Warmonger Posted August 13, 2009 Posted August 13, 2009 Ok going to attempt to daze again. Switching 2pps into intimidate, 1pp into startle, 1pp into distract. keep 1pp in grappling dexterity. 1d20+16=35 Ok damn that sure was successful. Anyway if dazed, he doesn't act for one turn.
quotemyname Posted August 14, 2009 Author Posted August 14, 2009 he can't save that. go ahead after this next IC post.
Warmonger Posted August 14, 2009 Posted August 14, 2009 Ok re pooling all except grappling dexterity. 2 points into Acrobatics to get +16 1 point acrobatic bluff, 1 point fast bluff. Now feintign to get flat-footed. 1d20+16=34 Attacking Power Attack, All-out attack 1d20+10=11 Of course follow up a great roll with a piss poor one. but maybe that will be enough to get him flat-footed anyway. DC 27. Oh spending hp to shake off fatigue then surging so fatigued again.
quotemyname Posted August 17, 2009 Author Posted August 17, 2009 Okay well he can't make the save vs. the feint, but even flat footed a roll of a 1 will miss. It's a critical failure, after all. How many HP's do you have remaining now?
Warmonger Posted August 17, 2009 Posted August 17, 2009 I got 2 should I maybe reroll with one of them?
quotemyname Posted August 17, 2009 Author Posted August 17, 2009 Well I've already made the action for the guardian, so i'm going to say no. Just save them for later that way we don't have to go back. but yea in the future, re-rolling a 1 would be a good idea.
Warmonger Posted August 18, 2009 Posted August 18, 2009 Ok not sure if that is a hit since my DEF is down to 15 from my use of All-Out attack. I think you have to pass my DEF not match it. Ok maintaining current configuration. Using Acrobatic bluff again. Think you get like +3 to resist it since I used it a bunch of times now. 1d20+16=29 Power Attacking only using Swords. 1d20+5=21 DC 27 Lethal Will leap across room but will attempt to keep guardain "in sight".
quotemyname Posted August 18, 2009 Author Posted August 18, 2009 (15:18:11) quotemyname: do you have to meet defense or beat it to score a hit? (15:19:13) Geez3r: meet (15:19:25) quotemyname: okay then! guess that is a hit then. Just edit a save into your post or something. DC 27 You still need to make a notice check to see him because of concealment. If you pass it then your attack has a 50% chance of hitting him. miss chance 11 or higher hits (1d20=15) and will hit, gaining you the following results: with a +3 he might actually be able to resist the bluff: will save vs. acro-bluff (1d20+10=20) nope save vs. damage: tou save dc 27 lethal (1d20+11=14) fails by 13. Staggered and Stunned. Concentration check to maintain concealment: concentration dc 15 (1d20+1=15) Pass
Warmonger Posted August 18, 2009 Posted August 18, 2009 1d20+10=19 Ok faield by more than 5 bruised and stunned. Spend hp to negate stun to act normally. 1 hp left. Notice Check 1d20+16=35
quotemyname Posted August 18, 2009 Author Posted August 18, 2009 okay so you pass the notice check and some stuff happens. ill throw up an IC post. so that just gave him: staggered + disabled + stunned meaning that now his condition is: Bruised + staggered + disabled + stunned your turn
Sandman XI Posted August 27, 2009 Posted August 27, 2009 No new IC posts since August 18th. Just checking in :)
Warmonger Posted August 29, 2009 Posted August 29, 2009 Will shift points from acrobatics to intimidate for +16 then will attempt to daze. 1d20+16=30 This is probably enough.
quotemyname Posted August 29, 2009 Author Posted August 29, 2009 Oh yea. He can't make that. Are you trying to demoralize? or what? just let me know the effects when you post.
Warmonger Posted August 29, 2009 Posted August 29, 2009 Nah just keep him from acting. This round. I guess it is time for the killing stroke.
quotemyname Posted August 29, 2009 Author Posted August 29, 2009 Okay. He's back at full defense though, I believe because it was just a distract action. I'll make an IC post. And remember. Killing is okay in this thread. If any judges have their tentacley fingers watching this thread, trust me, it's going to be okay ;)
Warmonger Posted August 30, 2009 Posted August 30, 2009 Ok back to acrobatics. 1d20+16=20 Attempting same thing I always do. Crappy roll so it probably wont work. Still using All-out Attack and Power Attack. 1d20+10=30 Critical on my attack! DC 32 damge save.
Warmonger Posted August 30, 2009 Posted August 30, 2009 whoops pulling punch not tring to kill him as per the chat. Maybe I have to negate my attack.
quotemyname Posted August 30, 2009 Author Posted August 30, 2009 tou (1d20+10=11) wow... that sure gives him a bad case of the dead. Soliloquy time.
Warmonger Posted August 30, 2009 Posted August 30, 2009 Ok firing with machine pistols taking 10 if this guy is a minion. Nothing else fancy. Shifting to notice to get a +16 shifntign acrobatic bluff for accelerate notice. 1d20+16=29 1d20+10=16 DC 20. The second is an attack roll if the guy isn't a minion.
quotemyname Posted August 30, 2009 Author Posted August 30, 2009 Okay. that's all fine. This was just more of a "Do you kill him or do you let him live?" scenario. I'm guessing its the former ;)
quotemyname Posted August 30, 2009 Author Posted August 30, 2009 There is an IC post, and the end of this thread WM, feel free to make a closing IC post as well. After that, any ref that wanders by can lock this up. Maybe there will be a continuation some time later ;)
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