Visual + Olfactory) <- Current Turn Hellhounds: 21 (Minions, Unharmed) x8Elephants???: 11 (Minions, Unharmed) x3 Pitch is up. Hailstorm Weather Reveal hidden contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Reveal hidden contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Edited April 21, 2016 by Vahnyu Link to comment
Supercape Posted April 19, 2016 Share Posted April 19, 2016 So given the obscure effect is kept up, Pitch will move a bit (just to keep them on their toes) and attack with the Cantos Cane (as a plain old stick!) I don't know if they are minions (in which case, will take 10) but Smack Hound with Stick: 1d20+11 27 hits. Which means a DC 24 Toughness save! (Also, who is up IC?) Link to comment
Vahnyu Posted April 19, 2016 Author Share Posted April 19, 2016 You are up, Cape. Feel free to post everything that Pitch did, including her round 1 action, if you like While technically possible to save against a DC24, the chances are pretty small, and I'd have to roll concentration, so I won't bother. Instead, I take 10, and the mutt botches its save and gets pummeled to death! However, I do have to ask that you make a Stealth check, in order to move around the wolves without making a sound. Notice check vs Concealment Move: 1d20+6 7 Good news, you won't have to try terribly hard, and even if you fail, an HP would guarantee your success! Link to comment
Supercape Posted April 20, 2016 Share Posted April 20, 2016 Hmmm, if its ok with you can I auto fail that due to her disability? Link to comment
Vahnyu Posted April 20, 2016 Author Share Posted April 20, 2016 An HP award to you, then, Cape! Link to comment
Vahnyu Posted April 21, 2016 Author Share Posted April 21, 2016 Round 02Pitch: 21 (6 HP, Bruised, Total Concealment vs Visual + Olfactory) Hellhounds: 21 (Minions, Unharmed) x7Elephants???: 11 (Minions, Unharmed) x3 Hellhounds The 4 Hellhounds try to attack Pitch once again using Aid Attack. Concealment Rolls vs DC11 (total Concealment): 4#1d20 15 8 1 6 Thankfully, this time, only one succeeds to beat the concealment. Attack roll: 1d20+5 8 And he botches it! Elephants??? ??? O_o Pitch is up! Hailstorm Weather Reveal hidden contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Reveal hidden contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Link to comment
Supercape Posted April 21, 2016 Share Posted April 21, 2016 Right, lets try binding a beast. Taking 10 (I hope?) to hit, then DC 21 Mind control on the Hellhounds. Link to comment
Vahnyu Posted April 21, 2016 Author Share Posted April 21, 2016 It would take a 20 to beat that DC, so, you've just got yourself a thrall! Link to comment
Vahnyu Posted April 24, 2016 Author Share Posted April 24, 2016 (edited) Round 03Pitch: 21 (6 HP, Bruised, Total Concealment vs Visual + Olfactory) Hellhounds: 21 (Minions, Unharmed, 1 Enthralled) x7Elephants???: 11 (Minions, Unharmed) x3 Hellhounds The three Hellhounds next to Pitch will combine attack their bites. The three Hellhounds outside the smoke will combine attack their Shadow Flame Concealment Rolls vs DC11 (total Concealment), #4-#6 are shadow flames: 6#1d20 15 1 1 2 11 18 1 bite succeeds, 2 flames succeed. However, as the flames are infernal, they don't work on Pitch. Failing to hit Pitch with the flame, one of the Hellhounds hits another of the Hellhounds near Pitch, but it is also immune to the shadow flame. The three Hellhounds that spat shadow flame are Distracted. So, using All Out Attack for the single bite that succeeded... Attack roll against Pitch, +5/-5 All Out Attack: 1d20+10 20 That's a miss Elephants??? ??? Hailstorm Weather Hide contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Hide contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Edited April 24, 2016 by Vahnyu Link to comment
Vahnyu Posted April 24, 2016 Author Share Posted April 24, 2016 Round 04Pitch: 21 (6 HP, Bruised, Total Concealment vs Visual + Olfactory) Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 3 Distracted, 1 at a -5 defense) x7Elephants???: 11 (Minions, Unharmed) x3 Pitch is up! Hailstorm Weather Spoiler -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Spoiler Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Link to comment
Supercape Posted April 24, 2016 Share Posted April 24, 2016 Move action will be to order enthralled Hellhound to bite another. The take 10 (attack roll 19) to power attack a distracted Hellhound, which would mean DC 15 + 8 + 2 = 25 Toughness Save Link to comment
Vahnyu Posted April 25, 2016 Author Share Posted April 25, 2016 The Distracted Hellhounds are well beyond Pitch's melee reach. Perhaps you meant the -5 Defense Hellhound, though? And the attack is enough to OHKO it As for the enthralled Hellhound... Concealment Rolls vs DC11 (total Concealment): 1d20 14 Attack roll: 1d20+5 9 Misses its foe! Link to comment
Supercape Posted April 25, 2016 Share Posted April 25, 2016 Yup, sorry the -5 Defence one! Link to comment
Vahnyu Posted April 26, 2016 Author Share Posted April 26, 2016 Winged Hellhounds The two remaining Hellhounds next to Pitch will combine attack their bites. The three Hellhounds outside the smoke will combine attack their Shadow Flame. Concealment Rolls vs DC11 (total Concealment): 5#1d20 18 8 20 13 15 4 confirms, let's see which of those hit. Pitch is immune to hellfire (remember, the three Hellhounds outside can't see for naught!) That leaves us with only one Shadow Bite: Attack roll, +5/-5 All Out Attack: 1d20+10 22 DC20 Toughness Save for Pitch. Elephant Ogres Dun dun duuuuunnnnnnnn... They are visible now at 800ft away Link to comment
Supercape Posted April 26, 2016 Share Posted April 26, 2016 (edited) Tough Save vs Bite: 1d20+10 18 Bruised again! Out of interest, are the Elephants Infernal (using Infernal detect) Edited April 26, 2016 by Supercape Link to comment
Vahnyu Posted April 26, 2016 Author Share Posted April 26, 2016 They are infernal, yesss. Buddhist-infernal, but infernal nonetheless Link to comment
Vahnyu Posted April 26, 2016 Author Share Posted April 26, 2016 Round 05Pitch: 21 (6 HP, Bruised x2, Total Concealment vs Visual + Olfactory) Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 3 Distracted, 1 at a -5 defense) x6Elephant Ogres: 11 (Minions, Unharmed) x3 Pitch is up! Hailstorm Weather Reveal hidden contents -All Fire Effects suffer a -2 penalty on their DC -All Water and Ice Effects gain a +2 Bonus on their DC -All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects. Pitch Traits Reveal hidden contents Tarot Occultism: +5 circumstantial Bonus to all Knowledge and Sense Motive skills in regards to Tarot Cards, anyone, and anything closely associated with them. Link to comment
Supercape Posted April 26, 2016 Share Posted April 26, 2016 Buddhist Infernal is the best type of infernal, man! Lost count of how many hellhounds (not enthralled) are left though? Link to comment
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