Avenger Assembled Posted September 20, 2010 Author Posted September 20, 2010 DC 20 Sense Motive checks from Rift and Kid Cthulu, please
Lone Star Posted September 21, 2010 Posted September 21, 2010 http://invisiblecastle.com/roller/view/2695027/ Wow. Reroll. http://invisiblecastle.com/roller/view/2695031/
Gizmo Posted September 21, 2010 Posted September 21, 2010 Alright, so assuming a surprise round here... Midnight II Free Action: Midnight Mist Free Action: Arrange Gadgets Strike 4 (Power Feat: Extended Reach, Improved Critical 2, Mighty) [8PP] Protection 1 [1PP] Standard Action: Power Attack 5. (1d20+10=25) DC 15 +4 Strike +3 Strength +2 Sneak Attack +5 Power Attack = 29 Against Archer Move Action: Auto 25 Demoralize Against Beaumont w/ Skill Mastery and Second Chance (Intimidate). Extra Effort: Surge for Standard Action Standard Action: Power Attack 5. (1d20+10=16) DC 29 Against Beaumont. Let me know if it's worth rerolling any of that and how it goes before I put up the IC. If it's relevant: Initiative. (1d20+3=9)
Avenger Assembled Posted September 21, 2010 Author Posted September 21, 2010 Archer is caught flat-footed, and that hits. But he rolls a nat 20 and is left bruised. Beaumont once saw the Praetor rip a guy's head off just to see how far the blood spattered, and resists the Demoralize. A 16 fails to hit even his flat-footed defense. Go ahead and reroll as necessary via HP: I'll say you've got two additional ones thanks to your various complications. I'll wait till you're done to roll initiative.
Gizmo Posted September 22, 2010 Posted September 22, 2010 Fffff... Alrighty then. Second Chance (Intimidate) (1d20+15=35) Aw, snap! Power Attack 5, Reroll (1d20.minroll(11) + 10=26)
Avenger Assembled Posted September 22, 2010 Author Posted September 22, 2010 That did the trick; he is demoralized. (With his +11, he can't resist, not that I'd try with a nat-20!) Between being shaken and flat-footed, he is rolling a +1 on his Tou save. Holy cow! Mark definitely spends an HP to make him reroll that. Son of a-! OK, Beaumont is bruised and stunned. Gizmo, have an HP back for that piece of annoyance. Go ahead and post IC. =)
Avenger Assembled Posted September 22, 2010 Author Posted September 22, 2010 Mark Seizes Initiative (by spending an HP) He Transforms a volume of midnight mist around him into air. (Standard) He surges, switches his array, and Power Attacks the cage. The DC 38 Tou save he inflicts with Autofire 2 is enough to break open a hole big enough for Erin to break out of, given the damage she's already inflicted on the Impervium. Everyone, roll Initiative.
Lone Star Posted September 22, 2010 Posted September 22, 2010 http://invisiblecastle.com/roller/view/2696088/ KC's Initiative, 11.
Electra Posted September 22, 2010 Posted September 22, 2010 Erin gets a 32 for initiative. And she got a 22 on her will save to avoid being totally unhinged by the confinement and imagery and strange happenings. She's doing all right, under the circumstances.
Avenger Assembled Posted September 22, 2010 Author Posted September 22, 2010 Archer goes on 19 Beaumont goes on 17 Da Goons go on 8 Top O' The Round: Wander has just burst out of her cage, fighting mad. She and Mark are standing inside a clear space of about ten foot square inside the midnight mist. The room is about eight hundred square feet; the cube was about ten foot by ten foot. Midnight is standing next to Beaumont; Rift and Kid Cthulu are behind him. Erin is up. (Since Rift can't possibly go ahead of her in init)
Avenger Assembled Posted September 22, 2010 Author Posted September 22, 2010 As a standard action, Archer runs in a whirlwind, attempting to counter the Obscure with his own Super-Speed. 19 Have an HP, Giz, which the shiny new HP you just got from the above fiat may help you beat with your power-check. As a move action, he runs out the door to summon reinforcements, something he can do then come back for with his Move-By Action. Make your roll, Giz, and I'll post IC. After that, Beaumont, then Rift!
Gizmo Posted September 23, 2010 Posted September 23, 2010 Resist Countering. (1d20+3=21) You don't blow midnight mist away, it blows you away!
Darksider42 Posted September 23, 2010 Posted September 23, 2010 Spending a HP to Boost attack power by 2 ranks and avoid the Fatigue. Roll result: 29 27 Toughness check needed :D
Avenger Assembled Posted September 23, 2010 Author Posted September 23, 2010 With help from my friend Lady Fiat, he rolls OK, and is bruised. Beaumont is currently bruisedx2 and stunned. Take an HP, Darksider. Lone Star is up.
Lone Star Posted September 23, 2010 Posted September 23, 2010 http://invisiblecastle.com/roller/view/2697135/ Hoo yah! KC gets a crit. That's a 28 to hit...and a 28 Toughness DC with frigging Autofire.
Avenger Assembled Posted September 23, 2010 Author Posted September 23, 2010 Actually, LS, the Tou DC is 32! And Beaumont is finally unconscious EDITED: There was some confusion about whether or not Blake can see through the midnight mist. Indeed, he cannot, and must roll against Concealment. (23:29:53) ChatBot: Lone_Star rolls 1d20 and gets 11. And he fails, so Beaumont is not hit.
Gizmo Posted September 23, 2010 Posted September 23, 2010 Midnight II 4HP Standard Action: Power Attack 5. (1d20+10=22) DC 29 against Beaumont. Extra Effort: Surge Standard Action: Knock Beaumont out. Move Action: Move to Erin and Mark.
Electra Posted September 23, 2010 Posted September 23, 2010 Erin will do a skill mastered acrobatic bluff to try and catch Archer flat-footed. That's a DC 28 check for him. She will then attempt to do a regular attack, not power attacking, because the sucker is weak but fast. Didn't like the first roll, spending an HP. That's a 25. DC 29 Toughness save.
Avenger Assembled Posted September 23, 2010 Author Posted September 23, 2010 And we are out of rounds
Gizmo Posted September 25, 2010 Posted September 25, 2010 Trevor's going to spend an HP to 'Gadget' a trope mo-helicopter with Remote Control. He's also going to blow up the lab behind them. Yeah.
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