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To be Free, by Sea (OOC)


Supercape

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Posted

OK so I'll let Ari post next, but I'll stick the attack rolls here now. (And see how much IC hates me tonight)

14,14,14,19,17. That's awesome. Love the 8s all in a row. Hopefully flat-footed people are flat-footed?

Oh and init as well because I figure we'll need that. And that'll be 15 because I rolled another 8.

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Posted

Captain:

1d20+5=19

I have put together a homebrew dirty build for Captain. If you want to know its available under spoiler.

El Capitan!

PL 8

STR 14, DEX 12, CON 18, INT 12, WIS 14, CHA 14

Attack +10 Defense +8 Grapple +12 Initiative +5

Tough +4/+8 with defensive roll, Fort +8, Reflex +6, Will +6

Intimidate +10, Notice +5, Swim +10

Defensive Roll 2, Elusive Target, Evasion 2, Fearless, Improved Block, Improved Initiative, Improved Sunder, Power Attack, Quick Draw, Startle, Weapon Bind, Weapon Break

Equipment Cutlass (Sword +3 DC, Crit 19-20), Heavy Pistol (+4 DC)

Posted

Impervious 6 means Glow doesn't have to roll the save.

Standard action: Telekinesis attack vs the Captain: 16+8=24.

Move action: Acrobatic bluff vs the Captain (-5 for doing it as a move action). 4+5=9. Set up to Heraldo if by some miracle that actually wins.

Posted

El Heraldo is gonna go out on a limb, and try something radical: Power Attack, +-3 to DC and ATK, with mini-All-Out Attack(+2 ATK, -2DEF) as well: 6 rerolling.

23.

If that hits, DC27 TOU check.

Posted

It does indeed hit!

1d20+8=13

I think that calls for a one-off GM fiat to stop this being over first round. Rest assured I do this very rarely and only once. But a first round KO is a bit anti-climactic!

1d20+8=19 which, with +10, saves against it.

Post away IC.

Posted

Round 2

19 - El Capitain - Unharmed

15 - Glow - 2HP - Unharmed

11 - El Heraldo - 2 HP - Unharmed

El Capitain will try to intimidate the young Glow as a move action:

1d20+5=21

Scuffles, can you match that with Will / Intimidate / Sense Motive (whatever is highest).

And the turn his attention to El Heraldo, who hopefully is not so impervious!

1d20+10=19 I think that is a hit? DC 20 toughness if it is.

Scuffles, Glow is up next!

Posted

Ari tells me that's -2 to attack rolls and checks this round.

Glow is just going to try to hammer our favourite sea-dog with telekinesis for being so scary. Of course a total of 8 isn't likely to do much good.

Posted

That is a hit!

1d20+12=20 for his grapple. Bound and Helpless!

Glow is up. As a reminder, you are able to Coup de Grace (for a full action) adjacenet helpless targets (such as the captain). Yo automatically score a critical hit, and if he is not KOd from that, he must also make a fortitude sace (DC 10 + damage bonus) to be knocked out!

Of course you are welcome to do something else!

Posted

Okay, going to try for the old Collarlift. Grapple attempt on Diamond after a Move action to next to him as needed.

Attack roll: 17.

Grapple check: 19.

Posted

Whilst mathematically you could fail, Diamond is neither a meta human nor a fighter, just rich and charismatic. You can narrate your defeat of him and I will hand wave!


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