olopi Posted April 12, 2018 Posted April 12, 2018 Almost the same as before, creating a Smoke Clone where he's standing and walking away backwards. A bit of hubris in talking to the guy though, so if CP listens closely enough he can probably notice something's off.
olopi Posted April 12, 2018 Posted April 12, 2018 Alright, so: Move Action: Trick (with -5), to get Chill Pill to attack and get himself into a bad position: Trick (Bluff): 1d20+16 25 Holding his Standard Action until after CP has closed in.
Supercape Posted April 12, 2018 Author Posted April 12, 2018 Resist Bluff: 1d20+6 9 ok I was going to give him a bonus because he was going to try something else but that is enough to make him attack with his bare hands...this time. Consider him flat footed.
olopi Posted April 12, 2018 Posted April 12, 2018 Okay, using Extra Effort (and thus becoming Fatigued) to stunt: Damage 14 (Feats: Precise 2, Extended Reach 2 [15ft.]) [18/27PP] which'll bring him to a +3 Damage trade-off, with which he'll hit CP: Attack: 1d20+8 16 ouch. That might still hit?
Supercape Posted April 12, 2018 Author Posted April 12, 2018 With CP being flat footed, yes! Thats a, I think, DC 32 TOughness Save. Tough Save vs Bonfire: 1d20+10 24 Presuming its non lethal, bruised and dazed, meaning on this Round 0. Chill Pill does not act! Round 1: Bonfire - Unharmed - Fatigued - OHP Chill Pill - Bruised
olopi Posted April 12, 2018 Posted April 12, 2018 Just this one again: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat)
Supercape Posted April 12, 2018 Author Posted April 12, 2018 Tough vs Heat: 1d20+9 18 Another bruise, another daze!
Supercape Posted April 12, 2018 Author Posted April 12, 2018 Round 2 Bonfire - Unharmed, Fatigued 0 HP Chill Pill Unharmed, Bruised x2
olopi Posted April 12, 2018 Posted April 12, 2018 Full turn to enter: Alternate Power: Insubstantial 3 ( OH GOD IM ON FIRE!; Drawback: Full Action, One-Way Transformation ) {10+3=14/14} (Fire) + Flight 4 ( 100 mph, 1000'/rnd Feat: Slow Fade ; Flaw: Fades , Drawback: Full Power ) (Fire)
Supercape Posted April 13, 2018 Author Posted April 13, 2018 Damage 10 (Area: Cloud, Alt Save: Fort) effect! This will knock Armitage unconscious. Zyte is out of range.
olopi Posted April 13, 2018 Posted April 13, 2018 Alright, increased by 50%, so it's DC...15 On a fort save. This is gonna hurt! First the Reflex Save to see how bad it gets: Reflex Save: 1d20+6 11 That's the full brunt then, ouch Fortitude: 1d20+8 28 AHAHAHAHA, Nat 20! So, that's ... a bruise, right?
olopi Posted April 13, 2018 Posted April 13, 2018 Okay, so: Moving upwards in a straight line with Flight 4 ( 100 mph, 1000'/rnd Feat: Slow Fade ; Flaw: Fades , Drawback: Full Power ) and then, as a Standard Action: Blast 13 (Fireball; Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) I'll take a -1 Tradeoff, so it'd be: DC27 Toughness, +9 to hit (due to -1 from fatigued) Attack: 1d20+9 25
Supercape Posted April 13, 2018 Author Posted April 13, 2018 that hits! Tough Save vs Fireball: 1d20+8 22 Just fails: third bruise, and dazed again.
olopi Posted April 14, 2018 Posted April 14, 2018 Blast 13 ( VolleyFireballs; Extra: Autofire, Flaw: Full Action Drawback: Power Loss [When not in Fire Form] [-1] ) { This one this time around. Attack: 1d20+8 10 Yeah, so much for that.
Supercape Posted April 14, 2018 Author Posted April 14, 2018 Yep, thats a right old miss! Standard Action: Accuaret Eye Beams! Eye Beams: 1d20+12 27 Damage 10 effect, but with shift, its a Damage 8 (or Damage 12 with vulnerability) fort save again (DC 27!) MOve Action: Chill Pill will leap under partial cover. Admittedly that cover is a tree in the park, but its partial cover nonetheless! ROund errr....4? Bonfire - Unharmed - Fatigued - 0HP Chill Pill - Bruised x3, Under cover
olopi Posted April 14, 2018 Posted April 14, 2018 Toughness Save: 1d20+11 23 I rolled Toughness, but if it's fort that just reduces it by to, sooo 21 Which will daze Bonfire.
Supercape Posted April 14, 2018 Author Posted April 14, 2018 (edited) IN which case concentration check to stay flying? and to maintain sustained powers (forcefield etc) Edited April 15, 2018 by Supercape
olopi Posted April 15, 2018 Posted April 15, 2018 Concentration: 1d20+8 26 That should be enough, I think?
Supercape Posted April 15, 2018 Author Posted April 15, 2018 it should! UNless you have a rank 17 power!
Supercape Posted April 15, 2018 Author Posted April 15, 2018 (edited) Feeling over confident, CP will rip out a tree from its root and throw it at Bonfire Throws tree: 1d20+10 28 gah he is rolling good now. Thats a DC 25 Tough Save. Wood descriptor! COuld you throw me a DC 10 WIS check At this point, you note that as he uses his "Freeze" powers, as opposed to his strength, his eyes glow redder, he gets angrier, and more sloppy or chaotic in personality. For instance, after that big freeze ray he has just got red eyed and over confident, but now with a round not using them he is "cooling down" again in his head. Still vain and angry, but less sloppy Edited April 15, 2018 by Supercape
olopi Posted April 15, 2018 Posted April 15, 2018 Alternate Power: Blast 13 ( VolleyFireballs; Extra: Autofire, Flaw: Full Action Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) again, this time with a +2 Attack Tradeoff Attack: 1d20+10 28 I assume that hits, so that's a DC26 + any additional extra from Autofire
Supercape Posted April 15, 2018 Author Posted April 15, 2018 He does have partial cover so Ill roll that first: Partial cover: 1d20 9 Thats +4 from Autofire, so a DC 30 Toughness, making Toughness Save: 1d20+7 9 and out, thanks to some great / awful rolls respectively from you and he.
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