Kolohehonu Posted March 8, 2017 Author Posted March 8, 2017 Notice check: 1d20+2 19 so we have been spotted. I need an initiative check. Initiative check: 1d20+12 14 Initiative: 1d20+2 13
Kolohehonu Posted March 8, 2017 Author Posted March 8, 2017 So Hyperactive is going to attack one of the guards and hopefully knock him into the other guard. Attack roll: 1d20+10 26 thats a definite hit! so this guard will try to save: Toughness save: 1d20+6 24 so good thing he's a minion... that will I'll send him over into the other guy, so I'll roll to attack him. Attack with guard: 1d20+8 23 thats a hit. then we get to see if he saves against the damage. Toughness Save: 1d20+6 26 so he saves handily against that! hyperactive will then run up and around those two other guys
Kolohehonu Posted March 8, 2017 Author Posted March 8, 2017 Ok so these two up top will fire on Hyperactive: Attack Hyperactive: 1d20+6 26 ouch that's a threat... Confirm Crit: 1d20+6 20 Phew! Not a crit. Ok well the other guy will shoot too Attack roll: 1d20+6 17 that misses. Ok so a toughness save for Hyperactive. Toughness Save: 1d20+5 24 so he takes no damage. The last guy will fire at John with a tazer. Tazer Attack: 1d20+6 10 Does not hit.
tv50watcher Posted March 10, 2017 Posted March 10, 2017 So it is my turn now yes? I haven't posted because have had no time to, and otherwise wasn't sure if it was. If it is, well it's a whole turn to transform so... yeah, that's what I'm gonna do
Kolohehonu Posted March 10, 2017 Author Posted March 10, 2017 Attack guard: 1d20+10 15 so Hyperactive misses. That means the three guards are going to fire again. I'm just going to use one attack roll. Attack the heroes: 1d20+6 13
tv50watcher Posted March 10, 2017 Posted March 10, 2017 I believe I hit with a 19? I'm attacking the guard who keeps firing at me If I hit, I'm fairly certain he is ded
Kolohehonu Posted March 10, 2017 Author Posted March 10, 2017 Toughness save: 1d20+6 21 oh yeah he is down
Kolohehonu Posted March 10, 2017 Author Posted March 10, 2017 So Hyperactive is going to take a strike at one of the guards. Strike the guard: 1d20+10 13 which misses aggravatingly. So one will use his action to fire off a flare. The other is going to take covering fire on Gargoyle, trying to keep him on the ground. So DC 16 reflex save if he wants to try and get up to the roof.
tv50watcher Posted March 10, 2017 Posted March 10, 2017 And... 15.. Why did I need a reflex save? Ballistics don't affect my character anyway cause of immunity?
tv50watcher Posted March 10, 2017 Posted March 10, 2017 Then I shall attempt to smack one dunno how yet. Let's see 11 I don't think that hit did it?
Kolohehonu Posted March 10, 2017 Author Posted March 10, 2017 Ok so Hyperactive again rushes up and tries to kick the guard. Strike the guard: 1d20+10 23 so he gets to make a DC 25 save Toughness save: 1d20+6 23 so he goes down. That last guy is going to reach for his tazer and try and hit Gargoyle. Attack roll: 1d20+6 18 that hits so give me a DC 16 fortitude save.
tv50watcher Posted March 10, 2017 Posted March 10, 2017 So... Gargoyle is gonna kindly ask to get dat weak sauce out of here 31
Kolohehonu Posted March 10, 2017 Author Posted March 10, 2017 I'm not going to bother rolling his save. You take him out.
Kolohehonu Posted March 18, 2017 Author Posted March 18, 2017 Well Hyperactive goes first and attacks Fu Shen: attack Fu Shen: 1d20+10 11 Nat 1 so miss Now Fu Shen retaliates with a nuclear blast: Nuclear Blast: 1d20+8 26 Which means Gargoyle needs to make a DC 27 Toughness save.
tv50watcher Posted March 18, 2017 Posted March 18, 2017 Don't I get a reflex save or is it not an explosion?
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