RocketLord Posted April 5, 2019 Author Share Posted April 5, 2019 Let's get a notice check each, DC25 1d20+8 = 15 Link to comment
RocketLord Posted May 6, 2019 Author Share Posted May 6, 2019 @Tiffany Korta How about that notice check at DC25? Link to comment
Tiffany Korta Posted May 6, 2019 Share Posted May 6, 2019 Peri's Notice: 1d20+15 18, obviously distracted with all thise hero worship! Link to comment
RocketLord Posted May 7, 2019 Author Share Posted May 7, 2019 Justice: 1d20+8 = 20 Coming up short, too. No need for GM post quite yet, then. @Tiffany Korta, you're up Link to comment
RocketLord Posted May 28, 2019 Author Share Posted May 28, 2019 (edited) Can I get another notice check, to see if you notice that they're being followed? DC25. And Initiative roll, while we're at it. Edited May 28, 2019 by RocketLord Link to comment
Tiffany Korta Posted June 12, 2019 Share Posted June 12, 2019 Would her danger sense help her out in these circumstances? Link to comment
RocketLord Posted June 12, 2019 Author Share Posted June 12, 2019 Yes, it would. In fact, it'll alert you to danger coming from just behind them! Link to comment
RocketLord Posted June 14, 2019 Author Share Posted June 14, 2019 @Tiffany Korta Could I get an initiative roll? Link to comment
Tiffany Korta Posted June 14, 2019 Share Posted June 14, 2019 Emerald Spiders Initiative: 1d20+7 26 Link to comment
RocketLord Posted June 14, 2019 Author Share Posted June 14, 2019 Justice: 1d20+2 = 19 (no armor on to boost it, yet) Enemy: 14 So! 26 - Emerald Spider - 1HP - Unharmed 19 - Justice - 1HP - Unharmed 14 - Enemy - Unharmed I'll do a pre fight post with Justice and the enemy, then you're up Link to comment
Tiffany Korta Posted June 16, 2019 Share Posted June 16, 2019 Emerald Spider will try and snare them with her quantum fillaments Snare: 1d20+8 26, that's a DC 19 Reflex save. Link to comment
RocketLord Posted June 17, 2019 Author Share Posted June 17, 2019 That's a hit, Enemy Reflex: 12, fail by 7, bound and helpless. That's a bit too early for him to go down, I think, so you'll get a HP and the bad guy evades the snare. Justice: Free action: Activate Justice Driver Move action: Draw Justice Buster Standard action: Fire Justice Buster at bad guy: 1d20+11 = 28 That's a hit, so DC20 TOU save for the bad guy: 23, made it. Link to comment
RocketLord Posted June 17, 2019 Author Share Posted June 17, 2019 Enemy action: Standard action: Fire a blast in an area cone that hits both Emerald Spider and Justice. TOU DC19 with Penetrating 4, reflex DC14 to make that a TOU DC17. Link to comment
Tiffany Korta Posted June 17, 2019 Share Posted June 17, 2019 Emerald Spider's Reflex Save: 1d20+12 29, she had Evasion 2 so no damage I believe. Link to comment
RocketLord Posted June 17, 2019 Author Share Posted June 17, 2019 Yep, a complete dodge then. Justice: Reflex 1d20+8 = 20 TOU vs DC17: 1d20+8 = 10 Ouch, Bruise and Dazed, and you're up. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1), Dazed 14 - Enemy - Unharmed Link to comment
Tiffany Korta Posted June 25, 2019 Share Posted June 25, 2019 Spider Blast Attack Roll: 1d20+10 18 Link to comment
RocketLord Posted July 3, 2019 Author Share Posted July 3, 2019 That's a miss. Justice is dazed, so no action there. Enemy: Move Action: Moves up close to Emerald Spider. Stanrdard Action: Swings a bone spiked arm at Emerald Spider: 21 That's a hit, so a DC25 TOU save, w. Penetrating 4. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1) 14 - Enemy - Unharmed And you're up. Link to comment
Tiffany Korta Posted July 8, 2019 Share Posted July 8, 2019 Peri's Toughness: 1d20+10 27, she'll keep moving and continue to attack with her webs Attack Roll: 1d20+10 15 Link to comment
RocketLord Posted July 9, 2019 Author Share Posted July 9, 2019 That's a miss! Justice moves in close and attacks with a Justice Kick: 1d20+6 = 21 That's a hit, and a DC25 TOU save for the bad guy. Enemy TOU: 20, a daze and a bruise. Unfortunately for Justice, the Enemy got Strike 4 with Aura, so Justice needs a TOU save vs DC19: 1d20+8 = 19, just made it. The enemy is dazed, so ES is up. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1) 14 - Enemy - Dazed, Bruise (X1) Link to comment
Tiffany Korta Posted July 22, 2019 Share Posted July 22, 2019 Emerald's Spiders Attack Roll: 1d20+10 13, not her best its true! Link to comment
RocketLord Posted July 28, 2019 Author Share Posted July 28, 2019 Yep, that's a miss. Justice uses a move action to switch to the Blaster Armor and takes a shot with the Enhanced Blaster: 1d20+9 = 22 That's a hit, a DC22 TOU save for the baddie. Enemy TOU: 20, he gets another bruise Since Justice is still in melee, he goes for her with a melee attack: 17, not enough to hit Justice. The aura doesn't trigger, since it doesn't connect. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1) 14 - Enemy - Bruise (x2) You're up. Link to comment
Tiffany Korta Posted August 4, 2019 Share Posted August 4, 2019 Emerald Spider will try and blind with Quantum Webs Dazzle Attack: 1d20+10 29, that's a DC 20 Fort/Ref Link to comment
RocketLord Posted August 7, 2019 Author Share Posted August 7, 2019 That's a hit! Reflex save to avoid being blinded: 17 He's blinded! Justice jumps back out of reach and shoots with the Enhanced Blaster again vs DC22: 1d20+9 = 15 A hit, and TOU from the enemy: 12, staggered and dazed. Only gets a fortitude save vs DC20 to stop being blinded: 16 NOPE, still blind. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1) 14 - Enemy - Bruise (x2), Blinded (Flatfooted defense -2), Staggered, Dazed (until next turn) ES is up. Link to comment
Tiffany Korta Posted August 29, 2019 Share Posted August 29, 2019 She'll keep moving and do her single target Snare 9, Snare: 1d20+10 26. Link to comment
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