Supercape Posted March 21, 2018 Posted March 21, 2018 you can indeed! Enters hole...errr....: 1d20+14 22
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 The pirate that just came outside just misses his notice check. Okay, Round Three 26 Starshot (unharmed, 2 HP) Pirate 1 (unharmed) Others 2 rounds away. Starshot is up!
Supercape Posted March 21, 2018 Posted March 21, 2018 Ok, so presuming Starshot has the jump on the Pirate being Stealth, going for an all out power attack (-5 Def, +5 DC) with the Blow Pipe Blow Pipe on Pirate: 1d20+14 19 that might hit? if flat footed or even possibly if not! in either case, DC 19 Fort Save vs Paralysis! (and a poison effect)
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 He gets a 17 so is slowed. He will just finish moving this round and not be able to act further. You can make your post.
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 Another combat robot comes out the door, getting a 26 on its notice check, so it spots Starshot! Round Four 26 Starshot (unharmed, 2 HP) 14 Combat Robot 2 (unharmed) 5 Pirate 1 (unharmed, slowed (2d round)) Others 1 round away. Starshot is up first!
Supercape Posted March 21, 2018 Posted March 21, 2018 Ok, so! Move Action: Draw Whip Standard Action: Attack the Unharmed Pirate with no shifting. Attacks Pirate With Whip: 1d20+12 14 yeah, well I guess that misses!
Thevshi Posted March 22, 2018 Author Posted March 22, 2018 The pirate gets a 25, actually 24 due to the slow, but still, so makes his toughness save! The combat robot shoots at Starshot, just missing with a 21. The pirate will take a shot at him as well, missing with a 17. Round Five 26 Starshot (unharmed, 2 HP) 26 Soreen (unharmed) 14 (unharmed) 8 Laark (unharmed) 5 Kurabanda (all unharmed) 5 Pirate 1 (unharmed, slowed (2d round)) Back to Starshot!
Thevshi Posted March 22, 2018 Author Posted March 22, 2018 Updated map. Did not add all the Kurabanda just yet, but they are with Laark and Soreen (the L and N on the map)
Supercape Posted March 22, 2018 Posted March 22, 2018 Move action: Shift to one side Standard Action: Kick Pirate into fence. Namely, a shifted +2 DC / -2 Attacl attack, and lets try for some knockback for an electric fence fun. Kikcs Pirate: 1d20+12 29 that should hit! Although I note it should be a +10 attack with the shift and therefore a 27 result. DC 25 Toughness save and fingers crossed for KB!
Thevshi Posted April 6, 2018 Author Posted April 6, 2018 The pirate misses his save, so is knocked out and sent flying into the fence. Soreen shouts a warning to Laark and the Kurabanda and tosses a grenade at the corner of the fence near her and dives for cover. The combat robot continues to move forward, firing at Starshot again and misses again. Laark and the Kurabanda also dive down for cover as the grenade goes off and blows apart the corner of the fence, providing a means into the compound for them. Round Six 26 Starshot (unharmed, 2 HP) 26 Soreen (unharmed) 14 Combat Robot 2 (unharmed) 8 Laark (unharmed) 5 Kurabanda (all unharmed) Back to Starshot!
Supercape Posted April 6, 2018 Posted April 6, 2018 Move Action: Move Standard Action: Punch Robot; Punch Robot: 1d20+12 16 I have a feeling that will miss!
Thevshi Posted August 16, 2018 Author Posted August 16, 2018 Okay, Soreen gets back to her feet, but with Starshot in melee combat with the robot she is unwilling to take a shot, so she moves forward into the gap in the fence her grenade created. Laark and the Kurabanda will follow. The robot swings at Starshot, missing with an 11 Round Seven 26 Starshot (unharmed, 2 HP) 26 Soreen (unharmed) 14 Combat Robot 2 (unharmed) 8 Laark (unharmed) 5 Kurabanda (all unharmed) Back to Starshot!
Supercape Posted August 16, 2018 Posted August 16, 2018 Move action: Startle Robot Startle Robot: 1d20+10 25 Standard Action: Punch Robot! Punch Robot: 1d20+12 32 well that certainly hits. It may even be a crit although I suspect Robot immune to crits. Its DC 23 or 28 depending.
Thevshi Posted August 16, 2018 Author Posted August 16, 2018 That hits, the robot gets a 21 on its toughness save, so is injured and dazed and knocked off its feet. Soreen moves forward more and takes a shot at the robot now, but just misses with a 16 The robot is dazed, so does not get to act. Laark also moves forward and attacks the robot, hitting with a 20, the robot gets a 19 vs DC 20, so picks up another injury. The Kurabanda move forward, looking for any targets. Round Eight 26 Starshot (unharmed, 2 HP) 26 Soreen (unharmed) 14 Combat Robot 2 (injured 2) 8 Laark (unharmed) 5 Kurabanda (all unharmed) Back to Starshot!
Supercape Posted August 17, 2018 Posted August 17, 2018 Ok, so just checking what entry points are open / available on the main building at this point?
Thevshi Posted August 21, 2018 Author Posted August 21, 2018 I believe I said the damage you initially caused by your grenade to the building (to take out a camera) was small (enough to thrown a nauseate grenade into, but not big enough for you to enter yourself). That leaves the closest entrance as the door that one pirate and the current combat robot came through. Of course, the combat robot is not yet out of the fight completely.
Supercape Posted August 21, 2018 Posted August 21, 2018 (edited) In which case, as no immediate entrance to the Compound right now, lets see if we can finish off that robot! Startle Robot2: 1d20+10 27 for Move Action Startle Then an all out power attack, fully shifted. AOPA on Robot: 1d20+12 14 Im going to have to reroll that with an HP AOPA reroll: 1d10+22 26 now I hope that hits! If it does, DC 28 Toughness Save. EDIT: If a move action is need to reach the robot, forgoing the startle (should still hit!) Edited August 21, 2018 by Supercape
Thevshi Posted August 27, 2018 Author Posted August 27, 2018 Okay, that hits and the robot only gets a 16 on its toughness save, so I will say it is now scrap. With no immediate threats, Soreen, Laark and the Kurabanda continue to move forward, moving over near Starshot. Back to Starshot!
Thevshi Posted August 31, 2018 Author Posted August 31, 2018 Okay Cape, we are sort of out of combat at the moment. Below is a rough map of the interior of the building. The red is (again) the doors in the black walls. Numbers 3 and 4 by the orange mark (the grenade breech) are two pirates disabled by the Nauseate gas grenade. Number 2 is a pirate in a garage area, who is preparing to get onto a hoverbike.
Supercape Posted August 31, 2018 Posted August 31, 2018 Ok! As per IC, seeing if L&S feel they can do something techy with the doors! If not, I guess the grav bike may be in order!
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