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Green with Envy (OOC)


Dariusprime

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Posted

Hmm, not sure if these things are even smart enough for this, but Jack will dish out a DC 26 Feint against the closest plant beasty, then give it a Power Attack 5 (1d20+12=30). That's a crit thanks to his extended threat range. If the plants are vulnerable to that sort of thing, it's DC 32 - 36, depending on Autofire.

Let me know if that take it out in one shot; if so, it's Takedown Attack time!

Posted

Piranha 2: Attack Jack vs Defense 27 (1d20+8=9)

Piranha 3: All-Out Attack -5/+5 vs Jack's Defense 27 (1d20+13=32), Grapple Check vs Jack (1d20+18=38)

The first plant missed by a mile, but the second one got him good and will pin him if it wins the opposed Grapple check. Looks like its odds are pretty good. :oops:

Still Jack is being very heroic! :clap:

Zombie Officer: Attack vs Breakdown Defense 22 (1d20+3=16)

Zombie Golfer: Attack vs Breakdown Defense 22 (1d20+0=9)

The zombies don't have much of a chance against Breakdown's beats.

Posted

*grumble grumble* The worst part is that Jack's +16 isn't even that bad a Grapple bonus. He just can't catch a break when it comes down to the rolls. Boo. It's hard to boost that particular score without really focusing on it.

Posted

Stesha makes with the Disintegrate against Piranha 2. First roll is pathetic, spending a hero point. Second roll is even _more_ pathetic, but at least it gets another 10 added to it, total 18. If that hits, he makes a Fort Save at DC 20, then a Toughness Save at DC 25.

Posted

Depending on the descriptors for the intimidate, I believe if you fail a toughness save vs. intimidate by 15 or more you're basically turned to dust. Would that apply here?

Posted

Yes! That is indeed what I meant. (Man, that would be a great power to nab for Lukos!)

I believe it is my turn, yes?

Move Action: Reconfigure

Strike 12 (Extras: Linked to Obscure [+0]; PF: Accurate 4) [16pp]

Obscure 1 (All senses; Extras: Linked to Strike [+0]) [4pp]

Enhanced Feats: [2pp]

- Takedown Attack 2

Speed 5 [5pp]

Leaping 4 [4pp]

Quickness 4 [4pp]

Standard: Punch the golf club lady:

All out/Power attack 5; DC 32 on hit; DEF set to 17 (1d20+12=17)

If that hits, I'll take down attack the other officer still standing employing my speed 5 to get to him, etc. Repeat this process against any of the other villagers still standing. (I'll put up a few rolls just in case there's more than one.)

All out/Power attack 5; DC 32 on hit; DEF set to 17 (1d20+12=25)

All out/Power attack 5; DC 32 on hit; DEF set to 17 (1d20+12=23)

That should be good enough, right?

IC post incoming.

Posted

In the back yard, Jack's going to finish off Piranha 3 with a Power Attack 5 (1d20+12=30) Ooh, another crit! DC 36 with Autofire.

Assuming that takes it out, he'll use Takedown Attack to take a shot at Piranha 1 as well: Power Attack 5 (1d20+12=30) Huh, go figure, another crit, same deal. Jack's being oddly consistent in this thread... three 18s in a row?

If that deals with Piranha 1 off, he'll use his move action to kick in the greenhouse door! ...I mean, it's probably already open, but... y'know.

Let me know how that works out before I make the IC post.

Posted

Depending on the descriptors for the intimidate, I believe if you fail a toughness save vs. intimidate by 15 or more you're basically turned to dust. Would that apply here?

I think Electra took good care of that.

...and that's great, Quote!

Golfer: Toughness vs Breakdown DC 32 (1d20+0=15) x.x

Officer: Toughness vs Breakdown DC 32 (1d20+4=13) x.x

Waves a hand. You drop all of the dazed and stunned ones also. :)

Gizmo!

Piranha 1: Toughness vs Jack DC 36 (1d20+8=17) x.x

Piranha 3: Toughness vs Jack DC 36 (1d20+9=22) x.x

Tres is one point from down, but it is all yours. You may kick when ready. The key is drama and the door needs some of that. ;)

Posted

Oh sure, Doc. Just throw up a post and roll initiative. This must be a parallel universe PvZ were the zombie is the good guy! Actually this whole first part developed after this was posted in the chat. :ugeek:


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