Gizmo Posted May 23, 2014 Posted May 23, 2014 Let's see some Initiative rolls! Plus any Knowledge or Notice checks you think may be relevant.
Thevshi Posted May 23, 2014 Posted May 23, 2014 Tsunami gets a 22 for initiative. I'll try a Kn: Tactics as well, getting a 19
Raveled Posted May 23, 2014 Posted May 23, 2014 I don't think Gene has Know/Giant Robots...TNTeen's Ini. (1d20+6=11)TNTeen's Know/Tech. (1d20+10=12) Nope, sure doesn't know anything about giant robots.
Gizmo Posted May 24, 2014 Author Posted May 24, 2014 Set: Initiative.: 1d20+3 13Sekhmet: Initiative.: 1d20+5 14Snake Cultists: Initiative.: 1d20 10Cobra Mech: Initiative.: 1d20 12 Tsunami, Thoughtspeed and TNTeen each get an extra HP for getting dragged along without much warning. Tsunami: Knowledge [Tactics]From their formation and the way they hold their weapons Giang can infer that the cultists are pretty well trained but from the way their shouting and carrying on she can also infer that they're more than a little bit crazy. The mech is obviously the biggest threat a handful of madmen with assault weapons on a crowded street can do a lot of damage very quickly if they're not dealt with. They've taken up positions around the feet of the mech like they were protecting a convoy transport.TNTeen: Knowledge [Technology]Gene knew he should have paid more attention in class! He can tell that the giant robotic exo-suit isn't quite cutting edge tech but at about three storeys tall it doesn't really have to be. There's definitely some sort of flamethrower weapon hooked up where the stylized snake head would have venom spitters and from the way the vents on the back are working he might guess that the thing is super-charged somehow.Thoughtspeed: NoticeWell, this is a fine mess. Will notices that the ridiculous snake themed outfits the cultists are wearing looks like it's also pretty functional tactical armor, too. These guys might be theatrical nutjobs but they came prepared if nothing else. It's tough to see since the compartment's closed up but it looks like the mech has some sort of vault tucked away in its midsection, like the vault was ripped out of its original housing and the mech was transporting it away.22 - Tsunami - Uninjured, 3HP21 - Thoughtspeed - Uninjured, 2HP14 - Sekhmet - Uninjured12 - Set - Uninjured, 4HP12 - Cobra Mech - Uninjured11 - TNTeen - Uninjured, 3HP10 - Snake Cultists x6 - Uninjured
Thevshi Posted May 24, 2014 Posted May 24, 2014 Okay, Tsunami will fire a water blast at the Cobra Mech. The attack is precise and has +2 knockback. So, she gets a 31 on her attack roll, rolling a natural 20. The damage DC is 26 +5 for a critical = 31.
Gizmo Posted May 24, 2014 Author Posted May 24, 2014 Nice shot! That easily hits. Cobra MechToughness Save vs. DC 31.: 1d20+17 31 ...this may be a long one! 22 - Tsunami - Uninjured, 3HP21 - Thoughtspeed - Uninjured, 2HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Uninjured 11 - TNTeen - Uninjured, 3HP 10 - Snake Cultists x6 - Uninjured
KnightDisciple Posted May 28, 2014 Posted May 28, 2014 Right then! Time to goonsweep. Will has his Kinetic Blades set to the Polearm AP. Move Action: Get in the middle of the Snake Cultists, or as close to the middle as possible. The key part is them all being within 15 feet of me. Standard Action: Melee Attack vs...uh, Cultist 2? I dunno, just the closest one I guess. I'm going to assume he can Take 10, which gives him a 21, with a DC 20 Toughness Save. The halberd has Takedown Attack 1. I don't recall (and don't have the book) if that requires the mook to go down, or just the attack hit. Also don't recall offhand if it goes to just 1 guy or everyone; I think TA1 lets you hit anyone in reach and next to the target, but you can't move between hits. The goal here is basically a circular, almost spinning attack, with the halberd construct. Let me know if that will work.
Gizmo Posted May 29, 2014 Author Posted May 29, 2014 If you knock out or disable an opponent with a melee attack, you get an immediate extra attack against another opponent within range and within 5 feet of where the previous target was when attacked. You can’t move before making this extra attack. The extra attack is with the same attack and attack bonus as the first. You can use this feat once per round, except when fighting minions, where you can use it an unlimited number of times, until you miss or there are no more opponents within range of your attack or your last target. His polearm has 15' reach but he still can't move between attacks with one rank and he does have to take out a minion before he can use it to attack again. It's not an Area extra for 1PP! Anyway, the cultists are spaced out pretty well around the feet of the mech, which big enough to mean there's some decent distance between them. I'll say that if he positions himself well he can hit two of the cultists plus the mech itself. Snake CultistsToughness Save vs. DC 20.: 1d20+4 11Toughness Save vs. DC 20.: 1d20+4 9 That's two down! Give me an actual attack roll if he wants to try for the mech while he's at it. Might as well!
Gizmo Posted May 29, 2014 Author Posted May 29, 2014 Cobra MechToughness Save vs. DC 20.: 1d20+17 34 Go ahead and get your IC post up, KD. 22 - Tsunami - Uninjured, 3HP 21 - Thoughtspeed - Uninjured, 2HP14 - Sekhmet - Uninjured 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Uninjured 11 - TNTeen - Uninjured, 3HP 10 - Snake Cultists x4 - Uninjured
Gizmo Posted June 1, 2014 Author Posted June 1, 2014 SekhmetOpposed Grapple Check.: 1d20+16 24 Cobra MechOpposed Grapple Check.: 1d20+38 55 SetMove Action: Taunt Cobra Mech.: 1d20+15 34Standard Action: Shadow Globule vs. Cobra Mech.: 1d20+7 24 Cobra MechWill Save vs. DC 34.: 1d20+10 24Reflex Save vs. DC 17.: 1d20+1 3Standard Action: Laser Beam vs. Tsunami.: 1d20+10 2350% Miss Chance: 1d2 2 That does still hit, so that's a DC 27 Toughness Save for Giang. 22 - Tsunami - Uninjured, 3HP, Pending DC 27 Toughness Save 21 - Thoughtspeed - Uninjured, 2HP 14 - Sekhmet - Uninjured, Pinned 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Uninjured, Demoralized, Blinded11 - TNTeen - Uninjured, 3HP 10 - Snake Cultists x4 - Uninjured
Raveled Posted June 2, 2014 Posted June 2, 2014 TNTeen's going to make an attack specifically against the Cobra Mech's arm, trying to get it to drop Sekhmet. Using +2/-2 All-Out Attack, and -4 for attacking into melee. TNTeen's ranged attack, vs Cobra Mech's arm. DC 22 + Autofire Tou (1d20+5=22)
Gizmo Posted June 2, 2014 Author Posted June 2, 2014 That hits and the Autofire gives him an additional +5 to the DC there. Cobra MechToughness Save vs. DC 27.: 1d20+15 35 SetLuck Control: Spend HP to Force Re-Roll. Cobra MechToughness Save vs. DC 27.: 1d20+15 23 I'll say that successfully damages the arm and allows Sekhmet to escape! 22 - Tsunami - Uninjured, 3HP 21 - Thoughtspeed - Uninjured, 2HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 3HP 12 - Cobra Mech - Bruised x1, Demoralized, Blinded 11 - TNTeen - Uninjured, 3HP, -2 Defense10 - Snake Cultists x4 - Uninjured
Gizmo Posted June 2, 2014 Author Posted June 2, 2014 Snake CultistsStandard Action: Aid Attack.: 3#1d20+4 6 12 21, Attack Thoughspeed.: 1d20+8 11 Not so much! 22 - Tsunami - Uninjured, 3HP 21 - Thoughtspeed - Uninjured, 2HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 3HP 12 - Cobra Mech - Bruised x1, Demoralized, Blinded 11 - TNTeen - Uninjured, 3HP, -2 Defense 10 - Snake Cultists x4 - Uninjured
Thevshi Posted June 2, 2014 Posted June 2, 2014 Okay, Tsunami will go for a full Power Attack (-5 atk/+5 dam), she gets a 14 on her attack roll. That is a DC 31 toughness save (and a +18 attack for purposes of any knockback).
Gizmo Posted June 3, 2014 Author Posted June 3, 2014 Cobra MechToughness Save vs. DC 31.: 1d20+14 27 22 - Tsunami - Uninjured, 3HP21 - Thoughtspeed - Uninjured, 2HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 3HP 12 - Cobra Mech - Bruised x2, Demoralized, Blinded 11 - TNTeen - Uninjured, 3HP, -2 Defense 10 - Snake Cultists x4 - Uninjured
KnightDisciple Posted June 4, 2014 Posted June 4, 2014 Hm hm hm... Move Action: Get next to at least 2 of the Snake Cultists. Standard Action: Melee Attack one of them. Take 10 for 21 to hit (which should do it again). Takedown Attack to hit the other one if the first drops. DC 20 Toughness Save. Move Action: Move-By Action to get up close and personal with the last 2 Cultists. Cause he definitely has the movement for it!
Gizmo Posted June 4, 2014 Author Posted June 4, 2014 Snake CultistsToughness Save vs. DC 20.: 2#1d20+4 11 14 22 - Tsunami - Uninjured, 3HP 21 - Thoughtspeed - Uninjured, 2HP14 - Sekhmet - Uninjured 12 - Set - Uninjured, 3HP 12 - Cobra Mech - Bruised x2, Demoralized, Blinded 11 - TNTeen - Uninjured, 3HP, -2 Defense 10 - Snake Cultists x2 - Uninjured
Gizmo Posted June 7, 2014 Author Posted June 7, 2014 SekhmetMove Action: Run up to Cobra Mech.Standard Action: Corona Fists vs. Cobra Mech: 1d20+7 25 That's a critical hit with Improved Critical 2. Cobra MechToughness Save vs. DC 27.: 1d20+13 22 SetMove Action: Feint Cobra Mech.: 1d20+10 25Set-Up: Transfer Feint to Tsunami.Standard Action: Sand Snare vs. Snake Cultists. Snake CultistsReflex Save vs. DC 17.: 2#1d20+3 20 10Reflex Save vs. DC 13.: 1d20+3 13Reflex Save vs. DC 17.: 1d20+3 12Cobra MechWill Save vs. DC 25.: 1d20+10 18Fortitude Save vs. DC 17.: 1d20+9 20Regeneration: Clear Bruised x1. Full Action: Clear Dazed. Everybody gets an HP with the revelation the Mech is regenerating! (It's clearing one bruise every other round.) 22 - Tsunami - Uninjured, 4HP 21 - Thoughtspeed - Uninjured, 3HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Bruised x2, Feinted vs. Tsunami11 - TNTeen - Uninjured, 4HP 10 - Snake Cultist - Uninjured 10 - Snake Cultist - Bound
Raveled Posted June 7, 2014 Posted June 7, 2014 (edited) Well it worked so well last time. TNTeen's going to make a called shot against the mech's leg, hopefully bringing it down to street level and letting everyone get a good shot in. +2 All-Out attack for +2 Att/-2 Def.TNTeen's ranged attack, vs Cobra Mech's leg. DC 22 Tou (1d20+9=15) Well I guess I'll spend one of those 4 HP.TNTeen's ranged attack, vs Cobra Mech's leg. DC 22 Tou. HP Reroll (1d20+9=28) ... Yeah, that'll do it. Edited June 9, 2014 by Raveled
Gizmo Posted June 9, 2014 Author Posted June 9, 2014 Cobra MechToughness Save vs. DC 22.: 1d20+15 23 22 - Tsunami - Uninjured, 4HP 21 - Thoughtspeed - Uninjured, 3HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Bruised x2, Feinted vs. Tsunami 11 - TNTeen - Uninjured, 3HP10 - Snake Cultist - Uninjured 10 - Snake Cultist - Bound
Gizmo Posted June 10, 2014 Author Posted June 10, 2014 Snake CultistStandard Action: Attack Set.: 1d20+4 13 22 - Tsunami - Uninjured, 4HP 21 - Thoughtspeed - Uninjured, 3HP 14 - Sekhmet - Uninjured 12 - Set - Uninjured, 4HP 12 - Cobra Mech - Bruised x2, Feinted vs. Tsunami 11 - TNTeen - Uninjured, 3HP 10 - Snake Cultist - Uninjured10 - Snake Cultist - Bound
Thevshi Posted June 10, 2014 Posted June 10, 2014 Okay, while I wait for your IC post Giz, I will make an attack roll for Tsunami, still fully Power Attack shifted (-5 atk/+5 dam), and she only gets a 10 on the attack roll. Unless that hits (and even with the mecha feinted, I am not sure it will, so she will use a HP to reroll, 14, which is increased to 24 with the +10 to the 8 rolled. Damage is DC 31 again (+18 attack for knockback purposes)
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