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Supercape

Maybe Baby (OOC)

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Ok Time for semi-combat!

Redcaps arent actively using magic at the moment (they will they will!) so Equinoxes Magical Awereness wont kick in. As soon as they do, she can pin point 'em.

Round 1

13 - Haley - Unharmed

2- Redcaps [?3] - Unharmed

2 - Equinox: 4 HP Unharmed

Initiative for Redcaps 1d20+1=2....

Currently they are hidden...1d20+13=23 although for fluff purposes you have a vague idea of the direction they went / are from the singing and giggling.

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Ok first off, Tiebreaker went to Redcaps!

Secondly Haley has accurate acute olfactory sense, so the raccoon wonder can sure smell em! with a notice bonus of +10, Ill just say she can pinpoint them at this stage.

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Hayley has no idea if they can see her...

Ergo, her action is using Skill Mastery Stealth (result 25) to hide in the undergrowth)

Equinox

Move Action: Fly down to ground.

Free Action: Switch array slots from Flight to Sensory Link.

Free Action: Activate Force Field + Shield linked power, and Force Field power in Pentacle to stack with it and, most importantly, turn on the Subtle feat. For once, she's not glowing like a Christmas tree.

Move Action: Turn on Simultaneous Sensory Link.

Current HP count: 4

Equinox: Uninjured

Hayley: Uninjured

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Round 2:

13 - Haley - Unharmed

2- Redcaps [?3] - Unharmed

2 - Equinox: 4 HP Unharmed

Ill cut to the chase: the redcaps wont be seen or move unless threatened etc. Equinox and Haley are about 50 feet from them, they have partial cover from trees / foilage etc.

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Alright, Hayley stays in hiding, and Equinox?

Free Action: Maintain Force Field.

Full Action: Selective Area Blast 11. DC 21 Reflex save for half, then DC26 Toughness save as the earth erupts around them. It's a 65' radius, and I'm specifically excluding Hayley, Noxy herself and the Rhymers from it. Earth descriptor.

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That will do fine!

Redcaps getting +2 On their Reflex rolls from cover, so ill roll for that first...

1d20+3=12, 1d20+3=9, 1d20+3=11 all a spectacular heap of no.

So, toughness rolls vs DC 26. As far as I can see BoM has screwed up here:

Con 16 plus Protection 6, minus Shrinking 4 should add up to Toughness +5 by my calculations (not +3)... ill use +5 although its academic.

1d20+5=10, 1d20+5=8, 1d20+5=22 for prosperity!

All redcaps KOd (or whatever you wish).

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Equinox does, I should add have an oppurtunity to use Artficer here - it depends on how long you wish to spend Ritualising and Artificizing! :P

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Naughty Faeries!

The Fruit spores are giving off a mild opium like haze of spores.

Fatigue 3, Extras: Poison, Feats: Insidious*, Subtle(...ish)

Thats DC 13 Rolls for Haley and Equinox - normal situational modifiers etc, including

1 Equinox: Sense Motive Roll please, versus Fae Child (for +2) versus DC 23 (His Bluff taking 10)

2 Haley: WIth her natural Scent sense and +10 Notice Skill (with Skill Mastery), that will give you both +2, as she can smell the "funny spores" in the air.

Post accordingly! The fruit aren't magical in themselves. If you don't notice anything up, just go with feeling a little sleepy and light headed. Ill give a DC 15 Wisdom Checck against that Insidious feat, to recognise you are unnaturally sleepy etc. And of course there is that rhyme...!

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Well, for the spores... DC13 Fortitude saves for Noxy and Hayley (1d20+8=26, 1d20+6=17)

Wisdom checks to notice the Insidious. (1d20+4=14, 1d20+1=13)

So I'll Extra Effort on that Wisdom check, making it 16, not 14. Equinox knows what's going on. And is about to break things.

current HP total: 4, Extra Effort [fatigued unless HP spent next round].

So she's going to jump the little bugger. Attack roll to grab and grapple with telekinesis. Little faerie going doooown. Then Initiative rolls for both Equinox and Hayley (1d20+11=24, 1d20+21=39, 1d20+1=4, 1d20+3=22)

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OK, this is largely academic, but for prosperity, Kistune will make opposed grapple checks: 2 move actions.

1d20+4=16, 1d20+4=14

I am not clear from the house rules if those are against your original grapple check, or you need to make new rolls (either makes sense, I would tend to the latter as both are new opposed checks, but it seems a little mesy). I'll leave that for you to contemplate!

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OK, this is largely academic, but for prosperity, Kistune will make opposed grapple checks: 2 move actions.

1d20+4=16, 1d20+4=14

I am not clear from the house rules if those are against your original grapple check, or you need to make new rolls (either makes sense, I would tend to the latter as both are new opposed checks, but it seems a little mesy). I'll leave that for you to contemplate!

You need to make new opposed checks.

Unfortunately, seeing as I can take 1 for 22, and not auto-fail the opposed check, he loses. Badly.

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At this point then, given he would have to roll an 18 to escape, Ill let you narrate this as you wish. Kitsune is only PL 6, a minor annoyance. Combat over.

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