Master_Pelle Posted September 4, 2009 Posted September 4, 2009 Heroes with pl 6-7 are free to join in and try to stop Super Thug from robbing the casino. Other villains at pl 6-7 are also free to join in too either as ally or rival.
quotemyname Posted September 7, 2009 Posted September 7, 2009 I'm here, and I am ready to go. init (1d20+6=20)
Master_Pelle Posted September 7, 2009 Author Posted September 7, 2009 Initiative (1d20=17) I got lower init so that you may begin first.
quotemyname Posted September 7, 2009 Posted September 7, 2009 emotion control calm; power attack 5; dc 21 will on hit. (1d20+1=20) yay! This might be a short fight I love that power :D
Master_Pelle Posted September 8, 2009 Author Posted September 8, 2009 Wait a minute... Can Power Attack feat be used with none damage based powers? I assume that Power Feats can be only used with Damage based attacks.
quotemyname Posted September 8, 2009 Posted September 8, 2009 Technically Emotion Control does do damage. It just does a different kind of damage. It also attacks a different save than regular attacks. And yes, feats that adjust your caps such as Power Attack, and All-out-attack can be used in conjunction with any attack that requires an attack roll, with the exception I believe of a targeted area attack. My emotion control has been flawed to be a ranged attack rather than a perception attack. This means it now has an attack roll, and qualifies for the power attack feat.
Master_Pelle Posted September 9, 2009 Author Posted September 9, 2009 You have right about it. I took another look on my book and it don't say any about it don't limited to damage only. Hmm... It seem that I got new idea how to use the Power Attack in full advantage... But anyway I succeed the roll against the Emotion Control. Will Save vs Emotion Control (Calm) DC 21 (1d20+4=21) Now you need to make reflex save to halved his Super-Breath effect. And make check against the trip effect too. Super-Breath checks. DC 18 on Reflex check to halved the effect. (1d20+8=17)
quotemyname Posted September 9, 2009 Posted September 9, 2009 Okay, is super breath based on the same damage that his shock wave is? Jazz form active - Ref DC 18 (1d20+4=18) Just made it So the DC would be halved. If its the same as shock wave that would make it a DC 19 toughness... TOU DC 19 (i think) (1d20+6=17) I fail by two, so that gives me a bruise. Was all that correct? What do I have to roll to avoid being tripped? please confirm all this stuff before I make my post. Thanks.
Master_Pelle Posted September 10, 2009 Author Posted September 10, 2009 Okay, is super breath based on the same damage that his shock wave is? Jazz form active - Ref DC 18 (1d20+4=18) Just made it So the DC would be halved. If its the same as shock wave that would make it a DC 19 toughness... TOU DC 19 (i think) (1d20+6=17) I fail by two, so that gives me a bruise. Was all that correct? What do I have to roll to avoid being tripped? please confirm all this stuff before I make my post. Thanks. No, you don't make toughness save. Instead you must make check with either your Str mod or Dex mod or Acrobatic against DC of 8 (rounding down). If you fail your roll, you will consider as prone and it take move action to stand up.
quotemyname Posted September 10, 2009 Posted September 10, 2009 dex check vs. shock wave trip (DC 8) (1d20+2=6) tripped! damn. Oh well. move action: stand up free action: switch to dance form Standard action: distract with dancing take 10 with skill mastery. DC is 25, opposed by Bluff, Sense Motive, or Will save. If you fail you lose your actions next turn.
Master_Pelle Posted September 11, 2009 Author Posted September 11, 2009 No needed for checks because his roll are not enough to deal the DC.
quotemyname Posted September 13, 2009 Posted September 13, 2009 Free action: Switch to SKA form. Move Action: Feint (DANCE) DC 20, opposed by Bluff, Sense Motive, or Will Save. Standard Action: Attack!
Master_Pelle Posted September 15, 2009 Author Posted September 15, 2009 Will save vs Bluff DC 20 (1d20+4=5) Fail his will save... Toughness save vs DC 21 (1d20+8=19) And got a bruise. Super Thug HP= 1 Bruise= 1 Now I shift Flight powers to Speed as free action. Move to Breakdown as move action and then make melee attack that take standard action. I also use All-Out Attack to gain +2 to attack with penality -2 to defense.
quotemyname Posted September 15, 2009 Posted September 15, 2009 That hits. TOU dc 23 (1d20+6=15) leaves me bruised and stunned. I'll pop one of my two HP's to clear the stunned. Breakdown: Bruised x1 HP x1 Free Action: Rock form Move Action: Feint (Dance) (DC 19 this time for the second use of this ability) Standard Action: Normal attack
Master_Pelle Posted September 17, 2009 Author Posted September 17, 2009 Toughness save (1 Bruise), DC 21. (1d20+7=16) He got another bruise and got stunned but I spend a hp to removed the condition. Super Thug HP= 0 Bruise= 2 Move Action: Moving far away from Breakdown and reach to one of the roulette tables. Standard Action: Lifting up the roulette table above his head.
quotemyname Posted September 17, 2009 Posted September 17, 2009 Free Action: Switch to Trance Form Standard Action: Hypnosis 6: Will save DC 16 or be controlled! Move action: Issue commands: "Put the table down"
Master_Pelle Posted September 18, 2009 Author Posted September 18, 2009 Will save vs Hypnosis DC 16 (1d20+4=17) He resisted the Hypnosis effect. Now he will throw the table at people... But question is how we should handle it? Breakdown must have some other chance to prevent it.
quotemyname Posted September 18, 2009 Posted September 18, 2009 Not really... I could blow my last HP on a surge to try and mind control you again, but seeing as how you only need to roll a 12 to pass, the chances of it working aren't exactly stellar. *shrugs shoulders* I guess I just have to hope that you miss the people and then I can be pissed at you afterward...
Master_Pelle Posted September 19, 2009 Author Posted September 19, 2009 Throwing (1d20+4=10) Ok... it seem that he hit the people with the table but they will only be injured I think.
quotemyname Posted September 19, 2009 Posted September 19, 2009 Free: Rock Form Standard: Emotion Control: Hate emotion control hate. DC 16 Will on hit. (1d20+6=21) Pay attention to MEEEEEEEE! :P
Master_Pelle Posted September 21, 2009 Author Posted September 21, 2009 Will save vs Emotion Control (Hate) DC 16 (1d20+4=12) Ok, now he hate Breakdown alot! Move Action: Move to Breakdown with power Speed. Standard Action: Use All-Out Attack and Power Attack to lower defense by -2 for +2 damage. Hit Breakdown.
quotemyname Posted September 21, 2009 Posted September 21, 2009 Power Attack 5 vs. DEF 12(if not flat footed) DC 26 TOU on hit. (1d20+2=5) HP Re-roll Power Attack 5 vs. DEF 12(if not flat footed) DC 26 TOU on hit. (1d20.minroll(11)+2=19)
Master_Pelle Posted September 22, 2009 Author Posted September 22, 2009 Toughness save (2 bruise) vs DC 26 (1d20+6=15) Ouch! Now he is both staggered and stunned... Super Thug HP= 0 Bruise= 2 Staggered Stunned
quotemyname Posted September 22, 2009 Posted September 22, 2009 I don't suppose that rank 11 attack was enough to knock you back at all? Last time I checked you had speed active when you ran up to me. So your current knock back modifier is -7. That's four ranks of knock back or 100 feet I believe. I'll be nice and say it just knocks you up against the wall of the casino. No damage to the building yet. For my turn: move action: approach 50ft (now 50ft away) free action: switch to ska form Standard Action: Vibration Control attack. Annnd... of course an attack with a 75% chance to hit you misses. :/
Master_Pelle Posted September 22, 2009 Author Posted September 22, 2009 I don't have though about the knockback part yet. But your total damage bonus is +11 correct? If so then the result become 4 (11-7) so that mean he fall back 10 feet. I don't think that he fly away so long that he reach to the wall.
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