Geez3r Posted January 9, 2010 Author Share Posted January 9, 2010 I believe our referee has the honor of starting the match. Link to comment
Heritage Posted January 10, 2010 Share Posted January 10, 2010 Speaking of which, and at the risk of getting ahead of ourselves, how do you want to play the second bout, Heritage? Claws vs. swords, or straight-up unarmed boxing? Jack hurts a little more from losing his weapon of choice, but Grim's already got the advantage in terms of PL and Powers, so I could go either way. I was assuming it would be unarmed, just the boxing, but let me look over Jack's sheet and see what looks more fair. Link to comment
Cyroa Posted January 10, 2010 Share Posted January 10, 2010 ok, to sum up: what are the "rules" you lot are following? no powers. Gear? Fisticuffs or more? ie martial arts and other moves ok or not? Link to comment
Geez3r Posted January 10, 2010 Author Share Posted January 10, 2010 No overt offensive super powers. Flying is looked down upon a little. Then modify to suit the individual bouts. When I initially proposed the idea, I thought we had a lot more fisticuff adept people on the boards. Colt and Ace have agreed no weapons and possibly no armor as well. Link to comment
angrydurf Posted January 10, 2010 Share Posted January 10, 2010 Sounds like Ace and Colt are going with no powers (not that either really have any applicable), no gear. As for fighting styles I'm pretty open to whatever, Sounds like Colts more of a brawler than pugilist after all. Since mechanically its all the same basically I think keeping assorted styles open will be more entertaining. Link to comment
quotemyname Posted January 10, 2010 Share Posted January 10, 2010 I agree. Therefore without further ado, initiative? initiative (1d20+12=29) Link to comment
angrydurf Posted January 10, 2010 Share Posted January 10, 2010 Ace can't beat that and as its just them I think you'll go first. Link to comment
quotemyname Posted January 10, 2010 Share Posted January 10, 2010 I'm rolling well today. Colt will attempt to damage if that grapple works. DC 17. Link to comment
angrydurf Posted January 11, 2010 Share Posted January 11, 2010 Ick Grappling 1d20+16=23 Stupid IC 1d20+6=22 But he's Ok folks. So did that use up my standard to defend from the grapple? Or do I get another shot at breaking out. Link to comment
quotemyname Posted January 11, 2010 Share Posted January 11, 2010 No its actually the start of your turn. Trying to break the grapple is a move action. Activating a power is a standard that forgoes your chance of breaking the grapple this turn. If there's one thing I know from CapK... It's grappling rules. Here's two opposed checks just in case you decide to need them opposed grapple, just in case (1d20+15=17, 1d20+15=30) You have a pretty good chance of beating that first one ;) Link to comment
angrydurf Posted January 11, 2010 Share Posted January 11, 2010 Can anyone REALLY know the the grappling rules though Alright I'll try to escape the Grapple then. 1d20+16=25 Ace'll then try an sweep the legs. Trip attack 1d20+16=22 A miss. Link to comment
quotemyname Posted January 11, 2010 Share Posted January 11, 2010 Taking 10 with acrobatic Bluff (DC 30) If that works, I'm using a HP to pick up Sneak Attack. Which would leave 3HP remaining, (unless I get one for being without device). Power Attack FTW! Power Attack 5; DC 22 on hit; DC 24 with sneak attack. (1d20+8=11) Yikes, god forbid I roll well >_> HP to make it count! Power Attack 5; DC 22 on hit; DC 24 with sneak attack. (1d20.minroll(11)+8=21) Down to 2 HP Link to comment
Geez3r Posted January 11, 2010 Author Share Posted January 11, 2010 Got to love all these trips and kicks in a Boxing match :awesome: Link to comment
angrydurf Posted January 11, 2010 Share Posted January 11, 2010 1d20+10=11 Ah acrobatic bluff how I loath thee almost as much as IC. 1d20+6=23 Bruised x1 Standard: Take ten for a 33 Feint Move: Take ten for a 28 Taunt (Demoralize) HP for Surge 5HP remaining Surge: Power Attack 5 1d20+11=22 DC 24 Toughness DC 26 w/ Sneak attack. Link to comment
Heritage Posted January 12, 2010 Share Posted January 12, 2010 Got to love all these trips and kicks in a Boxing match Looks like we've gone full UFC :venom: Link to comment
quotemyname Posted January 12, 2010 Share Posted January 12, 2010 sense motive vs. demoralize (1d20+15=19) Nope. Can't beat the bluff. So 22 will most definitely hit my FF Def. (Not to mention being demoralized) TOU vs DC26 (1d20+4=11) Thank god for hero points: HP Reroll: TOU vs DC26 (1d20.minroll(11)+4=21) Bruised and Stunned. I'll go down to 2 HP in order to clear the Stun. Thank god for Luck3! Hindsight, each of those saves should have been lower by two from demoralize, but the results are the same since that last save fails by 7. --- My turn. Really going to have to make this match turn around some how. I know! Grapple! Move: Acrobatic Bluf DC 30 Standard: Grapple! Attack, then Opposed Grapple (1d20+13=21, 1d20+15=20) In case its necessary, I'll re-roll that grapple HP Reroll: opposed grapple (1d20+15=35) (Down to 1 HP) I'll use my last HP to pick up Improved Pin which will bring me down to 1 HP (Or 0 HP if the above re-roll is necessary) Colt will execute a Pin as part of the Grapple. Also, I'm just going to assume that we're not going to bother with KB here, because of, you know... the children in the front row and all EDIT: Again, I forgot the -2's, but I think a 19 still hits you flatfooted, and if the 18 doesn't beat your grapple, the 33 should. EDIT: Just in case you need it for later and to speed things up, here is another grapple check for you to oppose when you try to escape (Remember the -4). This check is no longer at a -2 as it will be your turn. opposed Grapple (1d20+15=26) Link to comment
quotemyname Posted January 12, 2010 Share Posted January 12, 2010 Looks like we've gone full UFC :venom: Don't judge me! :pirate: Link to comment
angrydurf Posted January 12, 2010 Share Posted January 12, 2010 Sense Motive 1d20+10=15 I FEEL THE LOVE! Grapple Check: 1d20+16=32 Well I'll make you spend that HP at least So Ace is pinned and with improved pin can't beat that Grapple check. Since that grapple used my move action from what I understand I guess I have to accept the pin then. Ok I'll use my Action to shoot off my mouth. Distract Feat: 1d20+23=38 If you fail you are dazed. Link to comment
Cyroa Posted January 13, 2010 Share Posted January 13, 2010 Soon as someone does something 'dirty', he'll call it (not that I think it will happen). Or Ace is pinned for...3 consecutive rounds? That sounds fair? Link to comment
quotemyname Posted January 13, 2010 Share Posted January 13, 2010 Yea, sounds fair by me. Considering ACE's other bonuses, there's not much other way I'm going to win this shindig in a timely manner. Simply opposing an incoming grapple is not an action. It's just a reaction. It's trying to escape while grappled that takes a move action. And I can't beat that DC 38. So my next turn is done (just gonna maintain the pin, I guess). You're up again. Link to comment
angrydurf Posted January 13, 2010 Share Posted January 13, 2010 Doesn't it take an action to maintain the grapple? So since you can't use an action I automatically win the check right? Link to comment
Geez3r Posted January 13, 2010 Author Share Posted January 13, 2010 Yes, maintaining a grapple is a standard action. If Colt is dazed, he can take no actions and therefore cannot maintain the grapple. Link to comment
Gizmo Posted January 13, 2010 Share Posted January 13, 2010 Grapple rules, you so crazy! Link to comment
angrydurf Posted January 13, 2010 Share Posted January 13, 2010 Alright then Feint as move action: 1d20+18=29 HP: Reroll 1d20+18=27 +10 due to HP total = 37 Power attack 5: 1d20+11=29 DC 24, DC 26 with Sneak Attack Link to comment
quotemyname Posted January 13, 2010 Share Posted January 13, 2010 Still can't make that check even with a +1 bonus for the second time you've done it. I'm bluffed. TOU DC26 (1d20+3=11) I have no other HP left, so I think that's all she wrote, folks! :O Link to comment
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