Angel Posted November 4, 2009 Share Posted November 4, 2009 Trip Check (1d20:1+12=13; 1d20:7+4=11) :( Link to comment
ex3lev3n Posted November 4, 2009 Share Posted November 4, 2009 Will save (1d20 7=11) D'oh! Link to comment
quotemyname Posted November 4, 2009 Author Share Posted November 4, 2009 Mind control! In one minute's time, you get a new save to resist the effects at a +1 bonus. You can use Extra Effort to get a new save immediately if you wish. Angel can make a DC 18 sense motive check to see if she can tell that Midnight is being mind controlled or not. But you won't actually be able to notice until you have visual contact with him. Unless Ex is going to use Extra Effort to provoke another save, then I will post another IC post. Link to comment
Angel Posted November 4, 2009 Share Posted November 4, 2009 Sense Motive (1d20:7+0=7) And I failed again :( Link to comment
quotemyname Posted November 4, 2009 Author Share Posted November 4, 2009 Hammerhead -- 21 -- Unharmed Blondie -- 19 -- Unharmed Angel -- 14A -- Unharmed -- 2HP Midnight -- 14B -- Unharmed -- 1HP Wheeler -- 10 -- Unharmed Ghost -- 8 -- Unharmed Top of Round 2! Hammerhead will ready an action, Blondie will spend a move action to command Midnight, and then ready a standard action. Midnight cannot obey her commands until the start of his turn, so for now, Angel, go! Link to comment
Angel Posted November 5, 2009 Share Posted November 5, 2009 Hit/Grapple Blondie (1d20:11+12=23; 1d20:1+16=17) Need an answer before I post :) Link to comment
quotemyname Posted November 5, 2009 Author Share Posted November 5, 2009 Blondie Grapple (1d20+2=17) Tie goes to the attacker. However, Blondie's readied standard action goes off, and Hammerhead's readied full round action goes off. miss chance - odds hit, even's miss; first roll - blondie; second roll - hammerhead (1d20=19, 1d20=13) Both have the chance to hit you. Blondie shoots at you as you grab at her! Attack DC 20 on hit (1d20+8=20) Hammerhead charges at you from out of the cloud. Attack DC 23 on hit (1d20+7=24) I believe those will both hit you while flat footed because of the grapple. Post you're saves, in OOC, and you're initiation of the grapple IC. Then I will respond with their responses. Then you can post the resolution of your grapple IC afterwards. Link to comment
Angel Posted November 5, 2009 Share Posted November 5, 2009 Toughness checks for Blondie and Hammerhead, respectively (1d20:4+7=11; 1d20:4+7=11) Failed by 9 and 13 respectively :( Link to comment
quotemyname Posted November 5, 2009 Author Share Posted November 5, 2009 Are you sure you don't want to use one of those HP's to reroll that last one so it doesn't stagger you? ;) Link to comment
Angel Posted November 5, 2009 Share Posted November 5, 2009 Rerolling Hammerhead (1d20:16+6=22 Hero Point) So, that's two bruises and a stun? Link to comment
quotemyname Posted November 5, 2009 Author Share Posted November 5, 2009 Yes, that's correct. By the way the adjusted initiative is that both Blondie and Hammerhead now act on initiative 14 between you and Midnight Link to comment
quotemyname Posted November 5, 2009 Author Share Posted November 5, 2009 Angel -- 14A -- Unharmed -- 1HP Hammerhead -- 14B -- Unharmed Blondie -- 14C -- Unharmed Midnight -- 14D -- Unharmed -- 1HP Wheeler -- 10 -- Unharmed Ghost -- 8 -- Unharmed Midnight! Go! Link to comment
ex3lev3n Posted November 9, 2009 Share Posted November 9, 2009 Spent an HP for Willpower Extra Effort (1d20 7=20) does that beat it? Link to comment
quotemyname Posted November 18, 2009 Author Share Posted November 18, 2009 Okay this reminds me that you should have gotten an extra HP for failing the mind control in the first place. So I'll just say you used the one you just got and you still have one left. Link to comment
quotemyname Posted November 18, 2009 Author Share Posted November 18, 2009 resisting mind control. Treating Midnight as having a +1 modifier. Must beat dc21 (1d20+8=20) Miraculously, you break out. I think it's your turn, yes? Link to comment
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