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The Sword, The Gold, The Arrow (OOC)


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  • Poncho changed the title to The Sword, The Gold, The Arrow (OOC)

Lots of guards standing in close proximity to each other? Sounds good.

 

First a Fast Demoralize as a Move Action, so -5 (I need to add a feat for that...): 16, which should be opposed by their Will, Sense Motive or Intimidate checks, and they will be Shaken if they fail (-2 on attacks and checks for one round)

 

Gonna use a Snare Arrow with the Area Arrows add-on, so that's a DC16 Reflex Save vs. Area, then DC 16/13 vs. the Snare.

 

Might catch them off guard, if they haven't seen him before the demoralize!

 

Archer is making sure to stay at the end of the hallway, so that any that he doesn't get hopefully doesn't reach him during their first turn.

Edited by RocketLord
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haha let's see then!

 

4#1d20+5: 4 # 22 [1d20=17] 14 [1d20=9] 15 [1d20=10] 21 [1d20=16]

 

So you get the Demoralize on two of them. So the two in the middle are 2 higher than the listed roll

 

4#1d20: 4 # 13 [1d20=13] 10 [1d20=10] 13 [1d20=13] 14 [1d20=14]

 

So none of them make the escape, so they all are saving at DC 16, the middle 2 get +2 on the roll.

 

4#1d20: 4 # 6 [1d20=6] 7 [1d20=7] 6 [1d20=6] 16 [1d20=16]

 

So only one Goon is not immediately immobilized and helpless.

 

There will be an Initiative for this. Chimera can roll in too if she's going to confront Knuckles as Chimera.

 

Vicki the Hothead Initiative: 1d20+5: 9 [1d20=4]

 

Peter the bald guy 1d20+8: 9 [1d20=1]

 

well that's amusing

 

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Archer moves across the hallway and shoots, then goes behind the opposite corner.

 

I'm gonna go with a Hail of Arrows with Autofire added at the two powered people in the hallway (I'm guessing that's Vicki and Peter?). I think I should be able to catch them in a 60-300 ft. cone

 

APBlast 6 (Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Descriptors: Hail of Arrows, Piercing Damage Type, Multiple Arrows)

 

Attack: 22

 

DC21 TOU save, +1 for every 2 above Defense, at max+3.

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Vicki and Peter are the two metahumans in the hallway, yes.

 

a 22 hits both, adding +1 to Vicki and +2 to Peter

 

Vicki: 1d20+10: 23 [1d20=13] Barely makes her save.

 

Peter 1d20+13: 15 [1d20=2] Does not make his save, and at DC 24, is a failure by 9, Bruising and Dazing him.

 

That means it's Fernando's Turn. He is striking with his Cursed Sword at Chimera to attempt to drain the stolen gold out of her. Mechanically this is a Drain Wisdom effect at touch range, using his sword.

 

Fernando's Attack 1d20+11: 12 [1d20=1]

 

it misses very badly. It is now Chimera's turn, then Sever's.

 

Archer II: 21, 4HP

Fernando: 19

Chimera: 16, 4HP

Sever: 10, 2HP

Zombie Conquistador Minions: 9

Vicki: 9

Peter: 9, 1x Bruise, Daze

 

 

Edited by Poncho
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it does not! let me get through these.

 

4 of the Zombie Conquistadors are going to Aid Defense, the other 3 are going to aid attack; in that order.

 

7#1d20+5: 7 # 16 [1d20=11] 19 [1d20=14] 10 [1d20=5] 24 [1d20=19] 7 [1d20=2] 16 [1d20=11] 25 [1d20=20]

 

They all manage it, so the conquistador has +8 to his Defense against Chimera, and +6 to his attack against her. This does not apply to the conquistadors, so taking one out will remove their bonus and they aren't getting enhanced traits.

 

Next are Vicki and Peter. Peter is Dazed so he does nothing, but Vicki is going to try and punch Sever!

 

Attack Roll: 1d20+8: 25 [1d20=17]

 

really good roll there, TOUGHNESS 25 on Sever, then it's ARCHER'S TURN

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Well, let's keep the pressure on Peter, since Sever is dealing with Vicki. 

 

Autofire Standard Arrows: 33

WELL WELL WELL

Guess who got Improved Crit 2 with his bow and just rolled a 19 with an Autofire attack?

DC21 + Up to +3DC from Autofire + 5 = DC29 TOU save for Peter.

 

And moving back into cover again.

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haha, nice!

 

1d20+11: 17 [1d20=6]

 

A Stagger and a Daze!

 

Chimera is then getting attacked by Fernando, benefiting from the +6 on his Drain Wisdom swing.

 

Attack Roll 1d20+17: 26 [1d20=9]


I presume that's a hit, and the effect is Fortitude Save, DC 21, losing 1 point of Wisdom for each point you fail the save by as he attempts to get his cursed gold back.

 

Archer II: 21, 4HP

Fernando: 19

Chimera: 16, 4HP

Sever: 10, 2HP

Zombie Conquistador Minions: 9, 7 left.

Vicki: 9

Peter: 9, 1x Bruise, Staggered, Dazed

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  • 2 weeks later...

24 On a feint attack with Acrobatics.

 

24 For the hit, which is kind of insane and probably would have worked.


I used Accurate Attack for 1. It's a DC23 toughness save because he's being more careful to be more likely to hit.

 

I'm ASSUMING that hit, because if it didn't, he's entirely in over his head here.

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again! So cruel to this guy!

 

Full hit as per last time.

 

Toughness Save: 1d20+10: 18 [1d20=8] A Daze and a bruise! That makes it Fernando's turn! He's going to summon his ghostly cannoneers, which is just a descriptor for an Area General Blast effect, targeting everyone in the hallway alongside Chimera; that's a DC 16 Reflex save to half the effect rank (ignore it with Evasion), then a DC 21 (or DC 18 with a successful Save) Toughness save! Starting with the two randoms!

 

Vicki Reflex 1d20+6: 13 [1d20=7] She fails! DC 21 for her.

 

Vicki Toughness: 1d20+7: 17 [1d20=10] That's a failure by 4 for another bruise!

 

Reflex Peter 1d20+5: 23 [1d20=18] he succeeds, weirdly! DC 18 for him!

 

Peter Toughness: 1d20+9: 28 [1d20=19] He is uninjured by the Cannon balls!

 

it will then be @Spacefurry's turn :D

 

Archer II: 21, 4HP

Fernando: 19

Chimera: 16, 2HP

Sever: 10, 2HP

Zombie Conquistador Minions: 9, 0 left!

Vicki: 9, 2x Bruise

Peter: 9, 2x Bruise, Staggered, Dazed

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