Ari Posted September 5, 2012 Author Posted September 5, 2012 Neither can possible match that, so Blodeuwedd sneaks up behind them without their noticing.
Tiffany Korta Posted September 5, 2012 Posted September 5, 2012 Take 10 on the attack for a 19 to hit. Going to put him down with a Sleeper hold, that would be a 1d20+9=27 on the grapple check.
Ari Posted September 5, 2012 Author Posted September 5, 2012 The highest Officer Groan could reach is 26, so that grips him tight! I don't see the Chokehold feat on Blodeuwedd's sheet, though, so you'll need to buy it with a HP to take down the Officer that way.
Tiffany Korta Posted September 5, 2012 Posted September 5, 2012 Kinda just meant it as a way she was doing the attack, as straight damage, but if needs be I'll spend the HP.
Ari Posted September 5, 2012 Author Posted September 5, 2012 ...........You are correct, that would be a much simple and better way to do that. I apologize profusely for this idiocy I nearly made you use a HP for.
Semi-Autogyro Posted September 6, 2012 Posted September 6, 2012 Mimicking Blod in this: Total Concealment, Skill mastery Stealth Check DC 29 on the other guard. Taking 10 to hit, for a total of 22, With a grapple check of 1d20+17=31 Nonlethal damage at this point. Liked we talked in with chat, Myr will blow a HP to find a convienent 'janitor closet' of some sort to stash the bodies.
Ari Posted September 6, 2012 Author Posted September 6, 2012 That works for me, I take it both of you are using Unarmed DC bonus for this? In that case a DC23 and a DC25 TOU save. #1 is Groan, #2 Flay: 14, 6. Moot point, both fail. Post away!
Tiffany Korta Posted September 7, 2012 Posted September 7, 2012 Spending a HP to stunt Morph 4 off of my Mantle's protection.
Semi-Autogyro Posted September 14, 2012 Posted September 14, 2012 Myr drops his imperceptor armor to make a copy of their armor, while strapping on their blaster pistols, etc. what have you. Standard Action. Morph 5 [shadow Armor] (+25 disguise check) (5 pp) 7/25 pp of Tech Augmentation in use Move Action - Grab a stepladder (assume something of the sort would be in the closet) and go back into the hall, making sure to shut the door behind himself. Can't do anything about Blod's voice not matching at the moment. Hopefully next round.
Semi-Autogyro Posted October 4, 2012 Posted October 4, 2012 Adding Feature [Mimicry] to Blods' Commlink for 1 pp. 8/25 pp of Tech Augmentation in use
Ari Posted October 17, 2012 Author Posted October 17, 2012 When you guys want to go ahead with the plot let me know. I don't want to cut this conversation short, is all.
Tiffany Korta Posted October 20, 2012 Posted October 20, 2012 I am of cause trying a massive Bluff, with Skill Mastery that gives me 21.
Ari Posted October 21, 2012 Author Posted October 21, 2012 Sense Motive roll, -2 to the DC due to it being a bit of a stretch: 13. They fall for it!
Semi-Autogyro Posted December 30, 2012 Posted December 30, 2012 Well, so much for stealth. All-Out Power attacking -5 Def/+5 DC. Myrmidons' Def is now +9. Atk Roll - 1d20+12= 23 I'm assuming Blast 5 for the Blaster Pistol as it's just a vanilla piece of equipment. DC 25 Tou needed from the Commandant, if it hits.
Ari Posted December 30, 2012 Author Posted December 30, 2012 Using a PL10 version of the Corrupt Sorcerer for Burkehardt, with a few surprises. That definitely hits. DC25 Toughness save: 16. Failed by 9, so Bruised and Dazed.
Tiffany Korta Posted January 1, 2013 Posted January 1, 2013 Well I guess you need my Initiative too 1d20+5=9. Do you want a reaction post first or are we going straight to combat?
Ari Posted January 2, 2013 Author Posted January 2, 2013 Reaction post would be good, we're not going straight to rounds, no worry.
Ari Posted January 12, 2013 Author Posted January 12, 2013 Recovering from the Daze, and now his Initiative roll: 27. Well then. Roll Initiative please Semi-Autogyro, and we'll commence!
Ari Posted January 12, 2013 Author Posted January 12, 2013 He ain't talking Semi! Round 1 Myrmidon: Unharmed, 3HP Burkehardt Unharmed-GM Blodeuwedd: Unharmed, 2HP
Semi-Autogyro Posted January 13, 2013 Posted January 13, 2013 Power Attacking -2 Atk, +2 DC Standard Action: Atk Roll: 1d20+10 = 30 Yay! Crit! :mrgreen: DC 22 base, so DC 27 TOU w/ the crit. Move Action: Move to nearest cover.
Ari Posted January 13, 2013 Author Posted January 13, 2013 DC27 Toughness save: 15. Failed by 12, so Staggered, Dazed and Disabled. Blodeuwedd is up!
Tiffany Korta Posted January 27, 2013 Posted January 27, 2013 You have to worry when Blod's being the sensible one... It's a little bit Bluff and a little bit Intimidation so I'm not sure which you want. Both have Skill Mastery, so Bluff's 21 and Intimidates 24.
Ari Posted January 27, 2013 Author Posted January 27, 2013 Both work for me! Let's see how well he does. Bluff(opposing with Sense Motive): 12. Failed! Let's say that gives a -2 penalty to his Intimidate(opposing with the same): 25. 23, failed. He talks, but still wants to fight! Round 2. Myrmidon: Unharmed, 3HP Burkehardt: Bruise(x1), Dazed, Disabled-GM Blodeuwedd: Unharmed, 2HP
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