Electra Posted September 14, 2013 Posted September 14, 2013 Sorry for the late initiative, Erin goes on 29
Avenger Assembled Posted September 14, 2013 Posted September 14, 2013 -1 HP (do I have any left, TT?) for an Inspire on the Liberty League + Dralion! (See, Mark included him in his speech too)
trollthumper Posted September 16, 2013 Author Posted September 16, 2013 Yup, Edge most certainly has HP left. Edge: Seized Initiative, Unhamed, 2 HP Wander: 29, Unharmed, Inspired +5, 4 HP La Renarde Bleue: 26, Unharmed, Inspired +5, 6 HP Midnight: 17, Unharmed, Inspired +5, 5 HP Leprechaun 1: 15, Unharmed, 0 HP Dralion: 11, Unharmed, Inspired +5, 0 HP Cannonade: 10, Unharmed, Inspired +5, 3 HP Leprechaun 2: 8, Unharmed, 0 HP Wander is up next.
Electra Posted September 20, 2013 Posted September 20, 2013 Opting for the classical approach, Wander is going to target one of the leprechauns with an acrobatic bluff. Skill mastery means it's a DC 27 for the dude. Follow it up with a full +5 power attack with the Bat o' Doom. Result is not great, it's a 21. I'll spend an HP to reroll if it doesn't hit, otherwise it's DC 32 plus autofire.
trollthumper Posted September 23, 2013 Author Posted September 23, 2013 All right. Leprechaun 1 is caught entirely off guard. With a flat-footed defense DC of 14, that's a +3 from Autofire, making it a total of DC35. Erm. I would grant a Hero Point and say that the Leprechaun manages to reality warp itself back onto its feet, but it's juggling gelignite in open jars while Edge knows how to use C4 like a surgeon. So, Leprechaun 1 goes down for now. La Renarde Bleue is up next.
trollthumper Posted October 1, 2013 Author Posted October 1, 2013 All right, then. Edge: Seized Initiative, Unhamed, 2 HP Wander: 29, Unharmed, Inspired +5, 4 HP La Renarde Bleue: 26, Unharmed, Inspired +5, 6 HP Midnight: 17, Unharmed, Inspired +5, 5 HP Dralion: 11, Unharmed, Inspired +5, 0 HP Cannonade: 10, Unharmed, Inspired +5, 3 HP Leprechaun 2: 8, Unharmed, 0 HP Midnight is up next.
Gizmo Posted November 2, 2013 Posted November 2, 2013 Midnight IIHide in Plain Sight: Stealth 30 with Skill Mastery. Midnight is already hidden in the rafters, but just so you've got something to roll against if you need it, troll.Move Action: Demoralize Leprechaun 2. Intimidate 30 with Skill Mastery.Standard Action: Charge Leprechaun 2 with Escrima Sticks; Power Attack 4, Sneak Attack 2. (1d20+12=32), or 'drop down from the ceiling' in this case. That's DC 15 + 8 + 4 Power Attack + 2 Sneak Attack + 5 Critical = 34.
trollthumper Posted November 2, 2013 Author Posted November 2, 2013 Leprechaun 2 fails to notice a thing, is shaken, and is Dazed and Staggered. Edge: Seized Initiative, Unhamed, 2 HP Wander: 29, Unharmed, Inspired +5, 4 HP La Renarde Bleue: 26, Unharmed, Inspired +5, 6 HP Midnight: 17, Unharmed, Inspired +5, 5 HP Dralion: 11, Unharmed, Inspired +5, 0 HP Cannonade: 10, Unharmed, Inspired +5, 3 HP Leprechaun 2: 8, Unharmed, Dazed (Midnight's Action), Staggered, 0 HP I'll let Giz get an IC post in while I figure out the next move.
trollthumper Posted November 5, 2013 Author Posted November 5, 2013 All right, the weekend has passed, so let's move. Dralion attempts to take care of the the last Leprechaun, using Targeted Area Shapeable and Autofire 1, and... um. Yeah, that could do it. So, DC25 for base + 5 from crit + 5 from Autofire (forgot to account for Inspired) = DC33 TOU for Leprechaun 2. And the Leprechaun takes a Bruised and Dazed. Edge: Seized Initiative, Unhamed, 2 HP Wander: 29, Unharmed, Inspired +5, 4 HP La Renarde Bleue: 26, Unharmed, Inspired +5, 6 HP Midnight: 17, Unharmed, Inspired +5, 5 HP Dralion: 11, Unharmed, Inspired +5, 0 HP Cannonade: 10, Unharmed, Inspired +5, 3 HP Leprechaun 2: 8, Bruised x1, Dazed (Midnight's Action), Staggered, Shaken, 0 HP Cannonade, meanwhile, attempts to Startle the Leprechaun as a Move Action. A 21 versus 16 means the Leprechaun's Dodge Bonus goes bye-bye. Cannonade then Power Attacks for -3/+3, and hits. DC29 for Leprechaun 2, and he makes it. Leprechaun 2's action, and he shakes off his Dazed - or he would, if Edge wouldn't counter it. So, instead, he remains in a stupor - while desperately trying to hold chaotic reality by the reins. That won't have side effects... Top of the round. Edge is up next.
Avenger Assembled Posted November 13, 2013 Posted November 13, 2013 Edge spends an HP and maintains his Inspire.
trollthumper Posted November 13, 2013 Author Posted November 13, 2013 All right, then. Wander is up next.
Electra Posted November 22, 2013 Posted November 22, 2013 Okay, Wander will use her move action for Fast Acrobatic Bluff, skill master that for a DC 27 to resist. She will then charge the Leprechaun and do a full Power Attack for 5 with the bat. 1d20+14= 18. Not exactly her best work, but I can live with it. DC 32 plus any applicable Autofire.
trollthumper Posted November 22, 2013 Author Posted November 22, 2013 The Leprechaun falls for it, meaning the strike takes a +2 from Autofire. And he goes down. But as he does, reality starts flying apart a bit more! This is clearly the time for thrilling heroics!
Recommended Posts