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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.

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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.

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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.

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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.

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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.

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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!

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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.

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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.

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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.

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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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