Derin Posted February 28, 2012 Share Posted February 28, 2012 Reflex save 1d20+6 → [20,6] = (26) ok, wow. Two 20s in a row, that will never happen again. Ot will happen, on average, once for every 400 times you roll two dice. So... once a week? Link to comment
Scuffles Posted February 28, 2012 Share Posted February 28, 2012 Okay, Heqanefer is trying to zap people with his Ankh so he's not in super strength mode. And with the exhausted effect he should have a grapple check of +9 instead of +15. Glow is going to try to grapple him with her telekinesis. Standard action - Attack roll: 13. Never mind then. Move action - Might as well try to acrobatic bluff the Mummy again. He gets a bonus on his check because I already tried it once I think. 16+10 = 26 So that has a chance at least. Edit: Set-up to Saiph again if he fails. Edit again: Oops. I forgot to include the -5 for feinting as a move action. It should be 21 not 26. Link to comment
Ari Posted February 28, 2012 Author Share Posted February 28, 2012 Sense Motive check: 19, +1 since this is the second time, so 20. Just succeeds! EDIT: Aaaand Glow was targeting the Mummy, not the magician, my mistake. Acrobatics roll: 15, +1 since this was done on him last time so 16. Fails anyhow. Link to comment
Derin Posted February 29, 2012 Share Posted February 29, 2012 Chloe will attempt to grapple Hequanefer again, leaving the fatigue aura active. Attack: 1d20+7=26 Grapple: 1d20+14=29 She'll pin him if the grapple is successful. Fatigue save DC is 16, like always. (Here's hoping for that 25% chance of success...) If he fails to save against the Fatigue I'd like to switch the aura to Emotion Control/Healing; if not, I won't take a move action. Link to comment
Vahnyu Posted February 29, 2012 Share Posted February 29, 2012 Ummm... Ok, so, here's the thing... Hed Ra is based on the Mummy build, right?... Isn't that, like, Immune to critical hits as well? Anyways, I'm posting Net Fly's turn now. Changing outfits would take a minute, so instead, Serge will power stunt Quickness 6(x100)[6PP] off of his Enhanced Dexterity. He can use this to change his costume in 0.6 seconds, as a technically free action, but doing so denies him of his Dexterity bonus. Having changed into gear, Net Fly will Run back into the theater, as a move action. As a standard action, he will Charge into Hed Ra, using accurate attack and careful attack on his Sonic fists(+6 atk for a 11 total, -4 def for a 15 total, -2DC Toughness for a 22 minimum). 1d20+11 → [14,11] = (25) :/ Oh, well. It hits. DC23 Toughness(+1 for autofire). Come next turn, Net Fly will spend a Hero point to recover from Fatigue(extra effort). IMPORTANT!!! Next turn, Net Fly will use Refocus, giving him, at the cost of that turn, an initiative of 23! Airon. Please, after that, when Saiph's turn comes, delay a bit(just enough so that I move first, you won't be giving up your initiative to the villains, rest assured ). I have something cooked that just may help improve your aim(and everyone else's, for that matter) by quite a bit(if it works). Link to comment
Ari Posted February 29, 2012 Author Share Posted February 29, 2012 Opposed Grapple check: 29 EDIT: 9 actualy, no S-STR after all. Pinned. A HP to Medic, because I rule Heq doesn't get beat quite yet. Link to comment
Ari Posted February 29, 2012 Author Share Posted February 29, 2012 Hed-Ra's TOU check: 25. Tough mummy Link to comment
Scuffles Posted February 29, 2012 Share Posted February 29, 2012 Ari I think Heq should have less than +25 grapple bonus. He's not in Super Strength mode because he's been trying to blast people and he's exhausted so he's got -3 to attack and -6 to strength which both affect grapple bonus. Link to comment
Ari Posted March 3, 2012 Author Share Posted March 3, 2012 Okay, edited. I think that's all the mistakes I made this round. Link to comment
Ari Posted March 3, 2012 Author Share Posted March 3, 2012 Alrighty, Round Four! HP awarded to Net Fly for the Secret Identity Complication. 1. Hed-Ra: 26, Unharmed 2. Saiph: 24, Unharmed, 2HP 3. Heraldo: 21, Unharmed 0HP 4. Heqanefer: 16, Unharmed, Exhausted, Pinned 5. Glow: 10, Unharmed, 1HP 6. Medic: 6, Unharmed, 2HP 7.Net Fly: 4, Unharmed, 2HP Hed-Ra shall jump next to and attack Medic with a mini-Power Attack: 19 DC23 TOU save please. Your move Saiph. Link to comment
Airon Posted March 4, 2012 Share Posted March 4, 2012 Ok, now I'm Set-Up for the mummy, right? ATTACK! 1d20+6 → [14,6] = (20) since the mummy is flat-footed, that is a hit Toughness DC 23 for Hed-Ra. Link to comment
Derin Posted March 4, 2012 Share Posted March 4, 2012 Toughness save against Hed-Ra's attack: 1d20+11=23 Link to comment
Ari Posted March 4, 2012 Author Share Posted March 4, 2012 Good. Hed-Ra's TOU save: 15. Failed by 8 so Dazed and Bruised. Though seeing as he's got no CON score, that damage would be Lethal, so Dazed, Bruised and Injured. Heraldo will make an attempted Slam(accelerated movement, +4 to DC) at Heqanefer. Attack roll: 4. -2 from the Slam. Move Action: fly up into the air. Heqanefer will attempt to break out of Medic's hold, Opposed Grapple check: 30. Escapes. Moves 10ft. away and switches to the Blast AP, takes aim at Saiph and fires. Attack Roll: 9... GM FIating a reroll of that, everyone gets a HP. 23. DC25 TOU check please. Link to comment
Airon Posted March 4, 2012 Share Posted March 4, 2012 Saiph's TOU save 1d20+8 → [18,8] = (26) pffffft lol :mrgreen: I have an average of 16.8/20 in this thread Link to comment
Scuffles Posted March 5, 2012 Share Posted March 5, 2012 Glow intends to start a telekinetic grapple with our friend Heqanefer. Attack roll: 21 Grapple check: 25 Reroll grapple check with a HP because I want to make sure: 7+16=23 which gets +10 and becomes 33 total. Link to comment
Scuffles Posted March 5, 2012 Share Posted March 5, 2012 So the opposed roll for Heqanefer isn't there yet, but I believe he's at +9 at the moment because his ankh is in blast mode and he's exhausted. I don't think he can actually beat 33, so I've posted IC assuming that he can't. Let me know if I'm wrong and I can change it! :D Link to comment
Ari Posted March 5, 2012 Author Share Posted March 5, 2012 He is can't beat that, no. Link to comment
Derin Posted March 6, 2012 Share Posted March 6, 2012 Random question: did you remember to take Improved Pin into account for Heqanefer's grapple check against Medic? On a related topic, if he successfully breaks Medic's pin, he's still grappled by her, just not pinned. And isn't breaking a pin a standard action? That would give him two standard actions and a move action this round; he's already exhausted, shouldn't that effort knock him unconscious? Link to comment
Ari Posted March 6, 2012 Author Share Posted March 6, 2012 Nope. But now that apparently it's too late to redo that, GM Fiat, HP for all(except Heraldo). Link to comment
Derin Posted March 6, 2012 Share Posted March 6, 2012 4 HP, huh? New challenge: try to spend them all before the encounter finishes! Attack Hed-Ra with Damage. Attack roll: 1d20+7=9 Screw that. Hero point to reroll: 1d20+7=13 That'd be 23. Save DC is 16. Head over to Heqanefer for move action. Extraordinary effort for another standard action and move action; switch aura to Emotion Control (fear) and attempt to grapple. Attack roll: 1d20+7=16 He's already being grappled *and* exhausted, so that should hit. Save DC for the fear effect is 17. Grapple check: 1d20+14=22 Does she get +2 for Glow's grapple? If so that's a 24. Pin on a success, like usual. I'll spend a Hero Point next turn to leave Medic Fatigued instead of Exhausted. Link to comment
Ari Posted March 6, 2012 Author Share Posted March 6, 2012 DC16 TOU check: 22. Hits easily, Will save DC17: 7. Living Lord...okay he is filled with FEAR at Medic. He has a minus 4 to his DEF, has no Dodge Bonus(meaning he has a -1 DEF bonus!), and attackers get a bonus +4 to Attack rolls against him(making Medic's roll 28). Opposed check: 13. Diddly-dandy! Pinned. Link to comment
Vahnyu Posted March 6, 2012 Share Posted March 6, 2012 Net Fly will use Extraordynary Effort to Increase Power of the Sonic Converter Array by 2 ranks(+4PPs, total 24PPs) for one round, and stunt off it the following power: Damage 10 (Extras: Area[burst] 100ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area]) + Trip 10 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area]) [11 + 12 = 23PP] (Sonic Maelstorm) Taking a Full-Round action to use Sonic Maelstorm, to hit Hed-Ra and Heqanefer. Saves: DC20 Reflex to halve the effects of the attack DC25 Toughness and 1d20+10 → [16,10] = (26): 26 STR or DEX check, whichever is lowest(Improved Trip). Also, I should note that due to the distracting flaw, Net Fly now has lost his dodge bonus. His flat footed defence(contrary to what the sheet may say) is actually lower, +2(for a total of 12) EDIT: It's DC25 Toughness(15+10), not 20... :oops: Link to comment
Derin Posted March 7, 2012 Share Posted March 7, 2012 Have I done the calculations wrong, or it it basically impossible to avoid hitting Heqanefer now? Link to comment
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