Cyroa Posted November 7, 2009 Author Share Posted November 7, 2009 Damage DC would be helpful... ;) Link to comment
quotemyname Posted November 8, 2009 Share Posted November 8, 2009 As it's aided by concealment, that's DC 25 (w/sneak attack) Link to comment
Heritage Posted November 8, 2009 Share Posted November 8, 2009 Damage DC would be helpful... Sorry, I was rushed for time when I made that post, and I seem to be incapable of remembering how M&M's combat system works for longer than five minutes at a time :roll: Link to comment
Cyroa Posted November 9, 2009 Author Share Posted November 9, 2009 toughness (1d20+11=29) Nothing for you! Link to comment
Warmonger Posted November 18, 2009 Share Posted November 18, 2009 Alright. I'm back. ok going to add initiative. 1d20+9=10 Awesome. Its good to get the 1s out of the way so I can start rolling those 20s. so where do I come in? Wait till this round ends? Also I'm going to go on a limb and assume we don't have chat. Link to comment
ex3lev3n Posted November 19, 2009 Share Posted November 19, 2009 I had a post before the site failure, so if it's cool with Cy, you can go before me (Init roll pending). I'm going to Snare JoaB if you don't swoop him up first. Link to comment
Warmonger Posted November 21, 2009 Share Posted November 21, 2009 ok then post up coming Link to comment
Warmonger Posted November 21, 2009 Share Posted November 21, 2009 Ok I will take 10 on the minions fighting Blink. And use All out attack and power attack. So the attack roll is still at 18. And with two rounds of Takedown attack and my movement speed the Attack DC should be about 32. I'm not sure how many enemies I can reach but I should be able to take out the five grappling blink. They are minions right? gonna hold off on IC post until clarified. Link to comment
Cyroa Posted November 21, 2009 Author Share Posted November 21, 2009 um...they aren't minions... ;) Link to comment
blink Posted November 21, 2009 Share Posted November 21, 2009 No. No they are not. Very nasty indeed. Link to comment
Warmonger Posted November 22, 2009 Share Posted November 22, 2009 ah...ok man I miss chat. Ok new Tactic I'll make a regular melee attack on the nearest one. Since I'm not sure where my char is relative to tothers. He will simply descend from the sky and land on one of them... with his fist. So attack Roll with All-Out Attack so my DEF is now 13. 1d20+13=33 Whoo hoo Crit. DC 32 Damage save. Link to comment
ex3lev3n Posted November 23, 2009 Share Posted November 23, 2009 Snare roll against helpless Jack of all Blades (1d20 8=13) Reeling him in with a Move Action (effective Str 26) Will use Improvised Tools and Jack-of-All-Trades next round to wake him up. Link to comment
Gizmo Posted November 24, 2009 Share Posted November 24, 2009 Just to double check, the initiative order is: 24 - Jack 18 - Colt 14 - Blink 13 - Grim 11 - Razorwing 10 - All-Star 9 - Demons yeah? Link to comment
Cyroa Posted November 24, 2009 Author Share Posted November 24, 2009 Ok, been a while. Forgive me if any of this is wrong (and please speak up if so). Toughness for War’s demon toughness (1d20+11=18) Failed by…14. Oof. I’ll call it unconscious since its so close and a crit. Big guy is paralyzed this turn sadly so looses his turn. Not sure how long that lasts… Little guys. 1 is down, 1 is stunned (and being held/grappled by Blink I believe). 4 left. first 2 on blink, last 2 on grim (1d20+8=10, 1d20+8=24, 1d20+8=28) It missed one… on grim (1d20+8=16) So, a 10 and 24 to hit Blink (first is definitely a miss, not sure on the 2nd). A 28 (CRIT! Wow 2 for this thread already ) and a 16 to hit Grim. Base DC is 27 (+5 for the Crit if it connects) after the various defense rolls, new round. Link to comment
blink Posted November 24, 2009 Share Posted November 24, 2009 I was a DC 27 for this round, so two misses. I have the retain defense while grappling feat and did a defensive attack. Link to comment
Cyroa Posted November 24, 2009 Author Share Posted November 24, 2009 CURSES! :wallbang: Link to comment
quotemyname Posted November 24, 2009 Share Posted November 24, 2009 That smiley makes me laugh Big guy is paralyzed this turn sadly so looses his turn. Not sure how long that lasts… If the save fails by 5 or more, or on a second successful attack, the target is paralyzed: helpless and unable to move or take any actions. The target gets a new Will save each round to overcome the effect, with a +1 bonus per previous save. So it gets another save at the start of my turn with a +1 bonus. So to answer your question, it lasts 'till right now! So make that save and then I'll take my turn, I suppose. EDIT: Here this should help. IIRC I power attacked when I made that attack. The paralyze DC was therefore a 23. If it fails, it is still paralyzed. If it passes, it is fine. Link to comment
Cyroa Posted November 24, 2009 Author Share Posted November 24, 2009 fort (1d20+10=27) (and I even forgot to add the +1!) Free at last! MUHAHAHA Link to comment
quotemyname Posted November 25, 2009 Share Posted November 25, 2009 Okay so he's not paralyzed. Damn. Guess I can't coupe de gras him. My turn. Full-Round - "Speed Fire" - Using Variable Descriptor 2 to get Iron bullets in the hopes that they might affect the demons better. (23:02:11) ChatBot: quotemyname rolls 1d20 and gets 3. I think I will spend an HP to re-roll that. That is my first use of an HP. I now have 3 remaining. (23:06:45) ChatBot: quotemyname rolls 1d20 and gets 8. 8 (roll) + 10 (HP) + 18 (Attack) = 36 DEF Autofire 3. Yummy. EDIT: The DC is 23+1 per point this attack exceeds the target's DEF to a maximum of 33. Plus anything special the Iron bullets grant. Link to comment
Cyroa Posted November 25, 2009 Author Share Posted November 25, 2009 vs DC 33 You get a HP Quote, as I rerolled his first roll. a 1 is not acceptable for the big bad guy! toughness (1d20+16=29) Fail by 4. 1 wound I believe Blink is next Link to comment
blink Posted November 25, 2009 Share Posted November 25, 2009 Ok then here is what I am going to do Move Action: None Standard Action: Improved Grapple: Maintain Pin(Chokehold) - Defensive Attack +3/-3 tradeoff Attack roll is 19, DC 20 (1d20+7 = 19) Opponent needs to make a fort save of DC15 on the Chokehold Defense for the round is 26 Free Action: HIPS - Gain Concealment from sight Stealth Check for other senses is a 31, completely concealed from normal sight (1d20+15=31) Link to comment
Cyroa Posted November 28, 2009 Author Share Posted November 28, 2009 you definitely got him (10:17:02) ChatBot: Cyroa rolls 1d20 and gets 19. He makes his Fortitude by miles And I'm going to say you can't hide/stealth while you're grappling an opponent and trying to choke him to death in the middle of a fight. It's not going to keep you hidden. You'll get 'cover' from the demon you're behind/grappling struggling with. If you want to change your action, go ahead. Link to comment
quotemyname Posted November 28, 2009 Share Posted November 28, 2009 Screw the choke hold Go for the HiPS :D Link to comment
Gizmo Posted November 28, 2009 Share Posted November 28, 2009 I can't remember; have I made a 'HiPS don't lie' joke already? Link to comment
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