quotemyname Posted August 2, 2009 Author Posted August 2, 2009 >_> *shakes head* you just murdered both of the DC's :P
quotemyname Posted August 2, 2009 Author Posted August 2, 2009 Please roll initiative: init! (1d20+1=8) Regardless of the result you may at least make 1 post before the battle starts. If you win you may act immediately.
Warmonger Posted August 3, 2009 Posted August 3, 2009 Ok putting 2pps into notice to get a +19 modifier 1pp into Challenge: Accelerated Notice. So I can use notice as a free action without a penalty. The I will use my Weakness Detection: Acute, visual to find a weakness. My last two PPs go into stealth for a +19. Notice Check 1d20+19=28 Now will use Flash bang Grenade. DC 14 Reflex to avoid Blindness and DC 14 fort save to avoid deafness. Moveing to hide Stealth Check 1d20+19=31
quotemyname Posted August 3, 2009 Author Posted August 3, 2009 Ugh... now I have to open my notes again! ref then fort (1d20+5=8, 1d20+5=12) Yak. Oh well. I am pretty sure that he can't see you ... ever... So I will ready an action to plug you if you expose yourself. Weaknesses: None (except for being removed from his powersuit) IC post coming.
Warmonger Posted August 4, 2009 Posted August 4, 2009 Another thing I was curious about would Weakness Detection it should tell me if he has any drawbacks on his powers I think. Not sure. Ok will also make an accelerated notice check on the room. Looking for anything I can use to further damge him escape routes or anything out of he ordinary in the room. 1d20+19=23 Ok will attack using the element of surprise I assume I will get him flat-footed. Will use Sniper Rifle. Will power Attack. 1d20+5=24 Yosh! Crit! DC 32 Damage save. Will spend HP if I have to to make sure it hits.
quotemyname Posted August 4, 2009 Author Posted August 4, 2009 It hits just fine. As discussed in chat, he will make a save and then fire at you if he is still standing. toughness (1d20+12=25) Injured and Disabled GM Fiat to eliminate the disabled so he doesn't lose his readied action. Blast 11 (1d20+9=16) But it misses and takes a chunk out of the wall near you. IC post on the way... EDIT: Your acute sense of smell tells you that he is still somewhere in the room. Most likely on the side opposite you. You just don't know where. You cannot see him or hear him at all. If you get closer, you may make a Notice check to try and sniff him out. But it is difficult!
Warmonger Posted August 4, 2009 Posted August 4, 2009 I'm moving towards his last position. Ok again making an accelerated notice check. 1d20+19=20 Wow 1 who knows maybe that beast the stealth check. Let me know if I get anything then I will continue my action either way but this determines what I do with them.
quotemyname Posted August 4, 2009 Author Posted August 4, 2009 No dice. You may continue the rest of your action. I'll assume you are standing in the center of the 'ring', unless you say otherwise.
Warmonger Posted August 4, 2009 Posted August 4, 2009 Ok removing the 2pps from stealth and 1 pp from notice and adding them all to bluff. to get a +12 modifier. My new Stealth check is 18 and my new notice is 16. Will change accelerated notice to accelerated bluff. Will attempt to use trick to get him out into the open or give away his position. So far this is all a free action so I still have my standard action to attack if I am able. 1d20+12=23
Warmonger Posted August 4, 2009 Posted August 4, 2009 Ok continuing my action. Will return point sto their configuration from previous then continue to be stealthed. Inother words. Stealth Check: 31 Notice check: 20. Your move.
quotemyname Posted August 4, 2009 Author Posted August 4, 2009 He does not need to notice you, he can see right where you are! touch attack! (accurate attack 5) (1d20+13=17) Ugh... I am sick of bad rolls - GM fiat again. Have another VP touch attack (1d20.minroll(11)+13=24) wow... minimum roll again. Glad it hits this time at least. Now I will need an opposed grapple check from you: opposed grapple! (1d20+30=43) Make your opposed roll, and I will edit my post.
Warmonger Posted August 4, 2009 Posted August 4, 2009 Ok I cant do anything about that roll until it is my turn so I don't bother rolling.
quotemyname Posted August 4, 2009 Author Posted August 4, 2009 Roger that. He now has you pinned. You are immobile, have a -4 to defense, and lose your dodge bonus to Defense for this round.
Warmonger Posted August 4, 2009 Posted August 4, 2009 Ok once again forfeiting my turn, but I am going to change Acclerated Notice to Grappling finese.
quotemyname Posted August 4, 2009 Author Posted August 4, 2009 Okay then. This turn is simple. Save vs. DC 32 damage as he elbows you in the back of the head. (He is power attacking. so it is going to lower his grapple checks for the next round and you might be able to escape but not before he klonks you )
Warmonger Posted August 4, 2009 Posted August 4, 2009 1d20+10=23 Ok I think I am bruised and stunned. Will spend HP to negate stun.
Warmonger Posted August 4, 2009 Posted August 4, 2009 Ok gonna try what we discussed in chat. I still got 4pps to go around. I will shift 2 pps into Intimidate. to get +16 1pp into distract. 1pp into Challenge: Fast Intimidate so I can do it as move action. So my attempt to distract him with intimidate. 1d20+16=23 Could be better but I will need to see if he fails.
quotemyname Posted August 6, 2009 Author Posted August 6, 2009 looks like IC is back up. And I believe I owe you a roll. will save (1d20+7=18) fail!
Warmonger Posted August 7, 2009 Posted August 7, 2009 Ok now will take Standard action to escape and then will take points out of challenge and distract. and put them into notice to get +19 on the check. 1d20+19=34
quotemyname Posted August 7, 2009 Author Posted August 7, 2009 Already told you in chat. but just for the record PASS
Warmonger Posted August 7, 2009 Posted August 7, 2009 Ok will shift poitns out of notice to Acrobatics. To get +16. Will take two points out of Intimidate, will put one point into Acrobatic BLuff, and another in to Challenge: Fast feint. Then will attempt to feint as a free action. 1d20+16=28 That is the Sense Motive DC to avoid the feint. Moving to other side of the Room with move action. Then will surge for another Standard action. Will then Attempt to shoot that fool, with High powered Sniper rifle and power attack and All out attack. Dfesne is now at 15. 1d20+10=16 Damn a 16. Well if that hits it is a DC 27 damage save. Doign lethal damage if possible.
quotemyname Posted August 7, 2009 Author Posted August 7, 2009 okay the problem here is that you can't actually see him from that far away. as soon as you move more than 30 feet away, you lose sight of him. (the room is about 50ft radius and you were off to one side of it). so you can move up to 30 feet away and then take your shot. if your still okay with that you can make your post. He can't actually make that save vs the feint. and rank 12 attack beats his impervious, so he has to save: toughness (1d20+11=17) fail by 10 Don't want him biting the dust just yet. another fiat coming your way :roll: toughness (1d20.minroll(11)+11=27) PASS
quotemyname Posted August 7, 2009 Author Posted August 7, 2009 DC 25 pummeling coming at you if you can't make that opposed grapple check.
Warmonger Posted August 11, 2009 Posted August 11, 2009 Ok cant beat grapple check so will make damage save instead. 1d20+10=30 Weee!
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