Avenger Assembled Posted August 12, 2012 Posted August 12, 2012 August 10, 2012 Fleur de Joie and Bee-Keeper III stop a bank robbery, and maybe learn about life.
Avenger Assembled Posted August 12, 2012 Author Posted August 12, 2012 OK, first of all, have an HP for getting grabbed first thing, Bee-Keeper. 6 of these guys (with INT 4 instead of 20) are the monsters. PL 10s, but just minions! Grapple result: 34 Okay, try and beat that. We'll roll initiative as soon as Fleur shows up and joins the fight.
SpicyWaffle Posted August 12, 2012 Posted August 12, 2012 Oppose, oppose, oppose the Money Golem's filthy mitts!~ 1d20+22 → [10,22] = (32) - Was just short. Guess I'll use that Hero Point to improve it! 1d20+22 → [11,22] = (33) - Blargh! Dice! Edit: Hero Points = 4
Electra Posted August 12, 2012 Posted August 12, 2012 Fleur will arrive now, ready to kick bank robber bottom! In this first round, to give Baxter a little time to escape his bonds, I think I will have Stesha use her Summon power and stir up the local trees. They will follow her into the bank and be ready to attack starting next turn.
SpicyWaffle Posted August 12, 2012 Posted August 12, 2012 Initiative: 1d20+6 → [4,6] = (10) Unless he's liberated beforehand, Baxter'll also go ahead and continue to try and get free from the Money Golem for his next action. Grapple Escape Check: 1d20+22 → [11,22] = (33)
Avenger Assembled Posted August 13, 2012 Author Posted August 13, 2012 OK, go ahead and roll init, Fleur. Golems go on: 1. 19 2. 15 3. 12 4. 11 5. 11 6. 9 I'll say it's Golem 6 that has Baxter.
Electra Posted August 13, 2012 Posted August 13, 2012 Fleur goes on 18. The trees go on 4, but are all prepared to interpose.
Avenger Assembled Posted August 13, 2012 Author Posted August 13, 2012 Golem 1: 19 Fleur de Joie: 18 (5 HP, same same!) Golem 2: 15 Golem 3: 12 Golem 4: 11 Golem 5: 11 Bee-Keeper III: 10 (5 HP, so many complications!) Golem 6: 9 Animated Trees: 4 SpicyWaffle, I'll go ahead and say Golem 6 will relent on the Grapple (since it'll be busy with other stuff :twisted: ) and Baxter will be able to escape on its action. Golem 1 walks up to Fleur de Joie and attempts to punch her. 16 That's a miss! Fleur is up.
Electra Posted August 13, 2012 Posted August 13, 2012 For Stesha's move action, she is going to direct the trees to attack the golems, first Golem 1, then any other golems who might approach her. For her action-action, she is going to attempt to grapple the nefarious Beekeeper with VINES OF STEEL! But the roll is terrible! It's a 16.
Avenger Assembled Posted August 13, 2012 Author Posted August 13, 2012 Unfortunately, that does hit, since he is momentarily grappled. Stupid money golems! Good thing it's got Reversible on it. DC 28 Reflex save, SW>
SpicyWaffle Posted August 13, 2012 Posted August 13, 2012 Come on, robot-ninja skills! Do your stuff! Reflex Save +9 vs. DC 28: 1d20+9 → [9,9] = (18)
Avenger Assembled Posted August 13, 2012 Author Posted August 13, 2012 Ooh noo! Bound and Helpless. Have another HP, SW!
Avenger Assembled Posted August 13, 2012 Author Posted August 13, 2012 Golems 2 + 3 scarper with the loot! They have Speed 5, so they can both run a quarter-mile away as a move action. (They use Total Defense as their standard action, raising their to-hit to DC 19) Golem 4 punches Fleur de Joie! 17 Another miss! That's good for those Interposing plant minions, at least. Golem 5 punches Barry, but the Snare saves first. 20 Not bad! The snare is damaged and disabled. Barry will be able to get out on his turn. He'd better make his case fast, though!
SpicyWaffle Posted August 14, 2012 Posted August 14, 2012 Okay, so, here we go... All-Out Attack to take a -3 Defense/+3 Attack trade off (+13 Attack/+7 Defense) Power Attack to take a -5 Attack/+5 Damage trade off (+8 Attack/+5 Damage) Extra Effort to increase Bee-Keeper III's Strike Power from "Strike 10" to "Strike 12" for one round. Take 10 on the Attack since it's a Minion. Total Attack is +18, requiring a DC 32 TOU Save (15 + Strike 12 + Power Attack 5). Next round, Baxter'll burn a Hero Point to avoid Fatigue. Total Modifier Shifts: Defense +7, Attack +8, Damage +15, +2 Strike Power with Extra Effort.
Avenger Assembled Posted August 14, 2012 Author Posted August 14, 2012 29 It's down! That's minions for you! Coins and bills go flying everywhere as it explodes in a shower of lucre.
Avenger Assembled Posted August 14, 2012 Author Posted August 14, 2012 Trees: Attack rolls vs. Golems 1, 4, and 5 (they will double up on 1 and 5) Trees 1-2: 13, 26 Tou vs 24: 27 Golem 1 is fine Tree 3 vs Golem 4: 23 That hits 28 Blargh Tree 4 + 5 vs Golem 5 Tree 4's Aid succeeds Tree 5 All Out Power Attacks and hits automatically. (I don't recall if minions can take 10 vs. minions, but I'll let it go here) 17 Skidoosh! OK, Golem 5 is down. All the golems around Baxter are defeated.
Avenger Assembled Posted August 14, 2012 Author Posted August 14, 2012 Round 2: Golems 1 and 4 are still up. Golem Attack: 25 Oh noo DC 35 23 Tree one, interposing for Stesha, gets ded. Stesha is up.
Electra Posted August 14, 2012 Posted August 14, 2012 Stunt time! Spending 1 HP Disintegrate 8 (40 pp, PFs: Accurate, Incurable, Precise, Reversible) [44 pp] Attacking Golem 1, taking ten and power attacking for two, that's a 15, which should hit! If for some reason he does not dissolve in a satisfactory fashion, do it again!
Avenger Assembled Posted August 14, 2012 Author Posted August 14, 2012 Since it is a golem, I'll go ahead and treat it as a construct like TT did in Pepper's Ghost: Whoops, I messed up the first batch of rolls! Here are the correct ones: Reflex vs 20 15 OK, drained by 5; Tou is at +10 (+10 Impervious) Tou vs 25: 11 Golem 1 is gone
Avenger Assembled Posted August 14, 2012 Author Posted August 14, 2012 At this display of power, Golem 4 runs off too! Whoop whoop whoop! Bee-Keeper is up.
Electra Posted August 21, 2012 Posted August 21, 2012 Fleur is spending another HP to stunt Speed 5 off her array! She is so busy and creative today!
Avenger Assembled Posted August 22, 2012 Author Posted August 22, 2012 go ahead and post, SW, and we'll set up a chase.
SpicyWaffle Posted August 24, 2012 Posted August 24, 2012 Sorry! Was having some router woes yesterday. Hopping on it!
Avenger Assembled Posted August 25, 2012 Author Posted August 25, 2012 Fleur is up. 5 "Malador" will go on five. I need a DC 20 Notice check from Baxter, as well as a DC 15 Will save to stay in the field against this terrible threat! Stesha: This is not Malador! He'd be blasting already if he was, and Malador doesn't do petty stuff anyway. It's a faaaaake!
SpicyWaffle Posted August 25, 2012 Posted August 25, 2012 Notice +6 vs. DC 20: 1d20+6 → [20,6] = (26) Will Save +8 vs. DC 15: 1d20+8 → [9,8] = (17)
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