RocketLord Posted March 10 Share Posted March 10 Reflex Save: 14, but Evasion 2, so still rolling Toughness vs. the lower of the two. TOU save: 23 Link to comment
Spacefurry Posted March 12 Share Posted March 12 (edited) Ref save: 21 Toughness: 20 Whoot It might be silly, but I think I will use an HP to gain the Rage feat temporarily Activating that gives Chimera +4 to Str, a +2 to Fort and Will saves, and a -2 penalty to her defense Can't use concentration or sustained powers and can't take 10 or 20 on checks. It will last for 5 rds, then she'll be fatigued for 5 rds (need to add that complication to her sheet) She targets Fernando with an attempt to grapple. Grapple check: 41 And with Improved Grapple she does it one handed. Melee Attack for grapple: 21 Edited March 12 by Spacefurry Link to comment
Poncho Posted March 12 Author Share Posted March 12 (edited) A hit! Grapple check: 1d20+17: 21 A very bad grapple roll leaves him Bound and Helpless! You may apply any of the gapple effects lised on the core book (I think?), then it is @Thunder King's turn, but he's on vacation so it may be a bit! Archer II: 21, 4HP Fernando: 19, Bound, Helpless Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 2x Bruise Peter: 9, 2x Bruise, Staggered, Dazed Edited March 12 by Poncho Link to comment
Spacefurry Posted March 12 Share Posted March 12 She’ll try to Damage them, slam him into the pavement. Damage is based on unarmed strike, so 15 + base attack (6) + Str mod (10): toughness save DC31? Link to comment
Poncho Posted March 13 Author Share Posted March 13 it wouldn't add your Base Attack, just 15 + Str Mod, so DC 25. Otherwise whew, that'd be hard to deal with! 1d20+11: 22 [1d20=11] That's a Bruise! Still Sever's turn for when he's available. Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 2x Bruise Peter: 9, 2x Bruise, Staggered, Dazed Link to comment
Thunder King Posted March 22 Share Posted March 22 (edited) Same trick as last time, Fast Acrobatic Bluff and a sword attack, BUT I'm going to 18 Gonna hopefully wait for the results on that before deciding how much attack bonus to use. EDIT: Reflex save; 16 Passed Tougness save; 9 Gotta burn an HP For that one; 22 Tanked a cannon. Amusingly enough. Attack roll, +2 attack -2 damage; 18 Hope that works. DC 22 toughness save if it hits. Edited March 23 by Thunder King Link to comment
Poncho Posted March 23 Author Share Posted March 23 (edited) Alright! So yeah we talked about the Bluff Check but for posterity; Results 1d20+6: 24 [1d20=18] But then you hit her with the attack, and the save is Results 1d20+5: 19 [1d20=14] This was actually off by 1; she had +6 before this. But she's bruised anyway. So she's going to swing back! But she's gonna do something different and try to force Sever into Heat Exhaustion. This is a touch attack that uses a Fort save. Attack Roll: 1d20+8: 22 [1d20=14] I assume that's a hit. DC 20 Fortitude Save; this is a NAUSEATE effect, so a a failure is -2 to attack and checks, a failure by 5 or more is nauseated and unable to do anything other than move, a failure by 10 or more makes you helpless. Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 2HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 3x Bruise Peter: 9, 2x Bruise, Staggered @RocketLord's turn now Edited March 23 by Poncho Link to comment
Thunder King Posted March 23 Share Posted March 23 10 I don't want to burn another HP this fast, but that's not gonna work for me; 26 THAT I'll take. thank goodness. Link to comment
RocketLord Posted March 30 Share Posted March 30 Y'know what? Let's keep Peter down. A fast acrobatic bluff to catch him flat-footed, if he can't beat 27 on sense motive or bluff, and then another Autofire Standard Arrow attack: 34 A straight 20 crit, so that should hit for a DC26+3 from Autofire = DC29 TOU save. Link to comment
Poncho Posted March 31 Author Share Posted March 31 Woo we're back at it again at the Krispy Kreme! Toughness Save 1d20+9: 16 [1d20=7] Failure by 13 = Staggered. A Second Staggered means the first KO! So then it's Fernando's Turn, and he's trapped, so he's going to attempt to escape. Grapple Control Roll: 1d20+17: 31 [1d20=14] So since Chimera's turn is immediately after, @Spacefurry can contest the check and if Chimera wins, she continues the grapple. If she loses, Fernando is gonna make an attack on her. So if you win the roll just do your attack, if you don't, also take your turn and I'll get his rolled after. Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 1HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 3x Bruise Peter: 9, KO'D! Link to comment
Spacefurry Posted April 1 Share Posted April 1 Okay, try to keep grapple: 29 +2 from the rage boost = 31 Dang, just made it. Tank you Rage. So we continue Chimera smash! Another DC25 Toughness check for Fernando and Chimera has 4 rounds left on her rage. Link to comment
Poncho Posted April 1 Author Share Posted April 1 Toughness: 1d20+10: 12 [1d20=2] oof! that's a failure by 13, so he's Dazed and Staggered! @Thunder King Sever's turn! Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless, Dazed, Staggered Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 1HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, 3x Bruise Peter: 9, KO'D! Link to comment
Thunder King Posted April 1 Share Posted April 1 Attack roll. -2 damage, +2 attack. 21 on the roll That's a DC22 save if it hits. Which it probably does? Link to comment
Poncho Posted April 1 Author Share Posted April 1 Toughness: 1d20+5: 6 [1d20=1] a failure by 16 is a Knock Out! Link to comment
Poncho Posted April 2 Author Share Posted April 2 @RocketLord your turn Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless, Dazed, Staggered Chimera: 16, 1HP, Raging for 5 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 1HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, KO'D! Peter: 9, KO'D! Link to comment
RocketLord Posted April 6 Share Posted April 6 Gonna get out through the window and get to Chimera and Fernando, yell a few threats and end my turn. Link to comment
Poncho Posted April 7 Author Share Posted April 7 Fernando is dazed so he takes no action, which means it's @Spacefurry's turn! Archer II: 21, 4HP Fernando: 19, 1x Bruise, Bound, Helpless, Staggered Chimera: 16, 1HP, Raging for 3 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 1HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, KO'D! Peter: 9, KO'D! Link to comment
Spacefurry Posted April 7 Share Posted April 7 If he's dazed do I need to roll to maintain grapple? Link to comment
Spacefurry Posted April 11 Share Posted April 11 So after some thought, in her state of mind, or rather, lack there of. Chimera will release the man and grab for the coins. Truly, a brilliant strategy. Link to comment
Poncho Posted April 11 Author Share Posted April 11 you got it! @Thunder King Sever's turn! Archer II: 21, 4HP Fernando: 19, 1x Bruise, Staggered Chimera: 16, 1HP, Raging for 2 rounds (+4 Str, +2 Fort/Will, -2 Def) Sever: 10, 1HP Zombie Conquistador Minions: 9, 0 left! Vicki: 9, KO'D! Peter: 9, KO'D! Link to comment
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