quotemyname Posted June 30, 2010 Posted June 30, 2010 Man, I was totally expecting that to work so much better. Oh well, hopefully the ones on the ground won't have evasion. ;)
Electra Posted July 1, 2010 Posted July 1, 2010 Wander and Hellion are going to appear behind the Behemoth with the Screamer group. Wander is going to hold her action and go after Edge on 14.
Geez3r Posted July 2, 2010 Author Posted July 2, 2010 27 - Screamer - Disrupted x2, Shaken - 400ft away from hospital 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth (3) - Unharmed - 480ft away from hospital 22 - Stalkers - Unharmed - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26, Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3 17 Ravenger - Unharmed - 480ft from hospital 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x7 14 - Wander - Unharmed - HP x5 12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26 As before I'm not making a post out of "they get closer". Grim's up.
Heritage Posted July 2, 2010 Posted July 2, 2010 Grim's gonna try to combine All-Out Attack, Move-By Action and Takedown Attack on a pack of Screamers, throwing in the full +5 for -5. Claws: 1d20+17=26 DC 25 Toughness check, ya little goobers!
Avenger Assembled Posted July 2, 2010 Posted July 2, 2010 Mark Inspires as a full-round Action. That's +5 to Phalanx, Wander, Geckoman, Hellion, and let's say Fulcrum and Sparksmith, if they can hear him? Sure, why not. He surges for another standard action, switches his array, and drops a Blast 12 Selective Burst Area on every Grue he can see, whether in the air or in the sky. With the Progression he's got, it shouldn't be too tough for hit the entire area and more besides. Remember, that's a Selective effect: he isn't hurting any of the heroes.
Electra Posted July 2, 2010 Posted July 2, 2010 Erin is going to start with a fast acrobatic bluff against the Behemoth, trying to catch it flat-footed. Using Skill Mastery, and adding her bonus from Inspire, the DC is 33. That takes up her move action. For her standard action, she'll be using a five-point Power Attack against the behemoth, with her bat. 1d20+9=20, and since I forgot to tack the +5 inspire onto that, 25. Assuming that hits, it's a DC 34 toughness save. Spending an HP to surge, she's going to do the same thing again, five point power attack with the bat. Remembering the inspire bonus from the start this time, it's 1d20+14=32. And another DC 34 Toughness save.
OmegaPlatinum Posted July 3, 2010 Posted July 3, 2010 I just submitted an edit request. I'd like to see if it goes through, and if it does, that I can use the edited version of Sparky. If need be, I can delay until after Phalanx or Fulcrum. I wouldn't mind.
Geez3r Posted July 3, 2010 Author Posted July 3, 2010 Screamer Toughness save vs Grim claws DC 27 (1d20+3=16) Staggered, Disrupted, Diabled. ----- Screamer Toughness save vs Edge ka boom DC 34 (1d20+4=22) Staggered, Disrupted, Disabled. Disabled again, so they're gone. Stalker Toughness save vs Edge ka boom DC 34 (1d20+12=29) Shaken, Disrupted. Ravenger Toughness save vs Edge ka boom DC 34 (1d20+14=31) Disrupted. Behemoths take no damage from the attack. ------ The Behemoth cannot oppose the Feint. Both attacks will hit. Behemoth 1 Toughness save vs Wander Bat 1 DC 34 (1d20+18=30) Bruised Behemoth 1 Toughness save vs Wander Bat 2 DC 34 (1d20+17=27) Bruised and Stunned. 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth (2) - Unharmed - 480ft away from hospital 23 - Behemoth (1) - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital 22 - Stalkers - Shaken, Disrupted - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26, Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3, +5 Inspire to 14 17 Ravenger - Disrupted - 480ft from hospital 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP 14 - Wander - Unharmed - HP x4, +5 Inspire until 14 12 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14
angrydurf Posted July 3, 2010 Posted July 3, 2010 Alright I'm gonna aim for the Behemoth with the Ravengers. Charge attack Flight 11 should get me there with room to spare, Moving Feint Moving Feint check (1d20+22=32) Full power attack Gives me a +17 to hit (= +10 Melee +10 Inspire x2 -5 power attack) DC 36 toughness. Attack Roll (1d20+17=33) Alright as Geezer brought up in chat you can't use the charge movement to count for moving feint movement. So I'll drop the charge out making my to hit roll a 31 not 33.
Geez3r Posted July 4, 2010 Author Posted July 4, 2010 Behemoth 2 Toughness save vs Phalanx pummel DC 36 (1d20+18=23) Owwie. Stunned and Staggered. I'm going to Fiat that. Have a HP durf. Behemoth 2 Toughness save vs Phalanx pummel DC 36, GM Fiat reroll (1d20+18=29) Bruised and Stunned. 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth 3 - Unharmed - 480ft away from hospital 23 - Behemoth 2 - Bruised, Stunned Until 8 - 480ft away from hospital 23 - Behemoth 1 - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital 22 - Stalkers - Shaken, Disrupted - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26, Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3, +5 Inspire to 14 17 Ravenger - Disrupted - 480ft from hospital 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP 14 - Wander - Unharmed - HP x4, +5 Inspire until 14 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14 8 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14
OmegaPlatinum Posted July 4, 2010 Posted July 4, 2010 Ok. SO I'll fly towards them 240 Feet. I'll drop a Created Object on the Stalkers. Using a similar strategy as durf, I'll go with a Power Attack for 3. Now, I'd normally get a -2 Range Penalty, but I get a +2 from Mass Combat. Area Attack vs Evil Grue Stalkers: 1d20+17=20 Of COURSE I roll a 3. Oh, and it's selective, so it will only hit Grue...if it hits. That should be DC28 vs Reflex. I'll save my HP for later.
Geez3r Posted July 4, 2010 Author Posted July 4, 2010 Umm no. You've made several errors. Dropping a Create Object is limited by PL caps. General area attacks are bound by PL, with no regard to trade offs. You cannot power Attack with such an attack. The +2 you get for Mass Combat is to the DC Modifier, not the attack roll. Such an attack requires a DC 25 Toughness save, and a DC 20 Reflex save. Saves other than Toughness are passed on 10 + Rank, Toughness is 15 + Rank. Unlike other AoE effects, which are "save for half damage" Create Object AoE effects are "save for no damage". If they pass the DC 20 Reflex save, they take no damage. Now knowing all of the above, do you wish to keep this action or would you like a do-over?
OmegaPlatinum Posted July 4, 2010 Posted July 4, 2010 Geez has enlightened me in chat. I'll take the do over. I'm just gonna blast 'em. I'll fly out 200 feet and Attack with my blast. With +10 from Inspire, +10 from Attack Bonus. With Autofire Blast Attack vs. Stalkers: 1d20+20=38 I think I maxed out the damage bonus from Autofire So normally DC25. I don't know their defense so I don't know how much autofire to add. Note: I'll change my IC post to reflect this when I get back.
Geez3r Posted July 6, 2010 Author Posted July 6, 2010 Stalker Toughness save vs Sparksmith Blast, DC 30 (1d20+9=20) Disrupted, Shaken, Disabled 26 - Jack of All Blades - Unharmed - HP x5 23 - Behemoth 3 - Unharmed - 480ft away from hospital 23 - Behemoth 2 - Bruised, Stunned Until 8 - 480ft away from hospital 23 - Behemoth 1 - Bruised x2, Stunned until 14 (Wander) - 480ft away from hospital 22 - Stalkers - Shaken, Disruptedx2, Disabled - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 26, +5 Inspire until 14 20 - Colt - Unharmed - HP x8 - +5 Inspire until 26, Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3, +5 Inspire to 14 17 Ravenger - Disrupted - 480ft from hospital 14 - Grimlakin - Unharmed - HP x5 - +5 Inspire until 26 14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP 14 - Wander - Unharmed - HP x4, +5 Inspire until 14 8 - Phalanx - Bruised x1 - HP x5 - +5 Inspire until 26, +5 Inspire to 14 8 - Sparksmith - Unharmed - HP x1 - +5 Inspire until 26, +5 Inspire to 14 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire until 26, +5 Inspire to 14 EDIT: Might help if I updated the chart.
Dariusprime Posted July 7, 2010 Posted July 7, 2010 Since the fliers are down, Fulcrum will join Wander and Phalanx in smacking on the Behemoths. Moving Feint vs Behemoth 3 (1d20+18=25) (Flight 9) +13 Attack = +8 Base +10 Inspire -5 PA +5 Power Attack vs Behemoth 3 (1d20+13=27) DC 34 Toughness. Be nice if we could stun all of them. :)
Geez3r Posted July 10, 2010 Author Posted July 10, 2010 You are aware that using Moving Feint is a full round action correct? To attack during the same round you use moving Feint requires you to use Extra Effort. EDIT: As Darius is going to be gone until Tuesday, we'll just assume Fulcrum acted somehow, even if we don't know how it mechanically worked. We can at least get the mechanical portion of people's turns up. So Gizmo, you're up, but don't post IC until Darius has confirmed OOC.
Gizmo Posted July 13, 2010 Posted July 13, 2010 Jack could walk all the way over there to the monsters, or he could spend an HP to stunt this: BFS 8 (Damage, Power Feats: Progression 3 [Area], Extras: Secondary Effect, Selective, Targeted Area [Cone], Flaws: Action [Full Action]) [27PP] That's an 800' sword, people, cutting a swath 800' wind at the furthest edge. And you better believe he's gonna Power Attack with that sucker. BFS Power Attack 5. (1d20+13=17) Ugh. BFS Power Attack 5 reroll. (1d20.minroll(11) +13=26) Better! That's DC 28 against basically everything, with the secondary effect next round.
Avenger Assembled Posted July 16, 2010 Posted July 16, 2010 How long we going to wait for Darius, Geez?
Geez3r Posted July 16, 2010 Author Posted July 16, 2010 Well I only noticed now that Darius has already been gone a week, so we're going to soldier on without him for the time being. I'm going under the assumption that Darius is fine with using a Surge to accomplish the previous action. Behemoth 3 Toughness save vs Fulcrum Attack DC 34 (1d20+18=38) Nada. ------ Behemoth 2 Toughness vs JoAB BFS DC 28 (1d20+17=24) Bruised Behemoth 1 Toughness vs JoAB BFS DC 28 (1d20+16=22) Bruised and Stunned. Behemoth 3 is on the other side of the hospital and therefore not in the area. Stalker Toughness vs JoAB BFS DC 28 (1d20+8=25) Disrupted. Ravenger Toughness vs JoAB BFS DC 28 (1d20+13=22) Disrupted, Shaken ----- Behemoth 3 Attack vs Fulcrum, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=23) GM Fiat to get rid of stun for 2 and 1 Behemoth 2 Attack vs Phalanx, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=28) Behemoth 1 Attack vs Wander, AoA 5, PA 5, DC 38 Toughness on a hit (1d20+11=14) If the attacks hit, and stun you, they will be doing knockback, knocking you back into the hospital, and possibly through it. Stalkers regen a distrupted. 26 - Jack of All Blades - Unharmed - HP x4 23 - Behemoth 3 - Unharmed - 480ft away from hospital 23 - Behemoth 2 - Bruised x2, Stunned Until 8 - 480ft away from hospital 23 - Behemoth 1 - Bruised x3, Stunned until 14 (Wander) - 480ft away from hospital 22 - Stalkers - Shaken, Disruptedx2, Disabled - 440ft away from the hospital 21 - Geckoman - Unharmed - HP x2 - +5 Inspire until 14 20 - Colt - Unharmed - HP x8 - Will be fatigued at the start of turn unless he spends a HP 20 - Hellion - Unharmed - HP x3, +5 Inspire to 14 17 Ravenger - Disruptedx2, Shaken - 480ft from hospital 14 - Grimlakin - Unharmed - HP x5 - 14 - Edge - Unharmed - HP x6, Will be fatigued at the start of turn unless he spends a HP 14 - Wander - Unharmed - HP x5, +5 Inspire until 14 8 - Phalanx - Bruised x1 - HP x6 - +5 Inspire to 14 8 - Sparksmith - Unharmed - HP x1 - +5 Inspire to 14 6 - Fulcrum - Bruised x2 - HP x3 - +5 Inspire to 14, will be fatigued at Start of turn unless she spends a HP
angrydurf Posted July 17, 2010 Posted July 17, 2010 Toughness VS DC 38 (1d20+23=39) WOO HOO! Hmm Just remembered he's bruised which makes that a 38 but still a pass!
Geez3r Posted July 20, 2010 Author Posted July 20, 2010 By the way: (10:23:06) Geez3r: Stalker: http://fc00.deviantart.net/fs46/i/2010/ ... ken032.jpg (10:23:15) Geez3r: Ravenger: http://fc01.deviantart.net/fs45/i/2010/ ... ken032.jpg (10:23:37) Geez3r: Behemoth: http://fc05.deviantart.net/fs46/i/2010/ ... ken032.jpg (10:23:52) Geez3r: size comparison: http://fc09.deviantart.net/fs46/i/2010/ ... ken032.jpg
Ecalsneerg Posted July 20, 2010 Posted July 20, 2010 PITCHOOOOOOOOOO! Move action: fly at the Ravengers. Standard action: Evasive maneuvers, using One Hand on the Wheel, for a total of -7 to my Pilot-derived AC. Defence 19 using skill mastery. One Hand On The Wheel: I feel... inspired... to shoot Ravengers. PITCHOO!!! (1d20+13=21) That's DC 25, +1 per 2 over their Defence. So probably not too high with only 21 :(
quotemyname Posted July 20, 2010 Posted July 20, 2010 I used extra effort to grab this earlier, so it's still kicking around. The saves for that would be DC 24/Reflex then DC 29/Toughness Colt Hero Point Spend on to nix fatigue. 7 remaining. Standard Action Use above Blast 14 power on the largest crowd of enemies. 3 ammo left Extra Effort: Standard Action Surge Standard Action: Use above Blast 14 power on the largest crowd of enemies. 2 ammo left Move Action: Stealth to keep out of sight on the top of the building. Automatic DC 22 with Skill Mastery tell me if this works or not and I'll make an IC post.
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