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Tiffany Korta, July 2, 2018 in The Emerald Cities
For rolls 'n stuff for this here.
Stunting Nullify 10 (All Flame/Heat Effects; Extras: Area(Cone); Flaws: Action(Full-Round), Range(Touch); Feats: Progression(Size)4(100ft per rank))[14PP] off of her main Array. Using it to try and Nullify the fires at the second and third houses.
In case you wish to see who I've chosen for today's fight, I present Sister Blister!
Okay. Will use Move Action to Leap In through the window and attempt to Grapple Blister.
Attack roll: 24. Grapple check: Incorrectly notated on sheet, should be +12 as base: 30.
Sister Blisters Grapple Roll: 1d20+12 27, she has a heat aura so you'll need a Toughness save. Only DC 20 because of you immunity.
She's pinned but we might as well do initiatives! Initiative: 1d20+4 5
DC20 Toughness save: 23.
DC20 Toughness from Aura: 17. Bruised.
First action, if allowed, will be to maintain Grapple and attempt to initiate negotiations(Diplomacy roll to attempt to nudge them away from Hostile: 22.
Emerald Spider's Iniative: 1d20+6 12
Sister Bliss is far to angry for diplomacy to work, you can have a shiny HP for the trouble though!
Emerald Spider will swing in with Attack Roll: 1d20+8 25 attempted to blind with a HP stunt!
Her Reflex Save: 1d20+4 10, so she is blinded.
Sister Blister's going to do a burst of fire, you can have the reflex save and lose the grapple (which will earn you a HP) or keep the grapple and save against the damage. The Ref DC is 15 and the Toughness 18 (including fire reduction).
For Emerald Spider Reflex Save: 1d20+11 18, Toughness Save Toughness Save: 1d20+8 15. So a bruise for the Spider!
I'm always up for some HPs!
Reflex save: 14. Aw, one short! Alright, saving vs DC18 Toughness: 11. Geeze, failed by 7, so that's a Bruise and a Daze condition.
12 Emerald Spider, 0HP, Bruised
12 Mag-Might, 3HP, Bruised 2, Daze
5 Sister Blister, GM, Blind (+1)
Emerald Spider will Snare Attack Roll: 1d20+8 23, Sister Blisters Reflex Save Reflex Save: 1d20+4 22
She fine, do you want to spend a HP for an action, if so what's the plan?
Yes, spending an HP (-1 HP) to remove the Daze, then switching to the Nullify slot and making a Nullify attack: 24. Nullify check to suppress all Flame/Heat effects: 14. Using another HP(-1 HP) to reroll the power check: 21.
EDIT: DC20 Toughness to resist Aura: 12. Rerolling(-1 HP): 18. Another Bruise, so Bruised 3.
Sister Blister Power Save: 1d20+10 30, she really doesn't want to give up the fire inside! Her save against blindness Fort Save: 1d20+3+1 15.
And she'll throw some of that fire at Emerald Spider Attack Roll: 1d20+9 11, and in return Emerald Spider is going to throw some good old fashion bolts of (quantum) web Attack Roll: 1d20+8 27. And Sister's toughness save vs DC 22 Toughness Save: 1d20+10-1 21. Another Bruised, so we have!
12 Mag-Might, 3HP, Bruised 3, Daze
5 Sister Blister, GM, Bruised 2, Blind (+1)
Using an HP to clear the Daze, and will make for a Daring Stratagem! Switching to Damage slot to access Burrowing, will use it to cut a great big hole around Sister Blister as a full-round action!
Emerald Spider will do a tethering snare Attack Roll: 1d20+10 25, her Reflex Save: 1d20+4 19 so by a thread (heh) she's snared and tethered.
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