Avenger Assembled Posted June 15, 2016 Posted June 15, 2016 http://orokos.com/roll/410523 I don't think I've spent any HP, so I'll spend one now and get there automatically.
angrydurf Posted June 25, 2016 Author Posted June 25, 2016 You all spotted the rebels on their way in and Ace has cued the arrival of guards so you all can set up as you want for either/boths arrival. Lets get initiative out of hte way though. Royal Guards - 21 Rebels - 20 Rebel Leader - 20
Gizmo Posted June 27, 2016 Posted June 27, 2016 Jack of all Blades Initiative: 1d20+9 22 He has been waiting to actually fight somebody all day, you guys.
angrydurf Posted June 27, 2016 Author Posted June 27, 2016 Deeerp forgot Ace: 1d20+4=22 JoAB and Bombshell get an HP each for her condition. JoAB 22 6HP Uninjured Ace Danger 22 4HP Uninjured Royal Guards 21 5 groups of 5 minions Rebel Leader 20 Uninjured Rebels 20 2 groups of 5 minions Bombshell 14 4HP Uninjured Comrade Frost 4 0HP Uninjured JoAB is up. (I'll GM post the baddies arriving first)
Gizmo Posted June 27, 2016 Posted June 27, 2016 Jack of all Blades Free Action: Form sword with 'necromantic' and 'magic' descriptors. Move Action: Close with the Royal Guards Standard Action: Take 10, Power Attack 5. That's a 25 to hit and a DC 21 Fort Save vs Drain Toughness and a DC 26 + Autofire Toughness Save vs Damage. He'll continue with Takedown Attack 2 as far as possible to thin out that group.
angrydurf Posted June 29, 2016 Author Posted June 29, 2016 Ace Move: Use Bluff to Trick some of the guards into attacking the rebels Base of +25, -5 move action, -5 effect a group is a +15 and skill mastery hits 25, Guards have a +5 sense motive after modifiers. 1d20+5=7 Success. Standard: Distract (bluff) on the Rebel Leader SM gets Ace a 35 and Not!Avenger a 32 and gets me out of making rolls for them! Rebel Leader is D Guards 10 guards engage the 10 rebels they'll duke it out for now. Remaining guards engage Jack of all blades, 5 use aid actions from range with thrown weapons, and all hit DC 10, as the remaining five close to melee and perform a combined attack 1d20+10: 24 [1d20=14] 22 [1d20=12] 13 [1d20=3] 30 [1d20=20] 23 [1d20=13] One hits! DC 23 toughness save. Rebel Leader Dazed Rebels Engaged with half the guards Bombshell is up!
alderwitch Posted June 30, 2016 Posted June 30, 2016 Bombshell is going to spend her round sassing and finding blood in the closet of icky artifacts. As you do.
Gizmo Posted June 30, 2016 Posted June 30, 2016 Jack of all Blades Toughness Save vs DC 23: 1d20+8 10 Betrayal! Toughness Save vs DC 23, HP Reroll: 1d20+8 17 That's a 27 with the +10 HP bonus.
Avenger Assembled Posted June 30, 2016 Posted June 30, 2016 Comrade Frost is going to take a full round action to get the dimensional travel started up - let me know if any actions/posts are called for there.
angrydurf Posted June 30, 2016 Author Posted June 30, 2016 You can do an IC if you have the desire but no rolls needed at this point. If you don't feel the need we can wrap to round two and Gizmo is up. JoAB 22 5HP Uninjured Ace Danger 22 4HP Uninjured Royal Guards 21 4 groups of 5 minions Rebel Leader 20 Uninjured, Dazed Rebels 20 2 groups of 5 minions Bombshell 14 4HP Uninjured Comrade Frost 4 0HP Uninjured
Gizmo Posted July 2, 2016 Posted July 2, 2016 Jack of all Blades Standard Action: Take 10, Power Attack 5. Same as last round, looking to clear out the group of guards surrounding him. Move Action: DC 29 Taunt with Skill Mastery vs Guards Using Thrown Weapons.
angrydurf Posted July 2, 2016 Author Posted July 2, 2016 That'll drop the six around you and leave the other 4 shaken
angrydurf Posted July 3, 2016 Author Posted July 3, 2016 (edited) Ace will continue to distract the Faux-venger as his standard action and will use his move to ensure he's between the roaming guard on rebel fight and Talya/Dimitri. The ever so bright guards will try to bum rush Jack of All Blades three use Aid for the fourth 21, 9, 9 One succeeds... Fourths attack roll is a 25, so a miss, that Taunt pays off! Alright now bombshell and Dimitri are up if you all want another IC round otherwise Giz can clean up the last few guardsmen not fighting rebels Edited July 3, 2016 by angrydurf
angrydurf Posted July 5, 2016 Author Posted July 5, 2016 Ok for Aces round he's gonna feint and set up for JoAB. The guards will finally get the upper hand against the rebels and the surviving five will regroup by the door eyeing Jack uncertainly. Not!Avenger will Grab the box from Ace Disarm roll: 12d20+20=37 And he does! No rebels remain it sounds like more guards are coming and JoAB can sense the oncoming storm of the ruler of hte realm heading this way though his metamagi senses.
Gizmo Posted July 10, 2016 Posted July 10, 2016 Jack of all Blades Move Action: Move between Altvenger and Ace. Standard Action: Energy Sword vs Altvenger: 1d20+20 39 With Improved Critical that's a DC 10 + 6 + 5 Critical = 21 Fortitude Save against Drain Toughness with Affects Objects and a DC 15 + 6 + 5 Critical + up to 3 Autofire = 29 Toughness Save against Damage.
angrydurf Posted July 10, 2016 Author Posted July 10, 2016 Save Vs. Drain 22 with power attack thats a fail by 4. Toughness Save 1d20+13=19 aaaand that should be + 11 durp. So a 17 total fail by 12 Disabled, and Dazed, possibly staggered? He's thoroughly stabinated.
angrydurf Posted July 10, 2016 Author Posted July 10, 2016 Alright and Ace is up. Ace sets his VP to Dazzle 10(Sense Magic; Extras: Area(burst 100') Flaws: Range(Touch)) [10PP] and will ready an action to use said power when the dark queen arrives. going to Fiat Altvenger shaking off the Dazzle so HP to JoAB and Altvenger will assume mist form and float away to fight another day. Guards form up around The dark queen as she enters and Ace's ready action goes off DC 20 Reflex save for everyone with a detect magic type sense. 1d20+0=8 Fail by 12 for her so she loses her magic sense for now. And then the portal will spring open for everyone to hop through.
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