JackgarPrime Posted October 4, 2010 Posted October 4, 2010 Alright. I'm gonna go for the one that is NOT stunned and staggered, since that one won't be doing anything this turn anyway. Might as well try to get the one with just the 1 bruise down just as much. Strike at the Bruise 1 Enemy. (1d20+5=12) Phew. Close, but that is a hit. Toughness DC 35 for this hit due to Power Attack. Also, my defense is down to 5 next turn from All-Out Attack.
Supercape Posted October 4, 2010 Author Posted October 4, 2010 Ouch, thats gotta hurt And indeed it does, despite a solid roll from the goon 1d20+10=25 I forgot to add bruised condition, which means Bruised (x2 now), Stunned, Staggered! Dyne is up! EDIT: With Knockback, he will also go flying into a wall: DC 23 TOughness save but has impervious protection 9 And the bank wall 1d20+8=22 which is enough to injure it but not punch the man through it.
tryrar Posted October 4, 2010 Posted October 4, 2010 Well, since it appears those two goons aren't gonna do anything(unless it's to say goodnight on the next round, that is!), Dyne is gonna go back up Suzaku. So: Free action: Yell! Move Action:fly from behind the booth and burst into the bathroom!(if it requires a move action to open the door, then I'll surge for the next bit) Free Action: switch my Array to Gravity Control Standard action: Activate Gravity Control(Area Selective Move Object effect, effective damage bonus +10), reversing gravity for the three villains only. I'm applying all 4 progression feats on area for this, so if they break through the ceiling, they're going for a rather LONG ride..
Supercape Posted October 4, 2010 Author Posted October 4, 2010 Right Then! Reflex Rolls first for the two goons, C and D at a mighty +1 vs DC 20 Guess what... they fail 1d20+1=4, 1d20+1=2 For the leader, its better 1d20+6=11 But not better enough So, opposed grapple checks we come For goons, pretty good 1d20+10=22, 1d20+10=22 For the leader 1d20+21=37 very good
tryrar Posted October 4, 2010 Posted October 4, 2010 Grapple check for Gravity control (1d20+20=33) So, the goons are either on the ceiling or heading into low orbit, though the leader now has a shot on Dyne...
Supercape Posted October 4, 2010 Author Posted October 4, 2010 Right then, Ceiling toughness 1d20+8=26 Makes it. Goons Toughness 1d20+10=13, 1d20+10=11 They, however, get smashed! Wow. Both Bruised, Stunned, Staggered! Edit: First goons roll is actually 12, as he was bruised: not that it makes a lot of difference. Nice move! Next up, its Suzaku!
Grotesque Posted October 5, 2010 Posted October 5, 2010 Alright lookes like Suzaku is taking a swing at the leader then... 1d20+5=15 Power Attack Looks like that'll hit him, so a DC 30 Toughness save for him, Oh and Skill Mastery take 10 on stealth for a 26 to keep my head down so Dyne and the robbers can't get a good look at me, secret ID and all... Talked to Dyne and he said since he isn't actively trying to look he'll auto-fail, so yeah...
Supercape Posted October 5, 2010 Author Posted October 5, 2010 Alright lookes like Suzaku is taking a swing at the leader then... 1d20+5=15 Power Attack Actually it won't , he has +12 defence - he may be flat footed but he has uncanny dodge, auditory! Fortunately, he is going to whiff his attack too 1d20+7=13 But post your whiff, and ill post his whiff in return.
Supercape Posted October 5, 2010 Author Posted October 5, 2010 OK Supercape is up next, and will try and fizzle out his first target. Auto hit. DC 25 Toughness save. 1d20+9=28 He got his mojo back! And end of round!
Supercape Posted October 5, 2010 Author Posted October 5, 2010 New Round Victory 22 - HP 1 - Unharmed Dyne 17 - HP 3 - Unharmed Suzaku 16 - HP 2 - Unharmed Goon Leader 15 - Unharmed Goons in Toilet 15 - Both Staggered + Stunned (until 17). One Bruised, One Bruised x2 Goons in main Building - Both Staggered. One Bruised, One Bruised x2 Supercape 6 - HP 1 - Unharmed Bad guys no longer flat footed.
JackgarPrime Posted October 6, 2010 Posted October 6, 2010 How many actions would it take for victory, at his speed (if I switch back to Flight 12) to grab the injured lady, get her out to the outside where someone can help her until an ambulance gets there, and get back inside?
Supercape Posted October 6, 2010 Author Posted October 6, 2010 It would probably be two move actions, Jack, if you are literally dropping her off. If you want to spend some time shouting for help or making sure she gets into an ambulance, more.
JackgarPrime Posted October 6, 2010 Posted October 6, 2010 I guess it comes down to if the ambulance has gotten there yet. If so, he'll just drop her off. If not, he'll spend an action to tell someone to watch her. He had called for an ambulance earlier over the radio.
Supercape Posted October 6, 2010 Author Posted October 6, 2010 In which case, an ambulance is there. If you want to just drop her off, its two move actions (in and out). If you want to aid in any other way such as brief the paramedics, or make sure she gets there safely, its a standard action.
tryrar Posted October 6, 2010 Posted October 6, 2010 Well, guess I'm up then? I'm gonna turn the Gent's room into an episode of Looney Tunes (Dyne's bound and determined to see these suckers fly though the ceiling). After all, if once was nice, why not do it twice? Free action: stop maintaining Gravity control(they fall to the ground). Standard action:Gravity Control! Gravity Control Grapple roll (1d20+20=38) No matter the outcome of the grapple and subsequent plastering against the ceiling(or not), Dyne will stop maintaining his gravity control( a free action), in order to Surge and do it AGAIN! After all, if twice was nice, better do it thrice! Standard Action:Gravity Control! Again. Gravity Control Grapple #2 (1d20+20=30)
Supercape Posted October 6, 2010 Author Posted October 6, 2010 lordy! Ok, for round one! 1d20+1=6, 1d20+1=13 Goons dont make reflex roll and 1d20+6=15 neither does the leader So, opposed grapple rolls 1d20+10=30, 1d20+10=11 a mixture of plain awful and plain brilliant. Natural 20 for Goon C, going to rule that as an impossible save. Goon D goes flying, and hits the ceiling. 1d20+14=22 so does the leader Ceiling first: 1d20+8=21 cracks, is injured. And the bad guys hitting it: 1d20+8=27 Goon is ok despite his two bruises. 1d20+8=15 the leader is stunned and bruised and staggered!
Supercape Posted October 6, 2010 Author Posted October 6, 2010 And onto second surge Reflex rolls first 1d20+1=21, 1d20+1=10 Goon C makes his impossible save. Goon D fails. 1d20+6=22 leader fails too. Onto the opposed grapple checks 1d20+10=14 despite making his reflex save, goon C goes flying 1d20+10=27 Goon D gives it a good go but fails. 1d20+13=21 as does the leader. Clearly the second bounce is the killer! Onto the damage 1d20+7=22 ceiling gets another injury, and cracks some more. Taste the falling plaster! Goon C 1d20+9=11 ouch. Its DC 23 and thats second staggered result so first KO! Goon D 1d20+8=25 incredibly, despite two bruises, takes it like a man! Leader 1d20+7=22 just fails, due to his bruise, and is now bruised twice! And now, after all of that... I need to lie down! Before surging with an AOE grapple smash on three targets again, give the ref a nice soothing pep talk! :o
tryrar Posted October 6, 2010 Posted October 6, 2010 heh, sorry about that. Quick note: I am burning a hero point to counter fatigue from surging
Grotesque Posted October 7, 2010 Posted October 7, 2010 So, yeah, leaping power attack the leader of this not-so-merry band of outlaws... 1d20+5=21 And since he is stunned that had better hit dang nabit... DC 30 Toughness save
Supercape Posted October 7, 2010 Author Posted October 7, 2010 I regret to say, defence +12.... but he is stunned so HIT! 1d20+8=19 I think thats a KO
Grotesque Posted October 7, 2010 Posted October 7, 2010 Hey just wondering, but does the ceiling have to make another toughness save since this guy is plastered into the ceiling? And I just hit him... Hard.
Supercape Posted October 7, 2010 Author Posted October 7, 2010 OK, Goons turns. The two in the lobby finally act. One firing at Supercape 1d20+3=13 miss One at Victory 1d20+3=22 Which is a hit. A DC 24 Toughness save for Victory! Wow, they actually hit somebody! And in the lav, one poor goon is left conscious, and able to act. Firing a snare at his martial artist enemy... 1d20+3=22 Another lucky roll, I think a hit DC 19 Reflex save for Suzaku: Fail by more than 5 is Snared, otherwise he is just entangled.
JackgarPrime Posted October 7, 2010 Posted October 7, 2010 Sure, they hit him, but I'll be damned if these goons are gonna actually damage him! Toughness Save (1d20+10=28) See?
Grotesque Posted October 8, 2010 Posted October 8, 2010 Pha-aw like the great Suzaku would be caught in something like that... 1d20+8=24 See made it handily...
Supercape Posted October 9, 2010 Author Posted October 9, 2010 At this point, partly because I am about to go on holiday, and partly because its 2 KOs, heroes untouched, and the three goons are all staggered and bruised, I think it is realistic for a surrender! Accordingly, feel free to post away for the "social" aspect to wrapping this up!
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