Tarrakhash Posted January 22, 2019 Posted January 22, 2019 Move action: Accurate Short Range Teleport into the power plant Free Action: Switch to cloaking device Other action: start looking for Ether, want to get a surprise attack on the Dr
Supercape Posted January 22, 2019 Author Posted January 22, 2019 OK I will give Ether a DC 20 Notice check to spot you teleporting in (the point where you teleport in and switch array). I could argue for lower, as thats the penalty of having stealth out of an array, but he is distracted! Notice: 1d20+5 22 but bam, he spots you. Now, that means he spots you arrive, but he still can't sense where you are with the stealth field active! Lets play out what happens, but as you have the drop on him, you can have initiative (and he will be flat footed first round) when you decide to spring into combat.
Tarrakhash Posted January 27, 2019 Posted January 27, 2019 Hit Ether Power Attack -3: Hits DC 17, Damage 28 Going to try and shoot him a little bit.
Supercape Posted January 27, 2019 Author Posted January 27, 2019 That hits him as he is flat footed. Tough Save: 1d20+12 25 and he is bruised! In response, he will release a burst of anti-cohesion metanull zero energy (or something like that!) This is a Drain 10 (Toughness) Effect Burst Area. So DC 20 Reflex first, and then either a DC 20 or DC 15 Fort Save vs the Drain!
Tarrakhash Posted January 27, 2019 Posted January 27, 2019 Rolling to save, going to use HP if I fail...and fail so reroll coming. And this time I get 22, with Evasion no damage And shooting time: Hits AC 22, DC 28. power attacking again
Supercape Posted January 27, 2019 Author Posted January 27, 2019 Bringing Delta down to 3 HP! Tough Save: 1d20+11 31 well, looky there! Ether is going to use extra effort to control his corrosive energies...bringing a thick coating of dust down from the ceiling, and thus countering Delta's invisibility! For reference Delta - 3 HP - Unharmed Ether - Bruised, Fatigued
Tarrakhash Posted January 27, 2019 Posted January 27, 2019 Using Teleport and Turnabout to shot and move to cover, the last thing that is actually left for cover! Still Power attacking, so hits DC 18 for DC28 toughness
Supercape Posted February 2, 2019 Author Posted February 2, 2019 Tough Save: 1d20+12 20 with a bruise makes 19 - so he is dazed and another bruise! To keep track, im putting us into arbitrary init! Round 3 Delta - 3 HP, Unharmed Ether - Bruised x2, Fatigued. Meaning Delta is up!
Supercape Posted February 2, 2019 Author Posted February 2, 2019 Also, regarding the reactor, I will say you need a move action to study the reactor and work out whats happening; if you do, roll me a know [tech]
Tarrakhash Posted February 2, 2019 Posted February 2, 2019 Attack Action: Power Attack -3 hits Defense 26 for DC 28 Move Action: Study Reactor 19
Supercape Posted February 3, 2019 Author Posted February 3, 2019 Tough Save: 1d20+10 13 as it happens, that is a fail by 15, so knocked out! Combat over, Ill post IC the results.
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