Gizmo Posted July 16, 2013 Share Posted July 16, 2013 Set: Initiative. (1d20+3=4)Sekhmet: Initiative. (1d20+5=18) Link to comment
trollthumper Posted July 18, 2013 Author Share Posted July 18, 2013 Necromancer 1: 23, Unharmed, 0 HPSekhmet: 18, Unharmed, 0 HPTemperance: 12, Unharmed, 3 HPNecromancer 2: 10, Unharmed, 0 HPNecromancer 3: 6, Unharmed, 0 HPSet: 4, Unharmed, 3 HPNecromancer 1, the big guy, activates the "Ren" part of the array and takes a swing at Temperance. And a miss.Sekhmet is up next. Link to comment
Gizmo Posted July 18, 2013 Share Posted July 18, 2013 SekhmetMove Action: Demoralize Necromancer 2. (1d20+5=22)Standard Action: Charge Necromancer 2. (1d20+9=26) Link to comment
trollthumper Posted July 20, 2013 Author Share Posted July 20, 2013 He shakes off the Demoralize, and takes an Injured and is Dazed.Necromancer 1: 23, Unharmed, 0 HPSekhmet: 18, Unharmed, 0 HPTemperance: 12, Unharmed, 3 HPNecromancer 2: 10, Injured x1, Dazed (Sekhmet's Action), 0 HPNecromancer 3: 6, Unharmed, 0 HPSet: 4, Unharmed, 3 HPTemperance unleashes a hail of ice on Necromancer 3. But it misses. Necromancer 3 responds by switching to the "Akh" bit of the array and unleashing a Blast + Emotion Control. The Blast misses, but the Emotion Control is Will-ranged, so Temperance needs to make a DC18 Will save. Which she does.Set is up next. Link to comment
Gizmo Posted July 29, 2013 Share Posted July 29, 2013 SetMove Action: Taunt vs. Necromancer 3. (1d20+10=14)Standard Action: Lightning Bolt vs. Necromancer 3. (1d20+7=22)That should hit, and with Autofire it's DC 15 + 7 + (4/2) = 24. Link to comment
trollthumper Posted July 30, 2013 Author Share Posted July 30, 2013 Necromancer 3 makes the Toughness save, sadly. Necromancer 1 takes a swing at Sekhmet. He hits. DC23 TOU. Sekhmet is up next. Link to comment
Gizmo Posted July 30, 2013 Share Posted July 30, 2013 Set will spend the HP to use Luck Control to force a reroll on that Toughness save.SekhmetToughness Save: Toughness Save vs. DC 23. (1d20+7=15) Ow. Link to comment
trollthumper Posted July 31, 2013 Author Share Posted July 31, 2013 All right, let's correct a few things: Necromancer 3's Bluff save: 12. He is now Shaken, and while he still makes his TOU save, he's still fearful. Mind you, he's got to make it again... and he's out. Necromancer 1: 23, Unharmed, 0 HPSekhmet: 18, Bruised x1, Dazed (Necromancer 3's Action), 0 HPTemperance: 12, Unharmed, 3 HPNecromancer 2: 10, Injured x1, 0 HPSet: 4, Unharmed, 2 HP As Sekhmet is Dazed, Temperance is up next. She unleashes another Blast on Necromancer 2 this time. Goddamnit. Necromancer 1: 23, Unharmed, 0 HPSekhmet: 18, Bruised x1, Dazed (Necromancer 3's Action), 0 HPTemperance: 12, Unharmed, 3 HPNecromancer 2: 10, Injured x1, 0 HPSet: 4, Unharmed, 2 HP Necromancer 2, meanwhile, shakes off their Dazed, and aims to Blast/Emotion Control Set. And misses entirely. But as Emotion Control is a Will-Range power, its strange shadow still leeches at Set's soul a little, so DC18 Will save. Set is up next. Link to comment
Gizmo Posted July 31, 2013 Share Posted July 31, 2013 SetWill Save vs. DC 18. (1d20+8=24) Link to comment
Gizmo Posted August 2, 2013 Share Posted August 2, 2013 SetMove Action: Taunt Necromancer 1. (1d20+10=26)Standard Action: Snare vs. Necromancers. That's a DC 17 Reflex save for both of them, using the sand descriptor. Link to comment
trollthumper Posted August 3, 2013 Author Share Posted August 3, 2013 Necromancer 1 is Taunted, but evades the Snare. Necromancer 2, however, is Bound. Necromancer 1: 23, Unharmed, Taunted, 0 HPSekhmet: 18, Bruised x1, 0 HPTemperance: 12, Unharmed, Bound, 3 HPNecromancer 2: 10, Injured x1, 0 HPSet: 4, Unharmed, 2 HP Necromancer 1 takes a swing at Set, and misses. Sekhmet is up next. Link to comment
Gizmo Posted August 13, 2013 Share Posted August 13, 2013 SekhmetStandard Action: Unarmed Attack vs. Necromancer 1. (1d20+7=21)That should be a DC 22 Toughness Save, which he takes at -2 thanks to the demoralized condition. Link to comment
trollthumper Posted August 17, 2013 Author Share Posted August 17, 2013 That hits, and Necromancer 1 is Dazed and Staggered. Necromancer 1: 23, Unharmed, Dazed (Sekhmet's Action), Staggered, Taunted, 0 HPSekhmet: 18, Bruised x1, 0 HPTemperance: 12, Unharmed, Bound, 3 HPNecromancer 2: 10, Injured x1, 0 HPSet: 4, Unharmed, 2 HP Temperance is up next. With Necromancer 1 out for now, she targets Necromancer 2 with a Blast. Which, again, misses. Oh, screw it. Hero Point. Well, that's a 24, at least. Which means +3 from Autofire, so Necromancer needs to make a DC26 Toughness save. And she takes an Injured. Necromancer 1: 23, Unharmed, Dazed (Sekhmet's Action), Staggered, Taunted, 0 HP Sekhmet: 18, Bruised x1, 0 HPTemperance: 12, Unharmed, Bound, 2 HPNecromancer 2: 10, Injured x2, 0 HPSet: 4, Unharmed, 2 HP Necromancer 2 realizes the "Fear blast" thing ain't exactly working, so she switches up to Mind Control and tries to bind Set. DC18 Will save from him. Set is up next. Link to comment
Gizmo Posted August 17, 2013 Share Posted August 17, 2013 Mind Control is opposed check, right? It makes a pretty big difference here given Set's Luck Control; if the attack has to make a roll, he has a chance to force a reroll. Link to comment
trollthumper Posted August 20, 2013 Author Share Posted August 20, 2013 According to the book, it's a Perception effect opposed by Will. So, I don't think he can curse the Necromancer to take a lower result. Link to comment
Gizmo Posted August 20, 2013 Share Posted August 20, 2013 Perception just means that Defense doesn't enter into it. Quoting from Ultimate Power: "To use Mind Control, make an opposed power check against the result of the target’s Will saving throw." That means the necromancer has to actually make a check, rolling with their Mind Control rank as the bonus, then Set rolls is Will Save and they compare results. Anyway: Opposed Will Save. (1d20+8=28) Link to comment
trollthumper Posted August 23, 2013 Author Share Posted August 23, 2013 Ah, gotcha. Well, that's a big nope. Link to comment
Gizmo Posted August 23, 2013 Share Posted August 23, 2013 SetMove Action: Taunt Necromancer 2. (1d20+10=24)Standard Action: Lightning Bolt vs. Necromancer 2. (1d20+7=10)Hero Point: Lightning Bolt vs. Necromancer 2, HP Re-Roll. (1d20+7=17)That jumps up to a result of 27, with a DC 22 + 3 Autofire = 25 Toughness Save. Link to comment
trollthumper Posted August 28, 2013 Author Share Posted August 28, 2013 Necromancer 2 is Demoralized, and since I forgot to apply the Demoralized on top of the Injured x2, she's down. That leaves Necromancer 1, who's still Dazed and can likely be finished off by Sekhmet next turn. And Sekhmet is up next. Link to comment
Gizmo Posted August 29, 2013 Share Posted August 29, 2013 SekhmetStandard Action: Unarmed Attack vs. Necromancer 1; Power Attack 2. (1d20+5=15)Hero Point: Unarmed Attack vs. Necromancer 1; Power Attack 2; HP Re-Roll. (1d20+5=25)Well, that's Set's last HP, but it's also a crit! DC 29 Toughness Save. Link to comment
trollthumper Posted August 30, 2013 Author Share Posted August 30, 2013 And he's down. We are out of rounds. IC post to come tomorrow, unless you'd like to get something in for Sekhmet. Link to comment
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