Dariusprime Posted March 20, 2010 Author Share Posted March 20, 2010 You're a sick and evil man after my own heart. Okies, lets see if these folks can avoid and withstand! Neighbors: Reflex Fail! Officers: Reflex Fail! Neighbors: Stun 1 success, 2 dazed, 6 stunned, 12 unconscious Officers: Stun, 1 success, 1 dazed Apparently a couple are rock fans! :venom: I'm sorry about the delay. I'll likely be scarce this weekend and Monday, but I'll try to keep up nonetheless! Link to comment
Gizmo Posted March 20, 2010 Share Posted March 20, 2010 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! Link to comment
Dariusprime Posted March 22, 2010 Author Share Posted March 22, 2010 I'm back! Will vs Feint (1d20+4=16) vs the Feint, dropping its Defense to 14. Toughness vs JoaB's DC 36 (1d20+10=26) vs DC 36 Toughness, Staggering and Stunning. Pretty tough thing. One more hit and its gone! Link to comment
Dariusprime Posted March 22, 2010 Author Share Posted March 22, 2010 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. Link to comment
Gizmo Posted March 23, 2010 Share Posted March 23, 2010 Well, I'm pretty sure a natural 20 makes that grapple check an automatic success, but: Grapple Check (1d20+16=18). ...yeeeah. Stesha! Kill it! Kill it with fire! Link to comment
Cyroa Posted March 23, 2010 Share Posted March 23, 2010 Sorry for the hold up! I used: Hellfire Control 9 [infernal](Extras: Burst Area, Selective Attack) [infernal] Link to comment
Dariusprime Posted March 23, 2010 Author Share Posted March 23, 2010 Well, I'm pretty sure a natural 20 makes that grapple check an automatic success, but: Grapple Check (1d20+16=18). ...yeeeah. Stesha! Kill it! Kill it with fire! I just wanted to make you feel good, Gizmo. Technically you had, what, a 5% chance? Just sayin'... Link to comment
quotemyname Posted March 23, 2010 Share Posted March 23, 2010 Ahh, Grapple checks. Gizmo's worst nightmare. *cough* laser whip *cough* Link to comment
Gizmo Posted March 23, 2010 Share Posted March 23, 2010 *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. Link to comment
Dariusprime Posted March 23, 2010 Author Share Posted March 23, 2010 So true, Gizmo. So true. Reflex vs Hellion's Hellfire! (1d20+4=22, 1d20+4=17, 1d20+4=6) Two taking it on the...nose? Toughness vs Hellion's Hellfire (1d20+10=17, 1d20+10=23, 1d20+10=13) Piranha 1 was already hurt, bringing his roll to 16: another Bruised. Piranha 2 takes a Bruised. Piranha 3 is Bruised, Staggered and Stunned. A big sigh of relief for Jack. ;) Link to comment
Electra Posted March 23, 2010 Share Posted March 23, 2010 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. Link to comment
Dariusprime Posted March 23, 2010 Author Share Posted March 23, 2010 Fort vs Fleur's Disintegrate (1d20+10=11) Toughness vs Fleur's Disintegrate (1d20+0=6) Massive Fail. He is down for the count. Link to comment
quotemyname Posted March 24, 2010 Share Posted March 24, 2010 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? Link to comment
Gizmo Posted March 24, 2010 Share Posted March 24, 2010 ...do you mean Disintegrate, quote? 'Cause that'd be one hell of an Intimidate. Link to comment
quotemyname Posted March 24, 2010 Share Posted March 24, 2010 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. Link to comment
Gizmo Posted March 24, 2010 Share Posted March 24, 2010 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. Link to comment
Dariusprime Posted March 24, 2010 Author Share Posted March 24, 2010 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. ;) Link to comment
Dariusprime Posted March 26, 2010 Author Share Posted March 26, 2010 Green Piranhas:Attack vs Jack Def 27 (1d20+8=20), 1d20+8=24 Yellow Piranhas: Mind Control Attack vs Jack Def 27 (1d20+8=25), Mind Control Attack vs Jack Def 27 (1d20+8=19) The four monsters are clustered in front of the mass, while the pods are spread out around that mass on either side. The three-seed mass is to Jack's left. :) Link to comment
Cyroa Posted March 26, 2010 Share Posted March 26, 2010 We're still in inits, yes? Don't want to go out of order if we are... Link to comment
Gizmo Posted March 26, 2010 Share Posted March 26, 2010 I think you're up regardless, Cy. Jack was just reacting there, after the plants took their turn by attacking him. Link to comment
Dariusprime Posted March 28, 2010 Author Share Posted March 28, 2010 Yup, you're up Cyroa! :) Link to comment
Dr Archeville Posted March 29, 2010 Share Posted March 29, 2010 There still a way for Dead Head to worm his way in? After all, Plants and Zombies are natural enemies. Link to comment
Dariusprime Posted March 29, 2010 Author Share Posted March 29, 2010 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: Link to comment
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