Electra Posted August 15, 2009 Posted August 15, 2009 This is the OOC thread for Mike and Erin's reconciliation and simulation destroying.
Electra Posted August 15, 2009 Author Posted August 15, 2009 You guys... Erin's going twice before either of you! ;-) 1d20+13=28 Okay, Erin's going to use her move action to jump onto the thing's lowermost leg on the side closest to her, aiming to land up near the joint. She will do an all-out power attack to try and smash the joint between leg and body on the thing. This will drop her defense to +5, raise her damage to +17 with the bat, and keep her attack at +10. Attack roll is an 18
Avenger Assembled Posted August 15, 2009 Posted August 15, 2009 Give me Notice checks, guys. (Electra, you can choose to use your Skill Mastery, but you might miss some relevant information if you do that.)
Electra Posted August 15, 2009 Author Posted August 15, 2009 Erin looks harder than usual, but sees even less.
angrydurf Posted August 15, 2009 Posted August 15, 2009 Notice check (1d20+4=23) Mike finally is not oblivious
Avenger Assembled Posted August 15, 2009 Posted August 15, 2009 Initiative: El Diablo: 25 Strongman: 9
Avenger Assembled Posted August 15, 2009 Posted August 15, 2009 OK, So our order is Erin El Diablo Phalanx and Strongman You cannot actually drop Erin on the bad guy out of combat, but you can both try that maneuver on your turn; Erin with Acrobatics and Mike with an Attack roll.
angrydurf Posted August 15, 2009 Posted August 15, 2009 Aggressive stance sets defense to -1 but gets me a +2 attack. Free action set Paragon array to: Flight 5 Superstrength 1 Standard action: Initiate Grapple. Attack roll to initiate grapple (1d20+5=13) HP to reroll attack to initiate grapple (1d20+5=17) Grapple check if that hits Grapple Check (1d20+17=23)
Avenger Assembled Posted August 15, 2009 Posted August 15, 2009 Give me a DC 23 Toughness save, Mike.
angrydurf Posted August 16, 2009 Posted August 16, 2009 Toughness save (1d20+11=24) Fail by 3 thats a bruise.
angrydurf Posted August 16, 2009 Posted August 16, 2009 Attack roll Aggressive stance +2 attack Def set to -1 Attack roll (1d20+5=24) DC 26 toughness save Toughness for aura Toughness save for aura (1d20+10=30) Just fine
Avenger Assembled Posted August 16, 2009 Posted August 16, 2009 Wander's up. On _this_ round, with as fast as you're falling, you can jump up and make a melee attack to catch the Strongman; same same with El Diablo. Note that despite the damage you've done, the airship is still intact; it's just going down.
Electra Posted August 16, 2009 Author Posted August 16, 2009 Another all-out power attack from Erin, this one into a damaging grapple attack. She rolls a 22. Her defense is once again at 5. Grapple check is 36
Avenger Assembled Posted August 16, 2009 Posted August 16, 2009 Strongman is staggered and stunned. Mike, I need a DC 17 Reflex save to avoid the Area attack, then a DC 17 Reflex to avoid the Dazzle. You're blinded for one round if you fail. (You make your FORT save to recover on subsequent rounds.)
angrydurf Posted August 16, 2009 Posted August 16, 2009 Reflex saves (1d20+2=13, 1d20+2=20) Fail the first succeed on the second.
Electra Posted August 16, 2009 Author Posted August 16, 2009 Erin rips the parachute lines away from the chair. Spending an HP to stunt the Swimming power off super-strength, preemptively.
angrydurf Posted August 17, 2009 Posted August 17, 2009 Fly into position to catch the airships remains then shift Array to 5 SS (W/ Bracing powerfeat) and 1 Flight, Extra effort on increase power: super strength +2 bringing the total to 7, Effective carrying strength of 67 heavy load of 100 tons Knockback resistance of -20.
Recommended Posts