Brown Dynamite Posted January 21, 2018 Posted January 21, 2018 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.
Thevshi Posted January 21, 2018 Author Posted January 21, 2018 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.
Brown Dynamite Posted January 23, 2018 Posted January 23, 2018 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
Thevshi Posted January 23, 2018 Author Posted January 23, 2018 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!
Supercape Posted January 23, 2018 Posted January 23, 2018 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!
Supercape Posted January 23, 2018 Posted January 23, 2018 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!
Thevshi Posted January 23, 2018 Author Posted January 23, 2018 Jack totally bombs his bluff check to counter, so he loses his dodge bonus vs Foreshadow next round, making his defense only +5.
Thevshi Posted January 24, 2018 Author Posted January 24, 2018 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!
Supercape Posted January 24, 2018 Posted January 24, 2018 In the spirit of fairness, using the above roll and screwing it up for a power attack. Move action: Moving back into body.
Thevshi Posted January 24, 2018 Author Posted January 24, 2018 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!
Brown Dynamite Posted January 24, 2018 Posted January 24, 2018 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
Thevshi Posted January 24, 2018 Author Posted January 24, 2018 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.
Thevshi Posted January 29, 2018 Author Posted January 29, 2018 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!
Supercape Posted January 29, 2018 Posted January 29, 2018 Same as, I think! Standard Action: Total Defence (+8) Move Action: Set Up Feint at -5 penalty: Feint Set Up: 1d20+5 18
Thevshi Posted January 31, 2018 Author Posted January 31, 2018 Okay, I will remove Malcom’s daze (+1 HP to Foreshadow). He will get up and try to kick Harry, missing terribly with a 17 Cape, Mess is up!
Supercape Posted January 31, 2018 Posted January 31, 2018 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)
Thevshi Posted January 31, 2018 Author Posted January 31, 2018 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!
Brown Dynamite Posted February 2, 2018 Posted February 2, 2018 Move Action : Chase after Jack Standard Action: Power (-5 Atk/+5 Dmg) Attack Jack with Combined Staves (DC27): 1d20+8 20
Thevshi Posted February 2, 2018 Author Posted February 2, 2018 Jack only gets a 15 on his save (forgot he had two bruises), so I will reroll (+1 HP to Foreshadow), he manages a 28 (with the +10 to below 10) so is fine.
Thevshi Posted February 5, 2018 Author Posted February 5, 2018 Synapse will continue trying to mind blast Jack, he again gets a 26, so is just fine. Hound is up again Cape!
Supercape Posted February 5, 2018 Posted February 5, 2018 Run away! Run away! Move and Standard action: Run away!
Thevshi Posted February 6, 2018 Author Posted February 6, 2018 Okay, Malcom will attempt to aid Jack’s next attack, getting a 22, to give Jack a +2 on his next attack roll. Mess is up Cape!
Supercape Posted February 6, 2018 Posted February 6, 2018 Ok so Mess is going to... Move Action: Jump up to a rooftop Standard Action: Thin blood - Perception range fatigue power, DC 20 Fort
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