Electra Posted June 1, 2012 Share Posted June 1, 2012 Okay, going to go with the Skill Mastered Sense motive again, since I can't afford to lose more HP on a bad roll. DC 27 to avoid flat-footedness. Full power attack, no need for a charge since they're already in melee. With the inspire, she has her regular bonus. She rolls a 21. Link to comment
Avenger Assembled Posted June 1, 2012 Author Share Posted June 1, 2012 That hits like a mofo. Erin's been through enough, I'll toss in one of Mark's HP there. 15 Meaghanmonster is unconscious! Link to comment
Gizmo Posted June 1, 2012 Share Posted June 1, 2012 Alright, Trevor should still be Stealth'd, so: Midnight II Move Action: Sneak over to Ahmed. Standard Action: Unarmed Disarm; Inspire 5, Power Attack 5, Sneak Attack. (1d20+14=32) That should be DC 27 versus his Strength, and Trevor ends up with the gun if the disarm succeeds. Let me know! Link to comment
Avenger Assembled Posted June 2, 2012 Author Share Posted June 2, 2012 When Midnight gets close, his Notice is enough for him to see the 'gun' is smouldering-hot, with smoke rising from the barrel already: this is no gun, but an energy construct! (i.e., he has the Disintegrate power with the Subtle PF). What do, Midnight? Link to comment
Gizmo Posted June 4, 2012 Share Posted June 4, 2012 Okay, luckily Trevor always has a Plan B. And C through to Z. Free Action: Arrange Gadgets: Stun 8 (Extras: Linked [Damage]) [16PP] + Damage 3 (Extras: Linked [stun], Power Feat: Mighty) [4PP] (taser)Standard Action: Taser; Sneak Attack, Power Attack 5. (1d20+9=24) That's a DC 25 Fort Save against the Stun and a DC 30 Toughness Save for good measure. Link to comment
Avenger Assembled Posted June 4, 2012 Author Share Posted June 4, 2012 19, 14 Stunned and unconscious, a two-fer! Link to comment
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