quotemyname Posted March 11, 2009 Posted March 11, 2009 This fight may end badly i am not sure that i can actually damage you fricken absorbtion!
quotemyname Posted March 11, 2009 Posted March 11, 2009 cap init (1d20 13=24) the captain is lucky! he starts with 3VPs
Cyrith Posted March 11, 2009 Author Posted March 11, 2009 Initiative roll (1d20 10=30) If that's the only 20 I get, I'll be a tad annoyed. but here I go. Attempt to startle as a move action. (1d20 5=9) You'll likely beat that.
Cyrith Posted March 11, 2009 Author Posted March 11, 2009 Slam Attack. My defense is now 12. (1d20 10=11) Not that it'll matter for this attack. And once again my "great at everything but combat" curse comes into play. Even electronic dice are trying to kill me.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 Question for the refs. Does fearless make me immune to being startled? EDIT: According to the official rules page over on think tank, yes. Being as I got hit either way, I suppose it doesn't really matter for this thread.
Dr Archeville Posted March 12, 2009 Posted March 12, 2009 If that be the official ruling, then yes, Fearless makes you Immune to the Startle feat. There is one tweak that needs to be done to you sheet, though (which I'll do). I had misinterpreted the rules on absorption, but now it's been cleared up more or less), so a slight change needs to be made to Matthias's sheet. Specifically, his Toughness save. This Toughness: -1 (-1 Con); +10 vs. Physical (Absorption 11), -1 vs. Energy) Will be changed to this Toughness: -1; Absorption (Physical) 11 Meaning that any physical attack has its damage/rank reduced by 11, then you make a Toughness save with the normal -1 modifier. What was that last d20 roll? It looked like it should've been a melee attack roll, but if so there should've been a +10 added to it.
quotemyname Posted March 12, 2009 Posted March 12, 2009 you do realize that the "epi-punch"is electricity damage, i.e. physical absorption does not apply. so you actually do need to make a toughness save against DC 28.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 What was that last d20 roll? It looked like it should've been a melee attack roll, but if so there should've been a +10 added to it. There should have been yes, but I ended up hitting enter before I could add notes.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 you do realize that the "epi-punch"is electricity damage, i.e. physical absorption does not apply. so you actually do need to make a toughness save against DC 28. I missed that. Does the electric apply to mighty?
Dr Archeville Posted March 12, 2009 Posted March 12, 2009 The entire "Epi-Punch" shouldn't be treated as electricity, just the part from the Strike power. Most of the damage should still be coming from his Strength, and so be physical.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 does that include the power attack though? That seems a bit of a grey area. Otherwise I need to save at a 18?
Dr Archeville Posted March 12, 2009 Posted March 12, 2009 Hrm... I'm not sure. I'd lean towards a 50/50 split.
quotemyname Posted March 12, 2009 Posted March 12, 2009 if power attack does not apply, the DC is 16 (rank 1) if power attack does apply, the DC is 21 (still rank 1)
Dr Archeville Posted March 12, 2009 Posted March 12, 2009 (00:39:04) Dr_Archeville: part 1: yeah, you described the punch as being "so strong it actually creates a spark." The Strike is the spark, the electricity, but the rest of the damage, coming straight from his strength, is/should be regular phsical damage. Yes, Matt absorbs the physical, but still can take damage from the energy part (00:39:46) Dr_Archeville: as for the power attack, I'm not entirely sure. I'm leaning towards 50/50 (so if he PA'd for +2, +1 would be more physical, +1 would be more energy) (00:40:02) quotemyname: so PA5 (00:40:09) quotemyname: lets say (00:40:17) quotemyname: since most of the punch is strength anyway (00:40:22) quotemyname: +3/+2 (00:40:35) quotemyname: that cool? (00:40:38) Dr_Archeville: works for me (00:40:44) FreedomBot: Error: Connection status: 0 (00:40:41) quotemyname: okay (00:40:43) quotemyname: note to self (00:40:50) quotemyname: only PA for 4 next time (00:40:51) Dr_Archeville: I'll post this decision in the OOC thread (00:40:56) quotemyname: okay (00:41:11) quotemyname: now should i wait for him to edit his post? (00:41:30) quotemyname: i guess i should... since DC 18 is pretty hard for him to make... So, PA for 5, +3 goes to physical, +2 to the energy. So the physical (normally +7) becomes +10 (still completely absorbed), but the energy part (normally +1) becomes +3. So Matthias needs to make a DC 18 Toughness save. Since the damage is all happening at once, the Healing 'surge' which comes after would be used to heal whatever damage he incurs. Which is a Very Good Thing.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 Ok. That's what I saved against. Even if it had all been physical(now that I work it out) I think it would have been the same. I edited my IC post accordingly.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 That wall is actually only injured, and that's only if walls in the arena can be injured. I couldn't find the original post.
quotemyname Posted March 12, 2009 Posted March 12, 2009 spending my first VP to get the extra move action i need this round also skill mastery acrobatics gets me like a 23 on my 'dive to the dirt' which should be good enough to position myself for another laser blast.
Cyrith Posted March 12, 2009 Author Posted March 12, 2009 I'm going to be away from now until sunday night. I'll try and post my reply before I leave.
Cyrith Posted March 16, 2009 Author Posted March 16, 2009 Trying to figure out if the ceiling breaks there. I didn't from the knockback, but I'm thinking a line attack would also likely damage it. I guess you should roll the save for the ceiling with a minus 1, see what happens.
quotemyname Posted March 16, 2009 Posted March 16, 2009 ugh... so you actually got knocked out from that and the ceiling woke you back up? frick! i thought it was an open air arena. oh well. maybe ill just have to blast a hole through the cieling and get you outa here oh well... ill roll for the ceiling. Steel is 10 the arena is already bruised so it makes the check at 9 DC 25 (1d20 9=23) and takes another bruised...
Cyrith Posted March 16, 2009 Author Posted March 16, 2009 Actually it was disabled, but either way not enough to put me through it. Keep that in mind in case it gets disabled again though.
Cyrith Posted March 16, 2009 Author Posted March 16, 2009 By the way, it's my turn. Knocked out doesn't carry a stunned condition with it. I have to fall back to the ground, but that's only a move action.
quotemyname Posted March 17, 2009 Posted March 17, 2009 i don't know.. that seems kind of silly. that you're knocked out, then woken up, but your character still has the prescience of mind to act. Whatever, ill take back that post, but its not like you can do much before i can shoot you again, you ARE falling right on top of me after all.
Cyrith Posted March 17, 2009 Author Posted March 17, 2009 How would we handle me purposely trying to fall on the Capt? I know falling is a move action, would trying to direct it be a standard action?
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