Thevshi Posted February 3, 2013 Posted February 3, 2013 Okay, Tsunami is power stunting: Blast 8 (Extras: Targeted Area (cone); Selective; Flaws: 0 Range; Feats: Accurate 2) So that is a 80 foot long cone. She gets a 24 on her attack roll, obviously she is not targeting any friendlies in the cone. Those hit need to make a DC 23 toughness save.
Ari Posted February 3, 2013 Author Posted February 3, 2013 That hits! The raptors make their saves vs. DC23 Toughness: None make it. All the raptors are obliterated in the burst of watery destruction.
Tiffany Korta Posted February 4, 2013 Posted February 4, 2013 Move Action: Drop to the ground Standard Action: Rake the poor beastie 1d20+10=18, I'm sure that hit's so another DC 25 Toughness save.
Ari Posted February 4, 2013 Author Posted February 4, 2013 That hits, yes. DC25 Toughness save: 26. Huh.
Ari Posted February 4, 2013 Author Posted February 4, 2013 Alright, Heraldo moves over to the rest of the gang, leaving rounds. Keeping in the air in case anything else shows up. Notice roll: 10. Well then!
Semi-Autogyro Posted February 4, 2013 Posted February 4, 2013 Taking 10 on a notice check for a 20 total. Otherwise just making sure nobody gets pounced by a raptor.
Ari Posted February 4, 2013 Author Posted February 4, 2013 Myrmidon catches a few glimpses of reptilian shadows flitting about the streets, but none of them get anywhere near the party. No raptors attack either.
Tiffany Korta Posted February 4, 2013 Posted February 4, 2013 I shall defeat this T-Rex, oh yes I shall! Standard Action: Power Attack 1d20+10-2=26, so a DC 27 Toughness Save. Let's see what that does.
Ari Posted February 4, 2013 Author Posted February 4, 2013 DC27 Tou save: 22. Bruised again, and Dazed again!
Tiffany Korta Posted February 4, 2013 Posted February 4, 2013 Surge for second attack 1d20+10=11, right one last try (and my last HP) 1d20+10=27. Yay!
Ari Posted February 13, 2013 Author Posted February 13, 2013 Out of rounds, should have said so a week ago. Oh well. Anyway, DC15 Notice rolls please! Heraldo's: 9. Nope.
Tiffany Korta Posted February 13, 2013 Posted February 13, 2013 Skill Mastery on Notice for a total of 22.
Semi-Autogyro Posted February 14, 2013 Posted February 14, 2013 Myr uses his Skill Mastery on Notice for a 20 total.
Ari Posted February 14, 2013 Author Posted February 14, 2013 Alright! GM post coming up. EDIT: Also, all damage and Fatigue conditions healed by time.
Ari Posted March 2, 2013 Author Posted March 2, 2013 So, what do you folks think would be the best choice here?
Thevshi Posted March 2, 2013 Posted March 2, 2013 Well, both Giang and John are leery of just taking them out and possibly causing any others to be on heightened alert. I think John's idea of trailing them might be worthwhile, assuming they are not going further afield in their hunting expedition.
Tiffany Korta Posted March 2, 2013 Posted March 2, 2013 To be honest I going to post something suggesting they follow them, but if it looked like they they we're about to attack anyone they wade in. A nice compromise I think.
Ari Posted March 2, 2013 Author Posted March 2, 2013 I'm fine with that as well. Will post GM with them following the guys! Stealth rolls please! Subito's: 13. Rerolling(3HP in the next fight): 12. Thankfully a 10, so +10 makes it a 22.
Tiffany Korta Posted March 2, 2013 Posted March 2, 2013 Well Blod has skill Mastery so her Stealth is 30, plus total concealment. Do you want me to put a post suggesting what I said above?
Semi-Autogyro Posted March 2, 2013 Posted March 2, 2013 (edited) Myr uses Skill Mastery on Stealth for a 31 total, and will activate his 'Cloak Subroutine' - Concealment 6 [All Visual & Auditory] (Drawback: Action [Move] -1, PF: Close Range) + Super-Movement 1 [Trackless] Edited March 2, 2013 by Semi-Autogyro
Thevshi Posted March 2, 2013 Posted March 2, 2013 Tsunami did not do very well either, with a 14. Guess she will use a hero point to reroll as well. 21 this time. Tsunami would certainly agree with Blod's suggestion of stopping them from harming anyone else.
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