Geez3r Posted May 5, 2011 Share Posted May 5, 2011 Notice Check - Super Senses 4 (Extended Darkvision, Infravision) (1d20+15=23) Link to comment
Quinn Posted May 5, 2011 Share Posted May 5, 2011 Device 1 (Targeting Goggles MK2; Hard To Lose; 5dp) [4pp] - Super-Senses 5 (Distance Sense, Extended [All Visual Senses, 100ft Notice Increments], Infravision [Extras: Tracking]) [5dp] Push slaps on his goggles and takes a look around? Notice check! (1d20+12=27) Link to comment
trollthumper Posted May 6, 2011 Author Share Posted May 6, 2011 All right, here's what everyone who got over 15 noticed: There seems to be a clanging noise coming from within the walls. And here's what everyone who got over 20 noticed: The first half of the hall is pretty much covered with dents and burns... but there's one area around where the dents start that they protrude outwards, not inwards. Link to comment
Geez3r Posted May 8, 2011 Share Posted May 8, 2011 Shifting form to: Insubstantial 1 Extras: Permanent (+0) [5pp] Elongation 5 (100ft ) [5pp] Immunity 5 (falling damage) [5pp] Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp] Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp] Link to comment
trollthumper Posted May 11, 2011 Author Share Posted May 11, 2011 Time for new checks! Computer if you want to check the databanks, Disable Device if you want to try opening the doors, and Knowledge (arcane lore) if you want to figure out what the hell the symbols mean. Link to comment
Quinn Posted May 11, 2011 Share Posted May 11, 2011 Knowledge (Technology) and Craft (Mechanical) checks (1d20+10=16, 1d20+10=21) 16 is the Knowledge check from an initial look-over, 21 is the Craft as he actually digs into the workings. Link to comment
trollthumper Posted May 11, 2011 Author Share Posted May 11, 2011 Here's what Push finds: Pretty much every piece of weaponry on the drones is lethal. High-impact bullets, lasers, blades -- it's meant to tear, shred, and destroy. There's also a targeting computer and a security code bank, but the bank doesn't seem compatible with the computers. Link to comment
Azuth65 Posted May 12, 2011 Share Posted May 12, 2011 I lack all of the above skills so, plan D for Wisp, keep an eye out for trouble. Link to comment
trollthumper Posted May 15, 2011 Author Share Posted May 15, 2011 Cannonade hits the door with a DC29 Power Attack, and it takes a Bruised. So Cannonade hits it again, and it gets Bruised again. So he hits it again, and... I give up. Link to comment
Azuth65 Posted May 15, 2011 Share Posted May 15, 2011 1d20+8=13 A DC 27 save for the door from Mz Wisp. Link to comment
trollthumper Posted June 24, 2011 Author Share Posted June 24, 2011 Az, do you wish to get a post in? Link to comment
Azuth65 Posted June 25, 2011 Share Posted June 25, 2011 No, I'm not talented enough to stretch Wisp's revulsion to the place past three and a half lines. I'll just work it in to the next reveal. Link to comment
trollthumper Posted July 1, 2011 Author Share Posted July 1, 2011 And now it is fighty time once more! For the ritualist, we'll be using AA's Undead Sorcerer build brought up to PL13 - Attack +7 (+13 Ranged), Defense +11 (+4 Flat-Footed), Toughness +14 (+6 Protection, +8 Force Field), Reflex +9, Will +9, and powers adjusted to match. For the einherjar, we'll be using AA's Kid Hero build at PL11 - Attack +7 (+11 Unarmed), Defense +11 (+3 Flat-Footed), STR 32 (+11), Toughness +11, Reflex +7, Will +7. Ritualist goes on 9. Einherjar go on 21, 15, and 11. Cannonade goes on 24. Link to comment
Geez3r Posted July 1, 2011 Share Posted July 1, 2011 Initiative #2 (1d20+0=12) I'm going to repost my Shapeshifting allocation, so I don't have to keep digging it up, but spoiler tag it. Shifting form to: Insubstantial 1 Extras: Permanent (+0) [5pp] Elongation 5 (100ft ) [5pp] Immunity 5 (falling damage) [5pp] Enhanced Attack 2 [4pp] Enhanced Defense 2 [4pp] Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp] Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp] Link to comment
Quinn Posted July 1, 2011 Share Posted July 1, 2011 Initiative check! (1d20+8=19) Showtime! Link to comment
trollthumper Posted July 1, 2011 Author Share Posted July 1, 2011 All right. Initiative time. Cannonade: 24, Unharmed, 2 HP Einherjar 1: 21, Unharmed, 0 HP Push: 19, Unharmed, 1 HP Wisp: 17, Unharmed, 1 HP Einherjar 2: 15, Unharmed, 0 HP Atlas: 12, Unharmed, 4 HP Einherjar 3: 11, Unharmed, 0 HP Ritualist: 9, Unharmed, 0 HP Cannonade goes first. He bolts out into the main chamber and aims for the Ritualist. And misses entirely. Einherjar 1 decides to act, aiming for Cannonade. He does even worse. Push is up next. Link to comment
Quinn Posted July 2, 2011 Share Posted July 2, 2011 There will be no back-stabbing in this game! Power Attack! (+5 Damage, -5 Attack) Kinetic Uppercut! (1d20+5=20) Going for the Einherjar attacking Cannonade; and, according to Troll, that misses. Rats. Anyway, Push sets himself to Interpose for Wisp if need be. Link to comment
Azuth65 Posted July 3, 2011 Share Posted July 3, 2011 Move Action: fast-acrobatic bluff. Standard Action: goon-sweeper AE attack. 1d20+15=17, 1d20+13=30 Even without the bluff, I beat their toughness. By several so that's a DC 25 toughness save from the big bad and his flunkies. Link to comment
trollthumper Posted July 4, 2011 Author Share Posted July 4, 2011 Ritualist takes a Bruise, Einherjar 1 is Stunned and Staggered, Einherjar 2 is Bruised and Stunned, Einherjar 3 is just fine. Cannonade: 24, Unharmed, 2 HP Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP Push: 19, Unharmed, 1 HP Wisp: 17, Unharmed, 1 HP Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP Atlas: 12, Unharmed, 4 HP Einherjar 3: 11, Unharmed, 0 HP Ritualist: 9, Bruised x1, 0 HP As Einherjar 2 is Stunned off his ass, Atlas is up next. Link to comment
Geez3r Posted July 8, 2011 Share Posted July 8, 2011 Move Action: Extend Body out to full Elongation Standard Action: Melee Attack Roll vs Einherjar 3 DC 27 Toughness on hit (1d20+12=19) If that hits, Improved Grab to Grapple: Grapple Roll vs Einherjar 3 If necessary (1d20+29=46) EDIT: It apparently did not hit, so HP to reroll: Melee Attack Roll vs Einherjar 3; DC 27 Tough, HP Reroll (1d20+12=27) Link to comment
trollthumper Posted July 9, 2011 Author Share Posted July 9, 2011 The attack hits, and I'll let the Opposed Grapple roll stand as is. Einherjar 3 is Bruised and Stunned, and is Bound. Cannonade: 24, Unharmed, 2 HP Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP Push: 19, Unharmed, 1 HP Wisp: 17, Unharmed, 1 HP Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP Atlas: 12, Unharmed, 3 HP Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP Ritualist: 9, Bruised x1, 0 HP It's the Ritualist's turn, and he chooses to launch a Blast at Cannonade. It hits him straight on, necessitating a DC28 Toughness save. Cannonade takes a Bruise. And we're onto Round 2. Cannonade: 24, Bruised x1, 2 HP Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP Push: 19, Unharmed, 1 HP Wisp: 17, Unharmed, 1 HP Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP Atlas: 12, Unharmed, 3 HP Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP Ritualist: 9, Bruised x1, 0 HP Cannonade opens the round, so he tries to punch the Ritualist, using All-Out Attack for -2 DEF/+2 ATT. It hits, necessitating a DC24 Toughness save from the Ritualist. The Ritualist takes another Bruise. Cannonade: 24, Bruised x1, 2 HP Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP Push: 19, Unharmed, 1 HP Wisp: 17, Unharmed, 1 HP Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP Atlas: 12, Unharmed, 3 HP Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP Ritualist: 9, Bruised x2, 0 HP Einherjar 1 is still Stunned, so it's Push's turn. Link to comment
Quinn Posted July 11, 2011 Share Posted July 11, 2011 All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) WHAM. (1d20+10=28) And Push loves him some Improved Critical 2. Regular hammer-strike is a DC 29, adding 5 from Power Attack and 5 from the Crit gives him a DC 39 Toughness save. And that Ritualist did just make a "blunt instrument" quip. ;) Link to comment
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