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Abductions in the Cold (OOC)


Thunder King

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Posted

OK - I'm betting I can't really get close enough to do my burst again, so what I'd like to try is a turnabout jump - teleport out behind the guy who seems focused (the "Shut up and keep your head straight" guy), hit him hard and fast, then finish the teleport by going into the cafeteria (if it's open and accessible) or near a corner I can duck around, if not.

 

Attack roll on the alert guard (power attacking for +2/-2): 14 (yeesh, not a great roll)

 

Toughness save, DC 25 if I hit.

Posted

Alright... I think I'm doing this right, but if not feel free to correct me!

 

Turnabout teleport, letting me move to him, standard action, then a bit away.  Going to go for a trip attempt with that standard action.

 

First, the melee attack roll: 25

 

Next, the dexterity roll (with a +4 bonus from Imp. Trip): 14

 

Yeah... I'm going to need him to roll SUPER low.

Posted

So, to make it fair, I decided to guesswork his escape from the smoke grenade. The smoke covers the whole hallway, so he has no idea which direction she went, and picked a direction...he picked poorly

 

Then he's going to roll a notice check, but since he can't see her, there's no point in even rolling it.

 

His turn was wasted!

Posted

Alright, going to move into range and then use my Autofire alternate power as the standard action for the round and try to up the DC on the save.

 

Attack roll: 26

 

Base DC is 21, plus 1 for every 2 I go over his Defense.


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