TheAbsurdist Posted May 22, 2015 Share Posted May 22, 2015 So Bliss is gonna do a sling shot into the enemies, and keep moving forward as much is feasible using Takedown 2 along the way. Since these are minions and she be taking 10 Link to comment
Thevshi Posted May 22, 2015 Author Share Posted May 22, 2015 Well, with Minions, Takedown works like Takedown 2, but still same result. Anyway, the first group Bliss would hit is the one rushing toward the main group. First three antibodies: miss their toughness save. So does the second group of three.I will say Bliss is able to reach out to two more antibodies: but the first of those makes its toughness save, ending the takedown. So, in total, Bliss takes down six. Kharad is up! Link to comment
RobRX Posted May 23, 2015 Share Posted May 23, 2015 As always when Kharag deal with minions; move to the nearest, take 10, DC 25 and takedown any nearby. Link to comment
Thevshi Posted May 23, 2015 Author Share Posted May 23, 2015 He is able to get two antibodies: 24 and 22, close, but not good enough, they are both down. Ghost Girl is up! Link to comment
Gizmo Posted May 25, 2015 Share Posted May 25, 2015 Is it worth having Kimber pick up the technicians telekinetically and flying them where they need to get? She can lift up to 400lbs altogether. Alternatively, how far away are those flying ships? She could fly up to fight them but she only has Flight 1 so she'd probably have to let them come to her. Link to comment
Thevshi Posted May 25, 2015 Author Share Posted May 25, 2015 For the moment the fighters are too far away.As for moving the technicians, I will say that you can just move all of them, and get them most of the way across the courtyard (and at least up out of the reach of the antibodies for the moment). Link to comment
ca_lazerdwarf Posted May 26, 2015 Share Posted May 26, 2015 Going to fly up to hover between the fighters and the floating technicians. Are the fighters still in range of him? Or he'll ready an action to fire on them when they come back around. Link to comment
Thevshi Posted May 26, 2015 Author Share Posted May 26, 2015 Dragonid can move close enough to have them in range. Link to comment
ca_lazerdwarf Posted May 26, 2015 Share Posted May 26, 2015 (edited) The Fighters aren't minions, right? Flame Breath: Attack Roll: 1d20+8 23DC 27 Edited May 26, 2015 by ca_lazerdwarf Link to comment
Thevshi Posted May 26, 2015 Author Share Posted May 26, 2015 The fighters actually are minions, just tougher ones. Anyway, that hits. The needle fighter only gets a 20 on its toughness save and burns. Link to comment
Thevshi Posted May 28, 2015 Author Share Posted May 28, 2015 Round Two 26 Needle Fighters21 Wraith (bruised 2, 2 HP)16 Antibodies16 Bliss (unharmed, 3 HP)15 Kharag (bruise 2, 2 HP)10 Ghost Girl (unharmed, 4 HP) 9 Dragonid (bruise, 1 HP) The other needle fighter currently on the scene loops back around and shoots at Dragonid, missing with a 14. Wraith is up! Link to comment
Fox Posted May 28, 2015 Share Posted May 28, 2015 I do sometimes learn from my mistakes - Wraith'll go ahead and take 10 to attack the antibodies. DC27 toughness, as many as she can end up taking out with Takedown 1 and a ~10-15' reach. Link to comment
Thevshi Posted May 28, 2015 Author Share Posted May 28, 2015 Wraith has four antibodies that had attacked her and would be in range. So I will roll in order for them: 24, 21, 28, 11, so first two go down and the third makes its save and breaks the takedown attack, so the fourth never needed to even roll. The two remaining antibodies attack Wraith again: both missing with 12s. Three antibodies will move up to attack Bliss: 11, 9, 28, so two misses and a hit. DC 23 toughness save for Bliss. Two other antibodies go after Kharag: 20, 14, so one hit and a DC 23 toughness save for Kharag. Link to comment
Thevshi Posted May 28, 2015 Author Share Posted May 28, 2015 Once I have Bliss' toughness save, she is up! Link to comment
RobRX Posted May 28, 2015 Share Posted May 28, 2015 http://orokos.com/roll/2948671d20+8: 18 [1d20=10] Link to comment
Thevshi Posted May 29, 2015 Author Share Posted May 29, 2015 Okay, not going to hold this up any longer, rolling for Bliss: 27, so she makes it. Rob, Kharag picks up another bruise and is dazed. Let me know if you want to reroll or shake off the daze, if so, he is up.Giz, you can go ahead and go with Ghost Girl. Link to comment
RobRX Posted May 29, 2015 Share Posted May 29, 2015 Spending a HP to shake it off.If there's anything in range, same as always; moving, attacking and taking 10 on a minion and takedown if it's doable. Link to comment
Thevshi Posted May 29, 2015 Author Share Posted May 29, 2015 There are two in melee with Kharag. the first one makes its toughness save, so Kharag is unable to take either out. Link to comment
TheAbsurdist Posted May 30, 2015 Share Posted May 30, 2015 How many can Bliss can reach around the door with a Take 10 attack on them, and 40ft range? Link to comment
Thevshi Posted May 30, 2015 Author Share Posted May 30, 2015 Door? There is no door where Bliss is, she is out in the open. But anyway, she can reach the three attacking her and the two on Kharag. I will roll for them in order: 13, 17, 12, 24 and 28, so the last one (on Kharag) makes its save, but the other four go down. Link to comment
Gizmo Posted June 1, 2015 Share Posted June 1, 2015 Is another move action enough to get the technicians to their target or will it take a full round? Link to comment
Thevshi Posted June 1, 2015 Author Share Posted June 1, 2015 Yes, another move action will get you there. Link to comment
Thevshi Posted June 5, 2015 Author Share Posted June 5, 2015 Okay, while we wait for Giz to post, go ahead and go with Dargonid Lazer! Link to comment
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