Ecalsneerg Posted May 19, 2010 Posted May 19, 2010 Geckonitiative (1d20+9=23) Yes. He's that fast. :spidey:
Starsign Posted May 19, 2010 Posted May 19, 2010 Alright, I'd say the arena will be much like the one with Avenger and Lukos, many ledges and walls in the arena, but no pitfalls/traps/etc. She will first try moving in and fire an electric attack. 1d20+8=27 Make a toughness save Ecal.
Ecalsneerg Posted May 20, 2010 Posted May 20, 2010 Ok, you hit by enough to do +4 DC, but only get +2 (you need Autofire 3 to get more than 1/2 the base attack's DC in bonus damage). So DC 21, Geckoman gets DC 21 Toughness (1d20+7=10) enough to stagger him. So I spend a HP (reducing me to 1), to re-roll! Re-roll (1d20+7=21) Not a scratch. I'll then use a full-round action to charge Rycon, striking unarmed: Facepunch! DC 19 Toughness (1d20+12=24) Incidentally, note DC and so forth in the rolls from now on. ;)
Starsign Posted May 20, 2010 Posted May 20, 2010 Alright, 1d20+6=13 NOT taking that, Reroll! 1d20+6=24 Not a scratch! I take invisible as a free action and attempt to fire more Electric bolts with full on Power Attack! 1d20+3=6 Uh... no way, reroll. 1d20+3=20 OK, Geckoman is flat-footed, with autofire 2, make either a DC27 or a DC30 save.
Ecalsneerg Posted May 20, 2010 Posted May 20, 2010 DC 29 Toughness save (1d20+7=27) OK, first things first! Extra Effort for Accurate Scent. Next round, I'm Fatigued. Then move up and make a grapple attack: Roll to hit for grapple, then roll to actually grapple. DC 19 Toughness if you fail (1d20+10=22, 1d20+10=30)
Starsign Posted May 20, 2010 Posted May 20, 2010 1d20+2=16 Well, so much for that... Toughness save: 1d20+6=11 Uh, Bruised and Stunned...
Ecalsneerg Posted May 20, 2010 Posted May 20, 2010 Dammit, forgot to remind you. While Stunned, you need to make a Concentration check (DC 14) or your Invisibility drops. Although, due to Accurate Scent, that doesn't matter. Anyway, since I'm the grappler, I can just let go. Cue: Fatigue kicking in, dropping my Attack and defence by -1, and Str and Dex by -2 Feint as move action, using Skill Mastery for 27, which you can't beat. Attack unarmed with offensive stance, for DC 20 since I can Sneak Attack: Remember, you're at -1 to save thanks to the bruise. DC 20 Sneak Attack (1d20+11=12) Dammit! Spend my last HP for - Re-roll, re-roll, re-roooooll! (1d20+11=28) Altogether, Geckoman is bruised, fatigued, and suffers -4 defence until his next turn. And is on 0 HP.
Starsign Posted May 20, 2010 Posted May 20, 2010 Wait... where in the world did you get that second HP? On your sheet, I only see one Luck feat...
Starsign Posted May 20, 2010 Posted May 20, 2010 Oh... crap... can't take those last turns back then... Concentration! 1d20=19 Still there! Save! 1d20+6=8 Never happened! 1d20+6=22 Damage averted! Thinking back, maybe I should've taken All-Out-Attack... Oh well, Once more, attacking! 1d20+8=28 Critical Hit! That will be a DC29 I think? All out of HP too... Though I'd say for the PL difference I'm doing a good job holding my own.
Ecalsneerg Posted May 20, 2010 Posted May 20, 2010 DC 26 Toughness (1d20+6=19) Dammit, bruised x2 and stunned.
Starsign Posted May 21, 2010 Posted May 21, 2010 Once more! 1d20+8=10 Um... whoops (she get's to try again next turn)
Ecalsneerg Posted May 21, 2010 Posted May 21, 2010 Go on Total Defence. Next round, I'm at Defence 26 (+16)
Starsign Posted May 21, 2010 Posted May 21, 2010 This likely won't work... 1d20+8=10 Figures... Acrobatic Vault! Er, Bluff! -5 penalty! 1d20+7=22 And again! 1d20+8=28 Critical again! I believe it's DC26 again, maybe higher if flat-footed.
Ecalsneerg Posted May 21, 2010 Posted May 21, 2010 Acrobatic Vault! Er, Bluff! -5 penalty! 1d20+7=22 And again! 1d20+8=28 Critical again! I believe it's DC26 again, maybe higher if flat-footed. Acrobatics to resist feint; Toughness (1d20+9=20, 1d20+5=18) Bugger. The DC was 15 + 4 (blast) + 2 (sneak) + 3 (Autofire) + 5 (Crit), so DC 29. I fail by 11, so I'm staggered and stunned.
Starsign Posted May 21, 2010 Posted May 21, 2010 If Geckoman will taunt me, then I shall keep going! Blindside! Uh... Acrobatic Bluff! -5 Penalty! 1d20+7=19 That will fail. Now to strike again! 1d20+8=27 That will be a DC21 save I think.
Ecalsneerg Posted May 21, 2010 Posted May 21, 2010 Resist feint on 19; then Toughness (1d20+9=11, 1d20+5=10)
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