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The Snake-Charmers (OOC)


Ari

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I hate my memory.

That very much hits.

9. GM Fiating a reroll for that, HP for Sil.

25.

Halved Physical Damage effect makes that a success.

ORDER:

Silhouette: Unharmed, 6HP

Lesser Children of the Apeps(x3): Unharmed-GM

King of Suits: Unharmed, 4HP

Apep kiddies attack:

#1 will make a Move action a bunch of feet(say 20 or so), and make with the shadow-blasts, shooting a lance of darkness out of its mouth. Attack roll: 9,, misses that time.

#2 will and #3 will both move up to melee range of KoS and make Grapple attempts on him with their nefarious shadow-tentacles. #2 Attack roll: 27. Just hits., Grapple roll: 36. #3 Attack roll: 9. Miss. KoS's opposed check: 27. He's Pinned.

#4 forgoes reason and makes a Fatigue attempt: 12. Miss.

Sil's up.

Silhouette: Unharmed, 6HP

Lesser Children of the Apeps(x4): Unharmed,-GM

King of Suits: Unharmed, Pinned, 4HP.

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So now KoS is no longer Grappled, and the last snake is up. #4 Attacks with a Snare against Silhouette: 20.

DC18 REF save.

EDIT: Sorry, screwed up. Roo pointed out Sil has a DEF bonus of +12 not Flat-footed, so that misses.

Moving on.

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  • 2 weeks later...

Dazzle attack on the shadowstuff. 27. Which hits..let's say a weak spot in the mass. Fortitude save, DC14(seeing as they come from a place that saps life, and are currently in a place that is abundant with it, +4 bonus): 14. Hahahahahaha!

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  • 2 weeks later...

Trying again, Power-Attacking (+-3) with the Dazzle from the Device Array.

Attack roll: 25. Hoorah.

DC27 Fort save: 20, well whaddaya know.

Okay, it is overloaded with a lot of hateful light, the two heroes(and Jane) can now traverse it for a time with no danger.

Movement in the cramped confines is halved, and the stretch of the stuff is about 50ft., winding around a bend for a currently unguessable distance.

KoS is going to move ahead 30ft. with accelerated movement.

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  • 1 month later...

Okay, Search roll to try and find a good exit. 21. He finds something that works(a hatchway leading to the surface), but not a perfect escape route through the vents.

The Cultists have the regular Cultist stats from the Core Rules, but with the Ritualist feat. There are 30 of them.

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Clearly he's simply ignorant of the law, and that kidnapping is a serious offense against the same.

Kingy will try and persuade him to come peacefully, Diplomacy roll: 26. Target was Unfriendly, now is Friendly. He listens to reason, and does not do that thing he was totally not planning to do.

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  • 2 weeks later...

Alright, sorry for taking so crazy-long with this! Lordy...

Messenger of Apep PL13

STR34 DEX10 CON22 WIS26 INT20 CHA18

TOU +13 FORT+12 REF +10 WILL +12

INIT +0 ATK +9 DEF +9(+4 Flat-footed), Grapple +24

Bluff 8 (+12), Intimidate 12 (+16), Knowledge(Arcane) 10(+15), Knowledge(Current Events) 8 (+13), Knowledge(Theology) 8 (+13), Notice 10(+18), Sense Motive 10 (+18)

Blast 10(Affects Insubstantial 2); Comprehend 3(Languages, All Spoken and Understood at once); Growth 12; Immunity 15(FORT Effects, half-effect), Obscure 10( Visual Senses, 100ft.); Strike 2(Mighty, affects Insubstantial 2); Super-Movement 1(Dimensional Movment: Schattenwelt to Earth); Super-Senses 1(Darkvision)

Vulnerability: Strong light Sources cause DC20 TOU saves.

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