Scuffles Posted February 25, 2012 Posted February 25, 2012 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.
Supercape Posted February 25, 2012 Author Posted February 25, 2012 yes they are all flat footed! DC 21 Toughness for them all: 1d20+1=15, 1d20+1=20, 1d20+1=4, 1d20+1=19 Mooks are all KO'd. 1d20+7=27 Captain Makes it. Post away your attack, then Initiative Rolls for all!
Scuffles Posted February 25, 2012 Posted February 25, 2012 Wow that worked way better than I hoped! :D
Scuffles Posted February 26, 2012 Posted February 26, 2012 It's already there in my post with the attack rolls (15)
Supercape Posted February 26, 2012 Author Posted February 26, 2012 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)
Supercape Posted February 26, 2012 Author Posted February 26, 2012 So: 19 - El Capitain - Unharmed 15 - Glow - 2HP - Unharmed 11 - El Heraldo - 1 HP - Unharmed Sword Strike on Glow: 1d20+10=24 That will hit, so a DC 20 Toughness Save for Glow!
Scuffles Posted February 26, 2012 Posted February 26, 2012 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.
Supercape Posted February 26, 2012 Author Posted February 26, 2012 1d20+8=27 Survives. He is a hardy Sea-Dog! 1d20+6=16 sorry but he is also a canny Sea-Dog! Post away IC! Subito is up!
Ari Posted February 26, 2012 Posted February 26, 2012 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.
Supercape Posted February 26, 2012 Author Posted February 26, 2012 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.
Supercape Posted February 27, 2012 Author Posted February 27, 2012 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!
Scuffles Posted February 27, 2012 Posted February 27, 2012 Will save is the highest for Glow: 12+7=19 She thinks scary guy is a little bit scary.
Scuffles Posted February 28, 2012 Posted February 28, 2012 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.
Supercape Posted February 28, 2012 Author Posted February 28, 2012 Sorry that's a miss! El Heraldo is up!
Ari Posted March 2, 2012 Posted March 2, 2012 Sorry for leaving this be! Anyhow, Subito will make a Move Action and attempt a Grapple. Attack roll: 20 Grapple roll: 25
Supercape Posted March 3, 2012 Author Posted March 3, 2012 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!
Scuffles Posted March 3, 2012 Posted March 3, 2012 A Coup de Grace with telekinesis it is! That'd be DC28 for the toughness save and DC18 for the fort save.
Supercape Posted March 3, 2012 Author Posted March 3, 2012 1d20+4=9 as he is deprived of defensive roll. KO!
Supercape Posted March 4, 2012 Author Posted March 4, 2012 For reference: Glow - 2 HP El Heraldo - 1 HP
Ari Posted March 7, 2012 Posted March 7, 2012 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.
Supercape Posted March 7, 2012 Author Posted March 7, 2012 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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