Thevshi Posted October 29, 2014 Author Share Posted October 29, 2014 Well, they are too spaced out for you to be able to attack both this round, even with the extended reach of the van. So you hit Acolyte 1, and he misses his saving throw with a 15, so he is out! The Keeper summons up another shade! Link to comment
Thevshi Posted October 29, 2014 Author Share Posted October 29, 2014 Round Three 24 Bloody Mess (unharmed, 5 HP) 21 Catseye (unharmed) 18 Thug 1 17 Acolyte 2 16 Thug 2 14 Shade 1 12 Revenant (unharmed, 1 HP)12 Shade 2 12 Machinefist (bruised) 8 Keeper Freddy is up! Link to comment
Supercape Posted October 29, 2014 Share Posted October 29, 2014 Well desperate times; all this voodoo. Mess is going to use Fatigue on the Keeper, essentially thining his blood. Perception range so I presume "hits", meaning a DC 20 Fort Save vs Fatigue power. Link to comment
Thevshi Posted October 29, 2014 Author Share Posted October 29, 2014 The Keeper only gets a 7 on his Fort save (not his strong point). I believe that results in him going unconscious? Link to comment
Supercape Posted October 29, 2014 Share Posted October 29, 2014 Fail by 0-4 1 level of fatigue, by 5-9, 2 levels, by 10+, 3 levels, yeah, which is basically unconscious! So I guess Mess will keep that going by using the sedation feat, making sure his blood thinned! Link to comment
Thevshi Posted October 30, 2014 Author Share Posted October 30, 2014 Okay, Catseye attacks Freddy again, hitting with a 22, another DC 23 toughness save for Mess. Thug 1 attacks again, hitting Mess with a 26, DC 18 toughness save for Mess. Acolyte 2 fires a mystical blast at Lucy, missing with a 16. Thug 2 attacks Mess as well, hitting with a 25, another DC 18 toughness save for Mess. Link to comment
Supercape Posted October 30, 2014 Share Posted October 30, 2014 1d20+10=29, 1d20+10=24 Mess is rocking. I suppose the thugs clubs are bludgeoning damage? (To which he has limited immunity) - in any case, made them both! Except, whoops, he has a bruise already so I guess it was 28 and 23, still enough. Except, whoops again, there was a third club! 1d20+9=26 done. Link to comment
Thevshi Posted October 30, 2014 Author Share Posted October 30, 2014 The DC I listed included your immunity, but, a moot point as you made all the rolls anyway. Lucy is up (I will be making my IC post in a bit) Link to comment
Tiffany Korta Posted November 2, 2014 Share Posted November 2, 2014 Revenant will go for the second Acolyte Attack Roll: 1d20+10 27. Not sure if the van survived the last hit, but it won't effect her attack. Link to comment
Thevshi Posted November 3, 2014 Author Share Posted November 3, 2014 The van is holidng up pretty well, these guys aren't that tough! The second acolyte only gets a 12 on his save, so he is out as well. Machinefist fires an energy blast at Rev, missing with a 12. Link to comment
Thevshi Posted November 3, 2014 Author Share Posted November 3, 2014 Round Four 24 Bloody Mess (unharmed, 5 HP) 21 Catseye (unharmed) 18 Thug 1 17 Acolyte 2 16 Thug 2 12 Revenant (unharmed, 1 HP) 12 Machinefist (bruised) Back to Mess! Link to comment
Supercape Posted November 3, 2014 Share Posted November 3, 2014 So Mess will try to grapple the Catwoman: 1d20+10=26 on the to hit roll, which I hope hits! 1d20+24=34 for his Grapple Roll (at +24 fully boosted). Let me know the result before I use my move action! Link to comment
Thevshi Posted November 3, 2014 Author Share Posted November 3, 2014 Yes, that hits, and she cannot beat that grapple check! Link to comment
Supercape Posted November 3, 2014 Share Posted November 3, 2014 Ok, as per house rules, move action to throw Cat woman into MAchinefists Face. So his effective STR is 50, which I think is more than enough to hurl her as a light load (for a great distance) unless she is super dense or something! 1d20+10=18 might hit Machinefist...might not! EDIT: As Machine fist is probably in mellee combat so a -4 to hit roll, that will miss. But its too good to let that lie...lets try an HP to reroll that attack: 1d20+10=20 which is actually as good as it gets, making a result of 30! (Not a crit though!) Link to comment
Thevshi Posted November 3, 2014 Author Share Posted November 3, 2014 So, with the reroll, Mess hits. DC 25 toughness save for both. Machinefist makes his with a 29. Catseye misses her's with a 14, but I will reroll that (HP back to Mess), getting a 11, which increases to 21, so a bruise. Link to comment
Thevshi Posted November 4, 2014 Author Share Posted November 4, 2014 Catseye will move back over towards Mess and attack, missing with a 17, she will then continue past with Move By Action. The two thugs will both continue to attack Mess, getting 22 and 17, so one hit and one miss. DC 18 toughness save for Mess. Link to comment
Thevshi Posted November 4, 2014 Author Share Posted November 4, 2014 So, your good. Once you make your IC post, I'll make mine. Lucy is up! Link to comment
Tiffany Korta Posted November 12, 2014 Share Posted November 12, 2014 Lucy shall move onto MachineFist Attack Roll: 1d20+10 23 Link to comment
Thevshi Posted November 13, 2014 Author Share Posted November 13, 2014 Machinefist only gets a 20 on his toughness save, I will give him a reroll (+1 HP to Lucy) and he gets a 16, increased to 26 on the second try, giving him another bruise. He will turn one of his hands into an long, double bladed weapon again and attack Lucy, hitting her with a 24, DC 26 toughness save for Lucy. Link to comment
Tiffany Korta Posted November 13, 2014 Share Posted November 13, 2014 Toughness Save: 1d20+12 27 Link to comment
Thevshi Posted November 14, 2014 Author Share Posted November 14, 2014 Round Five 24 Bloody Mess (unharmed, 5 HP) 21 Catseye (bruised) 18 Thug 1 16 Thug 2 12 Revenant (unharmed, 2 HP) 12 Machinefist (bruised 2) Mess is up! Link to comment
Supercape Posted November 15, 2014 Share Posted November 15, 2014 Ok so as he doesnt feel like hitting a dame, he will move to Machine Fist and take a swing: Unshifted. 1d20+10=13 will be, I presume, a miss! Link to comment
Tiffany Korta Posted November 17, 2014 Share Posted November 17, 2014 Being able to see in the dark Revenant will try to stop the darkness by punching its source . Straight forward punch on Catseye, which means leaving the van behind. Attack Roll: 1d20+12 27, if that hits it a DC 29 toughness save Link to comment
Recommended Posts