Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, I will go with the first in the initiative order, Jack (who is the one Lucy was beating on). He makes his toughness save with a 27, so is unhurt.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, fighters 9 and 4 will both take swings at Crimson Tiger, getting a 25 and 12 respectively, so one hit, one miss. So a DC 18 toughness save for Crimson.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, Diaz will Power Attack Fighter 1 (-2 atk/+2 dam), hitting with a 19. Fighter 1 gets a 9 vs a DC 21 toughness save, so is Staggered and Dazed. Thug 5 is waiting where he is. Fighter 7 takes a swing at Crimson as well, also landing a hit with a 23, so another DC 18 toughness save for Crimson. Fighter 7 moves in to attack Diaz, hitting with a 22. Diaz makes his toughness save with a 26.
Thunder King Posted January 3, 2014 Posted January 3, 2014 Maxed out roll! 27 on the first TOU save Narrowly made the second one! 18
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, Jack is going to use Teamwork to try to Aid other for Malcom, easily making the check with a 24. So Malcom will make an attack on Freddy, but misses with a 16.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, and on to… Round Six 25 Revenant (unharmed, 3 HP) 25 Fighter 8 24 Fighter 2 (bruised) 20 Fighter 10 20 Thug 6 19 Hound (unharmed) 18 Crimson Tiger (unharmed, 1 HP) 18 Fighter 11 14 Bloody Mess (bruised, 1 HP) 14 Fighter 3 (bruised, staggered) 13 Fighter 9 12 Fighter 4 (bruised) 11 Diaz 9 Thug 5 8 Fighter 1 (Staggered, dazed) 7 Fighter 7 6 Jack (2 bruised) 6 Fighter 6 (bruised) 5 Malcom 4 Thug 7 Lucy is up!
Tiffany Korta Posted January 3, 2014 Posted January 3, 2014 Another attack Attack Roll: 1d20+12 13, wow at leasts she's consistant. Might as well spend the PP for a reroll Attack Roll: 1d20+12 28. Much better.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Fighter 2 gets a 14 on his toughness save, so he is staggered and dazed. He is knocked back into a wall, and gets a 13 on his second toughness save, so he is unconscious. Fighter 10 will try a shifted attack on Lucy, (-4 atk/+4 dam), but misses badly with a 12. Hound is up!
Supercape Posted January 3, 2014 Posted January 3, 2014 So, if we are at the top of some stairs, can Hound try to trip his attacker (push him down the stairs)?
Supercape Posted January 3, 2014 Posted January 3, 2014 Okay: Move Action, Bluff / Feint at -5. I will skill mastery that for a result of 15. Okay, lets go for a modestly shifted attack, -2 on the attack, +2 on the DC. 1d20+8=15 Not a great attack. So, if that misses, I will reroll spending Messes HP - because pushing a dude down a flight of stairs is to cool to miss. 1d20+8=21 should hit. Opposed roll, he will use Dexterity: with a +4 bonus due to his feats and +2 bonus for shifting. 1d20+8=14 is pretty rubbish, unfortunately. If I have an HP left over I will reroll that 1d20+8=16 with the +10 bonus for rolls under 10 is much better, at 26. He opposes with worst of acrobatics (untrained) or strength.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Okay, Fighter 11 misses his Sense Motive check, so is fooled, so the first attack roll actually hits his flat footed Defense. He managed to tie with his untrained acrobatics check 14, so you get your hero point for reroll and he goes tumbling down the stairs. He makes a toughness save to avoid damage from the tumble, but is lying on the landing below. Want to take Harry's move action to run out into the garage? (which has parts of it still without power thanks to Crimson)
Supercape Posted January 3, 2014 Posted January 3, 2014 Also as discussed in chat, morphing to dog form as a free action at the end of that.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 I'm not going to bother with a roll on this one either.
Thunder King Posted January 6, 2014 Posted January 6, 2014 DC27 TOU save, damage shifted. This ought to hit as well, 18
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Again a miraculous toughness save, with Fighter 4 getting a 23, so he is bruised again.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Okay, I am going to hold Fighter 11's action until my next GM post (as I am not sure I cam make it long enough to warrant its own post). He is only getting back up and running up the stairs again anyway (as well as being fooled by Harry's sudden disappearance). So, Bloody Mess is up!
Supercape Posted January 6, 2014 Posted January 6, 2014 Ok going to try hitting him with a nose bleed. Using blood control array, Fort 10 damage attack, perception range.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Jack gets a really bad roll on his toughness save, so he will get a reroll (HP to Mess), for a 23, so he still picks up a bruise.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Fighters 9 and 4 will attack Crimson, both using Power Attack (-2 atk/+2 dam), both missing.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Diaz will attack Fighter 6, again using Power Attack (-2 atk/+2 dam), hitting with a 26. Fighter 6 gets a 17 vs the DC 21 toughness save, so picks up another bruise.
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