ex3lev3n Posted November 5, 2010 Author Posted November 5, 2010 Ranged Attack roll. Toughness save DC 25. (1d20+5=21) HIT! Toughness save DC 25. (1d20+10=28) Success!
ex3lev3n Posted November 5, 2010 Author Posted November 5, 2010 Pax = Initiative check. (1d20+1=20) Robot Horde = Initiative check. (1d20-1=17)
KnightDisciple Posted November 6, 2010 Posted November 6, 2010 Let's see... Initiative Roll: 17+2=19 Not bad, generally speaking. And I at least go before the robots! EDIT: Mechanically speaking, Corbin's not manifesting a power yet. If he ends up using a Blast attack (which seems likely), this is what form it will take.
ex3lev3n Posted November 6, 2010 Author Posted November 6, 2010 OK, Initiative order is: Wander Pax Cobalt Templar Robot Horde
Electra Posted November 6, 2010 Posted November 6, 2010 Erin's going to go for the biggest, meanest robot she can see. Since there are two alike, she will go for the one closest to her. Robots means she uses her bat for maneuvering and acrobatics, but she hits barehanded. Gonna do a simple attack this time. Attack: First roll sucked. Burning an HP so she doesn't make a fool of herself in front of the new guy. Attack: 1d20+14=29 She also has Autofire on all her damage, so make of that what you will when adding to the DC 29 damage. She will use Move-By action to finish her turn next to Pax, and will Interpose if necessary.
ex3lev3n Posted November 6, 2010 Author Posted November 6, 2010 wow! let me roll for that. Toughness save DC 36. (1d20+10=12) DESTROYED!
ex3lev3n Posted November 6, 2010 Author Posted November 6, 2010 Melee Attack roll. Charge. Toughness save DC 25. (1d20+6=15) HIT! Toughness save DC 25. (1d20+10=25) SUCCESS!
KnightDisciple Posted November 6, 2010 Posted November 6, 2010 Right then. Move Action: Fly down a bit to get within range. Still hovering in the air, though. Standard Action: Attack the bot closest to Pax, the one that seems to be giving him a dirty look. Using Blast power. Attack Roll: 11+7= 18 Presumably a hit. Toughness Save DC is 22.
ex3lev3n Posted November 6, 2010 Author Posted November 6, 2010 Toughness save DC 22. (1d20+10=15) Stunned, Bruised, Injured.
ex3lev3n Posted November 6, 2010 Author Posted November 6, 2010 Ranged attack roll at Wander. Combined Attack.(1d20+5=7, 1d20+5=24) HIT! but her Impervious 13 deflects the measly +10 damage. Ranged Attack roll at Cobalt Templar. Combined Attack.(1d20+5=13, 1d20+5=6) MISS! Ranged Attack roll at Pax. Toughness save DC 25. (1d20+10=22) Toughness save DC 25. (1d20+10=14) Stunned, Staggered... ah, crap! EDIT:: Huzzah! Forgot Wander had an Interpose action waiting. Electra, you may proceed =]
Electra Posted November 7, 2010 Posted November 7, 2010 Erin is going to interpose for Pax, then launch her Round 2 attack on the other large robot. Again, just a regular move-by action attack. Invisible Castle is not my friend! She's going to spend another HP, and I'm going to ask for the HP from her "Overprotective" flaw as she refrains from acrobatic bluff or power attacking in order to preserve her defensive capabilities for Interpose. Second Attack Roll: is also awful, but comes out to 26. Autofire on top of DC 29 once again. Erin ends the turn by returning to Pax and preparing for another Interpose if necessary.
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Toughness save DC 34 (1d20+10=25) Stunned, Bruised, Injured
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Melee Attack roll. Charge. Toughness save DC 25. (1d20+6=20) HIT! Toughness save DC 25. (1d20+9=19) Stunned, Bruised -2, Injured -2
KnightDisciple Posted November 7, 2010 Posted November 7, 2010 Shooting at the same one. Attack Roll: 18+7=25 Toughness DC 22.
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Toughness save DC 22. (1d20+8=13) Stunned, Bruised -3, Injured -3. Ranged Attack roll. Combined Attack. (1d20+5=6, 1d20+5=20) HITS! Toughness save DC 25 for Cobalt Templar. Ranged Attack roll. Combined Attack. (1d20+5=24, 1d20+5=12) HITS! Toughness save DC 25 for Pax. Melee Attack roll. Toughness save DC 28. (1d20+11=26) HITS! Toughness save DC 28 for Wander.
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Toughness save DC 25. (1d20+10=27) SUCCESS!
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Toughness save DC 34. (1d20+16=33) Stunned, Bruised, Injured! Toughness save DC 34. (1d20+16=29) Stunned, Bruised, Injured! EDIT: My math was off there. it's Bruised -2, Injured -2.
Electra Posted November 7, 2010 Posted November 7, 2010 Okay, Erin's hitting the wardroid. She's going to start off with an acrobatic bluff to catch it flat-footed. Skill mastery in Acrobatics means it must make a DC 28 check or be flat-footed. Using the challenge feat to make that her move action. After that, she will power attack the wardroid. Power Attack for 5. 1d20+9=19 That's a DC 34 toughness save, plus any autofire if applicable. Spending an HP to surge and hit it again. Same power attack, and it it still flat-footed. 1d20+9=17 Another DC 34 toughness save.
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Melee Attack roll. Toughness save DC 25. (1d20+4=12) MISS!
KnightDisciple Posted November 7, 2010 Posted November 7, 2010 Biffed Attack! I shall spend an HP, and reroll. Attack Roll: 11+7=18 Better. Toughness DC 22.
ex3lev3n Posted November 7, 2010 Author Posted November 7, 2010 Toughness save DC 22. -3 penalty applied. (1d20+7=17) Stunned, Bruised -4, Injured -4. Man this thing is beast!
Recommended Posts