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Student Assessment Group C (OOC)


Poncho

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Posted

Actually if Healing is a full round, she'd need to surge to move to Cole, then use her full round to Heal.

 

Gonna need to shorten that to a Standard action when I can.

Posted

Don't forget the attack roll, usually, but he has Defense 0 after the All Out Attack so 

 

Grapple check Results 1d20+32: 51 [1d20=19]

 

He's not getting grappled that easily!

 

Go ahead and IC post and then it will be Dr. Zero's turn :) 

 

25: Seraphim: 4HP

20: Mz. Grue: 2HP

20: Dr. Zero

18: Spore: 2HP, 1x Bruise

11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered.

6: Tom Cyprus, 1x Bruise

6: Jack: 2HP

Posted

alrighty!

 

Dr. Zeroooo!

 

He's going to use a Ice Bonds Snare on Seraphim!

 

Snare Attack Roll Results 1d20+8: 24 [1d20=16]

 

@Spacefurry if that is a hit, that's a DC18 Reflex Save to avoid being Snared

 

@Supercape It is Spore's turn :)

 

25: Seraphim: 4HP

20: Mz. Grue: 2HP

20: Dr. Zero

18: Spore: 2HP, 1x Bruise

11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered.

6: Tom Cyprus, 1x Bruise

6: Jack: 2HP

Posted

correct on the miss. 

 

Renee wakes up and is staggered.

 

Then Tom Cyprus goes and he's going to activate a Super-Strength alternate power! Shockwave! 

 

That's a DC 20 Reflex to halve the damage, DC 25 Toughness damage, halved to DC 20 Toughness If successful on the Reflex save. 

 

Reflex Results 1d20+6: 24 [1d20=18] Renee makes the Reflex save.

 

Toughness Results 1d20+5: 25 [1d20=20]

 

And her Toughness is made.

 

@Jack it's your turn. For everyone else, make the Reflex and Toughness saves as we get to your turn and the like unless you're able to do them right now.

 

25: Seraphim: 4HP

20: Mz. Grue: 2HP

20: Dr. Zero

18: Spore: 2HP, 1x Bruise

11: King Cole III: 2HP, KO'D!- will wake up on her turn and be Staggered.

6: Tom Cyprus, 1x Bruise

6: Jack: 2HP

Posted

Ref save: 20

nope

Toughness save: 10

and that's a hell nope

reroll Toughness: 9+10=19

screw you too Dice Roller -.-

at least its only fail by 6 and not 15

so that's a bruise and daze for her

 

Posted

Alright let's see what's up!

 

So first notice is that Jack actually made his save due to the +10 from the HP reroll. I do also need to do Spore's Knockback. for Spore and Seraphim.

 

But Jack did get a hit, so let me roll old Tom's save.

 

Toughness Results 1d20+14: 25 [1d20=11] So he makes it, 

 

Knockback; the Damage was 10, Seraphim's antiknockback is 4, while Spore's is 5.

 

that means Seraphim makes a DC 19 Toughness 

 

meanwhile Spore makes a DC 18 Toughness

 

@Spacefurry it is Seraphim's turn if you want to use a HP to shake off the daze or something provided you do okay on the Knockback. Otherwise you can still make an IC post even if you don't get a turn, then @Tiffany Korta is going to go after Space's turn :) 

 

25: Seraphim: 3HP, Bruise + Daze

20: Mz. Grue: 2HP

20: Dr. Zero

18: Spore: 2HP, 2x Bruise, Daze

11: King Cole III: 2HP, Staggered.

6: Tom Cyprus, 1x Bruise

6: Jack: 1HP

Posted

any of Mz. Grue, Jack, and Spore who are in melee with the villains can roll to avoid the Dazzle if they want, but I'm not going to force it.

 

Now for the saves on the other two.

 

Reflex Results 1d20+6: 10 [1d20=4] Tom is Blinded!

 

Reflex Results 1d20+6: 22 [1d20=16] Dr. Zero is safe!

 

@Tiffany Korta's turn :)

 

 

25: Seraphim: 3HP, Bruise

20: Mz. Grue: 2HP

20: Dr. Zero

18: Spore: 2HP, 2x Bruise, Daze

11: King Cole III: 2HP, Staggered.

6: Tom Cyprus, 1x Bruise, Blinded

6: Jack: 1HP

Posted

Spore is going to try a poison breath!

 

Hopefully he is not immune to poison. 

 

So its a Paralyse 8 area effect, with poison extra. 

 

DC 18 Reflex then DC 18/14 Fort for Poison. 

Posted

Whoops - should have added -

 

HP to clear daze

Move action to get up. 

 

And I think the Poison breath has the range to get Dr Zero? (and possibly Tom too depending on positioning?)

 

Its a Cone effect. 

Posted

alright!

 

first is the Reflex for them both.

 

Reflex Results 1d20+6: 22 [1d20=16] 1d20+6: 18 [1d20=12]

 

Incredible rolls from them, wow. Both bass, so DC 14 Fort only.

 

Fortitude Results 1d20+15: 30 [1d20=15] 1d20+4: 5 [1d20=1] I don't know why it reversed them, but whatever.

 

Tom is fine, but Dr. Zero fails by 9, he is Paralyzed and Helpless.

 

King Cole is going to use a HP to begin recovering. She'll make a DC 10 Constitution check next turn to see if she finishes recovering.

 

So Tom's turn, and he's had enough of Mz. Grue trying to grab him, so she's getting an All Out Power Attack! But he is blinded! So he has to roll to check his blindness even if he hits.

 

All out Power attack! Results 1d20+10: 17 [1d20=7]

 

Blindness Results 1d20: 10 [1d20=10] He misses due to Blindness!

 

Now he gets to roll to try and shake off his Dazzle

 

Blindness Fort Results 1d20+15: 35 [1d20=20] Unblinded! But it did save one attack at least!

 

@Jack your turn :)

 

25: Seraphim: 3HP, Bruise

20: Mz. Grue: 2HP

20: Dr. Zero: Paralyzed: Helpless

18: Spore: 1HP, 2x Bruise, Daze

11: King Cole III: 1HP, Staggered.

6: Tom Cyprus, 1x Bruise

6: Jack: 1HP

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