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Supercape

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Posted

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.

Posted

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.

 

Posted

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?

Posted

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

Posted

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)

Posted

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?

Posted

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

Posted

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.

Posted

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

Posted (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 by Supercape
Posted

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

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