Cyroa Posted October 12, 2009 Share Posted October 12, 2009 what's the fortitude save for? Link to comment
Warmonger Posted October 12, 2009 Author Share Posted October 12, 2009 apologies the attack is Blast14 (Alternate Save Fortitude). Link to comment
Cyroa Posted October 13, 2009 Share Posted October 13, 2009 yeah...I'd need a 20... not likley... (1d20+4=8) will use the HP I just got good grief does IC hate me... not likely w/ HP! (1d20+4=8) so, 18? Link to comment
Warmonger Posted October 13, 2009 Author Share Posted October 13, 2009 Actually 22 I think. I assume you rolled a 4 so I think that becomes a 14+4 ... so yeah 18. :oops: Link to comment
quotemyname Posted October 13, 2009 Share Posted October 13, 2009 Dude. Blast 14 Alt save fort? It's DC 29 (15+14). That save failed by 11 (29-18). So DS is Staggered and Stunned. Link to comment
Warmonger Posted October 13, 2009 Author Share Posted October 13, 2009 Hmmm that is true, I thought that fort saves would start at 10 but after checking the book they start at 15 if you use alternate save. But because it was my error I shall not impose the staggered condition, but Darkstar is stunned. Ok on with my turn. Ok so #1 and #2 Fly in hot pursuit of Breakdown and fire the blasters full power they power attack (18) and (23) so that is 1 DC 29 damage save for Breakdown the other attack missed. #4 and #3 Power Attack Darkstar and roll like crap (8), (12) but (un)fortunately DS def is down to +1 because of stunned. So DS Give me 2 DC 29 damage saves. Alight now for All-Star's action He makes a DC 32 Attack on the restraints which is at a 32 save so the restraints finally break. He makes a move action towards #4 and surges to Power Attack and All out attack with his fist. 1d20+8=17 Misses pitifully so now it is Razor Wing's turn. Breakdown Power Corps 1 Power Corps 2 (1b) Power Corps 3 (2b 1Stag) Power Corps (4) All-Star (Free) Razorwing Madame Zero (1b, Stun) Darkstar (1b, Stun) Link to comment
quotemyname Posted October 13, 2009 Share Posted October 13, 2009 TOU DC 29 (1d20+11=25) That leaves me with 1 bruised (Still have my 3HP's though ) Link to comment
Cyroa Posted October 14, 2009 Share Posted October 14, 2009 an 8 still misses I think... and why couldn't I spend the HP to throw off the stun? Link to comment
ex3lev3n Posted October 14, 2009 Share Posted October 14, 2009 I'll wait for a reply to Cyroa before I post IC. Link to comment
quotemyname Posted October 14, 2009 Share Posted October 14, 2009 I believe Cy is correct. with a +1 DEF, an 8 should miss her. It sure would be great to actually see all those rolls >_> Link to comment
Warmonger Posted October 14, 2009 Author Share Posted October 14, 2009 Sigh this is true, as you can see this sort of thing is new to me, but I appreciate your continued patience. I thought there was a limit to the amount of HP you can spend in a round. Though I was told it is on the type of thing you can save on. I left you at Stunned because you should have been stunned+staggered but because of my screw up I took the worst condition off of you for free, but I didn't want to completley cheapen the fight by letting you slide. A bad roll is a bad roll.We could reverse it and you can take the staggered condition and lose the stunned one, so that way this last two attacks count as a miss. Then you can spend the HP to remove Staggered. Link to comment
quotemyname Posted October 14, 2009 Share Posted October 14, 2009 You can spend any number of HP in a single round as long as they are for different purposes. (You can only extra effort and clear fatigue once, you can only re-roll the same toughness save once. But if you are hit twice, you can spend one HP on a re-roll for the first attack, 1 HP to re-roll the second attack, and 1 HP to clear off a stunned condition, etc... thus you've spent 3 HP in one round) Hope that helps. I'll leave the decision making up to you. Link to comment
Cyroa Posted October 15, 2009 Share Posted October 15, 2009 tough vs DC 29 (1d20+12=21) so fail by 8 and the concentration con (1d20+8=12) fail....so falling! posting shortly Link to comment
Warmonger Posted October 16, 2009 Author Share Posted October 16, 2009 Ok working it out with Ex3 got the damage DC Toughness save DC would be 23 (15 + 2[mighty 3] + Sneak Attack 2) Ok fails CONC check to maintian force-field 1d20+4=12 Toughness save reduced for getting hit and losing forcefeild S she loses force field and is reduced because of the bruise from Breakdown. so her toughness is +9 1d20+9=11 wow ok talk about a crappy roll. Damn she is unconcious oh wait... impervious! :twisted: Almost got her. Ok since Darkstar and Madame Zero are stunned Quote you are next. Link to comment
ex3lev3n Posted October 16, 2009 Share Posted October 16, 2009 is it her Force Field that is Impervious, or does she have another layer of Impervious in there somwhere? Link to comment
Warmonger Posted October 16, 2009 Author Share Posted October 16, 2009 her force-field is not impervious. Link to comment
quotemyname Posted October 16, 2009 Share Posted October 16, 2009 Gonna ignore the two goons for now and just attack the stunned ice lady Gonna stay in rock form, Hit her, (Hopefully) and move by action to return to the where DS fell through the pavement / All-Star is standing. Then I will take a free action to switch back into Jazz Form and end my turn. Attack, All out Attack 5; Power Attack 5; DC 27 on hit; DEF set to 6. (1d20+11=20) I'm thinking a 20 should hit if she is stunned Now for an IC post Link to comment
Warmonger Posted October 18, 2009 Author Share Posted October 18, 2009 Breakdown Power Corps 1 Power Corps 2 (1b) Power Corps 3 (2b 1Stag) Power Corps (4) (1b) All-Star (Free) Razorwing Madame Zero (1b, Stun) Darkstar (1b, Stun) Warmonger rolls 1d20 and gets 17. Ok so added to her toughness her save is 31. She passes. Also I belive she is no longer stunned. I think you are stunned until right before the person who stunned you goes. "If a Toughness save fails by 5 or more, in addition to the normal effects of the condition, the character is stunned for one round: unable to take actions, losing dodge bonus to Defense, and suffering an additional –2 reduction in Defense. This lasts until just before the attacker’s turn in the initiative order on the following round." (164) Ok Power Corps 1&2 Continue their assault on Breakdown. They Power Attack reducing their ATK. 1d20+6=7, 1d20+6=22 1 DC 29 Save for Breakdown. Since PC #1 rolled a 1. PC #4 Sees how badly All-Star has over extended himself and Power Attacks 1d20+6=22 DC 29 Damage for All Star The severely injured #3 sees Razoring and fires a blast at him. 1d20+11=17 I assume 17 is a miss. If it hits DC 24. ---------------------------------------------------------------------------------------------------------------------------------------------------- All-Star Damage Save 1d20+12=20 Ugh. Spend Hp to shake off stun. Ok regular attack. 1d20+8=9 Sigh and All-Star continues to roll like crap. Hp for re-roll. 1d20+8=27 ah much better. DC 27 save for PC #4. 1d20+11=24 ok finally 1 bruise on PC #4. IC posts incoming. Alls ex3 I'm gonna need you to post your actions OOC from now on. Link to comment
quotemyname Posted October 18, 2009 Share Posted October 18, 2009 Toughness save vs. DC 29 (1d20+10=16) yuck. that fails by 15 and would put me out. Good thing I have an HP to reroll TOU vs. DC 29 (1d20+10=15) + 10 for HP 25 fails by 4, so I take another bruise. I have one HP remaining. Link to comment
ex3lev3n Posted October 19, 2009 Share Posted October 19, 2009 #3 misses his attack on Razorwing (Defense 22), horribly =] Link to comment
Warmonger Posted October 19, 2009 Author Share Posted October 19, 2009 ok well you are up ex3. Link to comment
ex3lev3n Posted October 19, 2009 Share Posted October 19, 2009 Attack Roll Gonna spend an HP to Improve Roll (1 left) Attack Roll = 24 Toughness DC 15 + Mighty Strike 2 [+5]+ Power Attack [+5] = 25 Link to comment
Warmonger Posted October 19, 2009 Author Share Posted October 19, 2009 Ok lets start with Damage save 1d20+11=16 Alright stunned and bruised. Now Con check to see if he maintains flight. 1d20+1=20 So he maintains flight. Ok Madame Zero's turn She uses her move action to fly up and and drain the toughness of the tracks. Notice Checks everyone Link to comment
ex3lev3n Posted October 19, 2009 Share Posted October 19, 2009 Notice Skill Mastery +11 = 21 Link to comment
quotemyname Posted October 19, 2009 Share Posted October 19, 2009 Notice Skill Mastery +5 = 15 Do we get Hero Points for the shenanigans? Link to comment
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