olopi Posted August 21, 2017 Posted August 21, 2017 OOC for this Quote Supercape-Today at 9:58 PM Once the OOC thread is up...taking 10 on Survival for a 26 Track result (or for that matter whater survival rolls are needed!)
Supercape Posted August 21, 2017 Posted August 21, 2017 So 26 for tracking. If any survival rolls needed using skill mastery for a 26 result, which should be enough to keep him orientated and unexposed etc if possible. Given the situation, being on foot, and having to carry the detonators, I would suggest Starshot is divesting himself of some of his equipment, thus carrying: Plasma Rifle and Helmet, obviously. Reinforced Military Jacket Basic Survival Gear (Water flask, Tarpaulin) Ultrasonic Whistle (as its so light) Masterwork Rope (as its so light) His utility belt without the grenades (Dropping the grenades from his utility belt, Whip, and Medical Kit) I'm not much of an "equipment list" guy, but on the other hand I want to give a feel that he is running light.
Supercape Posted August 21, 2017 Posted August 21, 2017 Firing the Flare Gun for Bright Light - at least for a few minutes, then creeping in. May have lost the element of surprise, but if Stealth matters, then ill make that roll: Stealth roll creeping into cave: 1d20+14 30
olopi Posted August 21, 2017 Author Posted August 21, 2017 Okay! Initative time, but you get one action before we enter the order! Initiative: 1d20+9 25
Supercape Posted August 21, 2017 Posted August 21, 2017 Initiative vs Cave Thing: 1d20+10 22 for Initiative. Using that Action to Fire off a Plasma Blast: FIres Plasma Blast at Bortha: 1d20+12 22 If that hits, the usual DC 23 Toughness Save!
olopi Posted August 21, 2017 Author Posted August 21, 2017 Toughness Save: 1d20+13 17 And you just manage to daze it, so you can take another action either directly, or you can just write the first one and I'll come up with something to bridge the gap!
Supercape Posted August 21, 2017 Posted August 21, 2017 Another unmodified attack; a snare this time: Snare Bortha: 1d20+12 31 Thats a Snare 8 Effect (DC 18 Reflex initially) Using Move action to back off a dozen or more feet.
olopi Posted August 21, 2017 Author Posted August 21, 2017 Reflex Save: 1d20+6 11 Fails the reflex, by 5 or more, so it's bound and helpless. It's not completely done yet and can probably still break out, however!
Supercape Posted August 21, 2017 Posted August 21, 2017 Ok: For a standard action, use Intimidate: Intimidate Bortha: 1d20+10 12 Pretty awful. For move action, pull out his Sedative Gun.
olopi Posted August 21, 2017 Author Posted August 21, 2017 Okay! The Bortha's bonus is large enough to ignore that, actually. Now, it's gonna break out, "If the trapped character has an attack with a damage bonus 5 or more greater than the Snare’s Toughness, he can break the Snare automatically as a standard action." which it can. So it'll do that, and then I'll give Starshot a HP to have it act again and charge him! Charge: 1d20+8 18 And miss regardless!
Supercape Posted August 21, 2017 Posted August 21, 2017 Ok! So move action: Startle Startle the Bortha: 1d20+10 23 with a -5 penalty for move action that would be an 18. Standard action: And I suspect this will fail, but lets go for it: Inject with sleepy drug. Inject Bortha: 1d20+12 21 if that hits, a DC 15 Fatigue save (and subsequent poison effect). It also causes a tactile dazzle but i doubt that will be relevant (although it could cause an amusing effect if backstabbing!)
olopi Posted August 21, 2017 Author Posted August 21, 2017 Intimidate: 1d20+14 28 Isn't Startled! Gets hit though Fort: 1d20+12 25 It manages to save against that It will then strike back, hitting with it's tail: Attack: 1d20+9 18 And still misses!
Supercape Posted August 21, 2017 Posted August 21, 2017 Ok if you will allow it, activating the Primal challenge complication and disarming himself. Fist against fang, brutal nature at work. Flying Kick at Bortha: 1d20+12 24 and a DC 23 TOughness save (i will hope that hits!)
olopi Posted August 22, 2017 Author Posted August 22, 2017 I will totally allow it! +1 HP And yes, it hits, and: Toughness Save: 1d20+12 22 Does some minor damage! (Bruised 2) The Bortha will then strike back, just going with a normal attack for now. Attack: 1d20+7 25 That hits, so that's a DC26 Toughness Save
Supercape Posted August 22, 2017 Posted August 22, 2017 Tough vs Bortha Claw: 1d20+10 19 a bit painful, so activating Second Chance: Second Chance Tough vs Bortha: 1d20+10 19 Exactly the same! Ill take the bruise (and injury?) plus daze then.
olopi Posted August 22, 2017 Author Posted August 22, 2017 Okay! Just the Bruise, because I doubt the difference between Lethal and Nonlethal will matter in the long run! It'll attack again, then, going for an Area Trip linked to Damage. That's a DC19 Reflex save, then, if you make that: DC15 against your DEX DC 18 Toughness if you fail it it's a: DC19 against your DEX DC 21 Toughness
Supercape Posted August 22, 2017 Posted August 22, 2017 (edited) Reflex vs Area: 1d20+8 13 Failed the main roll. Against the trip attack I guess its vs STR or DEX rather than reflex save, but its still +8 so...Reflex STR save vs Trip: 1d20+8 26 which is made. The Toughness Save is Toughness save vs Bortha Stomp: 1d20+9 27 which is made. So, Starshot will charge the beast... Charges the BOrtha: 1d20+12 26 should hit, for a DC 23 Tough Save Edited August 22, 2017 by Supercape
olopi Posted August 24, 2017 Author Posted August 24, 2017 Toughness Save: 1d20+11 21 It continues to do pretty well on these saves, so that's another Bruise! It'll just attack with a normal damage effect: Attack: 1d20+7 16 but miss
Supercape Posted August 24, 2017 Posted August 24, 2017 Ok I so Starshot will try a Move action demoralise at -5, Demoralise Bortha: 1d20+5 15 Then a straight punch, unmodified. Punches Bortha: 1d20+12 32 and that's a crit, for a DC 28 Toughness Save (unless it is immune to crits!)
olopi Posted August 24, 2017 Author Posted August 24, 2017 Demoralise, on the off-chance it fails: Intimidate: 1d20+14 33 Well, it doesn't fail that, and that's the roll that would've been the toughness one otherwise! Toughness Save: 1d20+10 13 Which it just fails by 15, and thus, is out.
Supercape Posted August 24, 2017 Posted August 24, 2017 Again, might be a dead end, but taking his time with a "take 20" on Search (for 22 result) if that is ok.
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