Cyroa Posted November 5, 2009 Author Posted November 5, 2009 I critted only way Have him get bounced off/into a building or wall a short distance away. you can ignore the insane knockback and say 100 feet or so
quotemyname Posted November 5, 2009 Posted November 5, 2009 So, Jack's out for the fight... we're down to me, Grim, Blink, and RW! Yay!
Gizmo Posted November 5, 2009 Posted November 5, 2009 Nice. I guess he can't get any more unconscious and disabled... Constitution check to recover from unconsciousness. (1d20+1=7) And he's not waking up anytime soon! See you in ten rounds, folks. All of this has got to constitute a hero point worthy setback, right? Right?
quotemyname Posted November 5, 2009 Posted November 5, 2009 Actually, that's kinda doubtful. You don't usually get HP for lucky/unlucky rolls or for failing saves >_>
Gizmo Posted November 5, 2009 Posted November 5, 2009 Setbacks are when things just aren’t going the hero’s way. When a hero suffers a significant failure, the player gets a hero point. Generally, a “significant failure†is a failed skill check or saving throw with the worst possible result: a Climb check where the hero falls, a Toughness save where the hero is knocked out, a Reflex save that leaves the hero helpless, a Will save where the hero is mind-controlled, and so forth. I'ma just sayin'.
quotemyname Posted November 5, 2009 Posted November 5, 2009 Ahh... Damn... Never played that way at home. But I don't argue with the rules ;)
angrydurf Posted November 5, 2009 Posted November 5, 2009 Its where GM discretion comes in. If its late in the fight or a bruised and stunned result not so much a set back. Getting taken out of the fight in round 1 is pretty signifigant.
Cyroa Posted November 6, 2009 Author Posted November 6, 2009 What Durf said. (yes you get the HP; though I'm not going to let you spend it to wake up till the end of the next round)
Gizmo Posted November 6, 2009 Posted November 6, 2009 Of course. I don't think I'll actually bother, though. If Jack wakes up now, he'll still be disabled. If I wait for him to wake up normally I might be able to use the point for Inspire before he passes out again from the strain. Unless the rest of you can deal with these punks before then!
quotemyname Posted November 6, 2009 Posted November 6, 2009 Oh don't worry. We got this Flying motorcycle FTW!
quotemyname Posted November 6, 2009 Posted November 6, 2009 Jack's out, so I guess that means it's my turn! Move action: Take off! Use Flight 3 to begin circling the battlefield. Standard Action: Using Armor Piercing Rounds on the big demon that KO'ed Jack because he's a mean fellow. Power Attack 5; DC 28 TOU/ DC 23 FORT on hit (1d20:11+13=24) I'm hoping a 24 hits. Keep in mind the increased DC's are because my updates for this month went through, and you said we could start using those whenever that happened. :)
Gizmo Posted November 6, 2009 Posted November 6, 2009 Jack's out, so I guess that means it's my turn! Using Armor Piercing Rounds on the big demon that KO'ed Jack because he's a mean fellow. I'm choosing to interpret that as meaning that Jack is a bad ass, and was singled out for attack because of it. You gotta take out the biggest threat first, amirite? Just 9 rounds until the next roll to recover from unconsciousness!
blink Posted November 6, 2009 Posted November 6, 2009 Right, 5 on 1 is not good odds. So until my comrades can clear the big guy, it's time to turtle up. Standard Action: Defensive Attack +4/-4 (Def is now DC 27) (09:32:15) FreedomBot: blink rolls 1d20 and gets 19. Crit! (1d20+10-4=25) So Hit DC25 Damage is DC30 if stealth gives sneak attack, DC25 if it doesn't. (Damage is 20 base +5 crit +5 sneak attack) Move Action: Stealth (1/2 Move Hide in Plain Sight) (09:33:49) FreedomBot: blink rolls 1d20 and gets 10. (1d20+15=25) So Stealth of DC25 Free Action: If I hit, Grapple... (09:51:38) FreedomBot: blink rolls 1d20 and gets 20. (1d20+30=50) Crit, and I think I successfully grapple Edits: Realized I had a crit. Placed the grapple score in there. Also, I have the DC on unarmed wrong on my sheet, I should be DC20 unarmed with a 20 strength... I also did +1 damage from last round if it mattered. Oh and Sand, Ecals, and Durf were in the room if anyone needs to check on the rolls, Castle was down and I didn't know about Durf's roller until I made all the rolls.
blink Posted November 6, 2009 Posted November 6, 2009 Quote, I read the OOC before the IC. Should have read that first before rolling and deciding what I was going to do. I'll get Jack out of trouble next round... really :)
quotemyname Posted November 6, 2009 Posted November 6, 2009 It's fine, Blink. This actually works. That or I could land in front of him and use my steel horse as cover and just start picking baddies off as the come to me I kind of want to stay airborne, though as it might protect me from the brunt of their attacks (at least the melee based demons )
blink Posted November 6, 2009 Posted November 6, 2009 Good. Although I really should make sure to read everything before making a reply. On staying airborne, yeah... I am going to have to continue with the defensive attack bit or I think they'll eat me for lunch, literally.
Cyroa Posted November 6, 2009 Author Posted November 6, 2009 Quote: yes it hits. Unfortunately: (had to use a online dice roller since cant reliably get to chat roller and IC is down) Result of the throw of dice "1d20 +16" : 18 + 16 = 34 So made the Toughness with room to spare... BUT Result of the throw of dice "1d20 +10" : 4 + 10 = 14 missed the Fort check by 9. Ugh. So...what is the Fort effect/roll for? Blink: are you attacking to damage? Or to grapple? Not sure what I'm rolling here
quotemyname Posted November 6, 2009 Posted November 6, 2009 "Armor Piercing Rounds" Blast 8 (Extras: Linked to Paralyze 8 [Extras]; PF: Penetrating 2, Accurate 2, Improved Range (175ft), Improved Critical 2, Variable Descriptor 1) [40] {1dp} So the Fort save was for Paralyze. Since he failed by 9, he is paralyzed: helpless and unable to move or take any actions. Just to get things moving on the issue of blink, She was attacking to deal damage. If that attack hits, since she has improved grapple she may make a free grapple attempt. So you have to roll a save vs. damage, and then make an opposed grapple check for the demon. Also, try using this dice roller when IC is down: http://dice.game-host.org/
blink Posted November 6, 2009 Posted November 6, 2009 Attacking to damage. I have improved Grab which I believe lets me make an immediate grapple after I hit someone. If not, then just assume it's a straight attack.
Cyroa Posted November 6, 2009 Author Posted November 6, 2009 (15:02:05) FreedomBot: Cyroa rolls 1d20 and gets 10. +12 = 22 For this round, I'll say the sneak attack counts. After that, they'll not be quite so surprised. So, failed by 8 = 1 wounded and stunned! and you are most certainly grappling ok, I'll get a in character post up shortly responding...
blink Posted November 6, 2009 Posted November 6, 2009 With Hide in Plain Sight, doesn't that give me concealment each round if I make a stealth check that they don't notice? That's where the sneak attack is coming from. That's why I'm making stealth checks for you each round. If I blow that, or they notice me, then I can't make the sneak attack. I think the only requirement for it is concealment... but I am kind of new at this.
quotemyname Posted November 6, 2009 Posted November 6, 2009 Awesome. Totally going to autofire Coup de Gras that dude next turn ;)
Heritage Posted November 7, 2009 Posted November 7, 2009 Rolled a 29 to hit with Grim's claws while using Concealment; I hope that hits!
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