Raveled Posted June 20, 2011 Author Share Posted June 20, 2011 Fiat to get rid of Dragon's fatigue and fly gets a HP. Dragon's Melee attack w/ Accurate Attack & All-Out Attack, vs Fly's Defense (1d20+9=13) And even with all the bonuses I can pile on, it can't do squat. Creep's Def is 13 for the duration. Link to comment
Fox Posted June 20, 2011 Share Posted June 20, 2011 Melee Attack Roll vs. Dragon (damage+nullify; Power Attack -2/+2) (1d20 + 10 - 2=9) whyyyyyyyy Siiiigh. Move action to lure the dragon down to about 200ft, as you mentioned earlier that's how far you intend for things to fall per round, and she wants it to actually hit ground before having a chance to turn its flight power back on. Link to comment
Raveled Posted June 20, 2011 Author Share Posted June 20, 2011 Dragon's Breath attack w/ All-Out Attack and Accurate Attack, vs Fly's Def (1d20+9=20) Juuuust misses. Dragon's Def is +3 for the next round. Link to comment
Raveled Posted June 20, 2011 Author Share Posted June 20, 2011 Will save, vs DC 22 Nullify (1d20+8=22) There are no words for this. Dragon's Toughness, vs DC 27 (1d20+12=18) didn't do so well there! Stunned + Bruised x 4 Link to comment
Fox Posted June 20, 2011 Share Posted June 20, 2011 Eee. Well, that would miss, if she didn't have the fatigue bringing her defenses down. Fortunately, spending hero points is a reaction! Dragonfly spends one to get rid of her suit's fatigue and get her defense back. Once more! Melee Attack Roll vs. Dragon (damage+nullify; All-Out Attack +2/-2, Power Attack -2/+2) (1d20 + 10 + 2 - 2=27) Good god, finally. Dragonfly's defense is +10 until her next turn. Opposed Power Check, Nullify vs. Flight (1d20 + 12=20) Bah. At least the stun means it has a chance to fall out of the air, regardless.... Link to comment
Raveled Posted June 21, 2011 Author Share Posted June 21, 2011 Dragon's Concentration, vs DC 11 (1d20=4) And down he goes. Link to comment
Raveled Posted June 21, 2011 Author Share Posted June 21, 2011 Dragon's Toughness, vs DC 35 (1d20+11=14) And down he goes. Again. Link to comment
Raveled Posted June 21, 2011 Author Share Posted June 21, 2011 For the record Clad is fighting AA's Beeling with the Blast switched to acid/chemical instead of fire. Ironclad's Fort save, vs DC 15 SAS (1d20+5=11) Ironclad is queasy. Alien can't fail the save, so it's fine. Ironclad's Initiative (1d20+3=4) The stars hate me. Rerolling that. Ironclad's Initiative (1d20+3=22) Muuuuch better IC. So good that the Alien technically can't beat it, so Clad goes first! Link to comment
Raveled Posted June 22, 2011 Author Share Posted June 22, 2011 Ironclad is retreating back down the elevator shaft. She's back in artificial gravity, so no more nausea. Using full Defensive Attack, so Def is 20 for this turn. Alien's ranged attack, vs Ironclad's Def (1d20+5=24) Ouch. Thankfully, no Improved Crit so it's just a DC 25 Toughness check. +Tou, goooo!! Ironclad's Toughness check, vs DC 25 (1d20+15=19) >.< Ouch. Gonna reroll that one ... which would make it impossible to miss, so Ironclad takes no damage! She's down to 1 HP, BTW. Link to comment
Raveled Posted June 23, 2011 Author Share Posted June 23, 2011 Blast w/ full Power Attack & full All-Out Attack, vs Alien's Def. DC 35 (1d20+15=28) That hits because the alien is freaking huge. Alien's Tou, vs DC 35 (1d20+15=30) So Bruised + Stunned. Link to comment
Raveled Posted June 24, 2011 Author Share Posted June 24, 2011 I'm an idiot and miscalculated Clad's Blast DC. It's just 30, so the alien (barely) passes it. Link to comment
Raveled Posted June 24, 2011 Author Share Posted June 24, 2011 Alien's ranged attack, vs Ironclad's Def. DC 25 (1d20+4=18) Yup. Ironclad's Toughness, vs DC 25 (1d20+15=18) Ow. Don't want a stun, so popping the last HP to avoid that. Again, can't get less than a 26, so it succeeds automatically. Link to comment
Raveled Posted June 24, 2011 Author Share Posted June 24, 2011 Ironclad's blast w/ full Power Attack, vs Alien's def. DC 30 (1d20+5=25) Hits! Alien's Toughness, vs DC 30 (1d20+15=24) A legitimate Bruise + Stun this time! Link to comment
Raveled Posted July 9, 2011 Author Share Posted July 9, 2011 Ironclad charges in and smacks the alien a good one! Ironclad's melee strike w/ full All-Out Attack, and full Power Attack. Vs. Alien's def. DC 35 (1d20+10=28) And with the latest changes, she actually crits with that. Mm, I think I'll go with straight-up extra damage. It's the simplest action, and pushes the DC to 40. Alien's Toughness, vs. DC 40 effect. (1d20+14=16) Alien goes squish now. Link to comment
Raveled Posted July 9, 2011 Author Share Posted July 9, 2011 Oh noes! Mind Control! Thankfully, it's a Mental effect, so it's only Will DC 15. Might wanna roll initiative, too, since I'd call that a hostile act. Vampire's Initiative (1d20+4=6) Link to comment
Fox Posted July 9, 2011 Share Posted July 9, 2011 Will Save vs. Vampire's Mind Control, DC15 (half-immunity) (1d20 + 8=25) Psh. Initiative Roll (1d20 + 7=23) Yeah, that oughta do. Link to comment
Fox Posted July 9, 2011 Share Posted July 9, 2011 Ranged Attack Roll vs. Vampire (blast) (1d20 + 10=30) Hmm. I took the time to do some math! I'm gonna go with a stunt: Blast 10 (Extras: Secondary Effect, Flaws: Action [Full]) [20/20] That'll hit him with a DC25 Toughness save now, and a DC25 Toughness save at the start of Dragonfly's next turn. It has slightly lower odds of outright KOing the guy, but significantly better odds of at least staggering or stunning. Link to comment
Raveled Posted July 9, 2011 Author Share Posted July 9, 2011 Vampire's Toughness save vs DC 25 (1d20+8=23) Tha-aaat's a Bruise. Link to comment
Raveled Posted July 9, 2011 Author Share Posted July 9, 2011 Vampire's Toughness save vs DC 25 (1d20+7=25) Whups, not quite on the second save. But the vampire flees and Dragonfly is triumphant! Link to comment
Raveled Posted July 9, 2011 Author Share Posted July 9, 2011 Dragonfly's facing zombie minions! Five of them, to be precise. Ini, please. Initiative for zombies. (1d20-1=17, 1d20-1=13, 1d20-1=4, 1d20-1=10, 1d20-1=2) Link to comment
Fox Posted July 10, 2011 Share Posted July 10, 2011 Move Action: Dragonfly takes off higher up into the hallway, trying to stay well out of the reach of those zombies and whatever melee weapons they may be using. Ranged Attack Roll vs. Zombies (blast) (1d20 + 10=17) I have no idea if that even hits. DC25 if it does. I really need to get Dragonfly a proper area attack.... Link to comment
Raveled Posted July 10, 2011 Author Share Posted July 10, 2011 Zombie's Toughness, vs DC 25 (1d20+2=14) Minion go boom! And then minions become not-so-minion-y. Link to comment
Fox Posted July 10, 2011 Share Posted July 10, 2011 Ranged Attack Roll vs. Zombie Megazord (blast; Power Attack -2/+2) (1d20 + 10 - 2=28) ....well, then. Alright. Same stunt as before, I think; going for that stagger or stun before the thing can lay a hand on Dragonfly. With the power attack, that's DC27 Toughness now, DC27 Toughness at the start of Dragonfly's next turn. Link to comment
Raveled Posted July 10, 2011 Author Share Posted July 10, 2011 Mass zombie's Toughness vs DC 27 (1d20+12=27) Ouch. Big zombies get big saves. The good news? With Dragonfly's Defense, this minion can technically never hit her! :O Link to comment
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