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Incursion: God Squad [OOC]


Gizmo

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Having considered a bit, I'm going to veto rerolling Typhon's Will Save for pretty much exactly the reasons KD gave above, but the Lamia's attack is totally fair game.
 
Anti-Lamia
Attack Sun Walker, Luck Control Reroll: 1d20+7 8

 

Now that's the Luck Control dream there! Arrowhawk is up.

 

 

> 27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 4HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Uninjured, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured, -2 Defense

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Standard Action:  Shoot the giant lamia. Shoot an explosive arrow, Power Attacking for 5. Penetrating 7, DC 27: 1d20+12 25 Woop woop woop

 

Free Action: Spend one of those 5HP on Hide in Plain Sight.

 

Move Action: Hide in the sand! Roll Stealth at -5 to hide as a move action: 1d20+15 21 Well, what're HP for if not using? Hero Point re-roll: 1d20+15 25; +10 for re-roll = 35

 

Final summary: Uninjured, 3HP

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Anti-Lamia
Toughness Save vs DC 27: 1d20+15 18
It's Injured and Dazed!
 
Vahn, do you want to spend HP to clear Meatheral's Daze or Fatigue?
 
 
27 - Arrowhawk - Uninjured, Stealth (DC 35), 3HP
> 19 - Meatheral - Bruised x1, -4 Defense, Dazed, Pending Fatigue, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 4HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Injured x1, Dazed, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured, -2 Defense

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Anti-Eagle
Can't make DC 35 on Notice even on a natural 20.
Standard Action: Attack Meatheral: 1d20+7 23

 

That's a DC 30 Toughness Save for Meatheral.
 

27 - Arrowhawk - Uninjured, Stealth (DC 35), 3HP
19 - Meatheral - Bruised x1, Pending Toughness Save, 1HP
18 - Anti-Eagle - Injured x1
> 17 - Sun Walker - Uninjured, 4HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Injured x1, Dazed, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured, -2 Defense

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Okay, so, here we go. Gonna get a little kung-fu movie with this one. 

 

Move Action: Use Wall-Crawling to run up the Anti-Lamia as a sort of ramp to then Leap up to Typhon. 

Standard Action: Melee Attack vs Typhon: 35. I'd like to add that +5 to my Grapple Check.

Free Action: Grapple Check vs Typhon (to establish Grapple): 43.

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Typhon

Opposed Grapple Check: 1d20+6 18

 

 

27 - Arrowhawk - Uninjured, Stealth (DC 35), 3HP

19 - Meatheral - Bruised x2, 1HP

18 - Anti-Eagle - Injured x1

17 - Sun Walker - Uninjured, 4HP

> 16 - Set - Uninjured, 4HP

15 - Miras - Uninjured, Pending Fatigue, 2HP

13 - Typhon - Injured x1, Grappled [Helpless]

13 - Anti-Lamia - Injured x1, Dazed, Obscured Senses, Shaken

10 - Anti-Chimaera - Uninjured, Obscured Senses

9 - Sekhmet - Uninjured, -2 Defense

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Set
Move Action: Taunt Typhon: 1d20+16 20
Standard Action: Shadow Globule vs Typhon: 1d20+7 12
Hero Point: Shadow Globule vs Typhon: 1d20+7 12 That becomes a 22, thankfully.
 
Typhon
Bluff Check vs DC 20: 1d20+16 24
Reflex Save vs DC 20: 1d20+6 18
 
 
27 - Arrowhawk - Uninjured, Stealth (DC 35), 3HP
19 - Meatheral - Bruised x2, 1HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 4HP
16 - Set - Uninjured, 3HP
> 15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1, Grappled [Helpless], Blinded
13 - Anti-Lamia - Injured x1, Dazed, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured, -2 Defense

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Alright. Miras is going to switch her Working of Deosil array to Paralyze, and hit the Anti-Chimera. I'll go with a full +5/-5 Power Attack and +5/-5 All-Out Attack. With her Fatigue working, that should make her Def 14, but she still has the miss chance. And hopefully a fully-stopped Anti-Chimera...

Paralyze vs. Anti-Chimera: 1d20+4 19 Ah-ha! Okay, so DC 30 Fort save from the Anti-Chimera vs. Paralyze.

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Anti-Chimaera
Fortitude Save vs DC 30: 1d20+10 27
 
 
27 - Arrowhawk - Uninjured, Stealth (DC 35), 3HP
19 - Meatheral - Bruised x2, 1HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 4HP
16 - Set - Uninjured, 3HP
15 - Miras - Uninjured, Fatigued, -5 Defense, 2HP
> 13 - Typhon - Injured x1, Grappled [Helpless], Blinded
13 - Anti-Lamia - Injured x1, Dazed, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses, Slowed
9 - Sekhmet - Uninjured, -2 Defense

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Oh nooooo...! Everybody take an HP! Miras gets an extra one since her Obscure got blown away. Special thanks to Geez3r, as the ANTI-HYDRA will be played by a modified version of his >T-Wrecks build.

 

Sun Walker, give me a DC 20 Reflex Save to halve a DC 25 Toughness Save for being caught at ground zero there.

ANTI-HYDRA

Standard Action: UNENERGY BREATH vs Set; All-Out Attack +5: 1d20+20 34

 

Set

Toughness Save vs DC 30: 1d20+4 19

 

Sekhmet

Free Action: Shift to lioness form.

Move Action: Run up to ANTI-HYDRA.

Standard Action: Aid Attack for Meatheral: 1d20+7 18

> 27 - Arrowhawk - Uninjured, Stealth (DC 35), 4HP

19 - Meatheral - Bruised x2, +2 to Next Attack, 2HP

17 - Sun Walker - Uninjured, Pending Saves, 5HP

16 - Set - Staggered, Dazed, 4HP

15 - Miras - Uninjured, Fatigued, -5 Defense, 4HP

13 - ANTI-HYDRA - Injured x1, -5 Defense

9 - Sekhmet - Uninjured, -2 Defense

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Hrm. 

 

Move Action: Get up next to/on the Anti-Hydra.

Standard Action: Melee Attack to initiate Grapple: 21. Going to assume that hits? Looks like an 18 hit, so yeah.

Grapple Check: 36.

Surge for another Standard Action: Attempt to win another Grapple Check to render the Hydra bound: 25. Boo! Hero point reroll: 30, which with the bonus becomes 40.

 

If you're not kosher with me doing 2 Grapple checks like this, Giz, then just drop the surge. I'll wait until you rule on this to do an IC post. 

If you do allow it, I'll be burning another HP to negate the Surge Fatigue next round, which effectively leaves me at...2 Hero Points, I believe.

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The issue is less with the surging and more with the relative sizes involved; the ANTI-HYDRA is several categories too large for Sun Walker to grapple. There's just not enough tail to go around!

Boo! This is why he's getting a Giant Ape Form eventually!

Hm. Alright then, scratch both HP expenditures.

I will make that Standard Action into a Power Attack: 18. Which is *just* enough, it seems like? So that'll be a DC 25 Toughness Save.

Just assume I spend an HP to make him reroll if he makes the save. :P

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ANTI-HYDRA
Toughness Save vs DC 25: 1d20+17 22
 

Set

Hero Point: Recover from Daze.

Delay: After Sekhmet.

 

 

27 - Arrowhawk - Uninjured, 4HP
19 - Meatheral - Bruised x2, Pending Fatigue, -2 Defense, 2HP
17 - Sun Walker - Uninjured, 4HP
> 15 - Miras - Uninjured, Fatigued, -5 Defense, 4HP
13 - ANTI-HYDRA - Injured x4, -5 Defense

13 - Set - Staggered, 3HP
9 - Sekhmet - Uninjured, -2 Defense

 

 

Miras is up.

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