Avenger Assembled Posted June 4, 2011 Posted June 4, 2011 Fleur de Joie, Gaian Knight, Freedom Angel, Gabriel, and then Jill O'Cure deal with the Bee-Keeper and his ways.
Avenger Assembled Posted June 8, 2011 Author Posted June 8, 2011 The bee goes on 19 19 Freedom Angel goes on 9
KnightDisciple Posted June 9, 2011 Posted June 9, 2011 *Crosses fingers* I guess 12 will be okay. Gotta keep the pregnant lady safe! :o
Gizmo Posted June 9, 2011 Posted June 9, 2011 Initiative. (1d20+4=22) What would you lot do without Jill, hmm?
Avenger Assembled Posted June 9, 2011 Author Posted June 9, 2011 The taser's stats are Stun 7 (PF: Extended Reach [total of 10 ft])
Fox Posted June 9, 2011 Posted June 9, 2011 Initiative Roll (1d20 + 0=19) This...this might be the fastest GK's ever moved. And he and the bee are matched for init, so I think this may be the first initiative roll-off I've ever witnessed. Madness! Initiative Roll-Off! (1d20=15)
Avenger Assembled Posted June 9, 2011 Author Posted June 9, 2011 Jill: 22 (Sidekick) Gaian Knight: 19 (2 HP) Robot Bee: 19 (Bad Guy) Gabriel: 12 (5 HP) Freedom Angel: 9 (1 HP) Fleur de Joie: 6 (4 HP from Complication) Jill is up
Gizmo Posted June 9, 2011 Posted June 9, 2011 Jill O'Cure Move Action: Auto DC 25 Taunt vs. Robot Bee Standard Action: Taser Attack. (1d20+8=23)
Avenger Assembled Posted June 9, 2011 Author Posted June 9, 2011 Hokay, can't beat that taunt on a nat-20. Fort vs. Stun: 23 Okay, that passes. (I realized that +15 was way too high when I gave you guys tasers, so the bees will be rolling 10-12 as their Fort save)
Fox Posted June 9, 2011 Posted June 9, 2011 Melee Attack Roll vs. Mechanical Bee (taser) (1d20 + 8=20) Hooray! Another stun save for the giant robo-bee.
Avenger Assembled Posted June 9, 2011 Author Posted June 9, 2011 19 Stupid bee! Okay, the bee goes and attacks Fleur again. Swing and a miss! Gabriel is up
KnightDisciple Posted June 10, 2011 Posted June 10, 2011 I considered punching it. But, at most it'd be a DC20 save. So, I'll just run up and stungun it. Move Action: Move close enough to use taser. All Out Attack: Defense is +10, Melee Attack is +12 Standard Action: Attack with taser. 17. And that's a hit!
Avenger Assembled Posted June 10, 2011 Author Posted June 10, 2011 17 Dang, I think I made this sucker's Fort save too high! Okay, Heyzel is up. Heyzel Power Attacks the bee with the taser. 14 Boo. Yay HP! 25 That hits. Fort vs. 22 27 ... You know, I'll surge and just punch the damn thing. Power Attack 19 Tou vs 26: 18 Bruised and stunned
KnightDisciple Posted June 12, 2011 Posted June 12, 2011 Right, so, in concert with word that will hopefully soothe the savage beest (please don't hurt me), I'm going to use a Diplomacy check. With powers gone, Gabriel has +15 to Diplomacy. Theoretically, I could take 10 with Skill Mastery, but...I'm an overachiever with Hero Points to spare. Natural 20, for a 35; if not for that blasted penalty, he'd be downright helpful now!
Avenger Assembled Posted June 13, 2011 Author Posted June 13, 2011 That'll do, pig. FA backs him up with a DC 30 Skill Mastery.
Avenger Assembled Posted June 18, 2011 Author Posted June 18, 2011 Init time 25 Bad guy's sheet Heyzel goes on 10
Fox Posted June 18, 2011 Posted June 18, 2011 Initiative Roll (1d20 + 0=12) Sadly, this is still one of GK's better init rolls.
Avenger Assembled Posted June 18, 2011 Author Posted June 18, 2011 Initiative: Bad Guy: 25 Gabriel: 21 Jill: 21 Fleur de Joie: 18 Gaian Knight: 12 Freedom Angel: 10 Bad Guy throws knifes at the Bee-Keeper! They hit one of the robots. 26 30
KnightDisciple Posted June 18, 2011 Posted June 18, 2011 Hm. Move Action: Charge: +2 Attack, -2 Defense. Move up next to the punk. Standard Action: Smack him with the Taser. Which is part of the Charge, but still. 18. Looks like that doesn't hit (sheet seems to indicate he has 24 Defense) Hero Point to reroll! 18 again, but with the reroll bonus it's 28, which is enough. Stun 7 attack.
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