Raveled Posted April 10, 2011 Author Share Posted April 10, 2011 Initiative for Ironclad (1d20+3=18) Ini for bad guys (1d20+6=23) :argh: Link to comment
Gizmo Posted April 10, 2011 Share Posted April 10, 2011 Jill O'Cure - Initiative. (1d20+4=23) Haha, aw, but the bad guys still have the higher initiative modifier, so they still go first. Link to comment
Raveled Posted April 11, 2011 Author Share Posted April 11, 2011 Attack roll vs Ironclad (suitless) (1d20+8=11) A-hahaha. All that worry over nothing. Link to comment
Gizmo Posted April 11, 2011 Share Posted April 11, 2011 Jill O'Cure Move Action: Enter the room through the window. Standard Action: Create force field 'cages' around each of the bad guys. They get a DC 22 Reflex Save to avoid being trapped, and the bubbles had Impervious Protection 12. Link to comment
Raveled Posted April 11, 2011 Author Share Posted April 11, 2011 Bear-Knuckle Reflex vs 22 (1d20+6=24) 8o Fly-Boy Reflex vs 22 (1d20+15=16) This is ridiculous. Heavyweight Reflex DC 22 (1d20+2=3) Bu-wha? TKO Reflex vs 22 (1d20+10=15) This shit be bananas, yo. Sure, IC. Leave the only PL 12 untrapped. Link to comment
Raveled Posted April 11, 2011 Author Share Posted April 11, 2011 Attack roll vs Bear-Knuckle (1d20+14=27) A hit! DC 24 Toughness. Toughness vs DC 24 (1d20+14=22) Juuuust misses. Excellent start! Link to comment
Raveled Posted April 11, 2011 Author Share Posted April 11, 2011 TKO, Heavyweight, and Fly-Boy each attack their prisons. TKO and Fly-Boy can't do enough damage, but Heavyweight can make the object Injured and Disabled each round. Link to comment
Gizmo Posted April 13, 2011 Share Posted April 13, 2011 Alright, so, we talked about this in chat, but the gist of it is this: Jill's Creat Object have the Movable extra, which is basically Move Object limited to the things she creates. That also means she can use the rules for using Move Object to throw those force field bubbles around, so in this case through the hospital wall. She can't really miss the, y'know, room they're in, so forgoing the attack roll. Instead, lets get things smashing! The first bubble hits the wall for a DC 27 Toughness save. Taking 10 with a +5 Toughness, the wall gives way easily. The bubble, with +12 Toughness, is Injured but still intact. The remaining two bubbles follow the first one out through the hole in the wall. Once they're outside, Jill sends them as far upward as she can. How far that is depends on the weight of the villains, but it's pretty darn far, and presumably high enough to make breaking about and falling a poor plan. All of which is only a Standard Action, so she'll also make an auto-DC 25 Taunt against Bear Knuckle as a Move Action via Skill Mastery! Link to comment
Raveled Posted April 13, 2011 Author Share Posted April 13, 2011 Yep, works for me. Go ahead and post something nicely insulting. Link to comment
Raveled Posted April 15, 2011 Author Share Posted April 15, 2011 Intimidate vs DC 25 Startle (1d20+12=27) Mm, sorry, not quite good enough. Still, maybe Ironclad can knock him down! Full All-Out Attack and full Power Attack vs Bear-Knuckle (1d20+9=20) Just hits. DC 29 Toughness Toughness vs DC 29 (1d20+14=29) Castle! Link to comment
Raveled Posted April 19, 2011 Author Share Posted April 19, 2011 Power Attack vs Ironclad (1d20+5=13) Just misses. Link to comment
Gizmo Posted April 20, 2011 Share Posted April 20, 2011 Jill O'Cure Free Action: Maintain Created Objects Standard Action: Auto-DC 30 Taunt w/ Skill Mastery Move Action: Auto-DC 25 Feint w/ Skill Mastery Set-Up: Transfer benefits of Feint to Ironclad Link to comment
Raveled Posted April 20, 2011 Author Share Posted April 20, 2011 Sense Motive vs Taunt (DC 30) and Bluff (DC 25) (1d20+9=25, 1d20+9=14) Both look good. Link to comment
Gizmo Posted April 20, 2011 Share Posted April 20, 2011 Nice. So he's flat-footed against Ironclad's next attack and takes a -2 penalty to all checks and saves until Jill's next turn. Link to comment
Raveled Posted April 20, 2011 Author Share Posted April 20, 2011 Full Power Attack vs. flat-footed Bear-Knuckle (1d20+4=19) That hits. DC 29 Toughness save Startle'd Bear-Knuckle Toughness vs DC 29 (1d20+12=27) Bruised! ... Just Bruised. :cry: B-K Rages, retaliates against Jill. Rage'ing B-K attack vs Jill O'Cure (1d20+10=25) DC 29 Toughness save. Link to comment
Gizmo Posted April 20, 2011 Share Posted April 20, 2011 Jill's Defense is actually 27, so that misses! Link to comment
Raveled Posted April 21, 2011 Author Share Posted April 21, 2011 +Def shifting! :argh: Link to comment
Gizmo Posted April 21, 2011 Share Posted April 21, 2011 :v: Jill O'Cure Free Action: Maintain Created Objects Move Action: Auto-DC 25 Taunt w/ Skill Mastery (Remember Bear-Knuckle gets +1 since he already fell for it once.) Standard Action: Unarmed Attack. (1d20+8=10) Ouch. Ah well. Link to comment
Raveled Posted April 21, 2011 Author Share Posted April 21, 2011 Will save vs Taunt. 1d20+10=26 Juuuuust barely. Link to comment
Raveled Posted April 22, 2011 Author Share Posted April 22, 2011 Melee Attack vs Jill O'Cure (1d20+10=26) Oooo, just misses. All-Out Attack, Power Attack vs Bear-Knuckle (1d20+9=12) Ew. Well, haven't spent any HP yet, so I might as well start with a reroll! All-Out Attack, Power Attack vs Bear-Knuckle (1d20+9=22) At least that hits. Bear-Knuckle Toughness vs DC 29 (1d20+14=16) O.O Fugtta about complicated plans, I guess! Staggered + Stunned Link to comment
Gizmo Posted April 22, 2011 Share Posted April 22, 2011 Jill O'Cure Free Action: Maintain Created Objects Standard Action: Grab the ultrasound devices in a 'bubble'. Move Action: Hop onto Ironclad! Link to comment
Raveled Posted April 25, 2011 Author Share Posted April 25, 2011 (12:34:03) ChatBot: Raveled rolls 1d20 and gets 6. With +14, that comes out to 20. A 60 ft fall is DC 21, so. Link to comment
Raveled Posted April 29, 2011 Author Share Posted April 29, 2011 So Ironclad floats down to the ground, stunts a version of Stun off her weapon array, and attacks B-K. Stun 9 (Electricity; Feat: Improved Range) [19PP] Full All-Out Attack, full Power Attack vs. Bear-Knuckle using Stun (1d20+14=16) Not gonna spend a third HP in a round to reroll that, though, even if it leaves Clad with a 14 Defense. Jill's up. Rage is at 3 rounds, 7 left. Link to comment
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