Curious Key Posted January 20, 2013 Share Posted January 20, 2013 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. Link to comment
Avenger Assembled Posted January 20, 2013 Author Share Posted January 20, 2013 Blue Jay is up now Link to comment
Raveled Posted January 20, 2013 Share Posted January 20, 2013 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? Link to comment
Blue Rose Posted January 20, 2013 Share Posted January 20, 2013 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. Link to comment
Avenger Assembled Posted January 20, 2013 Author Share Posted January 20, 2013 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. Link to comment
Raveled Posted January 20, 2013 Share Posted January 20, 2013 We'll just go with "off the roof." Makes for a better visual. Link to comment
Blue Rose Posted January 21, 2013 Share Posted January 21, 2013 Waiving the roll. Sam's dying. Well, stabilized. Link to comment
Tiffany Korta Posted January 22, 2013 Share Posted January 22, 2013 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. Link to comment
Raveled Posted January 22, 2013 Share Posted January 22, 2013 Blue Jay's Toughness save, vs DC 24. (1d20+15=22) Uh-oh, dice gods turning against her. Link to comment
Ari Posted January 23, 2013 Share Posted January 23, 2013 Full-Round Action Use Inspire to give all allies a +4 bonus to checks, saves and Attack rolls. (2HP) Link to comment
Blue Rose Posted January 23, 2013 Share Posted January 23, 2013 Sweet! Now Sam can be really good at lying there unconscious! :P Link to comment
Ari Posted January 23, 2013 Share Posted January 23, 2013 Look, I'm sorry I didn't think Blue Jay would throw Kit off a roof, what do you want from me? Link to comment
Raveled Posted January 23, 2013 Share Posted January 23, 2013 A Stunted Healing effect? Link to comment
Ari Posted January 23, 2013 Share Posted January 23, 2013 I'm going to do that anyway, I meant another thing! Link to comment
Blue Rose Posted January 23, 2013 Share Posted January 23, 2013 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. Link to comment
Ari Posted January 23, 2013 Share Posted January 23, 2013 Oh I know that, don't worry, I was just being silly. :D Link to comment
Curious Key Posted January 23, 2013 Share Posted January 23, 2013 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. Link to comment
Raveled Posted January 23, 2013 Share Posted January 23, 2013 Blue Jay's Toughness save vs DC 29. (1d20+14=24) Whelp. That would've been a nice roll a roll ago. Link to comment
Blue Rose Posted January 25, 2013 Share Posted January 25, 2013 My turn! I take a full-round action to bleed from a head wound. Rolling my Lying There skill to aid another on onlookers' Wince checks. 1d20+5=21 Success. Onlookers get a +2 to wince. Link to comment
Tiffany Korta Posted January 28, 2013 Share Posted January 28, 2013 I think I've lost track here is it Rav's go or mine? Link to comment
Tiffany Korta Posted January 28, 2013 Share Posted January 28, 2013 In that case sorry my bad Another attack with Dyrnwyn 1d20+10=26, a DC 25 Toughness save please. Link to comment
Ari Posted January 28, 2013 Share Posted January 28, 2013 Not too relevant, but there's still the +4 from the Inspire this round! Link to comment
Raveled Posted January 28, 2013 Share Posted January 28, 2013 Jay's Toughness save vs DC 25. (1d20+11=22) Bruise x3. Link to comment
Ari Posted January 28, 2013 Share Posted January 28, 2013 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. Link to comment
Recommended Posts