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World Tour: Way to Go, Wendigo! (OOC)


Gizmo

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Hm.

Move Action: Get up close and personal with the Wendigo.

Free Action: Use the Alternate Power: Strike 3 (Extras: Penetrating 11 [DMG 22], Feats: Mighty) [15PP]; normal Attack Bonus is 11, and normal Toughness Save DC is 26.

Free Action:

All-Out Attack 5: Attack Bonus now 16, Defense now 1

Power Attack 5: Attack Bonus now 11, Toughness Save DC now 31

Standard Action: Attack the Wendigo with a strike!

19, which doesn't quite do it.

Hero Point Reroll!

28 does the trick.

That'll be a DC 31 Toughness Save

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Wendigo

Toughness Save vs. DC 28. (1d20+13=22) That's another bruise and a renewed stun.

Sense Motive Check. (1d20+15=17) Fooled!

Of course, because of the stun, she's not chasing anybody. Corbin is up.

25 - Sage - Uninjured - 2HP

20 - Sharl - Uninjured - 1HP

19 - Wendigo - Bruised x2, Stunned

17 - Cobalt Templar - Uninjured - 2HP

15 - Ghost Girl - Uninjured - 2HP

5 - Wraith - Uninjured - 2HP, +2 Defense

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16 actually is enough, thanks to Bekigo's stun. Have that HP back!

Wendigo

Toughness Save vs. DC 31. (1d20+12=27)

Ghost Girl

Standard Action: Drain Strength. (1d20+10=17) Again, hits thanks to the stun.

Wendigo

Fortitude Save vs. DC 20. (1d20+14=15)

Oh snap! Uh, that's -5 Strength, then. Okay. Of course, that still leaves Str 33.

25 - Sage - Uninjured - 2HP

20 - Sharl - Uninjured - 1HP

19 - Wendigo - Bruised x3, Stunned, -5 Strength

17 - Cobalt Templar - Uninjured - 2HP

15 - Ghost Girl - Uninjured - 2HP

5 - Wraith - Uninjured - 2HP, +2 Defense

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