Raveled Posted December 30, 2013 Posted December 30, 2013 Jay's disarm check. (1d20+5=10) Effing kidding me. Okay, HP to reroll.Jay's disarm check. (1d20+5=23) More like it!
Supercape Posted December 30, 2013 Author Posted December 30, 2013 All disarmed! Blue Jay - 1 HP - Unharmed. Post away! That moves us into initiative rolls: 1d20+1=10 Hunters 1d20+6=15 Lead Hunter COrd is just delaying action until you give command
Supercape Posted January 5, 2014 Author Posted January 5, 2014 Round 1 18 Blue Jay - Unharmed - 1 HP 15 Lead Hunter - UNharmed 10 Hunters [3] - Unharmed Guess Jay is up again!
Raveled Posted January 5, 2014 Posted January 5, 2014 Jay's going to hold her action until after the hunters'.
Supercape Posted January 5, 2014 Author Posted January 5, 2014 Ok lets drop out of combat briefly to parley! But say that Jay has the proverbial drop on them.
Raveled Posted February 2, 2014 Posted February 2, 2014 Jay is going to stunt the following from her array.Snare 10 (Extra: Area/Burst [General], Flaw: Action/Full, Distracting)So that's a DC 20 Reflex save for the AoE, and then a DC 20 for the Snare. Then I'm going to invoke her Ammo Complication; she doesn't have Glue arrows for the rest of the thread, but she's not down a HP either.
Supercape Posted February 2, 2014 Author Posted February 2, 2014 so the three hunters first 1d20+1=21, 1d20+1=10, 1d20+1=11, 1d20+1=9, 1d20+1=3, 1d20+1=12. The first one makes his Area save, but all three fail the base reflex save, and by 5, so all snared. Consider them out! 1d20+8=17, 1d20+8=25 Lead Hunter makes it, and will respond by diving into cover.
Raveled Posted February 8, 2014 Posted February 8, 2014 Jay can hit Notice of 25 without trying, will that detect him?
Supercape Posted February 8, 2014 Author Posted February 8, 2014 Yes ish...you cant see round a corner, but running towards him will give you an angle!
Raveled Posted February 24, 2014 Posted February 24, 2014 Switching to the bonus Def for Favored Environment, and Charging for the bonus attack. Total of +2 Attack, -1 Def for this round.Blue Jay's melee attack roll, DC 20 Tou. (1d20+17=27)
Raveled Posted March 17, 2014 Posted March 17, 2014 If necessary, one of these. Jay's Intimidate check. (1d20+11=24)
Supercape Posted April 10, 2014 Author Posted April 10, 2014 Ok so lets move forward to the main event. Firstly a Fort Save DC 12 for the cold - another trek. Situational bonus +2 from clothing. Then, another explosion hits - debris falling. A DC 15 Reflex save to avoid a damage 5 effect. Cord is KO'd from falling rocks!
Raveled Posted April 24, 2014 Posted April 24, 2014 Just for the record. Blue Jay's Reflex save, vs DC 15. (1d20+12=29) Much more pertinent! url=http://invisiblecastle.com/roller/view/4480820/]Blue Jay's Initiative check. (1d20+15=30)
Supercape Posted April 24, 2014 Author Posted April 24, 2014 The target is quite far away so throw me a DC 0 Notice Roll modified by -20 for range!
Supercape Posted April 24, 2014 Author Posted April 24, 2014 Of course. You have the drop on the target. Post the reaction to the rocks and Cord - and your eyeball scans, Ill follow from there! EDIT: Also, your mask I guess extends normal vision? (which would makethe above roll easy! might be worth clarifying in an edit some point?)
Supercape Posted May 20, 2014 Author Posted May 20, 2014 Ok so lets see how Jay does against the conflicted Mr. Gold! Initiative Roll please...
Raveled Posted May 21, 2014 Posted May 21, 2014 Blue Jay's going to make an attack with full Defensive Attack. Def is +15 for this round. Blue Jay's attack, w/ full Defensive Attack. DC 20 Tou + Autofire (1d20+10=12)
Supercape Posted May 21, 2014 Author Posted May 21, 2014 Which, incredibly, is a miss! Exploding Gold responds by..yes, you guessed it....exploding! This is pretty much all he does. And he is good at it. Its a DC 25 Reflex Save to avoid a DC 23 Toughness Save (Including Evasion 2 effects) - In other words a Damage 15 Explosion Effect.
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