Quinn Posted June 1, 2011 Posted June 1, 2011 Crow blows an HP, leaving him with 1 left, and retweaks the teleporter to give Dimensional Movement 1 [Avalon] (Extras: Affects Others, Progression 2). We can bring 5 people along, which will include Wisp once we get her back. :D
Raveled Posted June 1, 2011 Author Posted June 1, 2011 And Myr can start with some Dupes pre-deployed, at that.
Raveled Posted June 3, 2011 Author Posted June 3, 2011 Sense Motive, vs DC 26 (1d20+15=28) Le yawn. She's seen it all. I think it's time for Initiative, folks. Initiative for fae lady (1d20+8=17) Initiative for Glowstar (1d20+6=17) ... Fae lady wins the tie.
Raveled Posted June 3, 2011 Author Posted June 3, 2011 Forgot the minions. Ladies? Initiative for Minions (1d20+2=3) Well, they go last. Ini order is: Fae Swordswoman -- Uninjured -- GM Glowstar -- Uninjured -- HP x 4 Myrmidon -- Uninjured -- HP x 3 Crow -- Uninjured -- HP x 2 Fae Ladies x 50 -- Uninjured -- GM
Raveled Posted June 3, 2011 Author Posted June 3, 2011 Swording, vs Crow's flat-footed Defense (1d20+15=23) That hits. Autofire 1 gives +5 Tou. Crow needs to make a DC 25 Toughness save flat-footed.
Quinn Posted June 3, 2011 Posted June 3, 2011 Crow has Uncanny Dodge (Auditory), so he's not caught Flat Footed (good thing to, FF he only has a +3 Toughness!) DC 25 Toughness save! (1d20+7=10) Urgh. DC 25 Toughness save HP reroll (+10 if below 10) (1d20+7=19) Better. Crow's Bruised & Stunned.
Raveled Posted June 3, 2011 Author Posted June 3, 2011 Glowstar charges to the rescue! Literally! Entropic Strike w/ Charge, vs fae lady's Def (1d20+12=25) Ha! Hit! DC 25 Toughness. Twice, actually! Double Toughness save vs DC 25 (1d20+7=23, 1d20+7=14) Bruised, but she also loses 11 points of Toughness. So basically the whole thing! Crow, you're up.
Semi-Autogyro Posted June 4, 2011 Posted June 4, 2011 Okay! Myr Summons a Shockwave Emitter. Shockwave Emitter - Trip 7 [Extras: Knockback, Area [burst] (general); Flaw: Distracting; Power Feat: Improved Trip] That's a 35 ft radius effect, so I aim at the largest concentration of them. (I'll let you determine how many it affects.) DC 17 Reflex for everybody within the blast radius, if they fail take the worse of their dex/str vs. a trip attempt w/ knockback. Mooks bounced around like pinballs time! Note that Myrmidon has lost his dodge bonus this round since he had to brace the weapon (distracting).
Raveled Posted June 4, 2011 Author Posted June 4, 2011 Reflex save, vs DC 17 (1d20+5=14, 1d20+5=8, 1d20+5=17, 1d20+5=9, 1d20+5=10, 1d20+5=20, 1d20+5=25) So 4 are affected by it. Okay. Str check, vs DC 17 Trip (1d20+1=6, 1d20+1=18, 1d20+1=13, 1d20+1=19) And 2 are knocked back! Okay!
Quinn Posted June 4, 2011 Posted June 4, 2011 Crow'll burn an HP to break the stun...and he's pissed. Time to goonsweep! Crow Takes 10 on the first minion, Charging for +2 Attack, -2 Defense. Add All Out Attack for that, +5 Attack, -5 Defense. Then add Power Attack, +5 Damage, -5 Attack. With his current +8 Attack, that makes my Take 10 give me a flat 20 to hit. According to Raveled, that beats the minions' defense; and a DC 27 (+5 Damage from Power Attack) blows right through them. Add Takedown Attack 2, and Crow goes through those minions like a knife through butter. Posting IC shortly.
Quinn Posted June 4, 2011 Posted June 4, 2011 Arcane Lore Check! (1d20+7=14) Could be better, could be worse.
Semi-Autogyro Posted June 4, 2011 Posted June 4, 2011 Just on a lookout. Weapon Electro-Carbine - Damage 7 [Extras: Ranged (700 feet); Feat: Subtle] DC 22 Toughness (Energy, Electrical)
Raveled Posted June 5, 2011 Author Posted June 5, 2011 I'm going to wait for Zu to post here before I do anything else.
Raveled Posted June 7, 2011 Author Posted June 7, 2011 Ho-kay. Gonna rule that Crow's flat-footed through all this, which makes the Toughness save... Eek. DC 25. Again, flat-footed.
Azuth65 Posted June 7, 2011 Posted June 7, 2011 Actually, because Wisp would feel the need to get between the civilians and Overshadow, that's just her move action being a teleport and her attacking with a basic unarmed strike. No autofire.
Raveled Posted June 7, 2011 Author Posted June 7, 2011 Well then, DC 23 Toughness save. And a similar Will save for Wisp, please.
Azuth65 Posted June 7, 2011 Posted June 7, 2011 Actually, it's only 22. Also, 1d20+7=8. "Get out of my school you armored freak!"
Quinn Posted June 7, 2011 Posted June 7, 2011 I'd say this'd be the Most Triumphant Example of Flat-footed application ever... DC 22 Toughness save! (1d20+8=19) Aaaand Crow's Bruised. Thank you, ma'am, can I have another?
Semi-Autogyro Posted June 8, 2011 Posted June 8, 2011 Cue epic escape sequence start! Myrmidon spends a HP to get the +Heroic on his duplicate, and calls the max number out. On his move he commands them to combo attack to take out the load bearing columns, etc. The weapon they use for this is: Seismic Wave Inducer: Blast 8 (Extra: Area [burst]; Flaws: Limited [Objects Only]; Drawback: Reduced Range [5 70ft Range Increments, 350ft Max Range]) [15PP] They really can't miss a stationary target, so that's a total of a DC 43 Tough Save vs. The Structure. 15 Base Toughness save + 8 Blast Save + 2(x10) Combo Attack Save = 43 total. I'm guessing that it's made of stone, which has a Toughness of 5, as described on page 166 of the Core Book. Myrmidon is hoping to bring down the temple, or at the very least cause some major structural damage.
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