ex3lev3n Posted December 9, 2009 Posted December 9, 2009 Improvised Tool, Jack of all Trades, and Medicine to revive Jack. (1d20:13+3=16 Hero Point)
Warmonger Posted December 10, 2009 Posted December 10, 2009 Ok so I assume I'm up now, cause regardless of the outcome it doesn't affect me. Ahh the beauty of having a simple character, is that my actions are all fairly simple. I'll attack the nearest demon with my fists. Using All-Out attack and power attack. 1d20+8=25 That is probalby a hit. damage DC 32.
Cyroa Posted December 10, 2009 Author Posted December 10, 2009 indeed it does... (1d20:10+11=21) and it fails by 11....*sigh* The one attacking grim missed and the other two killed/destroyed/dismissed the one Blink was holding. (stupid cover effect) There are 2 regular demons left. The big one's attack: (1d20:11+10=21) If that hit's, it's a DC 31. I need the rolls from All-Star and then a Fortitude check from Jack-of-Blades
Gizmo Posted December 10, 2009 Posted December 10, 2009 What am I saving against? Razorwing's Medicine check should automatically remove Jack's unconscious condition, though he's still disabled, right? Revive (DC 15): You can remove the dazed, stunned, or unconscious conditions from a character. This check is a full-round action. A successful check removes one condition. You can’t revive a dying character without stabilizing him first.
Warmonger Posted December 10, 2009 Posted December 10, 2009 1d20+12=20 hmm I know my hot rolling would come to an end. HP for reroll as I don't want to be unconcious. 1d20+12=21 lol wow. a 9. But I think that any roll less than 10 becomes 10 right? so that is 22 just under enough to keep me conscious but stunned.
Gizmo Posted December 10, 2009 Posted December 10, 2009 Actually, War, you get to add 10! IMPROVE ROLL One hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the second roll is always a result of 11-20). You must spend the hero point to improve a roll before the GM announces the result of your roll. You cannot spend hero points on die rolls made by the GM or other players without the Luck Control power (see page 90). That would effectively make it a 19, for a total of 31. Nice.
quotemyname Posted December 10, 2009 Posted December 10, 2009 So we have to wait to see if jack is conscious, and then I get to go.
Gizmo Posted December 11, 2009 Posted December 11, 2009 Alright, I'm still not sure that this should be necessary, but for the sake of argument: Fortitude (1d20+5=20) Now that Jack's back up, he's spending the HP he got from getting knocked out to use Inspire. That's +5 on all attack rolls, saving throws, and checks for all the Interceptors this round.
quotemyname Posted December 11, 2009 Posted December 11, 2009 (+5 from Inspire) Speed Fire; Power Attack 5; DC 28/Toughness +1 per point this attack exceeds the target's defense to a maximum of 38. (1d20+18=20) Wow, what an atrocious roll! I think I'll re-roll that. (+5 from Inspire) Speed Fire; Power Attack 5; DC 28/Toughness +1 per point this attack exceeds the target's defense to a maximum of 38. (1d20.minroll(11)+18=32) If that's not a hit, I don't know what is. I am down to 2 remaining HP.
Cyroa Posted December 12, 2009 Author Posted December 12, 2009 *sigh* my suck truly knows no bounds (1d20:7+15=22) and sadly, I failed by so damn much it goes down... Impervious 12 did not seem to help at all...
quotemyname Posted December 12, 2009 Posted December 12, 2009 *points at power attack feat* :schadenfreude:
Warmonger Posted December 14, 2009 Posted December 14, 2009 24 - Jack 18 - Colt 14 - Blink 13 - Grim 11 - Razorwing 10 - All-Star 9 - Demons
blink Posted December 15, 2009 Posted December 15, 2009 Ok so that would be me. The one that I have pinned... did he get smashed by one of his own 'teammates?' So I guess I am asking if I am holding a corpse.
Cyroa Posted December 15, 2009 Author Posted December 15, 2009 yes...but the body is disappating/fading away
blink Posted December 15, 2009 Posted December 15, 2009 Ok then, here is what I am going to do: Move Action: Port to the closest demon Standard Action: Defensive Attack +3/-3, +5 insp 1d20+7+5=25 DC25 if I get sneak from port/concealment, DC20 if he can accurately see/sense me Free Action: Stay concealed, if I connected, initiate a grapple 1d20+5+30=47 Edit: Realized big guy is down, so I'll go to one of the two in front of me. If the big guy is still standing, put the attack there. Edit2: Forgot the +5 from inspire, editing it in.
Cyroa Posted December 15, 2009 Author Posted December 15, 2009 you hit...and I can't beat that grapple ;)
Cyroa Posted December 19, 2009 Author Posted December 19, 2009 Unless this thread picks up soon...I'm going to be FFWD to the end here...
quotemyname Posted December 21, 2009 Posted December 21, 2009 Does that mean we're skipping RW? Who's next? All-Star!
Warmonger Posted December 22, 2009 Posted December 22, 2009 Ok will Power Attack and ALL out attack. This leaves me with +3 to DEF but brigns my ATK bonus back to +8 +5 so it si 13. Woot http://invisiblecastle.com/roller/view/2352918/ Ok so I I rolled a 20. So the DC is 32. 12+15+5. whooo.
Cyroa Posted December 26, 2009 Author Posted December 26, 2009 I think we can say you knock him flying...
Gizmo Posted December 27, 2009 Posted December 27, 2009 Woof, when All-Star decides to punch something, he really punches something! Glad to see Jack's not the only one getting thrown for a loop. Speaking of which, since talking all that smack while disabled saddles Jack with the dying status again, I'm going to have him succumb to his injuries, since he'll be revived by the 'reset'. That said, you can understand why in later threads he's been acting a bit out of it. Your first super hero resurrection is always the toughest, after all. Anyway, I figured I'd give everyone a heads up since I'm not sure how we're going to do the wrap-up for this fight.
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