Raveled Posted October 14, 2011 Share Posted October 14, 2011 Cosmicstar's Toughness save, vs DC 34. (1d20+13=30) Bruise x6. Link to comment
Aoiroo Posted October 14, 2011 Share Posted October 14, 2011 Etain's turn, so time for a mind spike strike, so power attack, fully shifted power attack, and spend an HP for all out attack shifting the attack back to twelve total and her defense down to twelve total, and extra effort to give the total attack +2, so in total +7 damage if this hits. 31 heck yeah. That is DC 29 Will against the drain, and DC 34 Will against the strike. Link to comment
Raveled Posted October 14, 2011 Share Posted October 14, 2011 Cosmicstar's Will save, vs DC 29 Drain. (1d20+10=30) Oooo, yeah. Cosmicstar's Will save, vs DC 34. (1d20+10=27) That' a miss by 7, so Bruisex7 + Daze. Link to comment
Quinn Posted October 15, 2011 Share Posted October 15, 2011 Yeah, Cosmicstar's 'ard 'enuff. Crow ports in, hurls a few more Talons at the foe, and ports out. All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) Crow's Talons! (1d20+8=21) DC 23 TOU save from Cosmicstar if that hits. Link to comment
Raveled Posted October 15, 2011 Share Posted October 15, 2011 In fact it just missed Cosmicstar. Link to comment
Azuth65 Posted October 16, 2011 Share Posted October 16, 2011 Free: Going to keep the AoA/PAs the same as last time. Move: Acro-bluff 1d20+15=27 (Maybe he won't do so well this time) Standard: 1d20+13=25 Save is between DC 29 and 34, depending on Autofire. Link to comment
Raveled Posted October 16, 2011 Share Posted October 16, 2011 Cosmicstar's Sense Motive, vs DC 27. (1d20+21=22) ... Who was it was saying that IC loved Cosmicstar, again? Cosmicstar's Toughness save, vs DC 34. (1d20+11=22) Oh, right. Okay, Staggered + Daze refreshes. Link to comment
Raveled Posted October 18, 2011 Share Posted October 18, 2011 Glowstar's ranged attack roll w/ full Power Attack & full All-Out Attack, vs Cosmicstar's Def. DC 23 (1d20+12=15)That actually misses, but this fight has dragged on forever. Time to end this. Link to comment
Aoiroo Posted October 18, 2011 Share Posted October 18, 2011 Spend an HP for reroll, he's totally got them. Link to comment
Raveled Posted October 20, 2011 Share Posted October 20, 2011 Everyone can get a free round against Hopeless Chris. Because this fight is, frankly, starting to drag just a tad and it's time to end it. Link to comment
Aoiroo Posted October 20, 2011 Share Posted October 20, 2011 Can Changeling project a mental barrier that cuts him off from the Gorgon now that he's temporarily gained control? Link to comment
Avenger Assembled Posted October 20, 2011 Author Share Posted October 20, 2011 You know, Rav, you can just have him go down. You don't need (yet another) round of them ganging up on a helpless enemy. Link to comment
Azuth65 Posted October 21, 2011 Share Posted October 21, 2011 I'm with AA on this. Beating the kid up any further, it'd be like kicking somebody's puppy. Link to comment
Raveled Posted October 21, 2011 Share Posted October 21, 2011 Alright, then. If Roo or SA wants to get in a post about foaming Chris down or putting him to sleep, go for it. Otherwise, in a couple days I'll post a wrap-up (and Cosmicstar's stats!) Link to comment
Raveled Posted October 25, 2011 Share Posted October 25, 2011 Because I promised, this is what you were fighting. Power Level 15 (225 pp) Abilities: STR: 46 [13] (+18), DEX: 12 (+1), CON: 46 [16] (+18), INT: 14 (+2), WIS: 18 (+4), CHA: 18 (+4) Skills: Knowledge (Arcane Lore) 6 (+8, Knowledge (Physical Sciences) 6 (+8), Notice 16 (+20), Sense Motive 16 (+20) Feats: All-Out Attack, Attack Focus 4 (Melee), Dodge Focus 5, Fearless, Improved Crit 2 [unarmed], Interpose, Move-By Action, Power Attack, Second Chance 2 (Notice checks, Sense Motive vs. Feints), Uncanny Dodge (mental) Powers: Enhanced Strength 33, AP: Blast 14 (PF: Accurate x4, Precise) Enhanced Constitution 30, Impervious Toughness 12 (Drawback: Power Loss vs. Magic, -1 pp), Immunity 10 (Cosmic Energy Control effects) (Limited [Half Strength]) [5 pp] Immunity 9 (Life Support) Super-Strength 14 (PF: Super-Breath, Countering Punch), Dynamic AP: Flight 15 (500,000 mph), Dynamic AP: Super-Speed 6 (base power: Rapid Attack)) (35 pp total) Super Senses 11 (Vision [Penetrates Illusion], Drawback [Move Action] Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute, Analytical, Tracking], Touch [Analytical], Tremorsense) Combat: Attack +8 (+12 Melee, +16 Cosmic Blast) [unarmed +18 dmg, Cosmic Blast +14 dmg], Defense 22 (14 flat-footed), Initiative +1 (up to +25), Grapple +30 (not counting DAP Super-Strength), Knockback -15 Saves: Toughness +18 (12 Impervious), Fortitude +18, Reflex +6, Will +10 Abilities 31 + Skills 12 + Feats 20 + Powers 135 + Combat 30 + Saves 11- = 239 Countering Punch is in Ultimate Power and lets you use a Strength check to counter appropriate ranged attacks (but it still takes a readied action or a hero point for Instant Counter). Megastar's Heavy Load with all of his DAP points in Super-Strength is about 120,000 tons (example: Aircraft Carrier). :shock: Megastar’s Rapid Attack ability on Super-Speed is very powerful since it lets him hit many enemies at once. He can almost be assured of going first in combat by shifting most of his DAP points to super-speed while outside of combat. The official rules answer (see here) is that nothing happens if you suffer an initiative loss later in the combat. The problem is that this ruling makes having an Alternate Power of Super-Speed (or worse, Enhanced Feat: Improved Initiative) pretty abusive. Link to comment
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