Brown Dynamite Posted November 17, 2013 Share Posted November 17, 2013 OOC for >this thread in which Osprey, Foreshadow, and Net Fly seek to put a stop to a Super Drugs operation. Link to comment
Ari Posted November 22, 2013 Share Posted November 22, 2013 Move action into range with his Snare, Attacking the one threatening the old man first: 32. Critical Hit, DC21 Reflex save for him. Initiative roll is: 28. Link to comment
Vahnyu Posted November 22, 2013 Share Posted November 22, 2013 Initiative: 1d20+19 → [18,19] = (37) Charge at the lone robber of the three, +2 Atk, -2 Def. Flight 250ft/Move Action 1d20+9 → [15,9] = (24) If it hits, DC 26 Sonic Fists, +Autofire Link to comment
Brown Dynamite Posted November 23, 2013 Author Share Posted November 23, 2013 Said robber got a 19 on his reflex save. Good enough to avoid being bound, but still entangled. He gets an impressive 23 on his TOU save. Which becomes less impressive after the damage bonus on the autofire adds to the damage with not only his lessened save but also the virtue of being flatfooted. So he's out. Foreshadow swings down and throws a series of his throwing discs at one of the still upright robbers. Hitting with a 26 With sneak attack it prompts a DC 20 Tou save + autofire. The robber actually gets a 25 on his Tou save which just makes the save. Foreshadow gets an 18 on his initiative The robber he hit gets a 7. The unattacked Robber gets a 15 Which brings us to Round 1! 32 - Net Fly - 1HP 28 - Osprey - 1HP 18 - Foreshadow - 1 HP 15 - Thug 1 7 - Thug 2 And Net Fly is up! Link to comment
Vahnyu Posted November 23, 2013 Share Posted November 23, 2013 Net Fly will switch to the Volume Amp power, move and grab the frazzled attendant, and remove him out of the premices. Taking 10 to any needed rolls. Link to comment
Brown Dynamite Posted November 23, 2013 Author Share Posted November 23, 2013 Seeing as two move actions is good enough for government work there. Osprey is up! Link to comment
Ari Posted November 23, 2013 Share Posted November 23, 2013 (edited) Move Action next to the nearer of the two robbers to get between him and the other , Punching them for a Standard Action: 15. If that hits(somehow), DC20 Toughness save. Using a HP(0 left) to buy Interpose for this encounter, setting a Reaction to interpose on the next attack on the badly-confused man. Edited November 23, 2013 by Arichamus Link to comment
Brown Dynamite Posted November 23, 2013 Author Share Posted November 23, 2013 (edited) Unfortunately that does not hit. You're free to buy interpose. But there is no woman to defend seeing as only the pop in mom and pop where in the building at the time of the robbery and Net Fly has already helped out with that. Edited November 23, 2013 by HG Morrison Link to comment
Brown Dynamite Posted November 23, 2013 Author Share Posted November 23, 2013 (edited) Actually as Vahn reminded me since they're still flat-footed. Osprey hit. But Robber #2 makes his TOU save again with a 22. Edit away if you want unless you feel the deflected foot works as a descriptor for the change in how the robber made it through. Edited November 23, 2013 by HG Morrison Link to comment
Brown Dynamite Posted November 23, 2013 Author Share Posted November 23, 2013 (edited) Foreshadow will follow suit with a move action to get near and also attack the nearest robber with an unarmed attack. Hitting with a 25 and prompting a DC 18 TOU save for Robber 2. The Robber fails finally getting a 13 and picking up a Dazed and Bruised condition. --------------------- Robber # 1 fires an arc of lightning which in tight quarters fills a hefty line prompting a DC 18 Reflex save from Foreshadow, Osprey, and because it's not selective Robber #2 with a DC 21 TOU save. Foreshadow makes it with a 19 taking no damage thanks to evasion. Robber 2 fails with a 15 and gets a 19 on his Tou roll picking up a second bruised condition in the process. They're not models of teamwork ya see. With Robber # 2 just being all dazed.and hurt. Edited November 24, 2013 by HG Morrison Link to comment
Vahnyu Posted November 24, 2013 Share Posted November 24, 2013 Net Fly will get back to the station with Flight as a move action. He will attack both criminals with Split Attack sonic Blasts, 125 and 60 feet range respectively 1d20+7 → [10,7] = (17) 1d20+7 → [18,7] = (25) If they hit, Robber #1 saves vs DC20 Toughness, and Robber #2 vs DC21 Toughness Link to comment
Brown Dynamite Posted November 24, 2013 Author Share Posted November 24, 2013 Still need Ari's Reflex save for the line of lightning. But let's see Robber 1 avoids being hit just barely. And Robber # 2 gets a 15...err 14 needed to take off another one for his second bruised condition. Dazed and a third bruised condition. Surprisingly sturdy 32 - Net Fly - 1HP 28 - Osprey - 0HP 18 - Foreshadow - 1 HP 15 - Thug 1 7 - Thug 2 - Dazed & Bruised 3 Link to comment
Ari Posted November 25, 2013 Share Posted November 25, 2013 Reflex save: 13. DC21 Toughness save 15. Bruised and Dazed. Link to comment
Brown Dynamite Posted November 25, 2013 Author Share Posted November 25, 2013 Oh my. Well at least Dazed Osprey was followed up by Net Fly's return. Osprey's up if you want to detail his allergy to volts of electricity coursing through his body. Round 2 32 - Net Fly - 1HP 28 - Osprey - 0HP, Dazed & Bruised 18 - Foreshadow - 1 HP 15 - Thug 1 7 - Thug 2 - Dazed & Bruised 3 Link to comment
Brown Dynamite Posted November 28, 2013 Author Share Posted November 28, 2013 Foreshadow draws his trusty eskrima sticks and goes on the prowl to finish of Robber # 2 missing wide with a 13. I laughed. Link to comment
Brown Dynamite Posted November 30, 2013 Author Share Posted November 30, 2013 Robber #1 tries to run away bolting for the store's unlocked back door. Robber #2 licks his booboos. Link to comment
Vahnyu Posted November 30, 2013 Share Posted November 30, 2013 Net Fly will pull all the stops to prevent the thug from fleeing. Full-Round Action: Sonic Beam(Distracting) at the criminal. All-Out Attack + Accurate Attack (+4 Atk, -2 DC, -2 Def) 1d20+11: 12 [1d20=1] Of course, you realise, this means Improve Roll(Deduct 1 HP) 1d20+11: 15 [1d20=4] + 10 = 25 Stun(Daze) Unreliable Check(For some reason, I added 10 on the roll. Ignore that +10) 1d20+10: 15 [1d20=5] Trip Check (-2), Knockback extra, Knockback power feat 1: 1d20+10: 26 [1d20=16] If it hits, the fleeing thug saves vs DC24 Damage, and rolls against DC24 Trip(STR or DEX, whichever is worse). If he fails the trip, he also suffers from Knockback with an effective damage bonus equal to +10, Link to comment
Brown Dynamite Posted November 30, 2013 Author Share Posted November 30, 2013 (edited) So let's seeTou Save vs DC 24: 1d20+5 19 So Dazed & BruisedTrip Check: 1d20+2 5 He's Tripped!Knockback TOU save vs DC 23: 1d20+4 24 However, he makes his Knockback TOU save. Let's see if the door holds. Knockback resist vs DC 23: 1d20+2 18 It's damaged for sure. But holds so he's knocked straight into it.Round 332 - Net Fly - 0HP28 - Osprey - 0HP, Bruised18 - Foreshadow - 1 HP15 - Thug 1 - Dazed, Prone, & Bruised7 - Thug 2 - Bruised 3 Edited November 30, 2013 by HG Morrison Link to comment
Brown Dynamite Posted November 30, 2013 Author Share Posted November 30, 2013 Osprey's up! Link to comment
Ari Posted December 1, 2013 Share Posted December 1, 2013 Using the Snare on the one Net Fly hasn't taken down, Power Attacking(-2 Attack, +2DC): 14. Miss. Moving to block him from escaping as well. Link to comment
Brown Dynamite Posted December 2, 2013 Author Share Posted December 2, 2013 Foreshadow power attacks(-2 Atk/+2 Dmg) the now blocked guard with his Escrima sticks. Hitting with a 19 and prompting a DC23 TOU save. Which the robber fails with a 17 So he is now Dazed again and picking up a new bruised condition for Dazed & Bruised 4. Link to comment
Brown Dynamite Posted December 2, 2013 Author Share Posted December 2, 2013 So. Robber 1 cries a lot during his turn. Giving up and sniffling. And Robber 2 you ask? Why he drops on the ground clutching his heart! No, he's not dead we're not going grimdark here. Still he's in need of help. ------- Sure only one crook was technically knocked out. But since one is a sniffling mess and the other is well...having complications. Safe to say combat is over. Link to comment
Brown Dynamite Posted December 3, 2013 Author Share Posted December 3, 2013 Medicine Check to recognize Thug # 2's condition.: 1d20+5 18Medicine Check to perform First Aid on Thug # 2 vs DC15: 1d20+5 25So...yeah he's stable. Link to comment
Brown Dynamite Posted December 15, 2013 Author Share Posted December 15, 2013 If you want Ari, you can make a Sense Motive roll to figure out why your instincts leave you on edge around the detective. Link to comment
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