Thejoshie Posted September 23, 2009 Posted September 23, 2009 Same as before. So... Attack 1: 17 *Hit* (If Necessary) Attack 2: Miss Nothing to lose here... HP re-roll: 10+10=20 *Hit* Tough DC: 32 EDIT: Mervyl may not be fatigued. It depends on whether that second attack is needed. If not, Mervyl moves his full movement away from Atlas and Knievel, forcing that big lug to pick his target.
quotemyname Posted September 23, 2009 Posted September 23, 2009 you get Hero Points for failing concentration checks? :shock: I didn't know that! That's pretty sweet!
Geez3r Posted September 23, 2009 Posted September 23, 2009 Standard Action: Shockwave on Mervyl DC 25 Toughness save, DC 20 Reflex save for half damage Move Action: leap towards Knievel Extra Effort to Surge: Standard Action: Shockwave on Knievel, saves as above Burn an HP to ignore fatigue.
Thejoshie Posted September 23, 2009 Posted September 23, 2009 Failed reflex. (10. Oi.) Buuuuuuutttt.... NO SELL ON THE THUNDER CLAP!!! ( :clap: Natural 20, BABY! :clap: ) So no damage. So sorry. :point:
Geez3r Posted September 23, 2009 Posted September 23, 2009 Remember that reminder I gave you about putting notes in your rolls? Yeah, get on that.
quotemyname Posted September 23, 2009 Posted September 23, 2009 Reflex DC 20 (1d20+8=20) TOU DC 20 (1d20+8=27) You're so called logic does not hold up in a world of jet powered monkeys! I will wait until I see the resolution of Dr. Archeville's saves before I take my turn.
Dr Archeville Posted September 23, 2009 Posted September 23, 2009 Josh, it was obvious Doc's force field was down. Save for first attack is... 19, which fails by 13, so another Staggered & Stunned. But since a staggered char who is staggered a second time is rendered unconscious, Doc is KO'd! Which nets Doc another HP. Knockback! Blast 17 - Knockback 4 = 13 = 10,000 feet (or about 2 miles). Since Doc was up in the air, Emperor had to be shooting at an upward angle to hit him, so... Doc's goin' up! Though not far enough to exit the Troposphere. But does Doc's belt stay on and keep him up? DC 15 Concentration... 31, so yes. Initiative & Conditions 26 -- Knievel -- 1 Villain Point -- Bruise x1 9A -- Archeville -- 3 Hero Points -- Bruise x3, fatigued, stunned, staggered, unconscious 9B -- Emperor -- 0 Villain Points -- Unharmed 1 -- Atlas -- 1 Hero Point -- Unharmed you get Hero Points for failing concentration checks? :shock: I didn't know that! That's pretty sweet! There's all sorts of fascinating things in the rulebooks, y'know And now it's the start of round 5. Knievel's up.
Dr Archeville Posted September 23, 2009 Posted September 23, 2009 Date: September 17th 2009 Mysterious Wormhole disturbance at the West End mall Jim, please post this (with relevant link) to the Timeline thread.
quotemyname Posted September 23, 2009 Posted September 23, 2009 the part where knievel "spat the threat" at Atlas, is a DC 27 intimidate check from skill mastery for use with the startle feat. So that attack is actually going to miss unless that attack makes you flat footed.
Geez3r Posted September 23, 2009 Posted September 23, 2009 Hrmm, Atlas's intimidate modifier is not as high as I thought it was. I need to rectify that when I get some moar points. Also it had to be done.
Thejoshie Posted September 23, 2009 Posted September 23, 2009 I'm just going to assume that Mervyl's second attack didn't happen, since there was no mention of it. So Action was attack and Move was his moving away from Atlas. This would make him 60 feet away from Atlas, yes? If not, how far away is he?
Geez3r Posted September 23, 2009 Posted September 23, 2009 At least 60 ft away. It's probably close to 100ft away, because Knievel was not standing adjacent to Mervyl. Not that it matters because Atlas just cleared that distance.
Dr Archeville Posted September 23, 2009 Posted September 23, 2009 Is now top of round 5. Initiative & Conditions 26 -- Knievel -- 1 Villain Point -- Bruise x1 9A -- Archeville -- 3 Hero Points -- Bruise x3, fatigued, stunned, staggered, unconscious, and ~2 miles away 9B -- Emperor -- 0 Villain Points -- Unharmed 1 -- Atlas -- 1 Hero Point -- Unharmed
Geez3r Posted September 26, 2009 Posted September 26, 2009 Toughness save vs Knievel's attack DC 29 (1d20+15=30) Startle Attempt vs Mervyl as a move action (1d20+7=10) Melee Attack roll vs Mervyl DEF 18, DC 30 toughness (1d20+5=14)
quotemyname Posted September 26, 2009 Posted September 26, 2009 Intimidate DC 25 this time. It will hit if you fail.
Thejoshie Posted September 26, 2009 Posted September 26, 2009 Mervyl is aslo hitting Atlas with a DC 27 Intimidate. Skill Mastery. As a move action, a startle attempt... The DC of the Startle (1d20+12=28) Note: this already includes the -5 for move action. His normal bonus is +17.
Geez3r Posted September 27, 2009 Posted September 27, 2009 Wait, not sure what happened. Knievel startled and then attacked and then Mervyl demoralized and startled?
Geez3r Posted September 28, 2009 Posted September 28, 2009 Counter Intimidate vs Captain Startle DC 25 (1d20+12=26) Pass, attack misses. Counter Intimidate vs Mervyl Demoralize DC 27 (1d20+12=14) Fail, -2 penalty to attack rolls and skill checks for 1 round. Counter Intimidate vs Mervyl Startle DC 28 (1d20+10=30) Pass. Atlas uses his Freeze Breath now that the two of you are in close proximity. DC 20 Reflex save for half "damage" and then DC 20 Reflex save vs a Snare effect (15 if you pass the initial save). I has snow. You can has. Is gift.
Dr Archeville Posted September 28, 2009 Posted September 28, 2009 Is now top of round 6. No one used Hero/Villain Points last round, so totals remain the same. Initiative & Conditions 26 -- Knievel -- 1 Villain Point -- Bruise x1 9A -- Archeville -- 3 Hero Points -- Bruise x3, fatigued, stunned, staggered, unconscious*, and ~2 miles away 9B -- Emperor -- 0 Villain Points -- Unharmed 1 -- Atlas -- 1 Hero Point -- Unharmed Knievel, go! * Doc's unconscious for at least eight more rounds, unless I spend an HP to give him an instant recovery check.
quotemyname Posted September 28, 2009 Posted September 28, 2009 Reflex DC 20 for half damage vs. "Snow Cone" (1d20+8=25) Passed the first one. *crosses fingers* Reflex vs. DC 15 Snare from "Snow Cone" (1d20+8=10) Damn! He got me! At this point in the fight, I think being bound and helpless would be an AWFUL thing to have happen. Lets see if I can't get out of this without burning that last Villain Point... Okay, before I commit to not spending that hero point I just want to clarify some rules a bit. I can break the snare as a full round action using my strength modifier rank damage, correct? If I spend a full round action, I can treat the toughness save of the object to be (5+rank) 15, correct? Super Strength adds to your damage when breaking objects, So if, on my turn, I switch out to the laser whip power on the Adrenaline Cannon, I will have a rank (str 8 + SS 5) 13 damage effect on the object, correct? Can I power attack/defensive attack while trying to get out of the snare? If yes, then my damage bonus would become 18 (and I would defensive attack to protect myself from Atlas) and it would exceed the objects toughness save, therefore breaking it (but not being quite enough to shatter it completely) Would this free me from the snare? Or would I still be hindered in some way? If I cannot power attack it, I doubt I have much chance of shattering the snare, and therefore would use my Villain Point. That's my plans for the round. Just confirm some of these points/questions and I'll wait to see how mervyl does on his saves and then I will act once I know what I am up against. Thanks.
Dr Archeville Posted September 28, 2009 Posted September 28, 2009 No, you cannot Power Attack, because you're not making an attack roll.
Thejoshie Posted September 28, 2009 Posted September 28, 2009 Reflex save for Half Damage=> (1d20+6=21) So, half damage. Second Roll. DC Target is 15. I get => (1d20+6=20) Mervyl is not snared. Thank you and good night.
quotemyname Posted September 28, 2009 Posted September 28, 2009 Okay, looks like i'll be blowing that VP then. I automatically pass it, but here is the roll anyway: VP re-roll: REF vs. DC 15 "Snow Cone" snare. (1d20.minroll(11)+8=23) I'll have an IC post up as soon as I figure out how I am going to handle this fight without that last VP as a fail-safe.
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