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Free Action: Draw the Strike 2 staff. Obviously, the Stunning Attack and Variable Descriptor functions are busted.

Standard Action: Lay about himself with the staff against the rent-a-mooks. He's only got Takedown Attack 1, but if it helps, he has Extended Reach 1 so a 10' range about him. So he can definitely go for the mooks around him, but the ones near Fulcrum, your call.

Taking 10 for minions, and Power Attacking for 3, he's got 10+10=20 to hit, and is doling out DC23 Toughness saves.

Move Action: Taunt Crazy Lady using Skill Mastery for an auto-31.

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The swordsmen minions can neither avoid those attacks nor make those Toughness Saves! As for who he can reach with Takedown Attack 1, I'm visualizing the fight arranged like so, where M = Minion:

M - M S

P F G Z

B M - M

At rank 1 the targets do all have to be within 5' of each other, but for expediency's sake, I'll say he manages to take out all four of them.

HoS Swashbuckler

Sense Motive vs. DC 31. (1d20+15=31)

Haha, oh well. She actually still gets the Master Plan bonus, too, but she beats it either way.

27 - Geckoman - Uninjured, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan, +2 on next attack vs. Geckoman

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan, +2 on next attack vs. Fulcrum

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (3 Rounds)

15 - Fulcrum - Bruised x1, Staggered, 0HP, -2 Constitution

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 4HP, Fatigued Next Round

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x1) - Uninjured

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HoS Zorro

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+12=22)

Standard Action: Attack Geckoman; +2 Master Plan, +2 Aid Attack. (1d20+17=23) Pfft. Chris can use the HP.

Fiat: Attack Geckoman; +2 Master Plan, +2 Aid Attack. (1d20+17=24) That'll be a 34, and a DC 22 Toughness Save.

HoS Swashbuckler

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+12=19)

Standard Action: Attack Geckoman; +2 Master Plan. (1d20+16=34) And a DC 21 Toughness Save.

HoS Pirate

Move Action: Acrobatic Bluff vs. Fulcrum. (1d20+12=27)

Standard Action: Attack Fulcrum; +2 Master Plan, +2 Aid Attack. (1d20+12=23) That's a DC 27 Fortitude Save vs. Drain Toughness and a DC 27 Toughness Save vs. Damage.

HoS Barbarian

Standard Action: Attack Fulcrum; +2 Master Plan. (1d20+12=24) A DC 25 Toughness Save.

27 - Geckoman - Uninjured, 2HP

25 - HoS Zorro - Bruised x1, +2 Master Plan

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (2 Rounds)

15 - Fulcrum - Bruised x1, Staggered, 0HP, -3 Constitution

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 4HP, Fatigued Next Round

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x1) - Uninjured

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HoS Zorro

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+12=22)

Standard Action: Attack Geckoman; +2 Master Plan, +2 Aid Attack. (1d20+17=23) Pfft. Chris can use the HP.

Fiat: Attack Geckoman; +2 Master Plan, +2 Aid Attack. (1d20+17=24) That'll be a 34, and a DC 22 Toughness Save.

DC22 Toughness save (1d20+9=12) Why, dear lord, why.

This is all your fault, Gizmo. DC22 Toughness re-roll, because Gizmo hates Geckoman and all that is good and pure (1d20+9=10) Add on +10, and he's Bruised.

I have one HP. And deep-seated loathing issues.

HoS Swashbuckler

Move Action: Acrobatic Bluff vs. Geckoman. (1d20+12=19)

Standard Action: Attack Geckoman; +2 Master Plan. (1d20+16=34) And a DC 21 Toughness Save.

DC21 Toughness save against another ****ing sword. (1d20+9=14) Fail by 7. Bruised a second time, and Dazed.

So, Bruised x2, Dazed, 1 HP

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Fulcrum's lost her top 10 Toughness, so we're down to the Impervious stuff. Any Drain Toughness at this point has to work through the Impervious, too, so -1 for every 2 she fails by.

27 - Geckoman - Bruised x2 Dazed, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (2 Rounds)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -8 Toughness, 0HP (+7 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 4HP, Fatigued Next Round

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x1) - Uninjured

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HoS Swordsman

Toughness Save vs. DC 21. (1d20+2=5)

Derp indeed. He's knocked out!

27 - Geckoman - Bruised x2 Dazed, 1HP

25 - HoS Zorro - Bruised x1, +2 Master Plan

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (2 Rounds)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -8 Toughness, 0HP (+7 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 2HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Okay, Jack starts with 5HP, gets one for the depowering, then for his complications for his family, teammates and neighbourhood. Similarly, Geckoman and Fulcrum each get an HP for their Complications regarding the Interceptors and Mara gets one for her Hatred of people who endanger children.

27 - Geckoman - Bruised x2, 2HP

27 - Jack of all Blades - Uninjured, 9HP

25 - HoS Zorro - Bruised x1, +2 Master Plan

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (2 Rounds)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -8 Toughness, 1HP (+7 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

Jack of all Blades

Move Action: Move to the main fight.

Standard Action: Disarm Attempt vs. HoS Pirate; Power Attack 3. (1d20+17=36) That's a critical hit.

Opposed Disarm Roll. (1d20+14=18)

HoS Pirate

Opposed Strength Check. (1d20+7=12)

Jack of all Blades

Extra Effort: Surge for Standard Action.

Standard Action: Attack HoS Zorro; Power Attack 5. (1d20+15=28)

HoS Zorro

Toughness Save vs. DC 26. (1d20+6=11) Unconscious!

27 - Geckoman - Bruised x2, 2HP

27 - Jack of all Blades - Uninjured, 9HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, +2 Master Plan, Disarmed

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (2 Rounds)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -8 Toughness, 1HP (+7 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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HoS Swashbuckler

Move Action: Acrobatic Bluff vs. Jack of all Blades; +2 Master Pla (1d20+10=23)

Standard Action: Attack Jack of all Blades; +2 Master Plan (1d20+14=18)

HoS Pirate

Move Action: Acrobatic Bluff vs. Jack of all Blades; +2 Master Plan (1d20+10=21)

Standard Action: Attack Jack of all Blades; All-Out Attack 5, +2 Master Plan (1d20+13=19)

HoS Barbarian

Attack Jack of all Blades; All-Out Attack 5, +2 Master Plan (1d20+17=34)

Jack of all Blades

Toughness Save vs. DC 25. (1d20+8=9)

Toughness Save vs. DC 25, HP reroll. (1d20+8=21) A Bruise!

We skip over Fulcrum because she's dazed but she does recover a point of that drained Toughness.

27 - Geckoman - Bruised x2, 2HP

27 - Jack of all Blades - Bruised x1, 8HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, -5 Defense, +2 Master Plan, Disarmed

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (1 Round)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -7 Toughness, 1HP (+8 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Kristof, the HoS 'Atlas' is sick of sitting around! He grabs the Hexcrafter and uses Leaping and a full round action to get most of the way to the fight (both of them are still at least a Move Action away if anyone is looking to head them off).

Meanwhile, Geckoman's Regeneration peels off one of his bruises, and he's up.

27 - Geckoman - Bruised x1, 2HP

27 - Jack of all Blades - Bruised x1, 8HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +2 Master Plan

23 - HoS Pirate - Uninjured, -5 Defense, +2 Master Plan, Disarmed

16 - HoS Barbarian - Uninjured, -5 Defense, +2 Master Plan (1 Round)

15 - Fulcrum - Bruised x3, Dazed, Staggered, -3 Constitution, -7 Toughness, 1HP (+8 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Jack of all Blades

Hero Point: Cancel Fatigue

Move Action: Auto-DC 29 Taunt vs. HoS Barbarian

Standard Action: Attack HoS Barbarian; Power Attack 5. (1d20+15=26)

Extra Effort: Surge for Standard Action.

Standard Action: Begin Inspire to be finished next round with a Move Action. (Uses an HP.)

HoS Barbarian

Sense Motive Check vs. DC 29; Master Plan +2 (1d20+12=14) Demoralized.

Toughness Save vs. DC 26. (1d20+6=15) Staggered, Dazed.

27 - Geckoman - Bruised x1, 1HP

27 - Jack of all Blades - Bruised x1, 6HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, Dazed, Staggered, +2 Master Plan

23 - HoS Pirate - Uninjured, -5 Defense, +2 Master Plan, Disarmed

16 - HoS Barbarian - Uninjured, Dazed, Staggered, -5 Defense, +2 Master Plan (1 Round)

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -7 Toughness, 1HP (+8 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

HoS Swashbuckler

No Action: Regenerate Staggered condition.

HoS Pirate

Standard Action: Leadership to remove Dazed from HoS Barbarian. (Since he can't technically spend HP as an NPC, I'm refunding an HP to Jack, who caused the Dazed status in the first place.)

Move Action: Acrobatic Bluff vs. Jack of all Blades; +2 Master Plan (1d20+12=32) Natural 20!

Jack of all Blades

Acrobatics Check vs. DC 32. (1d20+15=35) Haha, wow.

HoS Barbarian

Standard Action: Attack Jack of all Blades; +2 Master Plan, +5 All-Out Attack. (1d20+17=27) Not quite.

27 - Geckoman - Bruised x1, 1HP

27 - Jack of all Blades - Bruised x1, 7HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +1 Master Plan

23 - HoS Pirate - Uninjured, Disarmed, +1 Master Plan

16 - HoS Barbarian - Uninjured, Staggered, -5 Defense, +1 Master Plan

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -6 Toughness, 1HP (+9 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Ah, jeez, sorry to keep slowing the thread up. At least I won't have much to do for a few rounds. >.<

Okay, nothing fancy here. Staggered and 1 HP limits the ol' options. As usual I'm assuming her array is set to max Flight default, and I didn't say anything about changing it in previous posts. Unless I'm blind as a bat right now.

For story purposes and mechanical recovery...

Move Action: Fly, oh, 1000 ft or so straight up.

Next round unless harassed she will use the HP and start the two round recovery from Staggered. After that Miss Crimson Glowy Mage is in for nasty surprise.

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HoS Hexcrafter

Standard Action: Attack Jack of all Blades, Geckoman. (1d20+10=30) Oh. Uh. Snap.

That's a Targeted Area attack, so she actually hit both of them with that natural 20.

Jack of all Blades

Toughness Save vs. DC 25. (1d20+7=20) Bruised and Dazed. I'll need a DC 25 Toughness Save from Chris, too.

27 - Geckoman - Bruised x1, 1HP

27 - Jack of all Blades - Bruised x2, Dazed, 7HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +1 Master Plan

23 - HoS Pirate - Uninjured, Disarmed, +1 Master Plan

16 - HoS Barbarian - Uninjured, Staggered, -5 Defense, +1 Master Plan

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -6 Toughness, 1HP (+9 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Oof.

27 - Geckoman - Bruised x2, Dazed, 0HP

27 - Jack of all Blades - Bruised x2, Dazed, 7HP, Fatigued Next Round

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured, +1 Master Plan

23 - HoS Pirate - Uninjured, Disarmed, +1 Master Plan

16 - HoS Barbarian - Uninjured, Staggered, -5 Defense, +1 Master Plan

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -6 Toughness, 1HP (+9 Toughness/10 Impervious)

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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HoS Atlas

Move Action: Run into battle!

Standard Action: Attack Jack of all Blades. (1d20+5=23) Luckily that's a miss!

Without any HP left, Gecks is stuck waiting out the daze, though he does head another bruise. Jack, on the other hand is going to spend one to remove the daze and one to cancel the fatigue, which are apparently two different things in the rules!

Jack of all Blades

Move Action: Finish Inspire started last round.

Standard Action: Attack HoS Barbarian; Power Attack 5. (1d20+15=32)

HoS Barbarian

Toughness Save vs. DC 26. (1d20+8=13) That's a second staggered, which rolls over to unconscious.

Jack of all Blades

Takedown Attack 2: Attack HoS Pirate; Power Attack 5. (1d20+15=16)

Hero Point: Attack HoS Pirate; Power Attack 5, HP reroll. (1d20+15=33) That's a crit!

HoS Pirate

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

HoS Swashbuckler

Move Action: Acrobatic Buff vs. Geckoman. (1d20+10=15)

Standard Action: Attack Geckoman. (1d20+14=28) That's a DC 21 Toughness Save.

HoS Pirate

Move Action: Acrobatic Bluff vs. Jack of all Blades. (1d20+10=11)

Standard Action: Attack Jack of all Blades. (1d20+8=11)

27 - Geckoman - Bruised x1, 0HP, Inspire +5

27 - Jack of all Blades - Bruised x2, 4HP

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Bruised x1, Disarmed

16 - HoS Barbarian - Unconscious

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -5 Toughness, 1HP (+10 Toughness/10 Impervious), Inspire +5

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP, Inspire +5

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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HoS Hexcrafter

Standard Action: Drain Strength vs. Jack of all Blades. (1d20+10=25) Miss.

27 - Geckoman - Bruised x1, 0HP, Inspire +5

27 - Jack of all Blades - Bruised x2, 4HP

25 - HoS Zorro - Unconscious

24 - HoS Swashbuckler - Uninjured

23 - HoS Pirate - Bruised x1, Disarmed

16 - HoS Barbarian - Unconscious

15 - Fulcrum - Bruised x3, Staggered, -3 Constitution, -5 Toughness, 0HP (+10 Toughness/10 Impervious), Inspire +5

14 - HoS Hexcrafter - Uninjured

11 - Dragonfly - Bruised x1, 3HP, Inspire +5

7 - HoS Atlas - Uninjured

6 - HoS Swordsmen (x10) - Unconscious

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Time to be mathematically unwise!

Mara gets sick of waiting and beelines for the Hexcrafter.

Mara's wielding the sword the pirate got disarmed, the stat block for which I am putting here so that I don't have to keep looking it up:

Device 5 (Cutlass) (easy to lose) [15 pp]

Corrosion 5 (PFs: Improved Crit 2, Incurable, Mighty, Precise) (Extra: Penetrating 4) {24}

-AP: Teleport 6 (20 miles) (Extra: Portal) (PFs: Progression 6 [500 by 500 ft]) {24}

She essentially has +5 Attack, +5 Defense, +1 Toughness, not including the Inspire.

Melee Attack Roll vs. Hexcrafter (stolen sword; +5 Inspire) (1d20 + 5 + 5=24)

That should do.

If I'm doing my math right, it's DC15 Fort against the drain, DC21 Tou against the damage (DC16 Fort if Mighty applies to the drain as well).

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