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Vahnyu, May 11, 2015 in Archives
OOC thread for this thread
Roll Notice checks vs DC24 (29 minus 5 circumstantial penalty)
Temperance sees nothing.
Glam can't make that circumstance penalty or not. But for funsies let's see how inattentive she is.
Notice: 1d20+1 9
There's nothing off about this particular, perfectly normal woman, other than the fact that her skin is a bit more on the white side of things than usual.
So you know, Vahn, I'm not sure what to contribute at this point, so we can skip forward to the next GM post. I'm fine with that.
Gotcha, tt. I'll move things allong.
Everyone roll DC14 Reflex Save vs Dazzle (Visual + Audio) (DC14 Reflex for half effect). Everyone gain +1HP.
Meatheral:Reflex Save vs DC14, half effect: 1d20+1 19Fort Save vs DC12 Dazzle visual: 1d20+1 5Reflex Save vs DC12, Audio Dazzle: 1d20+1 8Meatheral is blinded and deafened.
Reflex (DC14): 2#1d20+1 20 11
Well she halfed it, but is still blinded and deafened.
EDIT: Alright you wanted me to roll separately for each sense for some reason, though I don't think that's how Dazzle works, but GM's call!
Reflex (DC12): 1d20+1 5 Same result Blinded and Deafened
All right, I fail on my attempt to halve the first save but make it anyway, then halve the second save and make it as well.
As you manage to shield yourself from the exploding flashbangs, you notice that the woman who had been talking with you and Thaelia, before King Theseus arrived, is now standing at the podium, surrounded by a couple of people wearing bird-themed costumes. As for the woman herself, as she started making her announcement, she ripped her seemingly expensive red dress off, as well as what had previously appeared to be her flesh(in reality, an artificial skin made to resemble a human woman in her 30s), revealing in its place an avian looking woman, covered in white feathers and having a beak for a mouth, dressed in white trousers, blue suit coat, and hessian boots. From her back, a pair of white wings sprout, each one as long as her arms. Finally, you notice that her accent has changed, from a thick Russian/German to a fast and smooth Spanish accent.
Alrighty then, time to roll for initiative, everyone.
Meatheral:Initiative Roll: 1d20 5-4 = 1
Fowl Bandid (PL11 NPC):Initiative Roll: 1d20+10 13
Fowlerings (PL5 Minions) x 10:Initiative Roll: 1d20+5 14
Initiative: 1d20-3 5 -4 Initiative penalty for deafened. But at least she'll shake it off with ease on the first round.
Temperance goes on 16.
INITIATIVE ORDER (Round 01)Temperance (Unharmed, 4HPs) 16 < Current TurnFowlerings x5 (Unharmed, Minions) 14Fowl Bandid (Unharmed, NPC) 13Glamazon (Unharmed, Deafened, Blinded, 2HPs) 5Meatheral (Unharmed, Deafened, Blinded, 2HPs) 1
Temperance is up, and she's got the jump on Bandida Aves and her Fowlerings(No dodge bonus)!
All right. I'm not sure if the Minions are laid out in such a way that Temperance can hit many of them with Blast w/ Autofire, so I'm going to focus Snare on Fowl Bandid. And that's a 25 on the attack roll.
Indeed, the Minions were spread out amongst the guests, so that they'd manage to cover the entire museum with their flashbangs. Only one minion is close to Bandida Aves.
That hits, and due to being flat-footed, grants te full +5 bonus on the DC, making it DC24 Reflex.Reflex Save vs DC19+5 Autofire Snare: 1d20+13 31Unfortunately, Bandida Aves is much too swift for that to work.
INITIATIVE ORDER (Round 01)Temperance (Unharmed, 4HPs) 16Fowlerings x5 (Unharmed, Minions) 14 < Current TurnFowl Bandid (Unharmed, NPC) 13 < Current TurnGlamazon (Unharmed, Deafened, Blinded, 2HPs) 5Meatheral (Unharmed, Deafened, Blinded, 2HPs) 1
The Fowl Bandid will just hold her action for now.
The Fowlerings, on the other hand, will try and surround Temperance, and Combine Attack her. Only 3 are within range, the rest will double move closer to her.Combine Attack vs Temperance, x3, +Autofire: 3#1d20+8 16 13 26Only one success, so Temperance saves vs DC18 + 4 Toughness
INITIATIVE ORDER (Round 01)Temperance (Unharmed, 4HPs) 16 - Pending Toughness saveFowlerings x5 (Unharmed, Minions) 14Fowl Bandid (Unharmed, NPC) 13Glamazon (Unharmed, Deafened, Blinded, 2HPs) 5 < Current TurnMeatheral (Unharmed, Deafened, Blinded, 2HPs) 1
Glamazon is up
Temperance's TOU save: 25.
Alrighty so Glam has a Fort save of 13,
Fort Save to recover despite not being able to fail the DC: 2#1d20+13 30 26
Got those good rolls out of the way let's make for a bad one!
Glamazon will move nearer to Temperance and perform a Groundstrike! Essentially an Explosion Area Trip Effect with a 110' Radius. Alas doesn't get the bonus from Super-Strength.
DC21 Reflex to half effect. And yep that mean the good guys are caught in the radius too. But, hey at least it's painless.
Glamazon's Groundstrike Trip Check: 1d20+11 24 Opposed by Str, Dex, or Acrobatics as normal. -1DC per 10 feet away from Glam.
Fowlerings:Acrobatics vs DC24 Trip, -0 /-0 / -0 / -3 / -6: 5#1d20+15 32 19 34 22 19
1 Fowlering next to Temperance gets knocked prone.
Even at point blank range, she has Acrobatics +25, so she autopasses.
Meatheral:Dexterity roll vs DC24 Trip, -7: 1d20 16
Meatheral gets knocked prone.
INITIATIVE ORDER (Round 01)Temperance (Unharmed, 4HPs) 16 - Pending Trip save (DC24)Fowlerings x5 (Unharmed, 1 Prone, Minions) 14Fowl Bandid (Unharmed, NPC) 13Glamazon (Unharmed, Interpose[Temperance], 2HPs) 5Meatheral (Unharmed, Prone, Deafened, Blinded, 2HPs) 1 < Current Turn
Alrighty, then, first things first.
Fort Saves vs DC14 Dazzle (visual, auditory): 2#1d20+1 21 20
Meatheral recovers from being Dazzled. -1 to all rolls involving visual and auditory senses for one round still.
Move Action: Transform into Air Form
Free Action: Instant Up
Free Action: Concealment (Blending)
Move Action: Fly 30 feet in the air towards Glamazon, Temperance, and the Fowl Bandid.
INITIATIVE ORDER (Round 02)Temperance (Unharmed, 4HPs) 16 - Pending Trip save (DC24) < Current TurnFowlerings x5 (Unharmed, 1 Prone, Minions) 14Fowl Bandid (Unharmed, NPC) 13Glamazon (Unharmed, Interpose[Temperance], 2HPs) 5Meatheral (Unharmed, 2HPs) 1
Forgot to mention Glamazon will be Interposing for Temperance. Aaand this looks like that backfired. Well you guys weren't planning on using those Move Actions you need to stand right?
Temperance's trip check is 15, so she goes on her ass.
Move Action: Get up.
Standard Action: Blast w/ Autofire. I'm going to pull penalties to try to hit 3 squares; let's see how many of them that hits. 10, 10, 15, so... probably none of them.
Let's get this party started right back up!
Indeed, the attacks don't hit them. Do note that the Fowlerings are indeed minions, so feel free to take 10 on those shots!
INITIATIVE ORDER (Round 02)Temperance (Unharmed, 4HPs) 16Fowlerings x5 (Unharmed, 1 Prone, Minions) 14Fowl Bandid (Unharmed, NPC) 13Glamazon (Unharmed, Interpose[Temperance], 2HPs) 5Meatheral (Unharmed, 2HPs) 1
Free Action: The Prone Fowlering will get back up with Instant Up.
Move Action: The two Fowlerings will gather around Temperance.
Standard Action: The five Fowlerings will all combine attack Temperance. Combined Attack + Autofire: 5#1d20+8 22 12 25 15 13
DC18+3+2 = DC23 Tou Save for Temperance
Full Round Action: She will Charge towards Glamazon, using Move-By Flight. -2 Def until next turn. Charge Autofire Moveby Attack,: 1d20+14 27 + 2(Charge)
DC22+5 = DC27 Tou Save for Glamazon
Glam is up!