Thunder King Posted December 20, 2013 Author Share Posted December 20, 2013 He is out Link to comment
Corsecjedi Posted December 20, 2013 Share Posted December 20, 2013 Intimidate check: 16 Link to comment
Corsecjedi Posted December 20, 2013 Share Posted December 20, 2013 Stealth check for moving around back inside the building: 17 Notice check for keeping an ear and eye out for danger as I head toward the cafeteria: 25 Link to comment
Thunder King Posted December 21, 2013 Author Share Posted December 21, 2013 Okay, there are three guards in the area, all watching the cafeteria and office Link to comment
Corsecjedi Posted December 21, 2013 Share Posted December 21, 2013 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. Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 (edited) Well, considering he doesn't know you're there, that's a successful sneak attack, so his defense sucks; http://orokos.com/roll/156826 And since he rolled a 12, this guy is also out. Initiative! 11 and 8 Edited December 24, 2013 by Thunder King Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 (edited) Initiative: 27! Super fast! Going to Power attack for +2/-2 again on both. Attack on guard 1: 19 Attack on guard 2: 25 DC is 23 for both, since they're aware of me. Edited December 24, 2013 by Corsecjedi Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 Go ahead and attack then Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 3 enemies up, 2 down Ignore the second TOU save, lol. Guard 3 is gonna go ahead and try to hit you with a club; A narrow miss Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 Leading off with an acrobatic bluff (move action): 17 Follow up attack: 27 TOU save DC 21, 23 if I got him with the feint. Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 http://orokos.com/roll/156843 total failure to counter that feint; He's out Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 http://orokos.com/roll/156852 The boss! ...Got a 12 on initiative. Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 Initiative: 29 Holy crap, why can't I roll my attacks that high? Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 http://orokos.com/roll/156861 Yeah that didn't quite work. You'll be up after his introductory post Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 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. Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 Ha, uh, no, actually, he got a 21 For his action, he's going to take a swing at you; ...and hit That's a DC25 TOU save. Go ahead and post the failed trip attempt IC. Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 Ouch. That's a bruise, I believe. Toughness: 21 Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 (edited) Ranged attack to hit the proper square: 15 Stealth check to hide during the distraction: 25 Edited December 24, 2013 by Corsecjedi Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 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! Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 Attack on the boss (power attacking for +2/-2): 29 Going to go with increased effect for the critical; with Power attack and surprise attack, DC is 30! Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 Okay, so, he rolled a 16 So Imma fiat that; he's bruised, and dazed, but not staggered like he'd normally be. So take a free hero point and put up an IC post Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 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. Link to comment
Thunder King Posted December 24, 2013 Author Share Posted December 24, 2013 That is a hit, and you get a bruise on him http://orokos.com/roll/156945 His turn, now That's a hit! http://orokos.com/roll/156946 DC25 TOU save. Don't forget you take -1 from your bruise Link to comment
Corsecjedi Posted December 24, 2013 Share Posted December 24, 2013 Yeowch. Not good. TOU save: 16 I think I'm going to burn a hero point for a reroll to avoid failing that badly. Second roll was a four, but with using a hero point, I get to add 10 since the result was under 10, so that's Re-rolled TOU save: 23 Link to comment
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