Ecalsneerg Posted February 22, 2011 Posted February 22, 2011 Geckomaaaaaaan Standard Action: Take 10 vs ninjas, taking 10 while Powering for 3. Attack roll 16, DC 24. Move Action: Using skill Mastery and my Challenge feat, Taunt as a move action. DC26
Gizmo Posted February 26, 2011 Author Posted February 26, 2011 Sense Motive vs. DC26. (1d20+11=13) Security Guard Whelp, he can't actually beat the robot's Grapple so he just twists in the wind. Freebooter Move Action: Leaping! Standard Action: Cutlass attack against Miss Americana. (1d20+12=23) Too bad her Impervious soaks it up! Move-By Action: Land gracefully! Robots 1, 2, 3, 5 & 6 Robot 1 - Hold the security guard hostage! Robot 2 - Aid Attack. (1d20+6=26) Robot 3 - Grapple Spellbound. (1d20+8=23), Opposed Grapple Check. (1d20+30=41) Robot 5 - Aid Attack. (1d20+6=12) Robot 6 - Grapple Geckoman. (1d20+8=28), Opposed Grapple Check. (1d20+30=50) Katanarchists 1 - 5, 14 - 21 Ninjas 1 to 5 - Combine Attacks vs. Geckoman. (1d20+3=7, 1d20+3=23, 1d20+3=21, 1d20+3=22, 1d20+3=4) Assuming he's grappled, that's a DC 22 Toughness Save. Ninjas 14 to 17 - Combine Attacks vs. Geckoman. (1d20-1=17, 1d20-1=11, 1d20-1=6, 1d20-1=14) Again, assuming he's grappled, that's a DC 18 Toughness Save. Ninjas 18 to 21 - Combine Attacks vs. Spellbound. (1d20-1=8, 1d20-1=11, 1d20-1=4, 1d20-1=2) 19 - Spellbound - Uninjured - Extra Effort 18 - Crimson Katana - Uninjured - Taunted 17 - Jack of all Blades - Uninjured - 5HP 16 - Geckoman - Uninjured - 3HP 16 - Security Guards - x1 10 - Freebooter - Uninjured - Feinted Against Miss A 3 - Robots x5 3 - Katanarchists - x133 - Miss Americana - Uninjured - 3HP
Electra Posted February 26, 2011 Posted February 26, 2011 Move action, Miss A will tumble backwards off the display case in a Bluff maneuver to make anyone watching think she was hit and tumbled off the side. With the -5 for dropping the action to move, Skill Mastery gives her a 31. Standard Action: Total Defense.
Gizmo Posted February 26, 2011 Author Posted February 26, 2011 Freebooter can't touch that (who can?) so he fall for it. He's still Feinted against her until she actually attacks him. Ecal, throw up those rolls for me, then Spellbound is up!
Ecalsneerg Posted February 28, 2011 Posted February 28, 2011 DC18, then DC22 Toughness (1d20+7=24, 1d20+7=13) Geckoman is bruised and stunned! (Also? Assuming he's grappled? Who is he, Cosmic Spider-Man ) Token effort grapple check for Spellbound (1d20+6=7) Not wasting a Hero Point on a re-roll, it's kind of pointless against a +20 grapple bonus, the odds of it being a worthwhile expenditure are in the single digit percentiles. Right, getting Gecks out of this is actually doable, but... will need a HP to clear the stun, and another to pull up a feat. So I'm not going to burn off the stun if this thread is going to have events after this combat (so I can spend more later for being a bit less competent earlier!), but if this thread is one combat, don't skip me, I'm'a clear the stun :P
Gizmo Posted March 1, 2011 Author Posted March 1, 2011 Crimson Katana Standard Action: Attack Jack of all Blades. (1d20+12=25) Aaand she has nothing immediately useful to do with a move action. What the heck, canon builds? Move Action: Make eyes? Jack of all Blades Standard Action: Power Attack 5 Crimson Katana. (1d20+15=16) Hahaha... well sometimes even Supremacy can't save you. (Yes, he could have automatically Feinted her first and that would have still hit, but work with me here, for drama's sake.) 19 - Spellbound - Uninjured - Extra Effort 18 - Crimson Katana - Uninjured 17 - Jack of all Blades - Uninjured - 5HP16 - Geckoman - Bruised, Stunned - 3HP 16 - Security Guards - x1 10 - Freebooter - Uninjured - Feinted Against Miss A 3 - Robots x5 3 - Katanarchists - x13 3 - Miss Americana - Uninjured - 3HP
Ecalsneerg Posted March 1, 2011 Posted March 1, 2011 Aaand she has nothing immediately useful to do with a move action. What the heck, canon builds? Move Action: Make eyes? KISS HIM, YOU FOOL OK... Geckoman Free Action: Spend a Hero Point to clear the stun. He is now on 2 HP. Turns out I only need a 1 HP to do this, as Gecks has +15 Escape Artist, burning a HP with Grappling Finesse would only bring him up to +16. Now really worth it, when using Extra Effort would get me +17 on Escape Artist for the round, and that's still a poor option. Move Action: Escape as a move action! (1d20+15=18) F***. Hero Point, down to only 1 HP (1d20+15=25) and add 10, for a total of 35 to beat to keep a hold of him. Per our house rules, he can move normally after escaping, and will do so, to get underneath the robot grappling Spellbound. Standard Action: Should this work, Gecks is gonna go on Full Defence
Gizmo Posted March 2, 2011 Author Posted March 2, 2011 Opposed Grapple check. (1d20+30=31) Geckoman escapes! Also Gecks gets an HP for Spellbound being in peril, and Miss A gets one because I'm going to let Freebooter ignore her Impervious for a bit! Security Guard Struggle helplessly! (Seriously, someone should probably try to save this guy.) Freebooter Move Action: Taunt vs. Miss Americana. (1d20+11=20) Standard Action: Cutlass Attack vs. Miss Americana. (1d20+12=29) That's DC 24 Toughness. Robots 1, 2, 3, 5 & 6 Robot 1 - Hold the security guard hostage! Some more! Robots 2 and 3 - Attack Geckoman. (1d20+6=13, 1d20+6=10) Robot 5 - Attack Miss Americana. (1d20+6=25) That's DC 25 Toughness. Robot 6 - Put the squeeze of Spellbound. That's a DC 25 Toughness save as well. Katanarchists 1 - 5, 14 - 21 Ninjas 1 to 5 - Combine Attacks vs. Geckoman. (1d20+3=6, 1d20+3=15, 1d20+3=19, 1d20+3=16, 1d20+3=9) Ninjas 14 to 21 - They go after the Grasscutter, which is now on the floor. One of them will grab it if they're still conscious on their next turn. 19 - Spellbound - Uninjured - Extra Effort 18 - Crimson Katana - Uninjured 17 - Jack of all Blades - Uninjured - 5HP 16 - Geckoman - Bruised - 2HP 16 - Security Guards - x1 10 - Freebooter - Uninjured - Feinted Against Miss A 3 - Robots x5 3 - Katanarchists - x133 - Miss Americana - Uninjured - 4HP
Electra Posted March 4, 2011 Posted March 4, 2011 Miss A successfully makes both saves, (though by the skin of her teeth on the second one.) She's going to shoot Freebooter with a laser blast. 1d20+12=27. DC 27 toughness if it hits. Move action to get to the exit ahead of the Katanarchist with Grasscutter.
Gizmo Posted March 4, 2011 Author Posted March 4, 2011 Toughness Save vs. DC 27. (1d20+8=22) Fails by 5! Remember, Spellbound used Extra Effort last turn. 19 - Spellbound - Uninjured - Extra Effort 18 - Crimson Katana - Uninjured 17 - Jack of all Blades - Uninjured - 5HP 16 - Geckoman - Bruised - 2HP 16 - Security Guards - x1 10 - Freebooter - Bruised, Stunned 3 - Robots x5 3 - Katanarchists - x13 3 - Miss Americana - Uninjured - 4HP
Ecalsneerg Posted March 7, 2011 Posted March 7, 2011 I'll delay with Spellbound until after Geckoman acts. But... DC 25 hurts. (1d20+6=22) Could have been much worse...
Gizmo Posted March 7, 2011 Author Posted March 7, 2011 Crimson Katana Standard Action: Attack Jack of all Blades. (1d20+14=25) ... Attack Jack of all Blades, Fiat reroll. (1d20+14=22) So that's 32. Toughness Save vs. DC 25. (1d20+10=24) Injured! Jack of all Blades Standard Action: Disarm Crimson Katana. (1d20+20=22) ... Disarm Crimson Katana, HP reroll. (1d20+20=29) So that's 39, and a crit. Opposed Roll. (1d20+15=25) vs. Opposed Roll. (1d20+2=8) Move Action: DC 36 Feint with Skill Mastery and Fast Talk. Sense Motive vs. DC 36. (1d20+11=21) Extra Effort: Surge for Standard Action. Standard Action: Disarm Crimson Katana. (1d20+20=39) Nice. Opposed Roll. (1d20+15=23) vs. Opposed Roll. (1d20+2=13) 18 - Crimson Katana - Uninjured - Disarmed 17 - Jack of all Blades - Injured - 5HP, Extra Effort16 - Geckoman - Bruised - 2HP 16 - Spellbound - Bruised - Extra Effort 16 - Security Guards - x1 10 - Freebooter - Bruised, Stunned 3 - Robots x5 3 - Katanarchists - x13 3 - Miss Americana - Uninjured - 4HP
Ecalsneerg Posted March 17, 2011 Posted March 17, 2011 Move Action: Taunt as a move action vs Freebooter, getting an easy 32. Free Action: Heroic feat - Grappling Finesse (again). Standard Action: Grapple the giant robot, all-out attacking for 2 in the process. Attack, then grapple! (1d20+11=25, 1d20+16=19) Screw it, blow the last Hero Point on a re-roll on the grapple... Last ditch effort right here. (1d20+16=26), +10, for 36.
Gizmo Posted March 19, 2011 Author Posted March 19, 2011 Opposed Grapple Check. (1d20+30=34) Which of the five robots is that? Also, feel free to get Spellbounds turn up as well, but keep in mind she'll be fatigued since Gecks has no HP to spend for her.
Ecalsneerg Posted March 29, 2011 Posted March 29, 2011 Opposed Grapple Check. (1d20+30=34) Which of the five robots is that? Also, feel free to get Spellbounds turn up as well, but keep in mind she'll be fatigued since Gecks has no HP to spend for her. I don't know, what robot is grappling Spellbound? And Spellbound herself isn't Fatigued, "just" her primary Device. I'm not sure her, but to clarify, if the robot is bound, is it able to maintain the grapple on her?
Gizmo Posted March 29, 2011 Author Posted March 29, 2011 Robots 1, 2, 3, 5 & 6 Robot 1 - Hold the security guard hostage! Some more! Robots 2 and 3 - Attack Geckoman. (1d20+6=13, 1d20+6=10) Robot 5 - Attack Miss Americana. (1d20+6=25) That's DC 25 Toughness. Robot 6 - Put the squeeze of Spellbound. That's a DC 25 Toughness save as well. I'll have to check the rules for multiple grapplers. I'll get back to you on that.
Gizmo Posted March 30, 2011 Author Posted March 30, 2011 Sounds like to consensus is that Spellbound is still grappled. With her delaying, I'll get the NPCs' actions up shortly. 18 - Crimson Katana - Uninjured - Disarmed 17 - Jack of all Blades - Injured - 5HP, Extra Effort 16 - Geckoman - Bruised - 0HP 16 - Spellbound - Bruised - Fatigued, Delaying16 - Security Guards - x1 10 - Freebooter - Bruised, Stunned 3 - Robots x5 3 - Katanarchists - x13 3 - Miss Americana - Uninjured - 4HP
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