RocketLord Posted January 7, 2019 Posted January 7, 2019 Surprise round action: Sandstorm, only affecting the bad guys. MMG array set to Environmental Control WD array set to Insubstantial WS array at Flight Initiative: 1d20+10 = 22
Thevshi Posted January 7, 2019 Author Posted January 7, 2019 The robbers get a 5 on their initiative check, so… Round One 22 Dust Devil (unharmed, 2 HP) 5 Robbers (multiple)
RocketLord Posted January 7, 2019 Posted January 7, 2019 (edited) Changing arrays around: MMG array set to Guardian's Strength WD array set to Impervious Toughness WS array at Super Strength The Sandstorm stays in effect due to Continuous duration. DD tries to get in between the people and the robbers, and uses a Super-Strength Shockwave aimed into the store to try knocking the robbers down. DC25 Toughness save, with DC20 Reflex save to reduce to DC20 Toughness. Edited January 7, 2019 by RocketLord
Thevshi Posted January 8, 2019 Author Posted January 8, 2019 Okay, will say that you get 3 robbers in the shockwave (in addition to smashing out some more glass and some other collateral damage. All three miss their Reflex saves and miss and miss their toughness saves (forgot to make that first roll three rolls).
RocketLord Posted January 8, 2019 Posted January 8, 2019 Using DD's Skill Mastery for the Notice Check, for a total result of 20.
Thevshi Posted January 8, 2019 Author Posted January 8, 2019 Okay, as Dust Devil takes in the scene unfolding before him, he notices a pool of water flowing out of the back room behind the robbers, moving toward the robber holding the hostage. The water is not moving like one would expect water to move, like, it is not just expanding outward like spilled water would on a tile floor, it is moving like a river.
Thevshi Posted January 9, 2019 Author Posted January 9, 2019 Alright, once the water gets right up underneath the hostage and the man holding her, it then suddenly rises up into the air and forms a barrier over the woman that is toward the gun. The criminal fires, but the water barrier easily makes the DC 18 toughness save to protect the woman. So, Dust Devil is up!
RocketLord Posted January 9, 2019 Posted January 9, 2019 Shifting MMG array to Sand Bullet and taking a shot at the robber not holding the hostage, still standing in the door: 1d20+10 = 14 DC25 Toughness if it hits.
Thevshi Posted January 9, 2019 Author Posted January 9, 2019 They are minions, so you could have just taken 10. Anyway, that hits and he cannot pass that toughness save, so he goes down. To speed things up, I will say the last guy starts to run, not getting very far given the hampered movement. Then Tsunami appears from the entrance to the back of the store and fires a blast of water that knocks out the last bad guy (as she can take 10 and he will have even less chance to resist the attack that the guy Dust Devil hit)
RocketLord Posted January 31, 2019 Posted January 31, 2019 Notice: Using Skill Mastery for taking 10, so 20.
Thevshi Posted January 31, 2019 Author Posted January 31, 2019 Tsunami gets a 22 for her Notice check.
RocketLord Posted February 1, 2019 Posted February 1, 2019 Switching Walking Desert array to Whirling Sand Form, to turn DD to a gaseous sand state. Then approaching the outside with some stealth, taking 10 with Skill Mastery for 24.
Thevshi Posted February 6, 2019 Author Posted February 6, 2019 Tusnami will also take 10 with skill mastery on stealth to move toward the outside, getting a 25.
RocketLord Posted May 10, 2019 Posted May 10, 2019 A preemptive stealth to sneak closer to the men while sand and with Hide In Plain Sight in use: 1d20+14 = 29
Recommended Posts