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Pale Moonlight (OOC)


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Posted

No, the way I've taken to doing improved rolls is just rolling a d10 instead of a d20, and adding an extra +10 on top of it, to spare the math that comes later. Since the only possible end results are between 11 and 20, I figured it'd make it easier to do it that way.

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Posted

Blue Jay

Standard Action: Charge and grapple Kit. Blue Jay's melee attack roll, vs Kit's Def. Grapple (1d20+21=41) Oh, wow.

Grapple check. Bumping Blue Jay 4 PLs means that both her Str and Att should rise by 4, giving her a total of 8 more to her Grapple. Plus the crit, for a total of 13 more to her grapple. Blue Jay's grapple check, vs opposed. (1d20+33=52) Yikes.

Move Action: Toss her over the edge. AA, do I need to make an attack check for that?

Posted

Oi. Yeah, not even gonna bother rolling against that. ^^U

No, the way I've taken to doing improved rolls is just rolling a d10 instead of a d20, and adding an extra +10 on top of it, to spare the math that comes later. Since the only possible end results are between 11 and 20, I figured it'd make it easier to do it that way.

There is actually one issue with that. For attack rolls, you still need a natural 20, not a modified 20, so if you got a 10 rerolling an attack roll with 1d10, there'd still be the question of whether it's a crit. Just going forward.

Posted

To hit the lava? Sure, though that effect has faded somewhat from its initial arrival. (Since it didn't have the duration extra or anything, but the descriptors make sense).

I'll call it a DC 20 check to hit the lava, and then a DC 22 Tou save for Kit if she does hit.

Posted

If I've got this right it's Blodeuwedd go now, if I've missed someone out sorry.

Move Action : Jump down to Tona

Standard Action: Attack Tona with Dyrnwyn. Attack Roll 1d20+9=23 so close but not good enough, let's burn a HP 1d20+9=19 so with the +10 that 29 and a hit.

A pitiful DC 24 Toughness Save for Blue Jay.

Posted

Look, I'm sorry I didn't think Blue Jay would throw Kit off a roof, what do you want from me?

Whoa, whoa. I ain't blaming anyone. I chose for Sam to be unconscious, remember? I waived the roll when I still have an HP. Sam's Toughness isn't very good, but it's enough that she'd at least walk away on the reroll.

Posted

First, spending Warp's last hero point to get rid of that fatigue.

I think it'd be fair to say that Blue Jay is within seven hundred feet of Warp. So she's going to use her teleport with the turnabout feat to move up there, strike from point blank and retreat back to the ground. I'll power attack it by two to give Warp's hit a bit more punch. And . . .

Attack Roll: 1d20+15=35

Well I'll be damned.

Main melee DC is 22, +2 for power attack, +5 for crit, for a DC of 29.

Posted

Free Action Speak.

Move Action Walk over to Blue Jay

Standard Action All-Out Power Attack(+2 Damage, -2 Defense, Defense at +6) against Blue Jay: 26. DC28 Toughness save for Blue Jay.


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