olopi Posted August 25, 2016 Posted August 25, 2016 (edited) OOC for this Go ahead and react, there's hopefully enough in the opening post to start off the thread! Edited August 25, 2016 by olopi
olopi Posted August 25, 2016 Author Posted August 25, 2016 Okay, PMs aren't working for me right now, so I'll just do it this way: @KnightDisciple, @angrydurf
KnightDisciple Posted August 26, 2016 Posted August 26, 2016 (edited) Tagging this thread. EDIT: -For idle reference, Nevermore currently has his Analytic Cowl Gadget configuration active. The computer bit can be fluff. -He's using Investigate. Edited August 26, 2016 by KnightDisciple
KnightDisciple Posted August 28, 2016 Posted August 28, 2016 Nevermore is going to quickly and quietly swap his Gadgets around a bit. He's going to change from the Analytic Cowl setup to the Tools of the Trade setup, which, most importantly, gives him a Subtle Datalink power. We can also fluff the link to the Rookery as giving him Access Codes....if he succeeds at his Computers check! His goal is to temporarily disable the sensors that activate the lights in the hallway with movement. Not the actual trophy room (that's probably already lit up anyways), but the hall, so as to make it less obvious they're doing the sneaky-sneak. Computer Check: 34.
olopi Posted August 29, 2016 Author Posted August 29, 2016 Okay, a Notice Check from both of you please, and should you decide to start combat feel free to roll initiative, with a surprise round to go along it!
KnightDisciple Posted August 31, 2016 Posted August 31, 2016 (edited) So before I roll Init, I'm going to be trying to figure out the best way to configure Gadgets (currently consulting Chat). End result is a desire to use Grapnel to yoink the shiny! We can also establish what rolls you'd want me to make for that, Olopi. Notice Check: 29. Hopefully I'm not wasting all my good rolls for the next week, both here and in "meatspace", on non-combat rolls.... EDIT: Angrydurf's suggested configuration: Extended Reach (Unarmed) Limited to Disarm and Improved Disarm Since this is something like 20-50 feet of range, that seems reasonable. But I want to bounce it off of you first before we "commit". Edited August 31, 2016 by KnightDisciple
olopi Posted August 31, 2016 Author Posted August 31, 2016 That gadget sounds reasonable (and fun!). Works with me! Bonus points if it's a grabby hand or slime hand! Now, as for most ominous rolls: 1d20 + 12 = 29 Well dang! Nevermore notices there's something up on the room's ceiling, but can't really make out anything more specific for now, there's too much darkness up there to see what it might be properly!
KnightDisciple Posted September 2, 2016 Posted September 2, 2016 Sadly it's "only" going to be an articulated grapnel claw....I'm too lazy to PP that up but the math should fit in 10PP or less. I'll roll Initiative (because there's no way this won't get noticed), and then the Disarm check. Initiative: 7. Disarm Attack Roll (rolling as a Melee due to using Extended Reach): 32. ...I'll take a +5 on the Strength Check. And +4 from Improved Disarm. And +4 from his actual Strength. As I'm reading the Disarm entry, that'd be 15 (base) + 13 (strength and feat and crit). So, DC 28 to not get disarmed, I guess?
angrydurf Posted September 2, 2016 Posted September 2, 2016 Well Improved disarm is ranked. So it might be worth statting out the gadget and getting like 5 ranks of each (Improved Disarm and Extended Reach). That'll give you a +16 (+21 with the crit) to your disarm out to a 30' range.
KnightDisciple Posted September 2, 2016 Posted September 2, 2016 Sure, let's go with that. 5PP for Extended Reach 5, and 5PP for Improved Disarm 5. Which means that DC would be....36!
olopi Posted September 2, 2016 Author Posted September 2, 2016 I'm not even gonna roll that, no way he makes that. So, the thingy that was in his hand gets grappled and pulled in. It's a scroll of some sorts, clearly magical!
angrydurf Posted September 2, 2016 Posted September 2, 2016 Alright for Ouroboros Free Action: reform Move Action: Fast Demoralize 1d20+5=22 Standard Action: Use his Mage hand power to initiate a grapple with the now artifact-less thief. Attack roll 1d20+12=26 Grapple Check: 1d20+16=19 Welp that could have gone better. Ah well the night is young.
olopi Posted September 2, 2016 Author Posted September 2, 2016 Okay, let's see: Sense Motive against Demoralize: 1d20+13=28 And now for the grapple: 1d20+13 = 27 He's getting some good rolls! let's see about his initative! 1d20 + 9 = 12
olopi Posted September 2, 2016 Author Posted September 2, 2016 Okay, so we're at: 17 - Ouroboros | 1HP | Unharmed 12 - Thief! | Unharmed 9 - Nevermore | 3HP | Unharmed So, I'll do a quick post to describe everything, then Ouroboros is up again.
angrydurf Posted September 2, 2016 Posted September 2, 2016 Alrighty then he's quick! Free Action: Switch magic Array to force constructs. Standard Action: Try to trap him inside a magic cage DC 22 Reflex Save to evade the cage as it forms around him. Mabe that'll work better.
olopi Posted September 2, 2016 Author Posted September 2, 2016 1d20 + 9 = 24 Well, I feel kinda bad for these rolls. Either way, he manages to evade it!
angrydurf Posted September 2, 2016 Posted September 2, 2016 lol well I am attackign his strengths kinda
olopi Posted September 3, 2016 Author Posted September 3, 2016 Okay! Move Action: Move Standard Action: Summon a crossbow! Nevermore is up!
KnightDisciple Posted September 3, 2016 Posted September 3, 2016 Lessee.... Standard Action: Rearrange Gadgets to the following: Electroshock Gauntlets Stun 10 (Extras: Linked [Martial Arts] Flaws: Daze) [10PP] (Electricity) Move Action: Move up to Fancy Thief. Extra Effort: Surge for another Standard Action. Standard Action: Punch him! Melee Attack Roll: 30. That probably hits....anyway! DC 23 Toughness Save, and DC 20 Fortitude save (vs stun).
olopi Posted September 3, 2016 Author Posted September 3, 2016 (edited) Toughness: 1d20 + 12 = 16 He'll re-roll that, so that's a HP to Nevermore. 1d20 + 12 = 13, upgraded to 23 due to reroll Fortitude: 1d20 + 7 = 25 So he's fine for now, thanks to a (not so) lucky reroll! 17 - Ouroboros | 1HP | Unharmed 12 - Thief! | Unharmed 9 - Nevermore | 3HP | Unharmed Ouroboros' Turn again! Edited September 3, 2016 by olopi
angrydurf Posted September 10, 2016 Posted September 10, 2016 Alright just blast him then. Attack Roll: 23 DC 27 toughness if that hits.
olopi Posted September 10, 2016 Author Posted September 10, 2016 That just about manages to hit! Toughness 1d20 + 12 = 14 Wow. This guy can't catch a break. Let's reroll that so he can at least get one attack in! +1HP for Ouroboros Toughness Rerolling: 1d20 + 12 = 24 So that's a bruise! 17 - Ouroboros | 2HP | Unharmed 12 - Thief! | Bruised 1 9 - Nevermore | 3HP | Unharmed
olopi Posted September 10, 2016 Author Posted September 10, 2016 (edited) The Thief returns fire, directed at Ouroboros: 1d20 + 12 = 24 I believe that hits, so that'd be a DC 27 Toughness Save, please! Now, at the same time, something drops from the ceiling! Drops, and proceeds to attack Nevermore in the same motion! 1d20 + 13 = 15 Wooooow. What is up with these rolls. Rerolling that one, another HP to Nevermore! 1d20 + 13 = 18, upgraded to 28 Well, that's better. So, as that hits, that's a DC 22 Toughness Save against Damage, and a DC 15 Reflex Save against a Visual Dazzle! Also, The Weaver's initiative: 1d20 + 4 = 18 Edited September 10, 2016 by olopi
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