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Change Is Necessary for Growth [OOC]


trollthumper

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Posted

MOVE: Shapeshift: Whip-blades. I think this is the first time she's actually been able to use them! Considering that CT lumberjacked a dark young earlier, Wraith and I are going to go ahead and assume they're kosher to slice&dice.

Elongation 1 (5ft) [1pp]

Enhanced Feat 1 (Power Attack) [1pp]

Speed 1 (10mph / 100 feet per Move Action) [1pp]

Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp]

[2 + 1 + 7 = 10/10pp]

STANDARD: Charge Dark Young 1, to draw it off Summers (as Indira has respect for his moxie and obvious warrior spirit, but has no idea who he actually is/was).

Melee Attack Roll vs. Dark Young 1 (whip-blades; charge +2, Power Attack -3/+3) (1d20 + 10 + 2 - 3=14)

D'oh. Why you betray me, power attack? Why?

Shapeshift means not having to save HP for stunting! :science:

Melee Attack REROLL vs. Dark Young 1 (whip-blades; charge +2, Power Attack -3/+3) (1d20 + 10 + 2 - 3=26)

That's more like it. 25 (base) + 3 (power attack) = DC28 toughness for Dark Young 1.

Indira's at -2 defense until her next turn, and will Interpose for Summers when and if able until further notice. IC post pending the thing's save.

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Posted

The Dark Young takes a Bruise.

Sage: 34, Unharmed, 8 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Unharmed, 2 HP

Collins: 19, Unharmed, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 6 HP

Dark Young 2: 6, Unharmed, 0 HP

Dark Young 3: 3, Unharmed, 0 HP

Cobalt Templar is up next.

Posted

Right then. Time for me to let loose with Corbin's latest (relatively) addition to his arsenal, something I have yet to test out.

Free Action: Switch Fires of Judgment to the following AP:

AP: Growth 4 (9ft height, 10ft reach, Large size; Extra: Linked [Density]; Flaw: Dispersal) {4} + Density 3 (+6 Str, Immovable 1, Super-Strength 1, Mass x2; Extra: Linked [Growth]; Flaw: No Toughness Increase) {6} {4+6=10/22}

In that form, he'd have Immovable 1, Large size (9ft height, 10ft reach), Super-Strength 8, and Strength 32 (+11 bonus). That would put him at caps with an Unarmed Attack in that mode.

Move Action: "Leap" (that is, Fly) up next to one of the Dark Young.

Standard Action: Melee Attack!

14 is likely a swing and a miss. :(

EDIT: I realize I didn't designate targets. I'll go after...uh, DY 3, I guess. Which, as TT is telling me in chat, is actually a hit.

So....DC 26 Toughness Save from the Dark Young! :ugeek:

Posted

And it makes the save. Collins is up next.

Free Action: Shift Shapeshifting to Strike w/ Penetrating 5.

Move Action: Move 20 feet towards Cobalt Templar.

Standard Action: Strike w/ Power Attack maneuver for -2/+2. Oh, that's gonna be messy.

Move Action: Move 10 feet back.

All right, so, +13 Base Damage, +2 for Power Attack, +5 for crit... that's a DC35 Toughness save for Cobalt Templar.

Citizen is up next.

Posted

All right.

Sage: 34, Unharmed, 8 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 6 HP

Dark Young 2: 6, Unharmed, 0 HP

Dark Young 3: 3, Unharmed, 0 HP

Citizen is next.

Posted

It takes a Bruise.

Sage: 34, Unharmed, 8 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 6 HP

Dark Young 2: 6, Unharmed, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

Papercut is up next.

Posted

Papercut is going to attempt to fold a six-walled origami box around Collins, one that will hopefully not be so easy to shapeshift out of. Because he has Indirect 3, the idea is that he gets a piece of flat paper into her path so that she steps onto it and the box forms around her with Move Object. Let me know if that's not legal.

Attack roll is: a 23. If that should happen to hit, the grapple check is a 37.

Posted

That'll work. Collins has a Defense DC of 23, so it hits. Her Opposed Grapple modifier is +15 in this form, and she's Bound.

Sage: 34, Unharmed, 8 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 6 HP

Dark Young 2: 6, Unharmed, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

Ghost Girl is up next.

Posted

Ghost Girl

Free Action: Switch to 'Chill of the Grave' AP.

Move Action: Fly into paper box with Collins.

Standard Action: Power Attack 5, Chill of the Grave. (1d20+6=25)

Extra Effort: Power Stunt Improved Critical.

Extraordinary Effort: Surge for Standard Action.

Standard Action: Power Attack 5, Chill of the Grave. (1d20+6=12)

So that's a DC 31 Fort Save against Drain Strength followed by another DC 26 Fort Save against the same. She'll be spending a Hero Point to mitigate the Exhaustion to Fatigue, to be clear.

Posted

Gotcha. Okay, first go results in the full -11, second go a -1. That comes to a total of -12 Strength.

Sage: 34, Unharmed, 8 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

The Dark Young are up next. Dark Young 2's not happy with Koshiro wrapping up its summoner like a present, so it activates the Enhanced STR/Super-Strength part of its array and attempts to strike. Jesus, what is it with the bad guys getting crits?. That'll be a DC30 Toughness for Papercut. Dark Young 3, meanwhile, wonders just what the heck Wraith is, and attempts to Snare her. It misses wildly.

Sage will be up once I get an IC post up for the actions of the Dark Young.

Posted

Move Action: Position Sage above Dark Young 2.

Standard Action: Power Attack: -5 Attack for +5 Damage (1d20+11=31), DC35 Toughness

Free Action: Switch Psionics 11 from Psionic Blade to Telekinesis (Move Object 7)

Free Action: Switch Psionics 5 from Networked Telepathy to Telekinesis (Move Object 3)

Extraordinary Effort:

Surge: Standard Action: Perception Range Move Object 10 (7+3), Grapple Dark Young 2: Grapple (1d20+20=36)

Surge: Move Action: Throw Dark Young 2 at Dark Young 3. Tossed! (1d20+16=22)

Sage is Exhausted, expending 1 HP to cancel one level of Fatigue

Posted

And Dark Young 2 is Dazed and Staggered. As for the Grapple, Dark Young 2 still has Enhanced STR/Super-Strength active, so it breaks the grapple.

Sage: 34, Unharmed, 7 HP

Summers: 23, Unharmed, 0 HP

Dark Young 1: 21, Bruised x1, 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Bruised x1, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, Staggered, Dazed (Sage's Action), Staggered, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

Summers goes next. He moves on Dark Young 1, using Intimidate as a Standard Action to Startle. He nets a 34, and the Dark Young really falls for it, leaving it Flat-Footed. He then uses Set Up to transfer the benefits to Wraith, meaning she can attack from surprise. The Dark Young responds by attempting to Snare the headmaster in its doughy folds, and succeeds on the attack roll. Summers is Bound, and starts holding his breath and working on his escape attempt for next round.

Sage: 34, Unharmed, 7 HP

Summers: 23, Unharmed, Bound, 0 HP

Dark Young 1: 21, Bruised x1, Startled (for Wraith), 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Bruised x1, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, Staggered, Dazed (Sage's Action), Staggered, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

Wraith is up next.

Posted

And the Dark Young gets Bruised and Dazed.

Sage: 34, Unharmed, 7 HP

Summers: 23, Unharmed, Bound, 0 HP

Dark Young 1: 21, Bruised x2, Dazed (Wraith's Action), 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, Staggered, Dazed (Sage's Action), Staggered, 0 HP

Dark Young 3: 3, Bruised x1, 0 HP

Cobalt Templar is up next.

Posted

And the Dark Young is Dazed and Staggered.

Sage: 34, Unharmed, 7 HP

Summers: 23, Unharmed, Bound, 0 HP

Dark Young 1: 21, Bruised x2, Dazed (Wraith's Action), 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Unharmed, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, Staggered, Dazed (Sage's Action), Staggered, 0 HP

Dark Young 3: 3, Bruised x1, Dazed (CT's Action), Staggered, 0 HP

Collins is up next, and she is weak as a newborn puppy and unable to use Insubstantial 1 to slither from her confines. So she instead decides to attempt Taunting Koshiro. That's a 22, to be opposed by Will, Bluff, or Sense Motive.

Citizen is up next.

Posted

Gotcha.

Sage: 34, Unharmed, 7 HP

Summers: 23, Unharmed, Bound, 0 HP

Dark Young 1: 21, Bruised x2, Dazed (Wraith's Action), 0 HP

Wraith: 20, Unharmed, 2 HP

Cobalt Templar: 20, Bruised x1, 1 HP

Collins: 19, Unharmed, Bound, -12 Strength, 0 HP

Citizen: 18, Unharmed, 0 HP

Papercut: 16, Bruised x1, 4 HP

Ghost Girl: 14, Unharmed, 5 HP

Dark Young 2: 6, Unharmed, Staggered, Dazed (Sage's Action), Staggered, 0 HP

Dark Young 3: 3, Bruised x1, Dazed (CT's Action), Staggered, 0 HP

Ghost Girl is up next.

Posted

Kimber is actually Fatigued, even after spending the HP (putting her at 5), since she used Extraordinary Effort last round. Anyway!

Ghost Girl

Standard Action: Power Attack 5, Chill of the Grave. (1d20+5=6) ...of course.

Hero Point: Reroll: Power Attack 5, Chill of the Grave. (1d20+5=12) So 22.

That's another DC 26 Fort Save. Assuming that drains her to 0 Strength and leaves her helpless (again)...

Extra Effor: Surge for Standard Action.

Full Action: Coup de Grace Ice Breath to freeze the puddle solid. Yes.

She'll start the next round still fatigued with 3 HP.


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