Lone Star Posted August 7, 2011 Posted August 7, 2011 Thanks, dude. :oops: Warlock uses his Lightning Wand, so that's a DC 19 Reflex to avoid half-damage, and a DC 24 Toughness if it connects.
Raveled Posted August 7, 2011 Author Posted August 7, 2011 Ludwig's Reflex save, vs DC 19. (1d20+3=17) It hits. Ludwig's Toughness save, vs DC 24. (1d20+10=14) ... Staggered + Stunned. SEE! Make Toughness saves! Fisher King drops another Snare, healing the original one and making Ludwig Bound.
Raveled Posted August 20, 2011 Author Posted August 20, 2011 The bad guys here will be Gargoyle and the Ghost Fox Killer. Ironclad's Initiative. (1d20+5=15) Gargoyle's Initiative. (1d20+12=26) Ghost Fox Killer's Initiative. (1d20+9=20)
Lone Star Posted August 20, 2011 Posted August 20, 2011 :argh: Wasted a critical roll! 1d20+3=23 Looks like the Gargoyle is up first.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Ini order is: 26 Gargoyle -- Uninjured -- GM 23 Warlock -- Uninjured -- HP x3 20 Ghost Fox -- Uninjured -- GM 15 Ironclad -- Uninjured -- HP x4 Gargoyle's melee attack, vs Ironclad's flat-footed Def. (1d20+12=32) Yikes, that's a heck of a hit. Gargoyle's grapple check, vs Ironclad's opposed. (1d20+22=29) It's literally not possible for her to get anything but the worst result, so there it is. Ironclad and Gargoyle are grappled, Garg is pulling her away from the fight. Warlock's up.
Lone Star Posted August 21, 2011 Posted August 21, 2011 Warlock is going to Power Stunt a new gadget: a Helm of Mind Controlling (Mind Control 11) which he will use against the Gargoyle.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Gargoyle needs to make a DC 21 Will save. Gargoyle's Will save, vs DC 21. (1d20+8=21) Just barely made it.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Ironclad's grapple, vs Gargoyle's opposed grapple. (1d20+24=42) Bwahahaha. Revenge of the array! Again, no way in damnation Gargoyle can make that save. She's gonna... Hm, can't switch an array twice in a round. Well, I guess she's gonna punch the Gargoyle! Ironclad's melee attack w/ full All-Out Attack, full Power Attack, vs Gargoyle's Def. DC 30. (1d20+10=19) Oh ffff-- Gonna spend a point to reroll that. Ironclad's melee attack w/ full All-Out Attack, full Power Attack, vs Gargoyle's Def. DC 30. (1d20+10=24) That'll do IC, that'll do. Gargoyle's Toughness save, vs DC 30. (1d20+8=24) Stun + Bruise. Is he still flying? Gargoyle's Concentration check, vs DC 13. (1d20+2=5) Nope! Ghost Fox Killer's ranged attack, vs Ironclad's Def. DC 22 + Autofire (1d20+13=18) Ironclad's Def is currently 10, so that's enough for +4 Toughness. Total DC of 26. Ironclad's Toughness save, vs DC 26. (1d20+15=18) Stun + Bruise. What're the odds! Now, is she still flying? Ironclad's Concentration check, vs DC 14. (1d20+10=14) This is why you put points into Concentration, folks.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Ini order is: 26 Gargoyle -- Bruised + Stun (Ironclad) -- GM 23 Warlock -- Uninjured -- HP x2 20 Ghost Fox -- Uninjured -- GM 15 Ironclad -- Bruised + Stun (Ghost Fox) -- HP x3
Lone Star Posted August 21, 2011 Posted August 21, 2011 He'll use the Mind Control Helm, which is Perception Range. DC 21 Will save for Ghost Fox Killer.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Ghost Fox Killer's Will save, vs DC 21. (1d20+7=20) Squeaks it in this time.
Raveled Posted August 21, 2011 Author Posted August 21, 2011 Ghost Fox is to far away to hear Warlock's instructions, so she's gonna stand there and drool a bit while Ironclad flies back over and does a strafing run. Ironclad's ranged attack, vs Ghost Fox's flat-footed Def. DC 30 (1d20+10=15) That just barely hits. Ghost Fox's Toughness save, vs DC 30. (1d20+7=12) And she's out. Gargoyle freaks out and grabs the chick. Warlock's up, if he wants to do something.
Raveled Posted September 7, 2011 Author Posted September 7, 2011 Time for Initiatives, I think. Khania is, well, Khania, while Consul is using AA's John Henry build. Ironclad's Initiative. (1d20+5=22) Wow. Khania's Initiative. (1d20+5=7) Hee hee. Consul's Initiative. (1d20+9=20) Pretty good! But the lady in the suit still strikes first. Free Action Switches Weapon Array to Servos, smacking the uppity alien princess. Ironclad's melee attack check, vs Khania's flat-footed Def. DC 25 (1d20+10=15) Yeesh. Good thing I didn't try to Power Attack with that! It hits, barely. Khania's Toughness save, vs DC 25. (1d20+10=12) Ouch! Dazed + Staggered. Not a good way to start the fight, princess!
Lone Star Posted September 8, 2011 Posted September 8, 2011 Warlock's Initiative. 1d20+3=22. Warlock goes next! He'll use his Lightning Wand on the spoiled princess. She has to make a DC 19 Reflex save (half damage if she makes it, of course), and a DC 24 Toughness if she doesn't.
Raveled Posted September 8, 2011 Author Posted September 8, 2011 Khania's Reflex save, vs DC 19. (1d20+8=18) Nope! Khania's Toughness save, vs DC 24. (1d20+10=19) Bruise + Daze refreshes. Khania's on her ass and not moving ATM. Consul rushes forward and attempts to smack Ironclad. Consul's melee attack check w/ full Power Attack, vs Ironclad's Def. DC 28 (1d20+7=9) Nope! Ironclad retaliates. Ironclad's melee attack check, vs Consul's Def. DC 25 (1d20+10=13) Oh, geez. Initiative 22 Ironclad -- Uninjured -- HPx4 22 Warlock -- Uninjured -- HPx3 20 Consul -- Uninjured -- GM 7 Khania -- Bruise x1 + Daze (Warlock) -- GM
Lone Star Posted September 13, 2011 Posted September 13, 2011 Warlock will move closer to Khania, and use his Sleeping Powder! That's a DC 19 Will save for Khania.
Raveled Posted September 14, 2011 Author Posted September 14, 2011 Khania would technically get a Reflex save with that, but I'll just handwave it and have the villain fly off into the sun. Go, dear alien princess, to the ever-stalled AAA!
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