JackgarPrime Posted January 19, 2012 Share Posted January 19, 2012 I'll add in Action Full. Will it still be in range if I can't move first? Link to comment
Avenger Assembled Posted January 20, 2012 Author Share Posted January 20, 2012 It'll still be in range. You can go ahead and act in your next post. Carpe diem here man. :P Link to comment
JackgarPrime Posted January 20, 2012 Share Posted January 20, 2012 Sorry, man. Things have been busy as of late. So I'm doing a rank 12 Blast? Are they roll to hit? Or are they automatically caught? I've never used an area move before. Link to comment
Ecalsneerg Posted January 20, 2012 Share Posted January 20, 2012 Unless you choose to use a Targeted Area, it hits everything in the area by default, but they get a Reflex save equal to 10+rank, which if passed, halves the effective rank for the purposes of DC. So in this case, a DC22 Reflex save. If passed, they take a DC21 Toughness save, if failed, they take a DC27 Toughness save. With Evasion, which I doubt a swam has, if they pass the Reflex save, they take no damage rather than half. Link to comment
Avenger Assembled Posted January 21, 2012 Author Share Posted January 21, 2012 What Ecal says is correct. Now do your thing! Link to comment
Avenger Assembled Posted January 23, 2012 Author Share Posted January 23, 2012 Since I don't want us to lose momentum here, I'll just skip ahead through the combat so we can get back to the story. Have an HP for the accident complication, JP. Link to comment
JackgarPrime Posted January 24, 2012 Share Posted January 24, 2012 Sorry about that taking so long, guys. I got real busy the last couple weeks and could only briefly hop on. Plus it wasn't something I normally do, mechanics-wise. Link to comment
Avenger Assembled Posted February 10, 2012 Author Share Posted February 10, 2012 Initiative time! Let's try and have this fight with a little more pep. The Alphans go on 14, 15, and 23 The Lor (with slightly better saves!) 3, 8, and 10 Harrier goes on 23, before the Alphan does Link to comment
Fox Posted February 11, 2012 Share Posted February 11, 2012 Initiative Roll (1d20 + 7=27) Well! Link to comment
JackgarPrime Posted February 12, 2012 Share Posted February 12, 2012 Initiative (1d20+9=12) Well at least I still go ahead of the Lor.... Link to comment
Ecalsneerg Posted February 13, 2012 Share Posted February 13, 2012 Faster than the speed of... Alphans? (1d20+8=22) Link to comment
Avenger Assembled Posted February 14, 2012 Author Share Posted February 14, 2012 Wraith: 27 Harrier: 23 Alphan 1: 23 Scholar: 22 Alphan 2: 15 Alphan 3: 14 Victory: 12 Lor 1: 10 Lor 2: 8 Lor 3: 3 Link to comment
Fox Posted February 15, 2012 Share Posted February 15, 2012 Wraith shifts to something a little more combat-ready (I really need to remember to just buy Power Attack, since she seems to use it so much; also, bluff!): Elongation 1 (5ft) [1pp] Enhanced Feat (Power Attack) [1pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] Standard action: Charge! Melee Attack Roll vs. Alphan 1 (charge; Power Attack -5/+5, Charge +2) (1d20 + 10 - 5 + 2=14) That should just barely hit - good thing she won init! DC30 Tou save for Alphan 1. Wraith is at -2 def until her next turn. Link to comment
Avenger Assembled Posted February 15, 2012 Author Share Posted February 15, 2012 14 Woof, that's an awful roll! I'll keep it, though, better to give the heroes a false sense of security. Go ahead and post IC. Link to comment
Avenger Assembled Posted February 16, 2012 Author Share Posted February 16, 2012 Harrier injures and dazes the ship overhead. Alphan 1 is out. Scholar is up. Link to comment
Ecalsneerg Posted February 17, 2012 Share Posted February 17, 2012 Move Action - Shift to the preset Panthera Awesome form on her character sheet. Free Action - Switch Array to Strike 2 Standard Action - Charge attack on Alphan 2! DC25 Toughness save on Alphan 2 (1d20+12=23) Link to comment
Avenger Assembled Posted February 17, 2012 Author Share Posted February 17, 2012 Tou vs 25: 18 I'll take a bruised and dazed there for Alphan 2. Ecal's post described the takedown super-effectively. Alphan 3 disappears. Victory is up. Link to comment
JackgarPrime Posted March 4, 2012 Share Posted March 4, 2012 That ship is still up there, right? Just how high up? I'm curious if Victory will be able to get high enough under their restricted conditions. Link to comment
JackgarPrime Posted March 7, 2012 Share Posted March 7, 2012 Ah, well. He's going to try it either way. They don't actually know for sure if there's an invisible ceiling or not, it's just a hunch based on their landing, right? He's going to fly up and then switch to the Strike array when in range. Should I actually roll, or is he stopped? Link to comment
Avenger Assembled Posted March 9, 2012 Author Share Posted March 9, 2012 Sorry for the delay, JP. I know how frustrating it can be when people disappear on you. Victory can easily hit the ship, yes: the ceiling has been raised for this operation. Link to comment
JackgarPrime Posted March 9, 2012 Share Posted March 9, 2012 Sorry about that, man. RL has left me either too busy or too drained for much of this. Hence why I'm active so little now Anyway, the usual drill with All-Out Power Attacks on his Strike power, with +2 for a charge on it... All-Out Power Charge! (1d20+14=25) I hope I added it correctly.... Link to comment
Avenger Assembled Posted March 16, 2012 Author Share Posted March 16, 2012 Okay, finally able to look at threads for a little bit! That does hit. I'll say it staggers the ship (since it's Equipment, technically it would pretty heavily skidoosh, but things should stay interesting...) Go ahead and post IC, JP Link to comment
JackgarPrime Posted April 15, 2012 Share Posted April 15, 2012 My IC post has been up? Who was supposed to go after me? Link to comment
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