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Shaking the Branches (OOC)


Thevshi

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Posted

Doo dee doo.

 

Step:   Using a 5' step to position himself somewhat between the pair 

Move Action:   Taking 10 and Tricking Malcom using (-5 for reducing to Move Action) Acrobatics into attacking with a shockwave again.  If it catches, Jack well so be it!

Standard Action: Aid Bloody Mess vs Malcolm easily making the DC10 he will give Bloody Mess +5 Attack with the Teamwork 3 bonus.

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Posted

Okay, there is no way Malcom can beat that Acrobatic Bluff.  Go ahead with your IC post.

 

However, there is one issue, Jack moved too far away for a 5' step to put you between him and Malcom.

Posted

 

 

Hmmmmm.  Hmmm.  Hmmm.  Ah, we'll Surge.  That Step can be a move action.  And the Aid will be the extra move action.  

 

Hey maybe he can beat it now that his Acrobatics bonus is down 1 xD

Posted

Synapse will hit Jack with her mental blast again, this time he gets a 24 which is enough for a bruise.


Then she will reach out to add Bloody Mess to the mental link between her and Foreshadow.

 

HGM, is Foreshadow spending his HP to remove his fatigue?

 

Cape, Hound is up!

Posted

As the previous attack was buffetted off by impervious, going for a power attack, fully shifted: Power Attack on BB: 1d20+9 10 and there we go. 

 

For a move action, leaping / running into the car to get back into his own body. Looks like need some other bloody powers!

 

 

Posted

Goddamn it darnation and so on!

 

Im ill. 

 

Anyway: 

Standard Action: Total Defence

Move Action: Feint (at -5) on Jack that he will give to Foreshadow, with set up feat!

 

 

Posted

Okay, Malcom is trying to hit Foreshadow, just missing with a 24.  But that is enough to hit Jack!

 

Jack gets a 21 vs DC 27, so he is knocked off his feet and bruised and dazed.

 

Now we are to Bloody Mess’ turn Cape!

Posted

Okay, with Jack dazed we are on to…

 

Round Four

32 Foreshadow (bruised 1 HP, fatigued)

29 Synapse (unharmed 2 HP)

26 Hound (unharmed)

21 Malcom (unharmed)

17 Bloody Mess (unharmed, 2 HP) [4 th round of Boost]

14 Jack (bruised 2)

 

Foreshadow is up!

Posted

Free Action:  Draw Staves

Free Action:  Switch to Staves in the array

Move Action:  Let's take another 10 for another Acrobatic Trick on Malcolm.  Which would be at -1 to perform from fatigue.  As well as a +1 to resist for having been done before.

The trick in question is to try and get Malcolm to Power Attack against an already hard to hit Foreshadow.  He'll likely also redirect on a miss.  Whether towards the prone Jack or something nearby like the ground who knows!

Standard Action:  Defensive (-2 Atk/+2Def) Power (-3Atk/+3Dmg) Attack DC (25) vs Jack: 1d20+8 28 which with the crit becomes DC30

Posted

Well, there is still no real way Malcom can beat that trick.  However, Jack is not too far away to get him to accidently hit Jack again, for the moment.

 

In any event, Malcom only gets a 22 on his toughness save, so is bruised and dazed and knocked well off his feet, landing some 25 feet away.

Posted

Synapse is going to hit Jack with another Mental Blast, he only gets a 8, so I will give him a reroll (+1 HP to Synapse), he gets a 26 with the reroll (due to the +10), so just makes it.

 

Hound is up Cape!

Posted

Ok so back in his body!

 

Before going to the nastier blood powers, he is going to try a straightforward punch. Ill assume a move action to get to him, then an unshifted wham. 

 

DA PUNCH: 1d20+10 20 borderline....if it does hit, DC 25 Toughness (on Malcolm)

Posted

That is just enough to hit, but Malcom gets a 28 on his toughness save. 

 

Okay, Jack will get back to his feet and move over toward Mess.  He will then surge (+1 HP to Mess) and attack but misses with a 18.

 

This brings us to:

 

Round Five

32 Foreshadow (bruised 2 HP, fatigued)

29 Synapse (unharmed 3 HP)

26 Hound (unharmed)

21 Malcom (bruised)

17 Bloody Mess (unharmed, 3 HP) [5 th round of Boost]

14 Jack (bruised 2)

 

Foreshadow is up!


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