Avenger Assembled Posted January 24, 2010 Posted January 24, 2010 I blow an HP to make Psyche reroll that Ref save and take the worst of two rolls. >_>
alderwitch Posted January 24, 2010 Posted January 24, 2010 Reflex save reroll: 1d20+2=10 Tough save: 1d20+14=24 since this is a do over, I assume I get the HP back?
angrydurf Posted January 30, 2010 Author Posted January 30, 2010 Need the Reflex and toughness saves form wander and She's now up. Baby allowing of course ;)
Electra Posted January 30, 2010 Posted January 30, 2010 Ah, right, I lost track of this one. Wander has Evasion 2 and Impervious 11, so she does not need to make the rolls. I do, however, need to figure out what the heck is going on with that bubble and whether I can hit through it. =)
Avenger Assembled Posted February 2, 2010 Posted February 2, 2010 Adjudication: Wander, make a Strength check to determine how hard you chucked it (for purposes of countering by the people inside the ball.) I'd say a DC 25 Fort save to not be nauseated? Mark passes by a whisker, and it's not too hard for Phalanx, either.
Avenger Assembled Posted February 2, 2010 Posted February 2, 2010 DC 26 Tou save for the ball, which I'll let alder roll for. If it breaks, figure the same for Mark and Mike? If so, I spend an HP on Ultimate Tou.
angrydurf Posted February 2, 2010 Author Posted February 2, 2010 Fort save (1d20+16=18) Yea IC can suck it. Why would it do any damage if we break the bubble? its absorbing the impact.
Electra Posted February 2, 2010 Posted February 2, 2010 Strength roll for Erin is a 30. The ball is rolling!
Avenger Assembled Posted February 2, 2010 Posted February 2, 2010 I spend an HP on Mike's behalf so he does not puke on himself or others. Okay, we'll say if any damage gets through the toss. Mark does not stop the ball directly; let's see if damage does the job.
Avenger Assembled Posted February 2, 2010 Posted February 2, 2010 Actually, come to think of it, I can't counter and attack in the same turn. So I'll have Mark's action this turn be the failed counter, and try the attack next round. That'll give my buddy Mike time to shine when it comes to countering Erin's throw, or just punching his way out.
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 Alright full-round action to break the bubble. I'll set the paragon array to 2 super-strength and 7 flight. According to breaking objects its save is 5+tougness (11 in this case)=16 VS DC 15(base)+14(strength)+2(Super-Strength)=31 which is fail by 15 or destroyed. Then extra effort to stunt Super senses 4 (Counters Concealment: visual 2, Extended 2 (1000' range increment)) off of super-sight array. Free action to tell Edge what building they are on top of. I'll burn the HP at the top of the next round to clear the Fatigue. Ok Cancel all that. Guess Mark didn't stop the ball after all. Strength check to stop the balls motion (1d20+14=22) +9(ss) is 31 HP to Reroll Strength check to stop ball (1d20+14=23) +10 is 33 +9 for SS = 41 ball is stopped. Move action to pull Mark to his feet.
Avenger Assembled Posted February 11, 2010 Posted February 11, 2010 Mark attacks the ball and spends a HP to make the ball fail. Then spends another HP on Mike to use on a Notice check
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