Azuth65 Posted June 14, 2012 Share Posted June 14, 2012 And now the fun begins. Klara will be played by AA's Ultiman Exile build. Surprise round: Klara goes to blast Wisp in the back. 1d20+10=13, dang. Init! Klara: 1d20+2=21 Vicky: 1d20+11=19 Link to comment
Azuth65 Posted June 14, 2012 Author Share Posted June 14, 2012 Vicky gets an HP for an old foe returning, one that knows he secret ID no less. Kris gets one too as now another villain knows who she is. 21, Klara: Unharmed 19, Wisp: Unharmed, HP x5 16, Glow: Unharmed, HP x3 Well, Klara's a vindictive bitch so, she's going to attack Wisp again. 1d20+10=28Ouchies... Wisp's save, 1d20+9=19 Failed by six so bruised, dazed. During her action, Vicky's regen heals the bruise but that's all she can do. 21, Klara: Unharmed 19, Wisp: Unharmed, Dazed, HP x5 16, Glow: Unharmed, HP x3 Link to comment
Scuffles Posted June 14, 2012 Share Posted June 14, 2012 Glow wants to grab Klara with telekinesis to start a grapple. (Yes I know that probably won't work). Attack roll: 27 Grapple check: 26 ... yay! Klara beats that on a 2 I think. Link to comment
Azuth65 Posted June 14, 2012 Author Share Posted June 14, 2012 1d20+24=31 Yep, she's only annoyed now... 1d20+10=17 in her attempt to backhand the Wonder from Downunder. Link to comment
Scuffles Posted June 14, 2012 Share Posted June 14, 2012 Toughness save: 14 :? Reroll: 27. Much better. Link to comment
Azuth65 Posted June 14, 2012 Author Share Posted June 14, 2012 Hide: 1d20+15=27 Attack: 1d20+10=14 Klara's notice: 1d20+10=22 Klara's save: 1d20+10=30 ...Seems IC kinda likes Klara. Link to comment
Scuffles Posted June 15, 2012 Share Posted June 15, 2012 TK attack against Klara: 23 which is a DC23 toughness save if it hits. For added bonus fun, attempt to acrobatic bluff as a move action (at -5). 25 (woohoo). Set-up to Wisp, so if Klara can't beat that she'll be flat footed to Wisp's next attack. Link to comment
Azuth65 Posted June 15, 2012 Author Share Posted June 15, 2012 TK attack against Klara: 23 which is a DC23 toughness save if it hits. For added bonus fun, attempt to acrobatic bluff as a move action (at -5). 25 (woohoo). Set-up to Wisp, so if Klara can't beat that she'll be flat footed to Wisp's next attack. Toughness: 1d20+10=19 Sense motive: 1d20+10=25 Good news, she just took a bruise. Bad news, no set-up. 21, Klara: Bruised x1 19, Wisp: Unharmed, HP x5 16, Glow: Unharmed, HP x2 With Vicky back up, Pinky's distracted by the angry again... Attack:1d20+10=28 Vicky's save:1d20+9=20, another daze/regeneration round for Wisp. Describe your last round, I'll put these into IC, then Glow's up again. Link to comment
Scuffles Posted June 15, 2012 Share Posted June 15, 2012 Glow's next attempt to TK-thump Klara is a 19 which I guess might be a miss? Link to comment
Azuth65 Posted June 16, 2012 Author Share Posted June 16, 2012 Indeed it is, however I believe 1d20+10=22 will hit Glow. Link to comment
Scuffles Posted June 16, 2012 Share Posted June 16, 2012 Toughness: 14 again! doh! Reroll: 3+9=12. But on a reroll that becomes 22 and is a bruise. Link to comment
Azuth65 Posted June 16, 2012 Author Share Posted June 16, 2012 Angry Wisp is angry... All-out, power attack leaving her with +13 melee, +14 dmg, +8 defense Move: Acrobatic Bluff, 1d20+15=27 Attack: 1d20+13=15 Uh, no. HP! 1d20+13=15+10=25 Damnit Invisible Castle... DC 36 Surged-attack: 1d20+13=22 DC 30 Klara's sense motive: 1d20+10=30 Seems IC really likes her. Toughness: 1d20+10=29 Why can't I get these rolls with Wisp? Second toughness: 1d20+10=25 Klara: Bruised x3 Dazed (Wisp's action) Wisp: Unharmed, Fatigued HP x4 Glow: Bruised x1, HP x1 Link to comment
Scuffles Posted June 16, 2012 Share Posted June 16, 2012 Another attack roll! 20! Just barely hits! Link to comment
Azuth65 Posted June 16, 2012 Author Share Posted June 16, 2012 Another attack roll! 20! Just barely hits! And 1d20+10=20 -3 bruises = 17, Bruised and dazed again. Wisp spends the HP to shake off the fatigue from her surge... Wisp's retaliatory blast: 1d20+10=23 Klara's save: 1d20+10=21 -4 = 17, staggered and dazed. Link to comment
Scuffles Posted June 18, 2012 Share Posted June 18, 2012 Glow TK attacks: 12 Pfft miss. Link to comment
Azuth65 Posted June 19, 2012 Author Share Posted June 19, 2012 Well, Klara's busy being mute so 1d20+10=27 oh that's a hit... 1d20+10=22 -4 = 18. Dazed and bruised, still staggered. Klara: Bruised x5, Staggered, (Dazed Wisp's action) Wisp: Unharmed, HP x3 Glow: Bruised x1, HP x1 Link to comment
Scuffles Posted June 24, 2012 Share Posted June 24, 2012 Ookay, Let's see if we can add some more bruises! Attack roll: 12. How many times have I rolled a 4 in this thread? Link to comment
Azuth65 Posted June 25, 2012 Author Share Posted June 25, 2012 Ookay, Let's see if we can add some more bruises! Attack roll: 12. How many times have I rolled a 4 in this thread? Yeah... Wisp is going to delay until Glow's action to set up a combined attack, while waiting though, shifting -1atk to +1dmg on the cosmic energy blast. 1d20+11=30. You know what, gonna use Extra Effort to power stunt improved critical onto that and with the house rule, it's now a DC 26 (or 28 if Glow hits as well) and a DC 10 dazzle (visual). Link to comment
Scuffles Posted June 25, 2012 Share Posted June 25, 2012 Invisible castle sez no: 16 Reroll: 24! Take that! Link to comment
Azuth65 Posted June 25, 2012 Author Share Posted June 25, 2012 Invisible castle sez no: 16 Reroll: 24! Take that! 1d20+10=22-5=17, and she's down. Link to comment
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