Geez3r Posted June 20, 2013 Author Posted June 20, 2013 And Maxima gets Notice Check (1d20+7=18) Basically it works out like this: DC 25: You notice quickly enough that you are able to free yourself and duck away from the crowds without delay. DC 20: Delayed 1 round. DC 15: Delayed 1d4 rounds. DC 10: Delayed 1d6 rounds. Maxima delayed X rounds (1d4=2) And while we're at it, Initiative for if/when it's needed: Maxima Initiative (1d20+0=16) Hellfire Initiative (1d20+3=20) Brimstone Initiative (1d20+4=11) Goon Initiative (1d20+1=19)
Geez3r Posted June 20, 2013 Author Posted June 20, 2013 (edited) Condition Summary 20 - Hellfire - Unharmed 19 - Goons - 12 Remaining 17 - Graft - HP x3 - Unharmed 16 - Maxima - HP x2 - Unharmed, Delayed for 2 more rounds 11 - Brimstone - Unharmed Only 2 goons were close enough to get into melee range, and both miss. The rest take up positions near Graft between 10-15ft away. Also to clarify, the goons are Minions. Edited June 20, 2013 by Geez3r
Thunder King Posted June 20, 2013 Posted June 20, 2013 Taking 10 for a 20 on the first minion. As he has Takedown 2, I'm gonna take 10 on every minion I can. He's also got a speed of 2,200 feet per round, so...
Geez3r Posted June 22, 2013 Author Posted June 22, 2013 (edited) Condition Summary 20 - Hellfire - Unharmed - Concentrating 19 - Goons - 7 Remaining 17 - Graft - HP x3 - Unharmed 16 - Maxima - HP x2 - Unharmed, Delayed for 1 more rounds 11 - Brimstone - Unharmed - Rage (10) Brimstone rages and is then going to run on over and try to smack you upside the head Melee Attack vs Graft DEF 20; DC 27 Tough (1d20+8=19) and misses ever so slightly. Hellfire is going to try to tilt the odds in her favor for her next attack by tricking Graft into dropping his guard Bluff Check to Feint Graft, Opposed by Bluff/Sense Motive/Will (1d20+18=24) Attack roll vs Graft DEF 20 (pending feint); DC 25 Tough; Accurate Attack 2 (1d20+10=20) Either way it seems to hit. Sensing weakness, the goons are going to all gang up and surround you, hitting every inch of you they can, which might not be much. They are using a Combined Attack. Combined Attack Roll vs Graft DEF 20; DC 20 Tough +2 for each one that hits after the first (1d20+5=23, 1d20+5=12, 1d20+5=10, 1d20+5=20, 1d20+5=22, 1d20+5=21, 1d20+5=11) So that appears to be 4 hits for a total of a DC 28 Toughness save. So basically TK, Brimstone and all the goons are directly adjacent to you, surrounding every adjacent space. Hellfire is about 20ft back, and 15ft in the air, on the side furthest from the gym (same side as Brimstone). Edited June 22, 2013 by Geez3r
Thunder King Posted June 22, 2013 Posted June 22, 2013 (edited) 28 on the first Tou save 29 on the second Edited June 22, 2013 by Thunder King
Thunder King Posted June 26, 2013 Posted June 26, 2013 Rolled a 15 on attack, probably not good enough so I'll go ahead and reroll with an HP Whelp, a natural 20 (aka 30)
Geez3r Posted June 26, 2013 Author Posted June 26, 2013 (edited) Toughness save DC 30 (1d20+12=25) So Hellfire will take a Bruise and be dazed. The fire on Graft goes out. Condition Summary 20 - Hellfire - Bruised x1, Prone 19 - Goons - 7 Remaining 17 - Graft - HP x2 - Unharmed 16 - Maxima - HP x2 - Unharmed 11 - Brimstone - Unharmed - Rage (9) Geez3r Alright two main options for where you can smack her away from the building. A - into the parking lot which is where she'll cause some collateral damage from smacking into the parked (and also empty) vehicles, but she'll also have to roll a Toughness save (DC 24); this is also further away from option B. Option B is just spiking her into the ground, she won't take much in the way of damage DC 19 Toughness, but less collateral damage Thunder King B then Toughness save for eating dirt DC 19 (1d20+11=22) No damage. So that's Graft's turn. Maxima's turn is eaten by the delay. She'll be able to act next round. Brimstone doesn't like that Graft just smacked his partner around, so he's going to take a swing at Graft. Attack roll vs Graft DEF 20, All Out Attack 2, Power Attack 2; DC 27 Tough (1d20+10=20) and lands a hit. Hellfire is dazed for this turn and takes a bit of a dirt nap. The goons split up. Three of them start wrecking stuff in the area, while four make their way to the gym, making it to about the halfway point of the stairs. The two groups themselves are clustered however so someone with Takedown attack could get them all. Graft is up again. Edited June 27, 2013 by Geez3r
Thunder King Posted July 11, 2013 Posted July 11, 2013 http://invisiblecastle.com/roller/view/4125866/ 20? I'll burn an HP to try that again. 29? well, I'll take that, then Gonna take 10 on minion dropping time
Geez3r Posted July 13, 2013 Author Posted July 13, 2013 Well as they're rapidly losing their numbers advantage, bad guys are going to change up their strategem and instead just go for collateral and endager civilians. Hero Point for the Complication. Hellfire takes a 10 on her Acrobatics check from Skill Mastery to stand from prone as a free action. Condition Summary 20 - Hellfire - Bruised x1 19 - Goons - 3 Remaining 17 - Graft - HP x2 - Unharmed 16 - Maxima - HP x3 - Unharmed 11 - Brimstone - Unharmed - Rage (8)
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