SX:2 The Antiques Roadshow (Keia judging)-Completed

[sblock=OOC question...] Just a second, I'm confused. Does Seargent's Inspire affect my first round's actions (the attack I already posted), or my next attack? I ask because you said that you were waiting on Paladin's next actions but I thought Relic would get to go between my first attack and my second. Unless of course, when you described Relic as 'staggering backwards' from my blow you meant that his condition was actually Staggered by failing his save by 10 or more and therefore being stunned for a round also. I will go ahead and post my attack now so as not to hold up the fight for another day, but if he's supposed to go first then this attack can be for next round.[/sblock]

[sblock=Treasure Room]Paladin reins in his emotions thanks to Seargent's words of wisdom. Focusing his mind, Paladin puts all his strength and will into this swing!
Attack roll (1d20+10=30) with inspire adding +5 and Power attack subrtracting 5
original Crit confirmation roll (1d20+10=11)
I will spend a Hero Point to reroll the Crit Confirmation roll: 1d20+10=24

If it hits, the Toughness save is DC30 due to Power Attack (or DC35 if that critical confirmation hits) and Corrosion also activates (must make a DC15 Fort save or subtract 5 Toughness before taking 5 damage).

Current HP= 3/5[/sblock]
 
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[sblock=Pool area]Psyren reaches out with her mind and parts the bodies, shoving them aside carefully away from the revenant.

OOC: She can use Telekenisis for this, weight isn't an issue.[/sblock]
 

[sblock=Pool area]Psyren reaches up and 'gently' pushes the crowd apart, eliciting more screams from them. Avatar squeezes the trigger, hitting the animated dead. It shrugs backward, but continues to close on the masked adventurer.[/sblock]

[sblock=treasure room]Relic gasps out in pain. Three revenants rush in to the room from where they were staged outside the door. One rushes to Relic while the other two attack Sergeant and Paladin. The one attacking Sergeant misses, but Paladin is struck with a hard blow across the back of the head. Sergeant inspires Paladin to throw everything he has at the wizard. Paladin swings his sword in a wide arc towards the mage, but his revenant moves between them to take the hit. He falls to the ground in a heap. Paladin and Sergeant hears the masked man utter words in a language infamiliar to them, he lifts 10 feet upin the air and flies from the high ceilinged room.
OOC: Not sure if SGT was going to inspire and attack. Although it doesn't directly say I would allow him both this round.Paladin is bruised.[/sblock]
 

[SBLOCK=Treasure Room]No, I wasn't going to attack that round. Mostly draw my wepaon (move action) and inspire (Standard action). Before telling what I will do, what CAN'T I do. that mind control prevent to do what exactly for now?[/SBLOCK]
 

Velmont said:
[SBLOCK=Treasure Room]No, I wasn't going to attack that round. Mostly draw my wepaon (move action) and inspire (Standard action). Before telling what I will do, what CAN'T I do. that mind control prevent to do what exactly for now?[/SBLOCK]
[SBLOCK=Treasure Room]Cool. I couldn't fnd what the action cost was for inspire. I guess in that case you are done for the round.If it was a move or free I was going to let you state another action. Since Relic used another Alternate Power, SGT is free to do whatever. Basically I intepreted it where Sergeant's actions were consistent with the command to stay there. Relic just didn't figure on Paladin's mind sheild getting in the way of his nifty escape.[/SBLOCK]

OOC All: Let's here some actions for the next round :D
 


[sblock=Treasure Room]OOC:First off, Paladin's Absorbtion power should kick in when the Revenant hits him, subtracting 4 from the damage before making his toughness save (1d20+6) against any remaining damage. Then if there was any damage left, it will immediately (as a reaction) be used to activate the Healing power and give me an immediate recovery check 1d20+2(Con)+4(Healing)=23 vs DC10 to erase the bruised condition. All that happens during his round when I'm hit by the revenant as far as I can tell. If I'm wrong anywhere, correct me.

For Paladin's turn, is there any chance of Paladin's Leaping power (can go up to 300 feet) letting him catch Relic while he's flying away? And if so, can I attack him in the air anyway? Or is that using two powers at once (Leaping and Strike) and therefore illegal? Or not illegal since they aren't in an array? Not sure, so I need clarification. Then I'll either jump and attack Relic again, or move some and attack the revenants.[/sblock]
 
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[sblock=Phoenix]
phoenix said:
Treasure Room
First off, Paladin's Absorbtion power should kick in when the Revenant hits him, subtracting 4 from the damage before making his toughness save (1d20+6) against any remaining damage. Then if there was any damage left, it will immediately (as a reaction) be used to activate the Healing power and give me an immediate recovery check 1d20+2(Con)+4(Healing)=23 vs DC10 to erase the bruised condition. All that happens during his round when I'm hit by the revenant as far as I can tell. If I'm wrong anywhere, correct me.

OOC: For Paladin's turn, is there any chance of Paladin's Leaping power (can go up to 300 feet) letting him catch Relic while he's flying away? And if so, can I attack him in the air anyway? Or is that using two powers at once (Leaping and Strike) and therefore illegal? Or not illegal since they aren't in an array? Not sure, so I need clarification. Then I'll either jump and attack Relic again, or move some and attack the revenants.

In General, attacking him in the air would be fine, but since Relic used his round to move all out using his flight, while you used your round to attack, he is gone. Leaping is kind of like enhanced Strength. It just enhances an ability you already have. Paladin's build might not have survived a test run. Basically he has a great attack, good defense which lowers damage and kicks in healing on top of mind shield. Most bricks like Roughneck (who is really resilient to damage), are pretty susceptible to mind attacks. I really like the way you play him though. it just makes it harder for the villain to make it to the finale. :D I also appreciate you giving me all the stats for the character and the action. I don't always have time to be as thorough as I should :heh: ( I had glossed over the absorption). [/sblock]
 

Salix said:
[sblock=Phoenix]

In General, attacking him in the air would be fine, but since Relic used his round to move all out using his flight, while you used your round to attack, he is gone. Leaping is kind of like enhanced Strength. It just enhances an ability you already have. Paladin's build might not have survived a test run. Basically he has a great attack, good defense which lowers damage and kicks in healing on top of mind shield. Most bricks like Roughneck (who is really resilient to damage), are pretty susceptible to mind attacks. I really like the way you play him though. it just makes it harder for the villain to make it to the finale. :D I also appreciate you giving me all the stats for the character and the action. I don't always have time to be as thorough as I should :heh: ( I had glossed over the absorption). [/sblock]

[sblock=Treasure Room]OOC: First, since the absorbtion was missed, is Paladin still bruised? Second, no problem on providing the data- I had to go and write it all out in detail for myself so as not to forget how it all worked. :) Next, his actions for the round...

"Relic!! You coward!" Paladin yells at the retreating villian making his escape. Realizing that there was no way to catch up, Paladin turned his attention to the revenants which had been left behind. Moving to best position himself, he makes his attack.
[sblock=move & attack data]Paladin will move so that he is adjacent to Seargent (for possible use of Interpose feat) while also being within attacking range of one or both revenants (both if possible, but if not then preferably within a 5 foot step of the second one to use Takedown Attack feat).
Attack roll (1d20+10=19). If hit, make DC25 Toughness save vs. 10 damage and Corrosion activates (not sure if the revenants are living or non-living targets so I can't say what it does for sure!).
[sblock=If first attack takes down a revenant...]Then Paladin tries to attack the next one if it's within a 5 foot step of him by making a Takedown attack roll (1d20+10=21).[/sblock][/sblock][/sblock]
 
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[sblock=Pool area]
Salix said:
Avatar squeezes the trigger, hitting the animated dead. It shrugs backward, but continues to close on the masked adventurer.
Avatar took careful aim, and deliberately missing anyone who's career could be considered "alive", fired another shot at the zombie.[sblock=OoC: ]Exactly the same deal as last round...so long as he has a clear shot, +4/-4 Power Attackwith heavy pistol. If he doesn't have a clear shot, he'll try to figure out what's up with Psyren and what he can do to help her.[/sblock][/sblock]
 

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