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At the Mountains (OOC)


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Posted

Sorry about the wait! Here we go!

Midnight II

Move Action: Auto 29 Stealth w/ Skill Mastery and HiPS on the way over to Medea.

Free Action: Arrange Gadgets.

  • Stun 4 (Flaw: Daze, Power Feat: Mighty) [5PP]

Standard Action: Stun, Power Attack 3. (1d20+12=20)

Free Action: Midnight Mist.

That should be a DC 10 + 4 + 3 Mighty + 2 Sneak Attack + 3 Power Attack = 22 Fort Save.

Posted

Okay, Erin's going with her standby, all out power attack with the bat versus Superior.

All out power attack: 1d20+19=31

Autofire adds +5 to the damage, and so does the power attack, so it's a DC 39 hit.

Edit: Spending an HP to surge and hit him again. No teamwork bonus this time, but same attack.

Huh, no teamwork bonus, but she rolled better. 31 again.

Same modifiers apply, another DC 39 toughness check.

Posted

Erin is going to interpose and shove Mark out of the way of the Alpha Centurion's fist. She sort of owes Mark a being-punched after what happened in the other room, but for the moment, her defense (thanks to Uncanny Dodge) is high enough to let her avoid the punch as well.

Posted

Geckoman

Move Action: Taunt as a Move Action, Skill Masterying up to DC 32.

Standard action: Feint as a Standard Action, only this time ROLLING! Feint (1d20+22=40) ... I think he fails?

Free Action: Set-Up to Phalanx, rather than Wander, as he's got less reliable means of feinting for himself.

Posted

Wander will use her move action for Acrobatic Bluff, and skill mastery there. With the inspire bonus, that's a DC 33 acrobatics or sense motive check.

She will then launch an all-out power attack against AC, with her bat. That's a terrible roll, so spending another HP. HP Reroll is 36. Much better, and maxes out her Autofire for a DC of 39.

Spending another HP to surge, since AA managed to pull off the coveted Erin's Complications Hat Trick, and doing the same attack again. Another horrible roll nets a 22, which means +4 autofire and a DC of 38.


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