angrydurf Posted January 25, 2020 Posted January 25, 2020 OOC for: https://www.freedomplaybypost.com/topic/12689-the-hunter/ Feel free to be in bound after noticing the dimensional anomaly or just to respond to the big boom noise.
angrydurf Posted January 25, 2020 Author Posted January 25, 2020 For clarity's sake he's not attacking any human guards (not being particularly careful about collateral damage though) he's focusing fire on the doomforge itself.
angrydurf Posted January 29, 2020 Author Posted January 29, 2020 Let's see if Kronks heard of Prime beating back Omega. Knowledge: Cosmology: 1d20+3=17 Hmmm Not quite. He's gonna try to feint Teriffica, Feint as move action 1d20-5=7 And A full power attack 1d20+5=18 DC30 toughness if that hits which will only be the case if she somehow does not see through his feint which I think she does on a 1 with any of the available counters.
angrydurf Posted January 29, 2020 Author Posted January 29, 2020 And we're in rounds briefly hopefully. Kronk (somehow) goes on 23
EternalPhoenix Posted January 29, 2020 Posted January 29, 2020 https://orokos.com/roll/783458 29 for Initiative. Predictably, Terrifica goes first. Pull out of melee range with her move action, and Freonic Ray (snare) with her standard. https://orokos.com/roll/783461 A 22 on that attack check. Save is DC 18 Reflex. Yes, she had the same idea as Archer, independently. As a side note: Skill Mastery on Sense Motive leaves her at +25 at virtually all times. So yeah, he had no chance of feinting her.
angrydurf Posted January 29, 2020 Author Posted January 29, 2020 Round 1 29 Teriffica 4HP Uninjured 27 Archer 4HP Uninjured 23 Kronk 2HP Uninjured 21 Triakosia 2HP Uninjured That will hit and he gets 1d20+7=21 on his save so makes the save After Teriffica's IC Archer is up.
RocketLord Posted January 29, 2020 Posted January 29, 2020 Archer will follow up with his own Snare with Autofire 1 add-on active: 1d20+14 = 26 I'm guessing that's a hit (maybe even flat- footed since I don't think he was aware of Archer yet?) DC16 + 1 for every 2 above Kronk's defense.
angrydurf Posted January 30, 2020 Author Posted January 30, 2020 Alright, Kronk gets a 1d20+7=9 on his save vs dc 21 fail by 12 means Bound and Helpless and the snares toughness is up to 12
Tiffany Korta Posted January 30, 2020 Posted January 30, 2020 Right time to use some of Trakosia's toys! She'll use her superbreath on Kronk to knock him on his butt.
angrydurf Posted January 31, 2020 Author Posted January 31, 2020 Heh. We need @EternalPhoenix to get his IC up and then RL can get his up. Kronks gonna burn his round on trying to break free we'll see how that goes.
angrydurf Posted February 2, 2020 Author Posted February 2, 2020 Alright all caught up. Kronk: Full Round Action: break free (Full round breaking objects his damage bonus is Strength bonus + 2 for Super Strength for +12 vs the Snare at toughness 12. An even toughness and dam bonus means it's broken.) Triakosia is up and if still using Super Breath Kronk will reflex save DC 25 1d20+7=26 success Halves the Save DC (opposed Strength check for Trip) 1d20+10=30 With her DC bonus of +8 (after halving for the reflex save) He's gonna win that and keep his feet. My IC incoming and @Tiffany Korta will be up for her IC, and OOC will be @EternalPhoenix for teriffica at the top of round 2. Round 2 29 Teriffica 4HP Uninjured 27 Archer 4HP Uninjured 23 Kronk 2HP Uninjured 21 Triakosia 2HP Uninjured
EternalPhoenix Posted February 4, 2020 Posted February 4, 2020 For the move action, Terrifica will be digging into her Gadgets pool. Specifically, she'll be taking a trick from Archer's build and applying Autofire to her Sonic Flash Burst (visual & auditory dazzle). Standard is, obviously, using that. https://orokos.com/roll/785050 13. Rolled a fraggin' 1. Nope, not allowed, HP reroll right now. https://orokos.com/roll/785051 21, but with the HP reroll rules that's actually a 31. Normally a DC 18 Reflex, but with Autofire...DC's 22 instead.
EternalPhoenix Posted February 5, 2020 Posted February 5, 2020 Side note, @angrydurf. Terrifica's snare has Secondary Effect, so he's gotta save again this turn. Still DC 18 Reflex on that.
angrydurf Posted February 5, 2020 Author Posted February 5, 2020 Alright Reflex DC 18: 1d20+7=20 Makes that. Reflex DC 23 (that's more than 10 over his defense so full autofire bonus): 1d20+7=25 And that one as well. He's a Hoppy Toad.
RocketLord Posted February 5, 2020 Posted February 5, 2020 Alright then, Rapid Fire Strobe Light arrows for the hoppy toad: 34, and rolling 20, so that's a full +5DC from Autofire and +5DC from Crit, for a total DC26 Will Save vs. Paralyze
angrydurf Posted February 6, 2020 Author Posted February 6, 2020 Alright will save 1d20+7=9 thats fail by 17 so paralyzed. His follow up recovery checks are 12, 27, 23, 15, 25 so he'll snap out of it on archers action round 4. Which is probably enough time to talk him down if the beatings don't continue.
angrydurf Posted February 6, 2020 Author Posted February 6, 2020 Just need the IC from @EternalPhoenix then RL and we can probably drop rounds.
angrydurf Posted February 9, 2020 Author Posted February 9, 2020 Unless someone wants to attack him while he's paralyzed (which I'd not blame anyone for) we're out of rounds and you all can post as you like.
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