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The Black Rainbow [OOC]


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Posted

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. 

Posted

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.

Posted

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. 

Posted

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. 

  • 1 month later...
Posted

Midnight II
Hide 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.

Posted

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.  

Posted

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.

  • 2 weeks later...
Posted

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. 


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