Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith considers silently, deciding he may try to make a temporary rune to help him fight ghosts if needed. He's not totally sure what such a rune will look like or how long it will take, but it's worth a shot.
Hoping I can use Ritual Caster to give myself ghost sight.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith shrugs. "I have done a bit of this, a bit of that..." His eyes wander over the scars and runes that decorate his body, though the red-hot runes hardly make a difference in the already steaming water. He remembers the years he spend finding and channeling this elemental power, and what it was like to finally succeed. He briefly wonders if he'd do it all again. "I guess you could call it adventure."
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith, already missing his shirt, quickly disposes of the rest and grabs the towel. Any hint of embarrassment or even modesty is completely lost on the dwarf and he marches along dutifully as he's told without a word to be said about it.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith came along after realizing he could probably use a bath. Thankfully nobody felt the need to tell him. Nodding to the doorman he offers him a gold and says gruffly, "Just gimme the best you got." Then Devon mentions Fiscus and Grith withdraws his hand. "Oh, yeah." He waits impatiently, hoping he'll still get a chance for the bath.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith looks a little surprised that Devon has found them again. "Hoi, thought you were rabble." He shrugs, tosses a gold to Boomer, and hops down from his human-height stool.
Improvised weapon attack: 1d20 + 6 ⇒ (18) + 6 = 24
Yeah, this is stupid. But it's Grith. Here we go!
Init: 1d20 + 4 ⇒ (1) + 4 = 5 welp
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
I suddenly realize I have literally no skill in ranged combat.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith shrugs and steps up. He's fairly sure he doesn't recognize the dwarf, and thus, the dwarf isn't likely to recognize him. He won't be around enough to figure out...
It's a shame Devon isn't here. I think he could have been a contender.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith notes the rowdy fellows playing darts and scoffs to himself. Then he elbows Kal. "When they're done I'll take you for the next round." He watches an errant dart rile them up anew, then adds, "Less we have to drag these guys out first."
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith completely ignores the sorceress' question as he frankly doesn't care what the drink is if it's alcoholic. At least not today. As they pass the boy shouting his advertisement, Grith snorts and asks casually, [b]"What kind of thrills?"[b] A much more interesting question, in his mind, than what kinds of drinks.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith's backstory is that he just finished his big adventure and now has to find a new home or new adventure, as he can't go back to his dwarven hold. Now that said, they've just been paid so maybe it's time to party.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
"Aye, the museum! I'm sure there's some marvels to see down below."
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
"Fine size. If not worth a price, at least worth breakfast." Grith suggests with a thoughtful hunger.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith shoulders the larger hammer with a slight grin and looks down at the fallen creature with satisfaction. Then he looks at the impromptu cage the young mage created for the other.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith's hammers continue their arcs as he seems to be getting the better of the beast.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Welcome back It seems they can't hurt each other as the ankheg can't get past his hammerwork and Grith can't make a dent in its tough hide. It's a little reckless, but he decides to put his whole body into the strike this time, hoping he can still keep the thing away with his other hammer. Warhammer power attack: 1d20 + 6 - 2 - 2 ⇒ (15) + 6 - 2 - 2 = 17 DC 23 Toughness
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
I'd guess that would grant an all-or-nothing Dodge save to get out of the area, just like the area attack function of Create. Grith begins to laugh as he dances with the Ankheg, deflecting its dangerous maw as he swings again.
-1 Toughness
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
With an ankheg now bearing down on him Grith sidesteps the blow and draws his hammers. He strikes out with the heavier while he uses the lighter to control the beast's advances.
-2 Toughness
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith shrugs, thinking the plan seems a bit dramatic and overly complicated. But even so his own part is easy enough, and akin to what he was going to do anyway.
-3 toughness
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
WhtKnt wrote: Grith attempts to weaken the creature but to no avail. It resists the effects of the spell. I should note that the Weaken is against me, as a side-effect of channeling fire. The effect in play on the ankheg was just a standard area damage. And, as with all area attacks, since no attack roll is made, the target gets a dodge save for half effect (so r6 becomes r3) before the toughness check.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith steps forward and plants his hammer in the ground before him.
DC 16 Dodge for half of R6 Damage (DC 21 or 18 Toughness) Status: -1 Toughness
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
"Not out on some nature walk. Don't care why it's hungry. Things get hungry. Let's stay on task." Grith smothers out his fire and shoulders the larger hammer as the smaller hangs idly at his side. "We're here to hunt."
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith seems unshaken by the event, considering for a moment what further destruction he might cause to the lifeless form. Eventually he just nods to Toots.
Pausing, Grith takes a moment to channel fire on the ground before him.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Ah okay. I mean I really haven't played much M&M and it's been a while, but yeah.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
I'm confused. I thought in 3e attacks were resolved against passive defense (usually Dodge or Parry +10) vs active defense (rolling every time), which requires the defend action. I could be thinking of something else though.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Toughness: 1d20 + 8 ⇒ (13) + 8 = 21
-1 DR
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Since there's no such thing as a Reflex save in 3e, should I be making another kind of save? I think trip is normally Acrobatics or Athletics vs Acrobatics or Athletics (attacker & defender choose which they use), with Improved Trip granting the attacker the choice for both.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
It's pretty GM-handwavey territory, but by RAW M&M doesn't have a lot of long-term/permanent effects. However, I think if you added Concentration (and optionally Sustained from there) you could maintain it indefinitely. Otherwise you could just keep hitting it once a minute with your Affliction and since you can transform it to have no save it's not really an issue.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
I feel like it's important to note that Kal's hostile transmutation, although cumulative, is still an Affliction that is not yet at level 3. As such, the target should get a save at the end of each turn to shake off (some of) the effects, making it less likely that he can keep advancing the degree via Cumulative. Also, if he should succeed at a full transformation, I believe it only lasts a minute. We'll need to destroy the resulting mass to prevent it from becoming a problem again very soon. Which is fine, but it isn't going to leave a trophy (for future consideration).
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Seeing the beast and the party locked in combat, Grith leaps in with his hammers and swings a heavy blow even while keeping the thing at arm's length.
Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>
Grith leers at the sorceress. "Isn't she fun..." "I like to think an arrow hole would be forgivable. But don't expect me to keep you alive in there. The strong survive, understand?" The words sound harsh and critical, but his face is without expression. To Grith he's simply stating truth. Loving the RP but I'm ready to hit the road. All in favor?
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