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Something Fishy - part 2 [OOC]


Airon

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Ok, Leviathan gets an HP for being a scaly monster. No matter the most dangerous opponent, now Lord Brutus has his eyes pretty much on a single target.

18 - 2 guards, unconscious

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 2 HP, unharmed

17 (3) - Revenant, 1 HP, unharmed

16 - Lord Brutus, unharmed

Revenant is up.

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DC TOU 26

1d20+14 → [13,14] = (27) he's a tough one

his turn

standard action to grab Revenant; she has a defense of 20

1d20+10 → [19,10] = (29) she's grabbed

I assumed the Attack specialization (unarmed) added to the grabbing attack; even if it doesn't, that 19 takes care of the ambiguity

opposed Grapple check

1d20+21 → [16,21] = (37) wow! she can't top that with her +16

Move action to throw her at Leviathan; he has def 15

1d20+6 → [11,6] = (17) it's a hit!

(grabbing, grappling and throwing is a full-round action)

TOU DC 25 (= his strength; I asked in chat about that) for both.

(ohmygodI'msohappythatmaneuverworked :D )

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very well!

END OF ROUND 1


ROUND 2

seeing as their mates fell down pretty quickly, the remaining two guards are ready to get into battle; here's their initiative

1d20+1 → [17,1] = (18) what are the odds...

so far, though, Lord Brutus seems to have situation under control, so they will Delay until after him

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 1 HP, unharmed

17 (3) - Revenant, 1 HP, bruised

16 (1) - Lord Brutus, unharmed

16 (2) - 2 guards, unharmed

Steam is up. Brutus didn't move much, so he is considered at melee distance for him; the guards aren't.

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Nothing too fancy for Steam then:

Move Action: Feint

1d20+10=24

Standard Action: Attack! Shift +2 Damage, -2 Attack

1d20+9=16 Which is not so good, but may hit the mark if the feint is successful. If so, its DC 22 Toughness.

I'll wait to see if that feint works before posting IC

Ok, Sense Motive to resist the feint

1d20+10 → [12,10] = (22) nope, he's fooled

Now I don't know if you are role-playing Steam's limited knowledge of his opponent or if you just didn't see it, but Brutus has Impervious Toughness 10; the only way for Steam to hurt him is to Power Attack all the way to Atk +6/Dmg +10.

Luckily his flat-footed defense is a sad 13, so your roll of 7, with +6 instead of +9 (from the +5 damage shifted Power Attack) is still enough to hit.

I'm willing to let you correct it, if you didn't notice; of course if you're just role-playing leave it as it is.

Anyway, Brutus TOU save

1d20+14 → [14,14] = (28) which makes everything I wrote above moot, since he saves anyway.

Leviathan is up after Supercape's IC post.

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 1 HP, unharmed

17 (3) - Revenant, 1 HP, bruised

16 (1) - Lord Brutus, unharmed

16 (2) - 2 guards, unharmed

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so tou DC 33

1d20+14 → [1,14] = (15) failed by 18 :facepalm:, unconscious. We can't have such a sad demise on the second round.

GM fiat, improved re-roll; Revenant re-gains her HP

1d10+24 → [6,24] = (30) failed by 3, bruised

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 0 HP, unharmed

17 (3) - Revenant, 1 HP, unharmed

16 (1) - Lord Brutus, entangled, bruised

16 (2) - 2 guards, unharmed

Brutus's turn

Standard action to try and break free of the Snare

He uses his strength, so TOU DC 25 for the snare

1d20+9 → [2,9] = (11) Brutus is free

Move action to Demoralize Leviathan, using Intimidate at -5; He'll take 10 with skill mastery, so 10+15-5=20; Leviathan defends with the highest of Will, Sense Motive or Intimidate; if he fails he is shaken.

Guards

Move action to get into the melee

Standard action to attack Revenant

1d20+5 → [16,5] = (21)

1d20+5 → [6,5] = (11)

one TOU save, DC 20, for Revenant

right now everybody but Leviathan is considered engaged in the same melee; shooting from outside Leviathan is going to suffer the usual penalties.

Tiffany and Eviscerus have to resolve their rolls, and Lord Steam is up for the beginning of the third round.

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Once again, using take down feat, with a shifted attack of -3 attack and +3 damage. Taking 10 on any minion attack. So, providing an attack roll of 18 hits...

DC 23 Toughness save on first minion.

If KOd, then DC 23 on second minion.

If second minion KO'd, then a fully shifted attack -5 attack, +5 damage, on Lord Brutus...

1d20+6=9 which will miss!

IN addition, as a move action, lets try intimidating him!

1d20+5=18 unlikely to work, but hey ho.

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so DC 23 TOU for the guards

1d20+5 → [19,5] = (24)

1d20+5 → [19,5] = (24) wow are you kidding? Sorry for Steam, his takedown stops kinda miserably at the first dude.

As for the Intimidate, he'll take 10 on his Sense Motive check for a total of 20.

Leviathan's Snare would be a hit, but as I wrote above

right now everybody but Leviathan is considered engaged in the same melee; shooting from outside Leviathan is going to suffer the usual penalties.

said penalties are of -4, unless you have the Precise feat, which you haven't; so your attack is 14, not enough.

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 0 HP, unharmed

17 (3) - Revenant, 1 HP, unharmed

16 (1) - Lord Brutus, bruised

16 (2) - 2 guards, unharmed

Revenant's turn

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  • 2 weeks later...

TOU DC 26 for Brutus

1d20+13 → [11,13] = (24) another bruise

Brutus

Move action: Intimidate (-5) on Revenant, do demoralize her.

He'll take 10 with skill mastery.

DC 20 (highest of intimidate, sense motive and Will) or be shaken.

Standard action to charge at Leviathan (as per house rules), Power Attack shifted +2 (so with the modifiers for the charge he is at -2 def, +2 damage)

1d20+10 → [12,10] = (22)

TOU DC 27 for Leviathan

Guards:

Standard attack, one at Steam, the second at Revenant

1d20+5 → [7,5] = (12)

1d20+5 → [11,5] = (16) both miss

END OF ROUND 3


ROUND 4

17 (1) - Lord Steam, 3 HP, unharmed

17 (2) - Leviathan, 0 HP, unharmed

17 (3) - Revenant, 1 HP, unharmed

16 (1) - Lord Brutus, bruised 2 (-2 Def for 1 round)

16 (2) - 2 guards, unharmed

Steam's turn (now Brutus is no longer at melee distance for Revenant and Steam, but the guards are).

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-3 Attack, +3 Damage Shift attacks, takedown feat!

Taking 10 on attacks so should hit Guard 1. DC 23 Toughness, if he fails (and KO), DC 23 TOughness on the other guy.

If that works out, ill use the move action to move up to Brutus (if I can reach - if not, move as much as I can for that move action).

Waiting for result before IC post./

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