Thevshi Posted January 6, 2014 Author Posted January 6, 2014 While I am at it, Fighter 7 will take a swing at Crimson Power attacking for -2 atk/+2 dam, just hitting with a 22, so a DC 20 toughness save for Crimson. Fighter 6 will attack Diaz, hitting with a 19, but Diaz makes his toughness save again.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Jack will throw a straight punch at Mess, hitting with a 21, so that is a DC 27 toughness save. This triggers Malcom's reaction attack, and he punches at Mess, also hitting with a 22, so another DC 27 toughness save, and he will use Improved Grab to initiate a grapple, getting a 39 on his grapple check. (Corrected, Mess' limited immunity means only a DC 21 toughness save for each punch)
Supercape Posted January 6, 2014 Posted January 6, 2014 Ok so Mess has 1 bruise already, but as per chat, limited immunity to bludgeoning damage reduces punches to DC 22 Tough. Save 1: 1d20+9=10 ok that is plain too bad, so I will spend that earned HP to reroll that. Its to early to get pounded into staggered. 1d20+9=16 with the +10 bonus will shake it off completely. Save 2: 1d20+9=21 Just misses, so thats another bruise, which is fine. I like the bruises! Now, grapple roll: Fully boosted, his Grapple Bonus is +10 Attack, +10 Strength Bonus, and +6 Super Strength (I guess he has about 8 rounds left fully boosted). So thats a +26 Bonus. 1d20+26=30 is not so good, so he is pinned.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Okay, Malcom will use his normal action to squeeze Mess, so another DC 21 toughness save.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Now, Round Seven 25 Revenant (unharmed, 2 HP) 25 Fighter 8 20 Fighter 10 20 Thug 6 19 Hound (unharmed) 18 Crimson Tiger (unharmed, 1 HP) 18 Fighter 11 14 Bloody Mess (bruised, grappled, 0 HP) 14 Fighter 3 (bruised, staggered) 13 Fighter 9 12 Fighter 4 (bruised 2) 11 Diaz 9 Thug 5 8 Fighter 1 (Staggered, dazed) 7 Fighter 7 6 Jack (3 bruised) 6 Fighter 6 (bruised 2) 5 Malcom 4 Thug 7 Lucy is up!
Tiffany Korta Posted January 15, 2014 Posted January 15, 2014 Another straight foward attack Attack Roll: 1d20+12 32.
Thevshi Posted January 15, 2014 Author Posted January 15, 2014 So, if I take it you are going for the +5 damage? That would be a DC 30 toughness save, and Fighter 10 gets a 22, so he is bruised and dazed. Lucy also sends him flying and can aim him at Thug 6 who is standing out in the hallway beyond the door to the room. Both have a DC 24 toughness save to make from that, Fighter 10 getting a 21, so picking up another bruise. Thug 6 cannot make that, so he is out.
Thevshi Posted January 15, 2014 Author Posted January 15, 2014 Fighter 8 is going to attack Crimson, hitting with a 23 so that is a DC 18 toughness save for crimson.
Thevshi Posted January 15, 2014 Author Posted January 15, 2014 Once I have the toughness save, Hound is up. Also, I had failed to update a couple things in my initiative order, such as Mess currently being grappled by one of the Battle Brothers.
Supercape Posted January 15, 2014 Posted January 15, 2014 Ok, Hound will bound away, looking (and being) scared! Running up the stairs some more - this time with Speed 1 thanks to morph. So Move Action is movement, Standard Action, full defence.
Thunder King Posted January 17, 2014 Posted January 17, 2014 Mali is gonna hit Fighter 4; 27 Damage shifted by only 2 for a DC24 TOU save. How he reacts to this determines the rest of her turn.
Thevshi Posted January 17, 2014 Author Posted January 17, 2014 Fighter 4 gets a 8, so he it out! (Mali can use Takedown attack to hit another fighter if she wants)
Thunder King Posted January 17, 2014 Posted January 17, 2014 (edited) 21 probably does not hit. Either way, if it does, DC24 TOU save, and she's moving through where fighter 4 dropped and getting a bit of distance. Hitting fighter 8 Edited January 17, 2014 by Thunder King
Thevshi Posted January 17, 2014 Author Posted January 17, 2014 Fighter 8 gets a 17, so bruised and dazed (and knocked back some).
Supercape Posted January 19, 2014 Posted January 19, 2014 A rather unspectacular: 1d20+24=30 escape grapple roll as move action. Lets see the result of that before standard action.
Supercape Posted January 19, 2014 Posted January 19, 2014 Which is not much good. In which case, Ill use blood control array to fatigue him - I presume tactile sense comes into play so I can accurately perceive him. DC 20 Fatigue check I guess?
Thevshi Posted January 19, 2014 Author Posted January 19, 2014 The Battle Brother gets a 25 on his Fort check.
Thevshi Posted January 21, 2014 Author Posted January 21, 2014 Okay, Fighter 9 pursues Crimson, but misses by a mile with a 12. Diaz will power attack Fighter 6 once again (-2 atk/+2 dam), getting a 27, which is a critical hit! So a DC 26 toughness save for Fighter 6, and he gets a 20, so he picks up another bruise and is dazed. Fighter 7 follows Crimson as well, and barely does any better with a 13.
Thevshi Posted January 21, 2014 Author Posted January 21, 2014 Okay, Jack is going to Power Attack Mess (-2 atk/+2 dam), getting a 19, which is good enough to hit the flat footed Mess. DC 22 Toughness save for Mess. Malcom is going to try to maintain his grapple, but only gets a 29!
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