Geez3r Posted September 20, 2009 Author Posted September 20, 2009 I thought they were pretty much standing in the same spot he found her.
Dr Archeville Posted September 20, 2009 Posted September 20, 2009 Okay, just wanted to make sure that's what you'd meant.
Dr Archeville Posted September 21, 2009 Posted September 21, 2009 End Round 7. The fatigue tozins from his rage are all gone, so he's good as new. Initiative & Conditions 5 -- Doctor Brown/Doktor Vile -- 1 Villain Point -- unharmed 3 -- Rocket's Red Glare -- 1 Hero Point -- unharmed Move action to shapeshift to Tentacles!: Additional Limbs 8 (500 tentacle-limbs) and Elongation 5 (100 feet) and Strike 12 (powerful tentacles/tentacles with spikes and horns and fanged mouths). Grapple modifier can get up to +21. [8+5+12=25] Standard action to grapple. Initial melee attack is a 25, that hits. Follow-up grapple check is... 34. Doing Damage, so If RRG does not beat that grapple check, you need to make a DC 27 Toughness save.
Geez3r Posted September 21, 2009 Author Posted September 21, 2009 Opposed Grapple check DC 34 (1d20+23=37) Acrobatic Bluff as Move Action (1d20+8=9) :cry: AGAIN! Melee Attack vs Doktor vile - AoA/PA 2 DC 29 Tough (1d20+8=20) Not sure if that hits. RRG defense set to 16.
Dr Archeville Posted September 21, 2009 Posted September 21, 2009 That hits in either case, his Defense is 18. His Toughness in this form, though, is a mere +2. And the actual save is... a 4. That fails by 25.... I'm going to get KO'd. For the setback, I'll get another Villain Point. End Round 8. Doc can make a recovery check in 10 rounds. Initiative & Conditions 5 -- Doctor Brown/Doktor Vile -- 2 Villain Points -- unconscious 3 -- Rocket's Red Glare -- 1 Hero Point -- unharmed Since he's KO'd, his Shapeshift shuts off.
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