Brown Dynamite Posted April 2, 2016 Posted April 2, 2016 Tou Save: 1d20+13 27 Well if someone's going to be charging at her with no care for their Defense Glamazon will gladly show them how that's done All-Out (+5 Atk/-5 Def) Power (+5 Dmg/-5 Atk) Attack vs Fowl Bandid (DC33): 1d20+9 29 That's a crit so DC38 Tou Save for the Fowl Bandid
Vahnyu Posted April 3, 2016 Author Posted April 3, 2016 (edited) Fowl Bandit: Tou save vs DC38: 1d20+9 12 Aouch! She didn't stand a chance! Let's give Glamazon 1HP, and call this a Bruise, shall we? Edited April 3, 2016 by Vahnyu
Vahnyu Posted April 4, 2016 Author Posted April 4, 2016 (edited) Meatheral (Air Form) Move Action: Fly above Temperance Standard Action: Take 10 to snipe three of the minions surrounding Temperance with Air Volley Shot's Autofire, using Power Attack +2/-2 (for a total of 20 attack). Due to invisibility, they're surprised, for a total of 10 defense (12 flat-footed, -2 surprise penalty). Precise Shot 2 for no penalty on Meatheral's shot. DC21+2 = DC23 Tou Save. DC18 Concentration roll for Defensive Roll bonus is too high, as they have no concentration, and could only roll 20 at best. As such, at a base Toughness of 1, they all auto-failed. EDIT: Forgot that I can't add Autofire to the Save, due to firing in a line. This means the Tou DC is 23, not 28, and the concentration roll is 18, not 23. Concentration roll vs DC18: 3#1d20 14 11 13 They fail it, and since they are at 1 Toughness, they still autofail. Edited April 4, 2016 by Vahnyu
Vahnyu Posted April 4, 2016 Author Posted April 4, 2016 INITIATIVE ORDER (Round 03)Temperance (Unharmed, 4HPs) 16 <- Current Turn, Toughness Save Pending (DC23)Fowlerings x2 (Unharmed, 1 Prone, Minions) 14Fowl Bandid (Bruised, NPC) 13Glamazon (Unharmed, 3HPs) 5Meatheral (Unharmed, Invisible, 2HPs) 1 Temperance is up!
trollthumper Posted April 5, 2016 Posted April 5, 2016 Temperance is going to try to Snare one of the guys surrounding her. That's 20 to hit, and a DC19 Reflex save to avoid the effects.
Vahnyu Posted April 5, 2016 Author Posted April 5, 2016 Thanks, Trollthumper! But don't forget the Toughness Save DC23
Vahnyu Posted April 13, 2016 Author Posted April 13, 2016 Many thanks, trollthumper! Ref Save vs Snare DC19: 1d20+7 23 Unfortunately, the Fowlering got mega lucky on this one GM IC Post will be up tomorrow, along with the actions of the villains.
Vahnyu Posted April 13, 2016 Author Posted April 13, 2016 Fowlerings They will both throw suped-up smoke grenades around Temperance and them. These provide Total Concealment vs all visual senses, except for X-Rays. Between the two, they cover an area of 50ft, enough to engulf Meatheral as well. This counters Meatheral's Concealment. Fowl Bandid Move Action: Acrobatic Feint against Glamazon at a -5 penalty. Taking 10 with Skill Mastery. DC30 vs Bluff or Sense Motive (whichever highest) Standard Action: Distract Glamazon using Bluff. Distract (Bluff) Glamazon.: 1d20+14 23 DC23 vs Bluff, Sense Motive, or Will Save (whichever highest).
Vahnyu Posted April 13, 2016 Author Posted April 13, 2016 NITIATIVE ORDER (Round 03)Temperance (Unharmed, Total Concealment vs Visual[X-Rays Counters], 4HPs) 16Fowlerings x2 (Unharmed, Total Concealment vs Visual[X-Rays Counters], Minions) 14Fowl Bandid (Bruised, NPC) 13Glamazon (Unharmed, 3HPs) 5 <- Current Turn, Saves vs Feint and Distract Pending.Meatheral (Unharmed, Concealment Countered, 2HPs) 1 Glamazon is up!
Brown Dynamite Posted April 14, 2016 Posted April 14, 2016 Alright, although Glam's Sense Motive is her highest. It wasn't when we started this thread so I'll use Will. Will vs Feint: 1d20+10 25 and Will vs Distract: 1d20+10 16
Vahnyu Posted April 14, 2016 Author Posted April 14, 2016 The thread was abandoned for 6 months. I'm cool with using the updated sheets, to make things smoother. But having said that... aouch.
Brown Dynamite Posted April 14, 2016 Posted April 14, 2016 In which case she still fails both. Though got a 27 and 18!
Vahnyu Posted April 23, 2016 Author Posted April 23, 2016 Meatheral Full Round Action: Use Air Tornado to counter the lingering effects of obscure. Counter concealment check: 1d20+8 9 Let's see how the Obscure effect holds... Power check vs countering, DC9: 1d20+4 9 I dunno. I'm as amazed as you are! Meatheral is Distracted till the start of his next turn.
Vahnyu Posted April 23, 2016 Author Posted April 23, 2016 INITIATIVE ORDER (Round 03)Temperance (Unharmed, Total Concealment vs Visual[X-Rays Counters], 4HPs) 16Fowlerings x2 (Unharmed, Total Concealment vs Visual[X-Rays Counters], Minions) 14Fowl Bandid (Bruised, NPC) 13Glamazon (Unharmed, Distracted, 3HPs) 5Meatheral (Unharmed, Concealment Countered, Distracted 2HPs) 1 On the beginning of the Fowlerings' turn, 5 more Fowlerings will be joining the battle (Though they'll take another turn to reach Temperance and Meatheral) So, Temperance is up!
trollthumper Posted April 26, 2016 Posted April 26, 2016 Temperance likewise tries to use Water Control to wipe the smoke - and, since it's Area, that will hopefully take care of a whole lot of smoke. Her Countering Powers roll is... 26. I'll hold off on the IC post until tomorrow, when I see the results.
Vahnyu Posted April 26, 2016 Author Posted April 26, 2016 (edited) Well, even on a 20, the opposed check would be at 24, so it's an autopass! I do have to note that, once the smoke dissipates, Temperance would be able to see Meatheral floating above her, looking like a man-shaped cloud, with some smoke lingering around him. Edited April 26, 2016 by Vahnyu
Vahnyu Posted April 29, 2016 Author Posted April 29, 2016 Fowlerings Standard Action: Combine Attack Temperance. Combined Attack + Autofire: 2#1d20+8 21 10 That's a DC18+1 = DC19 Toughness check for Temperance. Move Action: Move away 60ft. The rest of the Fowlerings move closer to Temperance and Meatheral. Fowl Bandit Move Action: Fly-By to the surprised Glamazon Standard Action: She will hit her with her sword. Attack roll + Autofire, Power Attack +4 / -4, All Out Attack +2 / -2: 1d20+12 16 DC22+1+4 = DC27 Toughness Save. Move Action: Complete her Fly-By towards the King.
Vahnyu Posted April 29, 2016 Author Posted April 29, 2016 INITIATIVE ORDER (Round 04)Temperance (Unharmed, 4HPs) 16, Tou DC19 pendingFowlerings x2 (Unharmed, Minions) 14Fowl Bandid (Bruised, -2 Defense, NPC) 13Glamazon (Unharmed, 3HPs) 5 <- Current Turn, Tou DC27 pendingMeatheral (Unharmed, Concealment Countered, Distracted 2HPs) 1 Glamazon's Turn. Political SNAFU in 5, 4, 3...
Brown Dynamite Posted May 7, 2016 Posted May 7, 2016 Since you said using the current sheets are kosher. Letsee. Tou Save: 1d20+14 23 Bruised Standard Action: Rush Fowl Bandita: 1d20+10 26 Now as a reminder the Rush Maneuver is an opposed Strength check. With the both's Super-Strength and in the Attacker's Movement speed applying to their bonuses. If Glam wins Fowl Bandita is pushed back the distance on the Time & Value Progression. Now assuming she goes far enough to hit an object or a wall. There's a guideline for damage here Essentially it's treat the distance pushed as knockback damage. With the attacker taking half damage rounded down. Glamazon's Rush Check: 1d20+28 33 Hmmm. Since I'm trying to go for a dramatic through through a wall effect. Let's drop an HP and reroll that to get the most out of that possible Rush. Rush Check [Reroll]: 1d20+28 46 That's more like it
Vahnyu Posted May 8, 2016 Author Posted May 8, 2016 HOLY HIGH HE... ahem, ok, so Unless I'm reading Glam's sheet incorrectly, she should be at Base +29 (14 STR + 9 Sup-Str + 6 Speed). But that's beside the point. The point is... at +2 STR, the Fowl Bandid doesn't even need to roll for Glam to get Max Distance.... Enough to hit several objects on the way, like tables, walls, etc. At +4 Toughness, all tables in the way are automatically destroyed, and even the wall isn't safe, at +5 Toughness. So, lets treat those like Combine Attack, for a total of DC15 + Speed Rank + Combined Attack for 5 additional objects (Three Tables + Two Walls) = DC31 Toughness Save. Toughness Roll vs DC31: 1d20+8 22 so that's a Bruise and a Daze! Note that Glamazon and Bandida Aves are now outside, in the middle of the street!
Brown Dynamite Posted May 8, 2016 Posted May 8, 2016 Letsee, I should probably give Glam a TOU save too for half the damage. Tou Save: 1d20+13 15 Both outside and Bruised and Dazed
Vahnyu Posted September 28, 2016 Author Posted September 28, 2016 Alright, let's try getting this back on track, shall we? Meatheral Move Action: Meatheral will fly above the fleeing Fowlerings, and land 200ft in front of them, in order to cut their escape. Standard Action: Blast against one of the Fowlerings. Attack roll + Autofire.: 1d20+12 26 DC21+4 Toughness Save. He autofails his save, leaving 1 Fowlering still active (but 5 more will enter on the following round, starting on their turn).
Vahnyu Posted September 28, 2016 Author Posted September 28, 2016 (edited) INITIATIVE ORDER (Round 05)Temperance (Unharmed, 4HPs) 16, <- Current Turn, Tou DC19 pendingFowlerings x1 (Unharmed, Minions) 14Fowl Bandid (Bruised 2, Dazed, -2 Defense, NPC) 13Glamazon (Bruised, 1HPs) 5 <- IC Post PendingMeatheral (Unharmed, Concealment Countered, 2HPs) 1 Temperance is up! Don't forget to roll for your Toughness save from last round, trollthumper. And HG Morrison, don't forget that you still haven't posted Glamazon's epic takedown maneouver on the Fowl Bandid, IC. Edited September 28, 2016 by Vahnyu
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