Semi-Autogyro Posted May 31, 2011 Posted May 31, 2011 If it would be possible, I'd like to use Myr's Remaining HP via Leadership to remove Crow's Fatigued Condition.
trollthumper Posted May 31, 2011 Author Posted May 31, 2011 Well, as you're observing and HP will be re-upping at the end of these rounds... I'll allow it.
Azuth65 Posted May 31, 2011 Posted May 31, 2011 1d20+17=37, 1d20+13=31. Acrobatic bluff check, power attacked -2 atk/+2 tough autofire strike. As per the note on the page, both rolls are including the +2 Master Plan bonus.
trollthumper Posted May 31, 2011 Author Posted May 31, 2011 There is really no way that Silent Vigil can beat that Bluff Check, so he's flat-footed -- and gets hit anyway. He's Stunned and takes another Bruise, and I am not going to fiat this turn. So, here's where we stand at the end of Round 2: Genardine: 26, Bruised x2, 0 HP Cannonade: 18, Unharmed, Master Plan (+2, 1 round), 4 HP Sentinel: 19, Bruised x1, Stunned (Ironclad's Action), Staggered, 0 HP Ironclad: 5, Unharmed, Master Plan (+2, 1 round), 2 HP Myrmidon: 13, Unharmed, Master Plan (+2, 1 round), 0 HP Wisp: 12, Unharmed, Master Plan (+2, 1 round), 2 HP Silent Vigil: 6, Bruised x2, Stunned (Wisp's Action), 0 HP Crow: 27, Unharmed, Master Plan (+2, 1 round), Partially Concealed, In Stealth, 2 HP Bres the Beautiful: 25, Unharmed, 0 HP I'll get an IC post up shortly, then we'll hit Round 3.
Quinn Posted May 31, 2011 Posted May 31, 2011 Actually, Crow is Completely Concealed due to the Obscure. And now for Phase 3! Lock Him Down! Obscure goes down to 100 feet at the edges, still pretty much fills the arena save for the 5-foot squares at the corners. Standard Action: Stunt Snare 7 (Rune of Earthen Prison) (Extras: Regenerating; Flaws: Medium [Earth]) [8 pp] I think we can safely look at marble as a form of earth? Either way, hopefully that All Out Attack (+5 Attack, -5 Defense) Earth Bind Snare! (1d20+12=18) (EDIT: Please add +2 from Master Plan to that, Block check has to beat a 20) catches him Flat-Footed, and he needs to make an opposing Deflect check, followed by a DC 17 Reflex save. Move Action: That’ll bring down Crow’s Concealment, so he’ll disappear to another point 50-60 feet from Bres (still in the Obscure), same Stealth check (24) as before, and hunker down. Bres needs to beat another DC 40 Notice check to spot him, again with Total Concealment from the Obscure. And that's Phase 3, Crow is now down to 1 HP.
Raveled Posted May 31, 2011 Posted May 31, 2011 Switching to Clad's Enhanced Strength and dropping the hammer. Full Power Attack w/ +3 All-Out Attack & Master Plan, vs Sentinel (1d20+10=14) Should just hit him, DC 30 Toughness save.
trollthumper Posted May 31, 2011 Author Posted May 31, 2011 Fails the Deflect check, really fails the Reflex save. He is now Bound and Helpless. On his turn, he responds by trying to break his bonds with a Mystic Blast. The Snare takes a Bruise, but he's still held by it. And they will apparently patch that up next turn. Now let's see where everyone else stands in Round 3: Genardine: 26, Bruised x2, 0 HP Cannonade: 18, Unharmed, Master Plan (+2, 1 round), 4 HP Sentinel: 19, Bruised x1, Stunned (Sentinel's Action), Staggered, 0 HP Ironclad: 5, Unharmed, Master Plan (+2, 1 round), 2 HP Myrmidon: 13, Unharmed, Master Plan (+2, 1 round), 0 HP Wisp: 12, Unharmed, Master Plan (+2, 1 round), 2 HP Silent Vigil: 6, Bruised x2, 0 HP Crow: 27, Unharmed, Master Plan (+2, 1 round), Concealed, In Stealth, 1 HP Bres the Beautiful: 25, Unharmed, Helpless, 0 HP Silent Vigil's Stun disappears at the start of Wisp's turn, and Sentinel is still Stunned from falling damage. So it's Genardine's turn. Sensing things are getting desperate, she once more tries to use Mind Control on Cannonade. Once more, Cannonade has to beat a DC20 Reflex to cover his ears, and a DC20 Will to throw it off. And he manages to plug his ears just in time. So it's his turn, and this time he's using Improved Grab to try to get a grapple as well. He hits her, and she needs to make a DC24 Toughness save. ...yup, she's down this time. Cannonade wins his bout. Wisp and Ironclad are up.
trollthumper Posted May 31, 2011 Author Posted May 31, 2011 And it appears Ironclad's already taken her action, and is hitting with divine wrath. Let's see how Sentinel responds... Not very well. And another one gone, another one gone, another one bites the dust.
Azuth65 Posted June 1, 2011 Posted June 1, 2011 1d20+17=30, 1d20+15=18 Yeah, gonna go ahead and blow an HP on that attack roll. 1d20+15=22 +10 for hero point being under 11 on the die = 32. Looks like a DC 32 toughness save.
trollthumper Posted June 1, 2011 Author Posted June 1, 2011 He doesn't beat the Stealth DC with his Notice, so he's struck from surprise. And that'll top out at DC30 Toughness. Aaaaaand he's down. So, at the end of Round 3, that leaves Crow. Crow: 27, Unharmed, Master Plan (+1, 4 rounds), Concealed, In Stealth, 1 HP Bres the Beautiful: 25, Unharmed, Helpless, 0 HP Good luck.
Quinn Posted June 1, 2011 Posted June 1, 2011 Game over, Bres. Phase 4, Finish The Job! Full action Coup De Grace! That's a DC 27 Toughness check, and a DC 17 Fortitude save if he makes the first. And if he manages to make those, I'll spend an HP to take another Standard action and stomp his head into the ground again!
trollthumper Posted June 1, 2011 Author Posted June 1, 2011 All right, so that's two attacks. Got it. He's Bruised and Stunned after the first blow, and makes his Fort save. ...and now he's toast. So much for Crow getting his head deflated. That's the official end of combat rounds for Phase 1 of the tournament. I'll get up a good GM post declaring Bres's downfall soon enough.
trollthumper Posted June 1, 2011 Author Posted June 1, 2011 And now we're on to the party. Feel free to strike up conversation with some of the other competitors, including the one you may have beat down.
trollthumper Posted June 2, 2011 Author Posted June 2, 2011 Oh, Rav, I was wondering if you could make a Notice check for me?
trollthumper Posted June 5, 2011 Author Posted June 5, 2011 Bat Yaoguai makes a 24 on her Notice check. Crab Yaougai makes a 18 on his Notice check. Initiative time for Ironclad! For this combat, we'll be using AA's Batman for the Bat Yaoguai and his Crabby Hero for the Crab Yaoguai. Bat Yaoguai goes on 12. Crab Yaoguai goes on 18.
Raveled Posted June 5, 2011 Posted June 5, 2011 Initiative for Ironclad (1d20+3=22) ... A-hahahahaha! Oh man, when you need the dice they come through for you. Props, IC, props. Okay, first round! Call up the armor, switch to Enhanced Strength, and ready an action. If either of them come into melee range, she attacks. Want me to make the attack roll beforehand, TT?
trollthumper Posted June 5, 2011 Author Posted June 5, 2011 It would probably help. That way I can figure out if the target is actually Stunned before they can try to get an attack off.
Raveled Posted June 5, 2011 Posted June 5, 2011 Melee attack w/ All-Out Attack and Power Attack, vs first target to come within melee range. (1d20+10=11) Oh Jesus on a crutch. I knew there would be backlash for that 19...
Semi-Autogyro Posted June 5, 2011 Posted June 5, 2011 I can either EE or HP that (Extra: Affects Other) on my weapon creation power if you would like TT, since ordinarily I can't give my weapons to others.
trollthumper Posted June 6, 2011 Author Posted June 6, 2011 God, I forgot to make this clear earlier: Hero Points are refreshed. We're now back to what we were before combat started in the first rounds, and if we had any left over above our starting totals, they stick around (e.g., Cannonade ended combat with 4 HP and started with 3, so that 4th will stick around). Ironclad: 22, Unharmed, 3 HP Crab Yaoguai: 18, Unharmed, 0 HP Bat Yaoguai: 12, Unharmed, 0 HP Now, for the yaoguai. Crab guy moves fast and attempts to strike Ironclad. She attempts to strike when he gets in range, but misses. The crab hits, however, necessitating a DC25 Toughness save. The bat likewise tries to help her buddy out with a Blast/Dazzle combo. She rolls an 18, so that might not hit - depends on if the first attack Stuns Ironclad. If Ironclad's Stunned, then DC23 Toughness and DC18 Fortitude saves. If not, then neither. As for Myrmidon, I'll allow him to Stunt an Affects Others Extra on Weapons Creation. Once everything's set up, Genardine goes on 10.
Raveled Posted June 6, 2011 Posted June 6, 2011 Toughness, vs DC 25 (1d20+10=30) Ha! All-Out Attack means that Clad's Def is only 14 for this round, so it hits. Toughness, vs DC 23 (1d20+10=23) oh, just enough. Fortitude save, vs DC 18 (1d20+5=16) Well, that's not too bad!
trollthumper Posted June 6, 2011 Author Posted June 6, 2011 No, it is not. Ironclad: 22, Unharmed, Dazzled (Audio), 3 HP Crab Yaoguai: 18, Unharmed, 0 HP Bat Yaoguai: 12, Unharmed, 0 HP Ironclad is up next.
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