Ecalsneerg Posted May 24, 2011 Posted May 24, 2011 Jack & Equinox vs Keter & Hellhounds! I'll let Jack establish where he is prior to having Keter show up at his house.
Ecalsneerg Posted May 25, 2011 Author Posted May 25, 2011 DC30 Bluff check. He has zero interest in working with Jack, but is lying about it.
Ecalsneerg Posted May 25, 2011 Author Posted May 25, 2011 Bluff +26 and Skill Mastery, so... yeah. You can tell he's a Bad Dude :P
Gizmo Posted May 25, 2011 Posted May 25, 2011 Jack's going to turn about and use that Bluff score himself to convince Keter to let him go put his costume on.
Ecalsneerg Posted May 25, 2011 Author Posted May 25, 2011 http://invisiblecastle.com/roller/view/3040895/ 30? Buggery. Jack gets 2HP for being at his family home, and for a supervillain being in the middle of his turf, literally and figuratively.
Gizmo Posted May 26, 2011 Posted May 26, 2011 If Jack's going out intending to fight, can he try for a surprise round or what here?
Gizmo Posted May 26, 2011 Posted May 26, 2011 :shock: Uh, tell you what, he's going to make a Notice check first: Notice Check. (1d20+10=30) ...niiiiice.
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 While he can't see anything amiss, in the distance he can hear what sounds a lot like the growling of several large dogs. Very large, aggressive-sounding dogs.
Gizmo Posted May 26, 2011 Posted May 26, 2011 Of course he does. Whelp, not going to stop him from charging in head first, I suppose. *cough*GrandstandingComplication*cough* Jack of all Blades Surprise Round Standard Action: Energy Blade; Charge, Power Attack 5. (1d20+17=19) Yeesh, thank goodness for flat-footedness. That's DC 22 on the Fort Save vs. Toughness Drain and DC 30 on the Toughness Save itself. Initiative. (1d20+9=18)
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 Right, Keter still is on his default array slots, so no fire aura. DC22 Toughness Drain (1d20+12=22), DC30 Toughness save vs Jack's sword (1d20+16=32). Oh, crap. OK... Initiative roll! (1d20+1=6) Initiative Jack - 18 - 8HP - Unharmed Keter - 6 - NPC - Unharmed
Gizmo Posted May 26, 2011 Posted May 26, 2011 Ffffft... okay. Jack of all Blades Move Action: Auto-DC 31 Taunt w/ Skill Mastery. Standard Action: Energy Blade; Power Attack 5. (1d20+15=16) Oh, for...
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 Keep your Hero Point, he was still flat-footed, so it'll still hit. Resist, resist, resist the Taunt (DC 31) (1d20+20=34) DC22 Fort save against the Drain (1d20+12=27) DC30 Toughness save (1d20+16=27) Oh. Dear. God. Initiative Jack - 18 - 8HP - Unharmed Keter - 6 - NPC - Bruised x1
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 First, attempt to Taunt as a move action. Then, all-out attack for 2 while wreathed in hellfire, for DC 29 Toughness (1d20+15=17, 1d20+14=19) Well, Jack's up...
Gizmo Posted May 26, 2011 Posted May 26, 2011 Jack of all Blades Hero Point: Stunt Extended Reach on his sword. Move Action: Auto-DC 36 Feint w/ Skill Mastery and Fast Talk. Standard Action: Energy Blade Flurry; Power Attack 5. (1d20+15=33) And 18 is a crit on Jack's swords, so that's 15 + 10 + 5 Power Attack + 5 Critical Hit + X Autofire (up to 7).
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 DC42 toughness save (1d20+16=29) Boom goes the dynamite. Staggered and stunned. Also... Initiative rolls (1d20+5=16, 1d20+5=7) But hey, you're getting a Hero Point for the Complication of "Don't Want Hellhounds To Eat Things". Initiative Jack - 18 - 8HP - Unharmed Hellhounds - 16 - 10 left Hellhounds - 7 - 10 left Keter - 6 - NPC - Staggered
Gizmo Posted May 26, 2011 Posted May 26, 2011 Alright, taking the first group of hellhounds, then. Jack of all Blades Move Action: Get over there! Standard Action: Energy Blade Flurry; Power Attack 5. (1d20+15=34, 1d20+15=27, 1d20+15=20, 1d20+15=27, 1d20+15=35, 1d20+15=19, 1d20+15=26, 1d20+15=25, 1d20+15=34, 1d20+15=27) Okay! So lots of rolls in anticipation of Takedown Attack 2. Hits 1, 5 and 9 are critical hits, for the sake of argument. Let me know how that goes.
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 Boom. All fall down. Throw up an IC post, then I'll get to Hellhounding.
Ecalsneerg Posted May 26, 2011 Author Posted May 26, 2011 Jack - 18 - 8HP - Unharmed Hellhounds [on Jack] - 7 - 8 left [2 with -2 Defence from charging] Hellhounds [going to door] - 7 - 2 left Right, the middle two are charging. However, only one is attacking, the other is aiding: Aid roll for charging hellhound (1d20+10=17) The other 6 hounds also Aid: DC 10 Aid checks (1d20+8=24, 1d20+8=23, 1d20+8=19, 1d20+8=18, 1d20+8=15, 1d20+8=27) Sudden burst of attack roll competence their master lacks... So, total of 7 successful Aids, plus a +2 charging bonus, and a base +8 Attack... That's +24 to hit. DC 18 Drain Toughness, followed by DC 23 Strike. (1d20+24=38) Jack is up. To clarify, he's surrounded by 8 Hellhounds, and another 2 are on his lawn within Charging distance.
Gizmo Posted May 28, 2011 Posted May 28, 2011 Well, got the HP to burn, so I may as well double his dodge bonus to avoid that attack. Jack of all Blades Standard Attack: Energy Blade Flurry; Power Attack 5. (1d20+15=22, 1d20+15=30, 1d20+15=19, 1d20+15=17, 1d20+15=17, 1d20+15=27, 1d20+15=22, 1d20+15=18) Extra Effort: Surge Standard Action: Energy Blade Flurry; Charge, Power Attack 5. (1d20+17=31, 1d20+17=33) He's still got a move action, so let me know if there's anything left standing he needs to distract or whatever.
Ecalsneerg Posted May 28, 2011 Author Posted May 28, 2011 3 of the main pack go down, and the two doggies going for the door go down too. Initiative Jack - 18 - 7HP - Unharmed, Extra Effort Hellhounds [on Jack] - 7 - 5 left
Ecalsneerg Posted May 29, 2011 Author Posted May 29, 2011 Noxy! Initiative (1d20+1=6) Then it looks like the hounds are up... But unfortunately, they're a little intimidated by the rest of their pack having been chopped up... Equinox also stunts up a Teleport to come in. Jack - 18 - 7HP - Unharmed, Extra Effort Hellhounds - 7 - 5 left, Shaken Equinox - 6 - 4HP Unharmed, Extra Effort
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