Gizmo Posted December 15, 2011 Posted December 15, 2011 Gather Information, Intimidate. (1d20+10=29, 1d20+10=20)
Raveled Posted December 25, 2011 Author Posted December 25, 2011 Could I get a Notice check from Wail, please?
Gizmo Posted December 31, 2011 Posted December 31, 2011 (23:14:26) Raveled: I need a Notice check from Wail. (23:14:44) System: Gizmo rolls 1d20 and gets (8)+10=18.
Raveled Posted January 31, 2012 Author Posted January 31, 2012 We are facing the husband and wife super-mercenary duo of Block and Tackle, along with 6 minions of the Soldier variety. Ironclad's Ini for SS. (1d20+5=24) Block's Ini for SS. (1d20+7=11) Tackle's Ini for SS. (1d20+6=8) Soldier Ini in SS. (1d20+1=5) That did not shake out like I was expecting it.
Raveled Posted February 1, 2012 Author Posted February 1, 2012 Initiative 24 Ironclad -- Uninjured -- HPx4 16 Wail -- Uninjured -- HPx3 11 Block -- Uninjured -- GM 8 Tackle -- Uninjured --GM 5 Soldier 1 -- Uninjured -- Minion 5 Soldier 2 -- Uninjured -- Minion 5 Soldier 3 -- Uninjured -- Minion 5 Soldier 4 -- Uninjured -- Minion 5 Soldier 5 -- Uninjured -- Minion 5 Soldier 6 -- Uninjured -- Minion Ironclad's going to attack Tackle with a good ol' Power Attack while she's Flat-footed. Ironclad's ranged attack w/ +5 Power Attack and +5 All-Out Attack, vs Tackle's Flat-Footed Def. DC 30 Tou (1d20+10=28) Oh, yes. Tackle's Toughness save, vs DC 30. (1d20+10=21) Bruise x1 + Daze. Wail is up next.
Gizmo Posted February 1, 2012 Posted February 1, 2012 Wail Move Action: Walk into the warehouse. Standard Action: All-Out Attack 5, Power Attack 5 Sonic Wail. (1d20+8=22) That's a DC 38 Toughness Save for Block, and ideally I'd like to use Knockback to send him flying back and into Tackle.
Raveled Posted February 2, 2012 Author Posted February 2, 2012 I'm gonna say no, because of this. Block's Toughness save, vs DC 38. (1d20+10=20) Block is down in one hit. Well, that's what happens when PL 10 fights PL 14.
Gizmo Posted February 2, 2012 Posted February 2, 2012 Woof. Okay, did not realize he was PL10...! In my defense, Wail is only at PL13 caps?
Raveled Posted February 3, 2012 Author Posted February 3, 2012 Block's down, Tackle's Dazed, so it's down to the Minions. Half are on Ironclad, half are on Wail. Soldier 1, 2, 4, & 5 Aid Action, vs DC 10. (1d20+5=22, 1d20+5=10, 1d20+5=21, 1d20+5=22) So Soldier 3 and 6 get +4 to their attack rolls. Soldier 3 & 6 Ranged attack checks, vs Ironclad & Wail's Def. DC 21 + Autofire (1d20+5=17, 1d20+5=9) That should actually be +9 attack for both, so on Ironclad it's a DC 24 Toughness, and Wail's Impervious defeats it so no Toughness check. Ironclad's Toughness save, vs DC 24. (1d20+15=23) Bruised by Minions... Well, she can get her own back! Land next to Soldier 3, break his toy. Take 10 on attack for a 20, Soldier needs to make a DC 25 Toughness check which he cannot do even with a 20, so he's out. Initiative 24 Ironclad -- Bruise x1 -- HPx4 16 Wail -- Uninjured -- HPx3 11 Block -- Unconscious -- GM 8 Tackle -- Bruise x1 --GM 5 Soldier 1 -- Uninjured -- Minion 5 Soldier 2 -- Uninjured -- Minion 5 Soldier 3 -- Out -- Minion 5 Soldier 4 -- Uninjured -- Minion 5 Soldier 5 -- Uninjured -- Minion 5 Soldier 6 -- Uninjured -- Minion
Gizmo Posted February 4, 2012 Posted February 4, 2012 What kind of arrangement are the soldiers and Tackle in, relative to Wail's position? Also, if Ironclad in the way of any of them?
Raveled Posted February 6, 2012 Author Posted February 6, 2012 I never do figure out how a battle's laid out until too late. Let's say the warehouse has a big bay in the middle, mostly filled with stacks of wooden crates; raised concrete walkways along either side that the soldiers are on (split three and three, with Ironclad on the left); and B&T are in the middle, resting in the wreckage of some crates. That work for you?
Gizmo Posted February 6, 2012 Posted February 6, 2012 That's cool. Can Wail catch Tackle and three of the soldiers in a cone shape?
Raveled Posted February 6, 2012 Author Posted February 6, 2012 Yeah, he has enough Movement to do that.
Gizmo Posted February 7, 2012 Posted February 7, 2012 Wail Move Action: Get into position. Standard Action: Sonic Scream, hitting Tackle and the three soldiers further away from Ironclad. For reference, that's Damage 13 (Extras: Area [General, Cone, 120ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP] (Sonic Scream) [53PP]. That's DC28 Toughness Save and a DC19 Fortitude Save, after the Reflex Save, of course.
Raveled Posted February 8, 2012 Author Posted February 8, 2012 Soldiers cannot make that save, so they're gone. Tackle, then. Tackle's Toughness save, vs DC 28. (1d20+9=29) Heh, beat it. Forgot the Ref save for Toughness, but she critted it so it doesn't really matter either way. Tackle's Reflex save, vs DC 19. (1d20+6=25) Half effect. Tackle's Fort save, vs DC 15. (1d20+10=22) Nope, sorry. Tackle goes next. No offense to Wail, but he did nothing to her so she'll swing away at Ironclad. Tackle's melee attack check, vs Ironclad's Def. DC 25 Tou. (1d20+10=24) That'll hit. Ironclad's Toughness save, vs DC 25. (1d20+14=21) Bruise x2. This is getting worrisome. Ironclad is up next. She's going to... hm... EE to get Split Attack on her wrist blasters, slap down the two Minions still standing. Take 10 on an attack roll for 20, plenty to hit them. DC 20 Toughnes for each of them. Toughness saves for Soldier 1 & 2, vs DC 20. (1d20+5=11, 1d20+5=14) Initiative 24 Ironclad -- Bruise x2, Fatigue -- HPx4 16 Wail -- Uninjured -- HPx3 11 Block -- Unconscious -- GM 8 Tackle -- Bruise x1 --GM 5 Soldier 1 -- Out -- Minion 5 Soldier 2 -- Out -- Minion 5 Soldier 3 -- Out -- Minion 5 Soldier 4 -- Out -- Minion 5 Soldier 5 -- Out -- Minion 5 Soldier 6 -- Out -- Minion Waiting on Wail's IC post.
Gizmo Posted February 15, 2012 Posted February 15, 2012 Wail Move Action: Move over to Tackle. Standard Action: Unarmed Attack vs. Tackle. (1d20+8=16) Hero Point: Unarmed Attack vs. Tackle, HP reroll. (1d20+8=10) 20 should just do it. Improved Grab: Opposed Grapple check. (1d20+23=38) That's a Toughness Save at DC 28 for the attack, then an opposed Grapple check. If he succeeds, he'll pin her.
Raveled Posted February 15, 2012 Author Posted February 15, 2012 20 does indeed just hit. Tackle's opposed Grapple check, vs 38. (1d20+18=33) Is grapple'd, and per House Rules she is Pinned, Bound, and Helpless. Tackle's Toughness save, vs DC 28. (1d20+9=14) Staggered + Dazed.
Raveled Posted February 18, 2012 Author Posted February 18, 2012 Ironclad is going to coup de grace. Rank 10, auto-crit makes it all DC 25 Fortitude for Tackle. Tackle's Fort save, vs DC 25 CdG. (1d20+10=25) Just makes it. Tackle's Grapple check to break free. (1d20+18=32)
Gizmo Posted February 18, 2012 Posted February 18, 2012 Wail Opposed Grapple Check vs. 32. (1d20+23=36) She's not going anywhere. Free Action: Maintain Pin Free Action: Switch to third AP slot. Move Action: Demoralize vs. Tackle. (1d20+13=24) Standard: Unarmed Damage, Toughness DC 28.
Raveled Posted February 18, 2012 Author Posted February 18, 2012 Tackle's Sense Motive, vs DC 24. (1d20+15=28) Tackle's Toughness save, vs DC 28. (1d20+9=28) Nice rolls for her, this round.
Raveled Posted July 3, 2012 Author Posted July 3, 2012 Initiative time! Ironclad's Ini. (1d20+5=15) Sidetrack's Ini. (1d20+6=18) Ms. Scarlet's Ini. (1d20+9=20) Well, that doesn't bode well. In the interest of transparency, Ms. Scarlet has been outfitted with a powered suit to bring her up to PL 14; she still has +15 Att and +15 Def, but she does +13 Dam with her whip and her Toughness is +13.
Raveled Posted July 5, 2012 Author Posted July 5, 2012 Ironclad has +5 Ini, so she goes first. Initiative 20 -- Scarlet -- Uninjured -- GM 18 -- Sidetrack -- Uninjured -- GM 15 -- Ironclad -- Bruisex2, Fatigue -- HPx4 15 -- Wail -- Uninjured -- HPx2 Scarlet will start off by swinging at Wail. Scarlet's melee attack check, vs Wail's Def. DC 28 Tou (1d20+15=31) That will hit handily. Sidetrack will do what she does best and try to blind Ironclad. So that's a DC 18 Ref saved and a DC 18/14 Fort save. Ironclad's Reflex save, vs DC 18. (1d20+6=9) No on that. Ironclad's Fort save, vs DC 18. (1d20+7=12) And very much no. So Ironclad is blind. Well, she'll switch to her Radar Super-Sense and show the teleporter why it's a bad idea to come into melee range with a nice big punch. Ironclad's melee attack check, vs Sidestep's Def. DC 27 Tou (1d20+11=28) That will hit. Sidestep's Toughness save, vs DC 27. (1d20+4=16) Well she's not out, but she is Staggered + Dazed. Okay, Wail is up! I need a DC 28 Tou save from him, first off.
Gizmo Posted July 11, 2012 Posted July 11, 2012 Toughness Save vs. DC 28. (1d20+13=16) Yikes. Toughness Save vs. DC 28, HP Reroll. (1d20+13=26) That's still a bruise.
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