Electra Posted August 8, 2010 Posted August 8, 2010 Erin gets a 50, and her modifier is better. James is the grappled one now!
Cyroa Posted August 8, 2010 Posted August 8, 2010 for the toughness I need: tough (1d20+10=28) Spending the HP to not be stunned. Bruised x1
Avenger Assembled Posted August 8, 2010 Author Posted August 8, 2010 As she cannot see through the midnight mist, Medea teleports away, figuring that discretion, the better part of valor, etc. Wander is up. Wander, I need a DC 20 Fort save from you to shake the Dazzle, and a DC 25 Will save to shake the Mind Control.
Avenger Assembled Posted August 8, 2010 Author Posted August 8, 2010 Have an HP for the incoming hit, Cy!
Electra Posted August 8, 2010 Posted August 8, 2010 First the Fort Save re Dazzle: 1d20+10=14 Not so good. Erin is still deaf. Next is the big one, the Will Save re Mind Control: 1d20+7=12 Ouch. Erin is still mind controlled as well. For her move action, Erin is going to extend her bat and begin waving it around. She knows that the Grue who was emulating James is somewhere nearby still, so she'll spin and wave till she hits something with it, then immediately smash it as hard as she can. Her Skill Mastered notice is 27. When she finds something, presumably James, she will attack it with a full action all out power attack. 1d20+14=15. Well then. That misses handily, and leaves Erin blind, deaf, and basically without any viable Defense for the remainder of the round. Stop her before she stops you. :D
Gizmo Posted August 8, 2010 Posted August 8, 2010 Midnight II Free Action: Moar midnight mist. Free Action: Gadgets! Super-Senses 1 (Trace Teleport) [1PP]Teleport 3 (Extra: Accurate) [9PP] Move Action: 20 Notice w/ Skill Mastery to Trace, Teleport after Medea. Free Action: Moar moar midnight mist. Extra Effort: Surge Full Round Action: Intimidate Medea, DC 30 w/ Skill Mastery. He also has Second Chance on Intimidate, for the sake of argument, not sure how that interacts with Skill Mastery exactly.
Cyroa Posted August 10, 2010 Posted August 10, 2010 ok, let's give this is a shot: Dimensional Pocket 5 (2,500 lbs.; Extra: Continuous; PFs: Progression x5 [100,000 lbs.]) (20/20) to hit: to hit (power attacking) (1d20+6=23)
Electra Posted August 10, 2010 Posted August 10, 2010 Erin fails the save. She goes in the pocket! On the other hand, she stops being deaf!
Gizmo Posted August 10, 2010 Posted August 10, 2010 Midnight II Move Action: Teleport back. Free Action: Configure Gadgets: Air Control 10 (Flaw: Range [Ranged]) [10PP] Standard Action: Counter Midnight Mist with Air Control. (1d20+10=20)
Avenger Assembled Posted August 10, 2010 Author Posted August 10, 2010 OK, it's been a good long while. In vs. Giant Robot?, our order is Geckoman Phalanx Giant Robot Rift Ecal is up.
Ecalsneerg Posted August 10, 2010 Posted August 10, 2010 Move Action: Run up to Zeta. Free Action: Spend one of my two HP for Improved Throw. Standard Action: ASSAULT! Trip attack! Offensive Stance to hit, and then using Improved Throw, force Zeta to roll Dex to resist (1d20+12=17, 1d20+6=25)
Avenger Assembled Posted August 11, 2010 Author Posted August 11, 2010 Not going to bother to roll that one. He's down, sports fans!
Avenger Assembled Posted August 11, 2010 Author Posted August 11, 2010 Durf is up. (And Psyche will be back, and fine, whenever alder posts. )
angrydurf Posted August 11, 2010 Posted August 11, 2010 Power attack 5 DC 36 toughness on hit (1d20+9=11) Reroll Attack (1d20+9=13) +10 makes that a 23 DC 36 toughness save In other news I hate IC.
Gizmo Posted August 11, 2010 Posted August 11, 2010 Gadgets! Immunity 10 (mind control, Flaw: Limited) [5PP]
Ecalsneerg Posted August 11, 2010 Posted August 11, 2010 Power attack 5 DC 36 toughness on hit (1d20+9=11) Reroll Attack (1d20+9=13) +10 makes that a 23 DC 36 toughness save In other news I hate IC. I actually should just stop trying to set Mike up. It's not helping anyone.
Avenger Assembled Posted August 11, 2010 Author Posted August 11, 2010 Not even going to bother to roll that one. Prone and injured! Phalanx, that's a DC 28 Toughness save. Geckoman, the result of your Notice check tells you that something is screwy here. Rift is up.
Darksider42 Posted August 12, 2010 Posted August 12, 2010 Keeping it simple. Free action, turn on Force Field Standard: Making with a Blast. 21
Avenger Assembled Posted August 12, 2010 Author Posted August 12, 2010 That hits, and leaves him injured again. What does it mean? And now Geckoman is up, after DS posts IC.
Ecalsneerg Posted August 12, 2010 Posted August 12, 2010 Move Action: Feint as a move action using Skill Mastery, for a DC 27 feint. Standard Action: THE PEOPLE'S ELBOW! Power Attack for 5, giving DC 23, or 25 if the feint succeeded. (1d10+8=13)
angrydurf Posted August 12, 2010 Posted August 12, 2010 Toughness save (1d20+18=27) Bruise Still hate IC
angrydurf Posted August 12, 2010 Posted August 12, 2010 I think I'm up again then? Free action: Set array to speed/quickness 6 and SS 4 Free action?: Use quickness and xray vision to find a weak point in the things construction taking 20 on a notice or whatever if possible. I'll do the rest after i know if that works at all.
Avenger Assembled Posted August 13, 2010 Author Posted August 13, 2010 Decided I'd kept you guys waiting long enough. Everybody, have an HP and take whatever actions seem appropriate.
Avenger Assembled Posted August 13, 2010 Author Posted August 13, 2010 Geckoman: 22 Phalanx: 21 Edge: 18 Wander: 17 Midnight: 17 Rift: 8 Hellion: 8 The Centurion goes on 28; Superior goes on 11 The Centurion takes a move action to fly over and punch Superior in the face. He hits Superior's Defense of 22 DC 40 Tou save from the All-Out-Power-Attack He is bruised and stunned No knockback, to save time. Phalanx is up. Phalanx is up, since technically all this happened on his turn.
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