Thevshi Posted May 20, 2013 Share Posted May 20, 2013 (edited) The OOC for thread. Edited May 20, 2013 by Thevshi Link to comment
Thevshi Posted May 22, 2013 Author Share Posted May 22, 2013 Certainly not spectacular Ari. I will deal with this in a bit, want to let everyone get another post in with the initial interaction. Link to comment
Thevshi Posted June 25, 2013 Author Share Posted June 25, 2013 It's a trap! (well, of course it is) El Heraldo is dealing with a perception area stun attack (sonic). He has a DC 20 reflex save to make, if he succeeds, he will suffer no further effect, if he misses, he has a DC 20 fort save to make. Net Fly needs to make a DC 18 reflex save to avoid sliding down the slide and though the hole that just opened in the wall below. Link to comment
Ari Posted June 26, 2013 Share Posted June 26, 2013 Oh no! DC20 Reflex save: 21. How about that? Link to comment
Thevshi Posted June 26, 2013 Author Share Posted June 26, 2013 Okay, probably a good idea to have some initiative rolls now. Link to comment
Thevshi Posted June 29, 2013 Author Share Posted June 29, 2013 (edited) Okay, here is what we have for now. El Heraldo slams into the steel plate, which just makes its toughness save. Round One Robot 9 El Heraldo 7 (4 HP, Unharmed) The robot is continuing the sonic attack, so another DC 20 Reflex save for Heraldo. Again, if he makes it, he avoids the attack completely. Otherwise, a DC 20 Fort save. Edited June 29, 2013 by Thevshi Link to comment
Ari Posted June 29, 2013 Share Posted June 29, 2013 DC20 Reflex save: 26! Move Action over to it on foot, then an Accurate Attack(+2 Attack -2 Damage): 13! I presume that misses and instead smashes into the floorboards. Link to comment
Vahnyu Posted June 30, 2013 Share Posted June 30, 2013 Reflex Save vs DC18 1d20+8 → [14,8] = (22) That oughta do it Link to comment
Thevshi Posted July 2, 2013 Author Share Posted July 2, 2013 Round Two Robot 9 El Heraldo 7 (4 HP, Unharmed) Okay, slight edit to previous stuff, I forgot to account for El Heraldo’s superstrength in his attempt to smash the steel plate, so it took a little bit of damage (injured), but otherwise remained in place. The robot attacks El Heraldo, getting a 27 (almost a critical hit!). That is a DC 23 toughness save for the paragon. Link to comment
Ari Posted July 2, 2013 Share Posted July 2, 2013 DC23 Toughness save: 31. No dice, Robot. EH will proceed with another attempt at punching the robot's being from its corporeal shell. Power Attack(-4 Attack, +4 Damage): 20. DC31 Toughness save if that hits. Move Action away from the metal warrior. Link to comment
Thevshi Posted July 2, 2013 Author Share Posted July 2, 2013 The robot does very poorly on its toughness save with a 19, so we will say it is effectively damaged sufficient to put it out of commission. Link to comment
Thevshi Posted July 2, 2013 Author Share Posted July 2, 2013 Vahn, could I please get a Notice check for Net Fly, and an initiative roll. Link to comment
Ari Posted July 3, 2013 Share Posted July 3, 2013 (edited) Notice roll as EH proceeds through the hole in search of his friends 20. Edited July 3, 2013 by Arichamus Link to comment
Thevshi Posted July 6, 2013 Author Share Posted July 6, 2013 Okay Ari, will need another initiative roll. Link to comment
Ari Posted July 6, 2013 Share Posted July 6, 2013 Initiative roll: 6 order is restored. Link to comment
Thevshi Posted July 6, 2013 Author Share Posted July 6, 2013 Round One Launcher 2 18 Launcher 1 17 El Heraldo 6 (4 HP, Unharmed) El Heraldo gets attacked, one hit, one miss. He needs to make a DC 21 Reflex save (vs a Snare) and a DC 21 Fort save (vs a Stun carrier attack) Link to comment
Ari Posted July 6, 2013 Share Posted July 6, 2013 DC21 Reflex save: 16. Failed. DC21 Fortitude save: 22. Succeeded. He attempts to escape, using main strength. Link to comment
Thevshi Posted July 6, 2013 Author Share Posted July 6, 2013 The snare misses its toughness save, but is only a bit damaged (injured), so El Heraldo is still bound. Go ahead and post IC. Link to comment
Thevshi Posted July 10, 2013 Author Share Posted July 10, 2013 Round Two Launcher 2: 18 Launcher 1: 17 El Heraldo 6 (4 HP, Unharmed; Bound and Helpless) The launchers fire again, getting 27 and 17 respectively. Normally, that 17 would miss, but El Heraldo's defense is reduced by the Helpless condition for failing the last Reflex save by 5. So, need two Reflex saves, and two Fort saves (all DC21). Link to comment
Ari Posted July 10, 2013 Share Posted July 10, 2013 First DC21 Reflex save: 6. Critical Failure. Second: 21. Success. First DC21 Fortitude save: 15. Failed. Second save: 12. Failed. Link to comment
Thevshi Posted July 10, 2013 Author Share Posted July 10, 2013 As discussed in chat, the rules for the Stun power do not seem to have a stunned condition stacked on prior stunned condition lead to knocking the character out. But, I will fiat that effect for El Heraldo, who now has 5 HP, though, adding one for being caught up in Tsunami's complication, that will move him to 6 for moving into the next thread (once everyone else gets captured). Link to comment
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