tv50watcher Posted March 3, 2017 Posted March 3, 2017 Ok... Intimidate is... hot damn, 19. http://orokos.com/roll/492086
Kolohehonu Posted March 3, 2017 Author Posted March 3, 2017 alrighty well, she does not seem too impressed, close though. Sense Motive: 1d20+15 21 You know what, let's get some initiative!
Kolohehonu Posted March 3, 2017 Author Posted March 3, 2017 The cryokinetic Initiative: 1d20+1 9 Hyperactive Initiative: 1d20+12 17
tv50watcher Posted March 3, 2017 Posted March 3, 2017 We have a 14 here... awaiting your higher intiat... oh, guess it's not as high as I thought it would be http://orokos.com/roll/492091
Kolohehonu Posted March 3, 2017 Author Posted March 3, 2017 Ok so Hyperactive is going to go in for an attack Super kick the cold one: 1d20+10 11 No I won't spend my hero point just yet, great start with those low low rolls...
tv50watcher Posted March 3, 2017 Posted March 3, 2017 Dunno if I hit her, does 16 hit? http://orokos.com/roll/492094
Kolohehonu Posted March 4, 2017 Author Posted March 4, 2017 Yeah and she does not weather that hit well! toughness save: 1d20+14 20 She is instantly Staggered and Dazed Ok so that means a concentration check too. concentration Check: 1d20+17 24 and a second chance as per the feat concentration Check: 1d20+17 31 Which she does make. Ok do an ic post describing the solid hit
Kolohehonu Posted March 4, 2017 Author Posted March 4, 2017 Well then Hyperactive is going to strike again. Super kick the cold one: 1d20+10 15 Now I'm spending the Hero point... Super kick: 1d20+10 18 Better! She gets to save toughness save: 1d20+14 31 Which succeeds. Ok.
tv50watcher Posted March 4, 2017 Posted March 4, 2017 (edited) And a whiff with an 11 http://orokos.com/roll/492131 I'll finish this tomorrow ok? Gotta go for the night >.< Edited March 4, 2017 by tv50watcher Additional info
Kolohehonu Posted March 4, 2017 Author Posted March 4, 2017 yeah that misses, but it does bring Hyperactive back up. Hyperactive switches his power set. He's going to use his air control and try to just throw her into the wall. Air attack: 1d20+8 26 That hits. Escape Grapple: 1d20+20 25 grapple check: 1d20+12 19 So she escapes that, but she is in no condition to fight, so she will attempt to run. Well, fly actually.
Kolohehonu Posted March 4, 2017 Author Posted March 4, 2017 Bringing it baack to Gargoyle. She's as fast as you are, and so she's about 200 feet away and 35 up.
tv50watcher Posted March 5, 2017 Posted March 5, 2017 Are you saying I could catch her right now if I wanted?
Kolohehonu Posted March 5, 2017 Author Posted March 5, 2017 (edited) You can definitely try as in she is definitely in range of you catching her. Edited March 5, 2017 by Kolohehonu
tv50watcher Posted March 5, 2017 Posted March 5, 2017 (edited) So Gargoyle will fly up then at max speed and... he actually will turn around and grapple her with his tail. And a 23 will absolutely hit her, then with the grapple result of 38 (I forgot to put 1d20+21 at the end, I figured we could just pretend it was there) Now she needs to make an opposed grapple check... best not lose this or she get hit by my fist c:< If she loses, I'm doing the damage effect on my grapple, so a DC 30 Edited March 5, 2017 by tv50watcher
Kolohehonu Posted March 5, 2017 Author Posted March 5, 2017 Grapple check: 1d20+20 36 so she doesn't make it and is bruised. then for her toughness save Toughness Save: 1d20+14 29 which she again doesnt make. So she has to make a concentration check. Concentration Check: 1d20+17 34 yeah she makes that. So she still has her powers. But she is currently held and grappled by you
Kolohehonu Posted March 5, 2017 Author Posted March 5, 2017 So I'm going to make her make a DC 25 concentration check to maintain her powers. Between being grappled, damaged, and crushed I think she needs to make a more difficult save. Concentration Check: 1d20+17 21 She has no powers up at the moment.
Kolohehonu Posted March 5, 2017 Author Posted March 5, 2017 (edited) Hyperactive at this point will run up a building and leap in for a flipping hammer kick at her temple. Flipping kick: 1d20+10 23 thats a hit! so she gets to make a toughness save minus forcefield Toughness Save: 1d20+2 4 She is out cold Hyperactive lands with an acrobatics check Acrobatics: 1d20+12 29 should be 25 but that's high enough to not take damage. Edited March 5, 2017 by Kolohehonu
Kolohehonu Posted March 7, 2017 Author Posted March 7, 2017 (edited) Ok so first Air attack the guard: 1d20+8 14 which does hit because Hyperactive was invisible. At this point he needs to make an opposed grapple check: Resist Grapple: 1d20+1 5 then since he fails that Hyperactive will throw him into the next guard. Attack roll with the guard: 1d20+8 23 So now they both need to make a toughness save against a DC 27. (Those two are the same so they will just roll together) Toughness Save: 1d20+6 18 and cause they are minions they go down! Edited March 7, 2017 by Kolohehonu
tv50watcher Posted March 8, 2017 Posted March 8, 2017 In this case... there's only so much I can write to say "I snuck around"
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