JackgarPrime Posted November 4, 2010 Share Posted November 4, 2010 Because we're definitely gonna need it. Link to comment
Avenger Assembled Posted November 7, 2010 Share Posted November 7, 2010 14 Surprise Round: Free Action: Pop Armor Free Action: Pop Staff, setting it to an electrical descriptor. Standard Action: Strike Attack: FAIL with a 13 Standard Action: Reroll with HP...That's a crit, oh yes And with an All-Out Power Attack no less. OK, that's DC 15+17+5+1 (since it's 15 for a Tou save, 17 for the Power Attack, 5 for the Crit, and +1 because it's Electricity) so DC 38. Harrier is frightened enough to do lethal, so that's what he's doing. OK, let me know how that turns out, and I'll post IC. Link to comment
JackgarPrime Posted November 7, 2010 Author Share Posted November 7, 2010 Wow, very nice. Vanquisher rolls like garbage Toughness roll for surprise round (1d20+12=17) Fiat for Improve Roll (HP for Harrier) Fiat re-roll (1d20+12=21) Die said 9, so on Improve Roll that's a 19, so 31 total. Injured, bruised, and stunned! Link to comment
Avenger Assembled Posted November 7, 2010 Share Posted November 7, 2010 SURGE! (spending my new HP next round to cancel the fatigue) Standard Action: Strike 25 Darn, I missed critting by 1! 15+17+1=DC 33. Don't forget that he's flat-footed and down -1 Tou from being injured. OK, the DC to hit Harrier is now 17. Go ahead and post OOC, and I'll get the IC post up. Link to comment
JackgarPrime Posted November 7, 2010 Author Share Posted November 7, 2010 1d20+11=27 Alright, so same damage again, giving him 2 bruises and injuries. Fiating the Stun away, so one more HP for Harrier! Initiative time Vanquisher Initiative (1d20+5=13) So Initivative is Harrier (Fatigued [to be removed this round with HP], 3 HP[to be reduced to 2 at this round]) Vanquisher (2 injured, 2 bruised) Meaning it's your turn again. Link to comment
Avenger Assembled Posted November 8, 2010 Share Posted November 8, 2010 Harrier stabs the SOB again. Move Action: Startle 11; ouch. Well if he was scared of Omegadrones, I guess he wouldn't hang out in the Terminus! Standard Action: Attack! The first one misses so HP for a reroll: 28, so that hits That's DC 12+15+3 (the +3 is from the Autofire that I forgot to add during the Surprise Round, since Harrier exceeded Vanquisher's DEF by 6) DC 30 Lemee know how that goes... Link to comment
Avenger Assembled Posted November 8, 2010 Share Posted November 8, 2010 Surge! (will be Fatigued next round without spending an HP, as usual) 22 OK, hit him exactly! That's 15+12=DC 27 TOU. Link to comment
JackgarPrime Posted November 8, 2010 Author Share Posted November 8, 2010 He rolls much better this time, although it still gets him another Injury and Bruise Toughness Roll (1d20+10=28) And his next one Toughness Save (1d20+9=16) Fiat to Improve Roll Improve Roll (1d20+9=28) No damage And on his turn, he switches his Cosmic array to Dazzle 13 and lets loose with a Power Attack... Dazzle Attack (1d20+12=30) (EDIT: I made a mistake and forgot to put -5 on for Power Attack, so it's a 25. Still hits, though. That's a DC 28 Reflex save for Harrier Link to comment
Avenger Assembled Posted November 8, 2010 Share Posted November 8, 2010 All right, Harrier can't make that save, so I'll just let him be Dazzled till he rolls Fort next round. Posting IC... Link to comment
JackgarPrime Posted November 8, 2010 Author Share Posted November 8, 2010 Alright then. Vanquisher's gonna fly up,and back at an angle 5,000 feet and then the next turn will begin. Standings at the end of this turn Harrier (1 HP, Dazzled, no damage) Vanquisher (3 Injuries + Bruises, pretty far away!) Harrier's turn. Make your Fortitude Check (DC 28) Link to comment
JackgarPrime Posted November 9, 2010 Author Share Posted November 9, 2010 Harrier moves back to ground-level, and makes a notice check to see Harrier in the hole Notice (1d20+10=24) He sees him and changes his array to Flight 5/Strike 9 and Charges (And Power Attacks) in. Harrier's in Cover, giving him +4 Defense, to a total of 18 for this turn. Charge Strike (1d20+11=25) -5 for Power Attacking gives him 20, which is still just enough. DC 35 Toughness check for Harrier. Link to comment
Avenger Assembled Posted November 9, 2010 Share Posted November 9, 2010 32 with the HP, so he's Bruised Link to comment
JackgarPrime Posted November 9, 2010 Author Share Posted November 9, 2010 Alright. I'll put up an IC post, but here's where we stand Harrier (0HP, 1 Bruise, Blind) Vanquisher (3 Injuries, 3 Bruises) Harrier has to make another DC 28 Fort save, but with +1 this turn Link to comment
JackgarPrime Posted November 9, 2010 Author Share Posted November 9, 2010 Alright, he's still blind. Harrier's initiative. Link to comment
Avenger Assembled Posted November 10, 2010 Share Posted November 10, 2010 Free Action: Harrier does have one functioning sense. He uses his Detect Weakness on the tunnel walls all around them. (This is a radio sense, so it isn't covered by his blindness). He's looking for a weak spot that's not inside any buildings or under a busy street. 29. Move Action: He flies 250 ft backwards (I figure limiting him to half a standard move makes sense inside a tunnel, while blinbd) Standard Action: Harrier blasts the section he saw, sending a cascade of rubble falling down between himself and Vanquisher. (This will probably open up a small sinkhole in the landscape overhead, giving you a reason to get Victory into the thread: this is City Center, it's a busy area, and someone'll notice a cosmic blast bursting through the ground) His Detect Weakness is not Accurate, so he's got that 50% miss chance...and he does. OK, he'll surge and try again. Heh, I'll wish I'd saved that nat 20! OK, unless you want him to actually roll, he does shoot the ceiling, and causes a collapse that blocks him off from Vanquisher. He'll be fatigued next around. Let me know, and I'll post IC. Link to comment
JackgarPrime Posted November 10, 2010 Author Share Posted November 10, 2010 Well hey, it's not often someone rolls a nat 20 twice in a thread, either way! The blast does more than enough to cave in the ceiling, so it goes through. Link to comment
JackgarPrime Posted November 10, 2010 Author Share Posted November 10, 2010 Alright then. Victory is joining combat next turn, but two checks to make before then (Do whatever you need on your turn. Vanquisher can't see you.) First, rolling for Vanquisher doing a blanketing energy rain on parts of the city. On a 20 he hits above where Harrier's been retreating... Blanketing fire. (1d20=2) He's just firing randomly. Collateral damage and lots of holes in the ground, but Harrier isn't near any of them. End of turn stats Harrier (0 HP, Blind, 1 Bruise, fatigued) Vanquisher (3 bruises + Injuries) Victory joins combat next turn. Make your Blindness check. Fortitude +2 Link to comment
JackgarPrime Posted November 14, 2010 Author Share Posted November 14, 2010 While we're waiting, I might as well go ahead and roll Victory's initiative so I know what to plan for next turn. Victory's Initiative (1d20+5=22) Wow, I think this is the first time he's gotten first in an initiative. But it won't apply until next turn, so it's still Harrier first. Don't forget that Blindness check Link to comment
Avenger Assembled Posted November 14, 2010 Share Posted November 14, 2010 32 Passed! Full-Round Action: Harrier makes an all-out move, flying 2000 feet up. That way, they're away from civilians. Link to comment
JackgarPrime Posted November 14, 2010 Author Share Posted November 14, 2010 Alright then. Vanquisher does take the bait, but he isn't especially frustrated by it. He switches his array to have full Flight, moves past Harrier (let's say he plans to end another 1000 ft on the other side) , and uses his Cosmic Energy to Snare, with an All-Out Power Attack as a Move-By. Snare Power/All-Out (1d20+11=13) And whiffs like crazy! Okay, next turn starting. On harrier's turn, his sight will be completely back to normal, having shaken off the Dazzle and gotten the -1 turn over with, and Victory's joining combat. Vanquisher will also be down to +7 Defense this turn from All-Out Attacking. Victory (2 HP) Harrier ( 0 HP, 1 Bruise, sight completely recovered) Vanquisher (3 Bruises and Injuries, - 5 Defense for the turn) Link to comment
JackgarPrime Posted November 14, 2010 Author Share Posted November 14, 2010 Victory's turn, and he takes the chance to try and get the drop on Vanquisher (which he can't really, due to Uncanny Dodge, but he doesn't know that!). He's just within range this turn to switch himself to Flight 5/Strike 9 and do an All-Out Power Attack with a Charge. 1d20+8=10 ...well that's mighty embarrassing, isn't it? He's gonna burn an HP to Improve Roll Improve Roll (1d20+8=26) Better. DC 36 Toughness for Vanquisher, -3 for the bruises: Vanquisher Toughness (1d20+9=25) Stunned and Staggered,with 10,000 feet of knockback (if I calculated right), in time for Harrier's turn. Link to comment
Avenger Assembled Posted November 17, 2010 Share Posted November 17, 2010 Harrier readies an action, namely to blast Vanquisher if he gets close enough to do so. 19, not great, but it'll hit him when he attacks. That'll be a DC 27 Tou for non-lethal (as is the default from now on) when that happens. Link to comment
JackgarPrime Posted November 17, 2010 Author Share Posted November 17, 2010 It won't be enough to hit him once his dodge bonus comes back, and you won't be in range before he gets it back. BUT! I'm granting an HP for the whole "cavalry has arrived" deal, so feel free to HP it if you want. Link to comment
Avenger Assembled Posted November 17, 2010 Share Posted November 17, 2010 OK, it's a 25 now Link to comment
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