Ari Posted December 26, 2011 Author Posted December 26, 2011 Okay, so: using TK to throw an object as an improvised weapon you add the rank of your TK as if it were your STR bonus. So DoomBot's roll vs. DC22: 17, failed by 5!A Bruise and a Dazed condition is added. EDIT: Actually, a FORT-Immune enemy can only suffer Lethal damage. So that DoomBot is blowed up.
Ari Posted December 27, 2011 Author Posted December 27, 2011 Okay, DoomBot#1's turn. It shall shoot at Glow. Attack roll: 10. Flaming flamingos... That misses. Vahnyu, you're up!
Vahnyu Posted December 27, 2011 Posted December 27, 2011 Net Fly will use his Full round Action to hit Doombot #1 with his Sonic Beam. 1d20+5 → [13,5] = (18) If it hits, Doombot #1 saves against a DC24 toughness AND a DC19 Fortitude(the later which causes daze, if) Surging (hehe) to get another Standard action using Sonic Blast to attack Doombot #1, again 1d20+9 → [7,9] = (16) The Doombot saves against Toughness DC24
Ari Posted December 27, 2011 Author Posted December 27, 2011 That hits, TOU roll: 29/ Withstood. Surge Attack hits. DoomBot#1 gets a 17. Fails by 4. Is blowed up real good.
Ari Posted December 28, 2011 Author Posted December 28, 2011 The two last DoomBots shall now shoot at Arcturus. DoomBot#4's Attack: (18:40:57) System: Arichamus rolls 1d20 and gets (13)+5=18. DoomBot#3's Attack: (18:42:11) System: Arichamus rolls 1d20 and gets (20)+5=25. Okay, #4 misses, #3 gets a natural 20 so that hits, I'll need a DC20 TOU check(don't forget the Inspire bonus!)
GranspearZX Posted December 29, 2011 Posted December 29, 2011 (08:56:36) System: GranspearZX rolls 1d20 and gets (15)+10=25. Invisible Castle was down this morning. :/
Ari Posted December 29, 2011 Author Posted December 29, 2011 No problem, it is now Round Two of the combat! Order is: Heraldo: Unharmed, 0HP Arcturus: Unharmed, 1HP Glow: Unharmed, 2HP Net-Fly: Unharmed, 1HP DoomBot#4: Unharmed DoomBot#3: Unharmed Okies, Heraldo will take a Free Action to speak, asking the other students to attack the specific DoomBot he attacks. Then he will take a Move action to get within Melee range and punch the robot. Using the Accurate Attack feat to drop the Damage down to DC22 and raise the Attack to +6, -2 and +2 of the defaults respectively. Attack roll: (09:41:33) System: Arichamus rolls 1d20 and gets (20)+6=26. So that hits, on top of being a Natural 20, so a Critical, making the DC27. So DoomBot#4 is destroyed. Huh. Arcturus is up!
GranspearZX Posted January 2, 2012 Posted January 2, 2012 (03:48:54) System: GranspearZX rolls 1d20 and gets (13)+11=24. Lightning attack on #4. :)
Ari Posted January 3, 2012 Author Posted January 3, 2012 Okay that hits. Now for the DC15 TOU saving throw: 21. Darn. EDIT: Actually, the DC is 20, my mistake. Glow, you're up!
Scuffles Posted January 3, 2012 Posted January 3, 2012 Well there's only one left, so we might as well just attack it: 17 should hit! DC22 for the toughness save I think.
Ari Posted January 3, 2012 Author Posted January 3, 2012 That hits, the DC is indeed 22 TOU, the 'bot's roll: 30..what?! Net Fly is up.
Vahnyu Posted January 4, 2012 Posted January 4, 2012 As a Move action, Net Fly runs up to the lone standing Doombot. As a Standard action, he activates his Sonic Fists(Autofire). ..... ..... ..... ..... ..... Yeah.... It's that bad.... ..... ..... ..... 1d20+5 → [1,5] = (6) Horay for crits!(hey a critical failure is still a critical)...
Ari Posted January 4, 2012 Author Posted January 4, 2012 That's an unholy mess. So I guess DoomBot#3 goes. A blast at Heraldo: 11, misses. Round 3. Heraldo: 0HP, Unharmed Arcturus: 1HP, Unharmed Glow: 1HP, Unharmed Net Fly: 0HP, Unharmed DoomBot#3 Heraldo's up, Kick Attack on DoomBot#3. 14, hits. DC24 TOU save for DoomBot#3: 13. #3 is down.
Ari Posted January 12, 2012 Author Posted January 12, 2012 Okay, the next contenders are the 'Pawn' archetypes, also from the Crooks! 2E book. 18STR 16DEX -CON -INT 10WIS 1CHA TOU: +15 FORT: - REF: +3 WILL: +0 Initiative: +3 Attack: +5 Grapple: +9 Defense: +5(+2 Flat-Footed) Knockback: -7 Blast 15 Communications 4(Radio, 1 Mile/1.6 KMs) Flight 3(50MPH) Immunity 30(Fortitude) Protection 15 Super-Senses 3(Darkvision, radio)
Scuffles Posted January 13, 2012 Posted January 13, 2012 Yay an initiative roll that didn't totally suck. 18.
Ari Posted January 14, 2012 Author Posted January 14, 2012 The Pawns(going to call them Steeljacks) roll Initiative: #1 gets an 8, #2 gets a 22.
Ari Posted January 16, 2012 Author Posted January 16, 2012 And Heraldo's because I forget everything: 5. Meh. ROUND ONE order: 1. Steeljack 2 2. Glow 3. Net-Fly 4. Arcturus 5. Steeljack 1 6. El Heraldo Steeljack 2 take s a Move Action to fly into the air near the roof of the Doom room. Standard Action to enact Total Defense, granting a +4 to its Dodge Bonus, which bumps its DEF up to +9. Glow's up.
Scuffles Posted January 17, 2012 Posted January 17, 2012 Free action: Raise telekinetic barrier (Force field) Move action: Spread out away from her teammates just a little Standard action: Attack Steeljack 1 with telekinesis. 3+7 = 10. I guess that doesn't hit anything. What is it with me and rolling 3s?
Vahnyu Posted January 17, 2012 Posted January 17, 2012 Move action to get within Melee range with Steeljack #1 Standard action to use Sonic Fists... 1d20+5 → [4,5] = (9) So... yeah
GranspearZX Posted January 22, 2012 Posted January 22, 2012 Marcus tries to kill it with FIRE: Attack Roll (Fire): (1d20+11=16) ...I think he missed, too. D'oh!
Ari Posted January 22, 2012 Author Posted January 22, 2012 Actually Granspear, that hits! It's DC20(if I read Arcturus's DC Block correctly) TOU check time: 28, withstood. Turn of the first Steeljack. Actually, Vahn's onto something, I'll call them Steeljackets instead. He will zip forwardss using Flight to close the distance between itself and Net Fly, and shall punch at him. The Attack: 24. If that hits, DC19 TOU check. Heraldo shall Accurate Attack(+3 to hit, DC21) the Steeljacket 1 with his fists. 22, which hits. DC21 TOU check: 29, made and to spare. End Round One.
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