April Posted June 22, 2012 Author Posted June 22, 2012 Move Action: Fast Acrobatic Bluff [DC35] Thing From Beyond, Set-Up Wander. Sage's acrobatic movement is intended to have her end up on the creatures back, using her Telekinetic Anchoring (Wall-Crawling 2) to retain her footing. Standard Action: Aid [DC10] (1d20+6=15) Defense: Wander. Sage is going to piss the creature off some, tiny Frenchwoman style, so it ignores Wander momentarily. Mechanically Wander will gain a +5 to her Defense.
Avenger Assembled Posted June 22, 2012 Posted June 22, 2012 It has no Sense Motive, it can't resist that check so it is flat-footed for Wander's next attack. The Aid action succeeds. Go ahead and post IC, Sorus.
Avenger Assembled Posted June 23, 2012 Posted June 23, 2012 After some consideration with the issues we've had with this thread, Aoiroo, I think the fairest thing is to give you your PC to play on the same footing as everyone else, but to put your NPC off the table for a little while. Changeling is not blind (thus there's no need for a complication HP), and Custos is fatigued thanks to the extra effort he used to stunt Restorative Healing. Wander is up.
Aoiroo Posted June 24, 2012 Posted June 24, 2012 Ohh cool, thanks, I know I've been difficult but I kind of didn't want to play Etain blind.
Electra Posted June 24, 2012 Posted June 24, 2012 Okay, Wander's got +5 to her defense and +5 to all her rolls from being Inspired, and a flat-footed opponent with +0 defense. Under the circumstances, she's going to try a stunning attack with her bat, in the hope of keeping the Kaiju from attacking anyone while they all close in and worry it to death. Move Action: Get into melee range with the monster using running and leaping Standard Action: Full Power Attack, inspired, stunning attack, with bat: 1d20+10=22 All right, that's a DC 25 fortitude save from the monster, which apparently he passes. Crap Spending HP to surge for another shot at him. Same attack. This one's a 28, and also a critical hit, thanks to her Improved Crit 2. DC 30 fortitude save this time.
Avenger Assembled Posted June 24, 2012 Posted June 24, 2012 He passes the first time: 29 Another high roll, but he is dazed thanks to the crit! 29
KnightDisciple Posted June 24, 2012 Posted June 24, 2012 Well, this seems like the perfect time to use that Giant Form again. Free Action: Switch Fires of Judgement Array to "Giant's Strength". Defense is +7, Toughness +17, Attack +12 (with +5 Inspire), Damage DC 32, Large Size, etc etc. Move Action: Get up in the critter's business. Give it something to think about. Free Action: All Out Attack 5: That makes the Attack +17 total (+5 Inspire, +5 All-Out Attack), Defense +2 Power Attack 5: Attack +12, Damage Save DC 37 Standard Action: Melee attack Cthuluzilla. 24 hits (it's not a nat 1, it should hit!). Toughness Save DC 37. But, CT's Defense is +2, for whatever that's worth.
Avenger Assembled Posted June 25, 2012 Posted June 25, 2012 Tou vs. 37: 24 Ouch; dazed again and staggered. Eh, I'll take that, since Changeling and Wraith are the only two PCs still fighting it: I don't mind it being at a disadvantage FTM, though I will make sure it actually stays in the fight! Midnight is up.
Gizmo Posted June 25, 2012 Posted June 25, 2012 Just checking, is Madrigal Martinet back to being uninjured?
Avenger Assembled Posted June 26, 2012 Posted June 26, 2012 Correct, Giz, she did make her recovery check.
Gizmo Posted June 26, 2012 Posted June 26, 2012 Alright, would you mind reposting the initiative order with updated statuses and HP totals at least once a round for the rest of this to help keep track? For reference: Impervious 12 (Power Feat: Quick Change) [13PP] (current-activated morphic molecule/impervium mesh) Immunity 10 (Dazzle Effects, Environmental Conditions, Flaws: Limited [Half]) [5PP] (in-mask and suit filters) Immunity 2 (Suffocation) [2PP] (air supply) Enhanced Strength 10 (30 [+10] Total) [10PP] + Enhanced Feats 2 (Improved Critical [unarmed] 2) [2PP] (muscles supersaturated with ionized midnight mist) Midnight II Move Action: Stealth 35 with Hide in Plain Sight, Skill Mastery and Inspire. Standard Action: Unarmed Attack; Power Attack 5, Inspire 5. (1d20+14=23) DC 32 with Sneak Attack. Hero Point: Surge. Standard Action: Unarmed Attack; Power Attack 5, Inspire 5. (1d20+14=32) DC 35 with Improved Critical.
Avenger Assembled Posted June 26, 2012 Posted June 26, 2012 I did! 25 She once again fails the Notice check. Tou vs. 32: 16 Hah-hah, that knocks her out! Roll with it, Giz!
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 That drops the Madrigal; leaving the giant monster as the only enemy still visible on the field. Changeling is up. You may post now, Aoiroo.
Aoiroo Posted June 27, 2012 Posted June 27, 2012 Okie dokie, so Etain's gonna use her high bluff to use a trick on the monster, namely luring him to push into signifigant uneven footing to fall hard. 32 Bluff check.
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 There's no way he can make that check, so yeah, he is tricked! He'll actually do the tripping on his action, since he can't move when it's not his turn. Go ahead and post IC, Roo.
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 All right, this is a straight-up plot device (since this should be coming up on the last round of combat): Take an HP for the Fiat, Wander! That hits Wander, thanks to her declared Interpose. Go ahead and give me a DC 20 Fortitude save, Electra.
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 Wander will be slowed for the next round. The effect of the blast will feel as follows: Erin's heartbeat and breathing slow down dramatically, along with the rest of her body. It feels as if her heart and lungs almost stop for a moment before her body's natural recuperative powers reassert themselves; she came perilously close to being fatally slowed down, and a weaker person might have been killed outright. Mechanically Fort-saved Paralyze, even with a Linked Damage effect, would only do that if you rolled very badly but that's how it'll feel!
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 I'll say, thanks to that Bluff check + being staggered, the monster can take no actions next round. Wraith is up! The monster is dazed, bruised, and staggered; Nightmare Doom is bruised and staggered.
Fox Posted June 27, 2012 Posted June 27, 2012 Not really in a gamblin' mood. So straight-up attacking, relying on the Inspire to make her attacks pretty reliable. Wraith spends a hero point to waive the fatigue from last round. Move action: Elongate! Because why not, that's why. Standard action: Melee Attack Roll vs. Nightmare Doom (whip-club; Inspired +5) (1d20 + 10 + 5=28) DC25 Toughness. EDIT: nothing below this was necessary! Hiding it to avoid confusing anybody. Mostly myself. And if she's still on her feet, SURGE: SURGE: Melee Attack Roll vs. Nightmare Doom (whip-club; Inspired +5) (1d20 + 10 + 5=19) Screw you, dice! I gots HP to spend, and very little stunting to spend them on! SURGE: Melee Attack Roll REROLL vs. Nightmare Doom (whip-club; Inspired +5) (1d20 + 10 + 5=22) That's better. Another DC25. Wraith is at -1 hero point. If the surge was necessary, that's another -1 HP and pending fatigue. Wraith spent 1 hero point.
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 vs 25: 12 Staggered again, and thus unconscious!
Avenger Assembled Posted June 27, 2012 Posted June 27, 2012 Round 4: Edge: Seized Initiative, 0 HP, bruised Sage: 32, 4 HP, bruised Custos: 30, Wander: 25, 3 HP, slowed Cobalt Templar, 19, 4 HP Midnight: 19, 5 HP Hellstorm: 15, unconscious Changeling: 15, 2 HP, bruised Nightmare Doom: 14, unconscious Thing From Beyond: 13, bruised, dazed, staggered Wraith: 11, 3 HP Omnibeast: 11, unconscious Razorwhip: 11, unconscious Madrigal: 10, unconscious Multiple attackers can attempt to combine their attacks to overwhelm an opponent’s defenses. The attackers must all delay to the same point in the initiative order (that of the slowest character). Each attacker makes a normal attack roll against the target. Take the largest save DC modifier of the attacks that hit, and for each other attack within 5 points of that attack’s bonus that hits, add +2. The attacks must all require the same type of saving throw in order to combine, for example attacks doing damage (requiring a Toughness save) can combine, but not with a Mental Blast or a Stun effect, which do not call for Toughness saves. Although a combined attack is similar to aiding someone (see page 154) it is not the same, and bonuses applying to aid do not apply to combined attacks. Edge powerstunts: Blast 18 (lightning strike; Extra: Autofire [10], Flaw: Distracting) [28/45] He then holds his action and waits until the last person to go, goes. Sage is up.
Aoiroo Posted June 29, 2012 Posted June 29, 2012 Okay, Changeling can't attack the monster, but she can flat-footed it, so she's gonna feint. 30, Also, if it's not prone can someone give Changeling a lift so she can tweak the monsters nose. Edit: Changeling doesn't have Set up, so can I spend an HP to have it for this round so Wraith can use the flat-footing effect.
April Posted June 29, 2012 Author Posted June 29, 2012 Sage is going to hold her action, like Edge, so that she can combine her attack with the others. In preparation for this, here is her attack roll: Psychic Blade [Toughness] (1d20+16=30). Now, based off of Edge's attack, we'll need a minimum DC of 27 to be counted in the combined attack, which this attack misses by 2. But this can be remedied by using Extra Effort to Increase the Power of her Psychic Blade by +2 ranks, which would bring the DC up to 27. As a move action, Sage will Acrobatic Bluff [DC35] and Set-Up Wander, she'll probably do this by swinging about or something. Sage is currently standing astride the beast, a tentacle in hand, almost like reins. She'll probably stab the beast, and assuming it falls from this attack, guide it's facing (and thus direction of the fall) by pulling on the tentacle.
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