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Supercape

Sting in the Tail (OOC)

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Creating a Sandstorm in the room, leaving Dust Devil, Venomax and the 3 snakemen unaffected, but helping them find Setho if he is in there.

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Sorry for delay - so I understand thats a poisonous effect, to which Setho has half immunity (thanks to years working with poisonous creatures). It certainly hits, but its DC is halved to 15. 

 

Fort Save: 1d20+6 16 and he makes it. 

 

So given this is all getting combat shaped, time for some Init Rolls!

 

Initiative: 1d20+9 20 for Setho

Init: 1d20+4 17 for the Lemurians

 

 

And just reposting their stats...(mainly for my convenience!)



Str 10 Dex 11 Con 10 Int 13 Wis 10 Cha 12
Skills: Escape Artist 4 (+4), Knowledge (arcane lore) 4 (+5), Stealth 4 (+4), Ride 8 (+8)
Feats: Improved Initiative
Powers: Drain Wisdom 5 (Linked to bite, Poison)
Protection 1, Super-Senses 2 (darkvision)
Combat: Attack +2, Grapple +2, Damage +0 (bite, plus Drain) or +2 (Spear), Defense +2,
Knockback –0, Initiative +4
Saving Throws: Toughness +1, Fortitude +0, Reflex +2, Will +2
Equipment: Crude Spear (Strike 2, Mighty, Improved Crit 1, Extended 1, Thrown)

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Round 1

 

20 - Setho - Unharmed

17 - Lemurians [3] - Unharmed

16 - Dust Devil - 3 HP

4 - VMX - Unharmed - 1 HP

 

So to start of, Setho will throw a magic blast at the Dust Devil Magic Blast: 1d20+10 26 which hits, causing a DC 25 Tough Save

For his move action, he will...do something....

No spoilers!

;) 

 

The Lemurians are delaying action, more keen to let the humans do the dirty work. 

 

Meaning Dust Devil is up!

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Putting Walking Desert Array in Solid Rock Form, putting Magic Mesa Guardian array at Guardian's Strength. The Sandstorm should keep raging, just to annoy Setho.

 

Flying straight for Setho with a punch: 1d20+10 = 21 

 

DC 25 toughness if it hits.

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FGonna use useful chemical feature to coat my gloves in liquid nitrogen and double up on the punching. What if any effect that has i leave to you. It is a 1pt feature so not expecting the world of course.

 

1d20+10=23

 

DC19 tou

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Tough Save: 1d20+9 25 he makes it this time, sorry!

 

Round 2

 

20 - Setho - Bruised, Staggered, Dazed (this round)

17 - Lemurians [3] - Unharmed

16 - Dust Devil - 3 HP

4 - VMX - Unharmed - 1 HP

 

The three Lemurians will advance and brutally stab Setho Stabbing Setho: 3#1d20+2 14 19 12 or not. 

 

Meaning Dust Devil us up again!

 

 

 

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Dust Devil is gonna keep going while he got the chance.

Going for another punch for now: 1d20+10 = 28, and since he got Improved Critical 2 [Unarmed] attack, that means I crit at 18+. I'm guessing it would hit normally. If I'm right: Critical hit confirmed, and Toughness DC at 30.

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So I am going to say thats an improvised weapon (+2 damage), and a critical too! For a total of +11 (or DC 26)

 

Tough vs Rock: 1d20+8 20 Another bruise, and daze lock!

 

Let us pause combat a moment, as Setho is all but done!

 

Dust Devil - 3 HP

VMX - Unharmed - 1 HP

Setho - Staggered, Bruised x2

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Dust Devil makes his choice. 

 

Three spears in the back (and they have affect insubstantial) on a flat footed Dust Devil!

 

Three spears in the back: 3#1d20+2 6 12 12 with Dust Devil been flat footed his defence is 13, so he just avoids the spears!

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DD was in Solid Rock Form, so Impervious Toughness 10, not insubstantial atm. Still, misses, so I'm good.

 

Moving towards the Lemurians, and using the Sand Blade to attack the first one. 1d20+10 = 12

Gonna burn a HP to reroll: 1d20+10 = 22

DC25 Toughness save for the Lemurian, with Penetrating 10.

If the Lemurian goes down, and the others are within 10 feet, I will keep going for the next one with Takedown Attack. Waiting on IC post to see how this goes.

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The Lemurian cannot make that Toughness save, so feel free to takedown the others (you can take 10 on the attack, to automatically hit). So, at your leisure, feel free to post knocking out / beheading / whatevering the three Lemurians with the swift blade of sand!

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Collapsing building alert!

 

Damage 10 effect, although you may make a DC 20 Reflex Save to avoid that!

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