Thevshi Posted February 27, 2015 Author Posted February 27, 2015 Ah, sorry HGM, wanted to keep us moving forward, seeing as there was nothing Foreshadow could have done back in round 1. But feel free to post any dialogue you might want to (talking is a free action and can still take place when your readying an action for later).
Brown Dynamite Posted February 27, 2015 Posted February 27, 2015 No worries. Just teasing and will do.
Thevshi Posted March 1, 2015 Author Posted March 1, 2015 The needle fighter gets a 24, but not good enough, and is destroyed. Some of the needle fighters break off and start diving toward the bases. Professor Chiron uses his readied action to shoot at one: hitting with a 22. That needle fighter gets a 13 and is destroyed as well. A needle fighter fires at Stella, missing with a 14, another shoots at YB, hitting with a 24, so another DC 25 toughness save for YB.
Thevshi Posted March 1, 2015 Author Posted March 1, 2015 Okay, for those on the ground with readied actions, there are now targets on the ground. None are in melee range, but, there is the Standard Action charge action which would allow any of you to move up to one and attack.
Tiffany Korta Posted March 1, 2015 Posted March 1, 2015 YB's Toughness Save: 1d20+11 20, drop a hp for a reroll Toughness Save: 1d20+11-1 20. Point down but unharmed-ish.
Brown Dynamite Posted March 1, 2015 Posted March 1, 2015 Sure, Sure if still minions taking 10 for 26 [including the Charge Bonus]. Smacking away with the DC19 Autofire Escrima Sticks.
ca_lazerdwarf Posted March 1, 2015 Posted March 1, 2015 Coiled Lightning will charge a quartet of humanoids, hoping a 20 (with charge) will be enough to hit. DC 21 whippy damage, with takedowns if possible.
Thevshi Posted March 2, 2015 Author Posted March 2, 2015 The first antibody Forshadow hits only gets a 15 on its toughness save, and is down. He gets a shot at a second one with Takedown, and it fails with a 15 as well. So that is two down. The first antibody Coield hits gets a 18 on its toughness save, and goes down. The second fails with a 15 and is down. However, the third gets a 24, and resists the attack. Go ahead and make your IC posts, Ex you can use your readied action as well. Tiff, YB is up!
Exaccus Posted March 3, 2015 Posted March 3, 2015 (edited) I will take 10 then for 18 or 20 with the plus 2 for a charge (?) Grapple check if that hits 1d20+26=28 bah humbug. Edited March 3, 2015 by Exaccus
Thevshi Posted March 3, 2015 Author Posted March 3, 2015 Ex, that will hit easily (in fact, you could take 10 and hit with you normal +8). Are you wanting to just grapple? Or do damage and grapple?
Exaccus Posted March 4, 2015 Posted March 4, 2015 damage and grapple if possible. but improved grab doesn't work on things larger than Him.
Thevshi Posted March 4, 2015 Author Posted March 4, 2015 The antibody only gets a 20 on it toughness save, and as a minion, goes down.
Exaccus Posted March 4, 2015 Posted March 4, 2015 Ill make full use of takedown attack 2, taking 10's and hopefuly names, or serial numbers as the case may be. using the grabbed antibody as a club
Thevshi Posted March 4, 2015 Author Posted March 4, 2015 Okay, will say your able to move to two more antibodies: second fails its toughness save; so does the third.
Thevshi Posted March 5, 2015 Author Posted March 5, 2015 As I mentioned in chat Tiff, I got a bit out of order with things, will resolve your attack but not post the results till we get into Round Three: The needle ship failes its toughness save Professor Chiron shoots at another low flying needle fighter, but misses with a 11. That puts us back to Ulysses for his normal action (as the last one was his readied action)
Exaccus Posted March 5, 2015 Posted March 5, 2015 (edited) Ill charge into a the next cluster swinging. Edited March 5, 2015 by Exaccus
Thevshi Posted March 6, 2015 Author Posted March 6, 2015 The first antibody makes a good roll, but not good enough. The second does worse, so that is two more down.
Thevshi Posted March 12, 2015 Author Posted March 12, 2015 Round Three25 Antibodies 22 Stella d’Argento (unharmed) 18 Foreshadow (unharmed, 1 HP) 16 Coiled Lighting (unharmed, 1 HP) 16 Young Britannia (bruised, 2 HP) 15 Communion needle fighters 13 Professor Chiron (unharmed) 1 Ulysses (unharmed, 1 HP) Okay, antibodies start attacking those on the ground…. Two come after Foreshadow, missing with a 23 and 10 (one just missing). Two come after Ulysses, both hitting with a 22 and 17, although Ulysses Impervious soaks the attacks. Two others attack Coiled, 11 and 16, so one miss and a hit (barely due to the -2 for the charge). That is a DC 23 toughness save for Coiled)
ca_lazerdwarf Posted March 13, 2015 Posted March 13, 2015 Toughness Check: 1d20+7 10 I'm going to need to hero point a reroll in order to avoid being staggered this early in the fight. Toughness Check - HP Reroll: 1d20+7 16, a 26 with because of the HP, is enough.
Thevshi Posted March 13, 2015 Author Posted March 13, 2015 Okay, got that noted lazer. Stella will power attack (-1 atk/+1 dam) and take ten to blast another needle ship. The needle ship fails its toughness save with a natural 1 and is destroyed. Foreshadow is up!
Brown Dynamite Posted March 15, 2015 Posted March 15, 2015 Letsee, Acrobatic Feinting as a Move Action (DC33 or 35 if you're cool with using Foreshadow's recent edits) to set-up one of the Antibodies near Coiled Lightning so he can pick them off. If possible that is. Taking 10 and split Power Attacking (-5 Atk/+5 Dmg) with the Autofire Escrima Sticks evenly. So DC22 Toughness Saves for both of the nearby Antibodies and well I guess. Unless we're using my post edits escrima sticks. In which case it would be DC21 on one and DC22 on the other. With any antibodies within reach for Takedown attack getting a DC23 piece of the pie. If none within reach will use any movement left through move-by action to get near Coiled Lightning.
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