Supercape Posted July 31, 2012 Author Posted July 31, 2012 Ok, so I wont charge for that heroic inspiration (or rather I will, but give you an HP right back) due to your...heroism! To finish off the round, Skull Face will try to demoralise Wave-Eye. 1d20+20=34 another horrible tounge-bashing! Could you throw me your counter roll please Ari (Will/Sense Motive/Intimidate whatever is highest!). And then... Round 4 17 Zombidrone - Unharmed 13 Wave-Eye - Bruised - 1HP 9 Harrier - Unharmed - 2 HP 9 Skull Face - Unharmed Zombiedrone will follow Harrier (Im going to have to slightly wing the distances etc as you are fighthing in a cramped underbelly of a ship!), and gets one clear shot, a standard Blast 1d20+12=15 which is a comfortable miss! Wave-Eye is up!
Supercape Posted August 1, 2012 Author Posted August 1, 2012 Wave-Eye is thus shaken [-2 to attacks, saves, and checks] for one round. He is still able to act, however!
Ari Posted August 1, 2012 Posted August 1, 2012 Oh. In that case Moving All-Out in direction of the ship's armory(which is just bound to have convenient signs pointing to it).
Supercape Posted August 1, 2012 Author Posted August 1, 2012 Indeed, go for it, although it will be locked and guarded.
Supercape Posted August 4, 2012 Author Posted August 4, 2012 Skull Face is immobile and cant see you guys, so at this point, he can't act Which means... Round 4 Awarding Harrier an HP for being heroic and trying to stop the ship drowning. 17 Zombidrone - Unharmed 13 Wave-Eye - Bruised - 1HP 9 Harrier - Unharmed - 3 HP 9 Skull Face - Unharmed Zombie Drone firing beam of awesome death rayness at Harrier, again, no trade offs. 1d20+12=28 that is a hit! Its a fatigue effect, DC 27 Fort save.
Supercape Posted August 4, 2012 Author Posted August 4, 2012 Feel free to post IC to that blast. And Wave-Eye is up.
Ari Posted August 4, 2012 Posted August 4, 2012 Let's play this with style. Move Action over to the door, Intimidation roll to get the soldier-men to let him past without questions: 10. Bedanged.
Avenger Assembled Posted August 4, 2012 Posted August 4, 2012 Am I good to go, SC? If so, Harrier will attempt a grapple. All-Out Attack: 20 Well, that's a miss and it leaves him with a to-hit of 17. I'd like him to at least get his arms around the drone, so! HP reroll: 30 More convincing! 40 on the Grapple check
Supercape Posted August 4, 2012 Author Posted August 4, 2012 Actually its defence is only +10 so no need to burn that HP! It is, however, pretty strong... 1d20+24=44 Post away - and I guess you still have a move action.
Supercape Posted August 4, 2012 Author Posted August 4, 2012 Ok before proceeding to Round 5, Ari could you throw me an intimidate roll? -2 penalty for just being intimidated by Skull Face, +2 for being an super powered monster in front of two rattled guards! DC 12 to win.
Supercape Posted August 4, 2012 Author Posted August 4, 2012 Round 5 17 Zombidrone - Unharmed 13 Wave-Eye - Bruised - 1HP 9 Harrier - Unharmed - 3 HP 9 Skull Face - Unharmed So, the Zombiedrone is kicking off with another mindless but powerful blast! 1d20+12=21 Another fortunate miss! Wave-Eye is up!
Avenger Assembled Posted August 5, 2012 Posted August 5, 2012 Supercape, All the blasts missing Harrier into the pump room, any chance those are damaging the equipment enough to shut it down? Or is that something that might require spending an HP maybe?
Ari Posted August 5, 2012 Posted August 5, 2012 Free Action to take the weapon, Full-Round Action to Move All-Out and go a-runnin' back up the stairs.
Supercape Posted August 5, 2012 Author Posted August 5, 2012 As the blasts are fort based, AA, no effect on the pumps. I'm certainly open to ideas to goad him into regular energy blasts again...
Avenger Assembled Posted August 6, 2012 Posted August 6, 2012 Harrier is going to try something new. My plan is for him to fly towards Wave-Eye, grab his pike, then fly back to melee range and attack. Is that something he can do with Move-By Action + Quick Draw?
Supercape Posted August 6, 2012 Author Posted August 6, 2012 I would have thought so, thats what those feats are for!
Avenger Assembled Posted August 7, 2012 Posted August 7, 2012 Then he will do so! (Just making sure!) Move: Flight/Draw Melee attack (All-Out Attacking, dropping his defense by -5) 29 With the autofire bonus from surpassing by 9, that's a DC 27+4=31 Tou save, I believe?
Supercape Posted August 7, 2012 Author Posted August 7, 2012 1d20+1=13, 1d20+1=16 So, Ill Fiat that to stop a one round KO (cant say I particularly like Fiating, but eh, it has its occassional place!) Harrier 4 HP 1d10+22=24 the fates are with Harrier! So thats Injured and Dazed. Post away!
Supercape Posted August 8, 2012 Author Posted August 8, 2012 Round 5 17 Zombidrone - Injured (Dazed until 9) 13 Wave-Eye - Bruised - 1HP 9 Harrier - Unharmed - 3 HP 9 Skull Face - Unharmed So, Zombiedrone can't act, and Wave-Eye is up. He is some distance from the pumps of course...Harrier could speed along thanks to his jets. Its probably a full round to get to them for Wave.
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