Semi-Autogyro Posted October 7, 2012 Author Posted October 7, 2012 Wisp is on Candid Camera! She catches a wall mounted camera moving to focus in on her. So likely there will be re-reinforcements soon.
Azuth65 Posted October 7, 2012 Posted October 7, 2012 They always say never kick a man when he's down, Wisp disagrees. 1d20+13=19... I have the sinking feeling that's not going to properly connect, even if he was just prone. HP time, 1d20+13=23, +10 for HP so 33 on an autofire smackdown. Sabot needs a DC 28 toughness save please.
Semi-Autogyro Posted October 8, 2012 Author Posted October 8, 2012 Allrighty. 1d20+12=13 No one shots! Allright, I'm re-rolling that so you get that HP you expended back. 1d20+12=25 Much Better, He picks up a bruise....and with the knock-back gets punted through 1 and 1/2 shipping containers! No extra damage though. He has a hard head. Initiative please! Sabot Init = 1d20+2=19 Feel free to write a descriptive post, since you got the drop on him and the start of combat rounds is next.
Azuth65 Posted October 16, 2012 Posted October 16, 2012 Init: 1d20+11=24 Attack: 1d20+10=23 If that hits, he just took a face full of cosmic energy for a DC 27 toughness save.
Semi-Autogyro Posted October 16, 2012 Author Posted October 16, 2012 That hits, but He'll soak that blast due to his impervious 12 toughness now being active from the armor. Attack: 1d20+12=29 DC 27 base w/ Autofire, so that beats her defense by 6. So that's a DC 30 needed from Wisp. For future reference, Sabots' defense is +10.
Azuth65 Posted October 16, 2012 Posted October 16, 2012 Unless he's got impervious 13 (which he'd need to be pl 13 for according to house rules), he still needs a save (that extra only stops less than not equal to).
Semi-Autogyro Posted October 16, 2012 Author Posted October 16, 2012 Sorry, didn't have my books nearby to check that. Sabot TOU save then.1d20+11=31
Azuth65 Posted October 17, 2012 Posted October 17, 2012 1d20+9=20 Yeah, that's no good... HP! 1d20+9=13+10=23. Still failed by 7 so bruised and dazed. During her turn, the bruise regens but she's still dazed... This would probably be where she calls for some well timed backup.
Semi-Autogyro Posted October 17, 2012 Author Posted October 17, 2012 Go ahead and throw a post up with your attack and you can request backup in it. I had Myr going after the guys who fell in the water, but he's close enough to arrive next round.
Semi-Autogyro Posted October 19, 2012 Author Posted October 19, 2012 Myr now can enter the fray, lets see where he'll act next round. Init - 1d20+21=33 Okay, so it looks like this 33 Myr - Uninjured, 3 HP 24 Wisp - Dazed, 4 HP 19 Sabot - Bruised x1 Since Myr is up, He'll move into hovering overhead with his flight armor, and use his standard to expend a HP to activate leadership and remove dazed from Wisp. I''l get an IC post up shortly, and Wisp will be free to act.
Azuth65 Posted October 19, 2012 Posted October 19, 2012 Move action: Acrobatic bluff 1d20+15=34 Free action: All-out and power attack Standard action: 1d20+10=23. That's a DC 32 save from Sabot.
Semi-Autogyro Posted October 19, 2012 Author Posted October 19, 2012 Allrighty! First up the sense motive check - 1d20+15=20 - Success! He's flatfooted. Tough Save - 1d20+11=29 - He picks up another bruise.
Semi-Autogyro Posted October 24, 2012 Author Posted October 24, 2012 Sabot uses his Fast Startle w/ Skill Mastery on Wisp, so I'll need a Sense Motive check on that. The DC is 28. Then seeing as he can hit both Wisp and Myr with one of his powers, he will attempt to do so. 1d20+12=15 That doesn't hit Myr, but if it does hit Wisp I'll need her to roll a Reflex with a DC of 22 to beat.
Azuth65 Posted October 24, 2012 Posted October 24, 2012 Sabot uses his Fast Startle w/ Skill Mastery on Wisp, so I'll need a Sense Motive check on that. The DC is 28. Then seeing as he can hit both Wisp and Myr with one of his powers, he will attempt to do so. 1d20+12=15 That doesn't hit Myr, but if it does hit Wisp I'll need her to roll a Reflex with a DC of 22 to beat. 1d20+14=22, yep, she's FF'ed. Glad she has Evasion 2, , and failed reflex... Is this his Dazzle or his "pincushion" attack with the area extra?
Semi-Autogyro Posted October 24, 2012 Author Posted October 24, 2012 This is his Snare power. Since he could draw a line between Wisp and Myrmidon (even if he's flying) he could hit both of us at once since it is area shapeable. Ideally, his goal was to snare both characters and then focus on us one at a time. Since it doesn't inflict damage, evasion isn't much help. That's the bad news. Good news is that Wisp didn't fail by 5+ so she is only entangled. (-2 attack and defense rolls, -4 dex, and she's anchored to the deck and can't move from that spot.) Honestly, I don't know how that works with teleport exactly, so I'll ask one of the refs to see if you can bust out that way. Okay, so it looks like this 33 Myr - Uninjured, 2 HP 24 Wisp - Entangled, 4 HP 19 Sabot - Bruised x2 Myrs turn he forms his Nanoblade for his standard. Damage 5 (Extras: Penetrating 10 [DMG 20] +1; PFs: Improved Critical 2 [18-20], Improved Sunder, Mighty) And then he attempts to Fast Tricks Sabot, goading him into attacking him as he's nearby an overhead shipping container held by a crane. Using his skill mastery That's DC 31 check total. 1d20+18=20. Failed. Sabot is unaware of the danger.
Azuth65 Posted October 24, 2012 Posted October 24, 2012 Well, given Kenson's comments here, he felt Evasion should have said effect, not damage. Still, targeted effect, no evasion to begin with. But for Wisp's turn she's going to teleport away and attempt a stealth check for her second move action, 1d20+15=30. Oh sure, now IC gives me decent rolls...
Semi-Autogyro Posted October 26, 2012 Author Posted October 26, 2012 Sabot, seeing as he only has one viable target, advances and attacks Myrmidon. 1d20+12=28 Since that actually hits Myrmidon, the trick does not work. Myrmidon saving throw check. 1d20+10=29 vs. DC 27. Saved. Next round! 33 Myr - Uninjured, 2 HP 24 Wisp - Uninjured, 4 HP 19 Sabot - Bruised x2 Myrmidon attempts to feint Sabot, using his Skill Mastery and Fast Tactical Feint. 1d20+18= 35 and fails. Sabot doesn't fall for it. Myrmidon All-Out power attacks Sabot. 1d20+12=19 Swing and a miss.
Azuth65 Posted October 27, 2012 Posted October 27, 2012 Well, since he's distracted and she's hidden from him, buh-bye dodge bonus. Power attacking for -5/+5, 1d20+5=16. That's a DC 32 toughness save from Sabot.
Semi-Autogyro Posted October 27, 2012 Author Posted October 27, 2012 Welp, thankfully for Wisp his uncanny dodge is visual based so that indeed does connect. Sabot toughness check - 1d20+10=19 vs DC 32. That's a Bell ringer. He's Staggered and Stunned. Go ahead and post that hit, and I'll go ahead and do his turn and Myrs'. His turn he's stunned, but now the soldiers start arriving. Next turn they'll be able to act. Soldier initative: 1d20+4=14 33 Myr - Uninjured, 2 HP 24 Wisp - Uninjured, 4 HP 19 Sabot - Bruised x2, Staggered 14 Soldiers x8 - Uninjured (minions) Myr sees the soldiers coming (they're toting significantly heavier firepower than they had on the bridge) and decides they're a bit more important than Sabot. Power attacking and taking 10 makes it so auto-hit and they can't make the DC. They're gone. However, I need a notice check from Wisp. Myrmidon notice check - Skill mastery, 20. Sabot Notice check - 1d20+12=29
Semi-Autogyro Posted October 28, 2012 Author Posted October 28, 2012 They all can hear what sounds like a helicopter starting up, but it's a lot quieter and nearly drowned out by the alarms still going off.
Azuth65 Posted November 12, 2012 Posted November 12, 2012 Roughly how heavy would you guess that missile is? Vicky has an idea...
Semi-Autogyro Posted November 12, 2012 Author Posted November 12, 2012 The missile itself weighs 250 lbs. It attacked Myr unsuccessfully, and on his turn Myr moved all-out straight upwards (Flight 5 [2,500] x 4 for all out) to avoid the missile. The missile followed because it has homing 2, and the pair are currently around 10,000 ft and climbing.
Azuth65 Posted November 12, 2012 Posted November 12, 2012 Well, let's a bit out of her move-action range... Can Wisp tell which direction did the missile come from, possibly spotting the helicopter?
Recommended Posts