Thevshi Posted August 12, 2014 Posted August 12, 2014 Synapse gets a 18, stealth is not her strong point.
Supercape Posted August 12, 2014 Author Posted August 12, 2014 1d20+12=19 Hmmm, just failed 1 Initiative Time please! Blonsky is just hiding. The old man is just old manning...(har har) Zero is a dangerous antagonist though. 1d20+12=19 is his initiative. Need rolls from Synapse and Foreshadow!
Thevshi Posted August 12, 2014 Posted August 12, 2014 Annnnd Synapse does as poorly as she can with an initiative roll, getting a 8
Supercape Posted August 13, 2014 Author Posted August 13, 2014 Stealth roll from fs too? With +5 bonus?
Supercape Posted August 13, 2014 Author Posted August 13, 2014 I am going to presume that a few hours have passed, and the Staggere, Bruised, Fatigued conditions have gone. Round 1: 29 - Foreshadow (hidden) 2 HP 19 - Doctor Zero 8 - Synapse. Foreshadow is up!
Brown Dynamite Posted August 13, 2014 Posted August 13, 2014 (edited) So a couple of sneaky steps to reach Zero. Taking 10 if you want a roll this time. Where his Combinable Escrima Sticks will be drawn as a free action. Foreshadow will then take advantage of zero being unaware by performing a Sneaking Power Attack (+5 Dmg/-5 Atk) with Escrima Sticks (DC 26): 1d20+7 21 Technically should be 23 forgot to account for accurate Edited August 13, 2014 by HG Morrison
Supercape Posted August 13, 2014 Author Posted August 13, 2014 Thats a miss! (Uncanny Dodge plus Defence +14). I am not entirely sure how you could sneak on him, he is facing the door, its a bright lit room....
Supercape Posted August 15, 2014 Author Posted August 15, 2014 Zero is up, Intimidate at -5:1d20+8=28 Then a shot from his cold gun: 1d20+14=33 Incredible rolls, and a crit (due to improved crit feat) So a DC 28 vs Intimidate Then, the cold beam hits, an its a DC 23 Fort Save (Damage Effect)
Brown Dynamite Posted August 18, 2014 Posted August 18, 2014 Sense Motive vs Demoralize: 1d20+10 18 Fort Save: 1d20+6 19
Thevshi Posted August 18, 2014 Posted August 18, 2014 Let's give Zero a mind blast (using reserve to boost that), meaning Zero needs to make a DC 23 Will save against the damage.
Supercape Posted August 18, 2014 Author Posted August 18, 2014 1d20+12=28 Post away! Superior SOviet Mind of Iron!
Brown Dynamite Posted August 18, 2014 Posted August 18, 2014 (edited) Alright so demoralized means things will be at -2. Free Action: Switch to Staff ConfigurationMove Action: Time to get around that Uncanny Dodge then Acrobatic Feint: 1d20+20 33 Standard Action: Trip: 1d20+10 18Assuming that hit, Trip Check: 1d20+11 29If he is successfully tripped was also planning on surging to attack while he is prone. Edited August 18, 2014 by HG Morrison
Supercape Posted August 18, 2014 Author Posted August 18, 2014 For reference: Round 2: 29 - Foreshadow 2HP Bruised 19 - Doctor Zero 8 - Synapse 3 HP 1d20+13=32 Just flat foots Zero, which means you just hit. 1d20+13=14 He is down! Let me know if you want to surge!
Brown Dynamite Posted August 18, 2014 Posted August 18, 2014 Surging for a follow up Attack then to make use of his prone defense. Sneak Attack with Bo Staff on Zero (DC23): 1d20+10 16
Supercape Posted August 18, 2014 Author Posted August 18, 2014 I think by the rules thats a miss (-4 to defence from Prone, but not flat footed, and feint only works for the next attack). But on this case, screw the rules. You made the effort to trip and surge, you can get a flat footed from that. 1d20+8=23...which makes that academic, sorry! Post away!
Supercape Posted August 18, 2014 Author Posted August 18, 2014 So, Zero is up. Free Action: Attempt to get up as a move action: 1d20+13=25 Standard Action: Grapple Attack, 1d20+14=34 yoikes, he is rolling really well. That is another critical. So +5 to the opposed grapple roll, of which he gets: 1d20+22=25 so at last you get a break! ANd I forgot to add the crit bonus to that so his opposed grapple is still 30! COuld you post your opposed grapple roll?
Supercape Posted August 18, 2014 Author Posted August 18, 2014 Easy peasy, so he will in turn try a feint for next round, although he is not so good at it! 1d20+0=7 Methinks you will make that! Synpase is up!
Thevshi Posted August 18, 2014 Posted August 18, 2014 Okay, Synapse is going to try to make contact with Zero's mind via Telepathy, but only gets a 20 on her Power Check. Still, might get lucky....
Supercape Posted August 18, 2014 Author Posted August 18, 2014 Ack Im sorry guys, his rolls are a series of awesomes: 1d20+12=30 Post away, and then. Round 2: 29 - Foreshadow 2 HP Bruised, Fatigued. 19 - Doctor Zero 8 - Synapse 3 HP
Brown Dynamite Posted August 18, 2014 Posted August 18, 2014 If I recall Foreshadow started the fight with 2 HP actually. And will use one to burn away fatigue. Especially as he'll be needing some STR now. Free Action: Split Bo Staff into Escrima Sticks so that he may holster it. Move Action: Another Acrobatic Bluff (Feint): 1d20+22 23. As it's the second used Zero starts getting +1 to his resistance. Standard Action: Disarm Attempt: 1d20+12 15 Well this is a thing that occurred. Well for completeness sake will put down the moot Disarm Check: 1d20+6 13 The dice gods are sadist today.
Supercape Posted August 18, 2014 Author Posted August 18, 2014 Well thats a miss flat footed or not, sorry Foreshadow down to Bruised, 1 HP Zero will back of twenty feet, and fire his Gun at Foreshadow again. 1d20+14=21 a clear miss! Post that IC, then I will post Zero's action.
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