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RocketLord, March 11 in The Emerald Cities
OOC for this.
Let's get a notice check each, DC25
1d20+8 = 15
@Tiffany Korta How about that notice check at DC25?
Peri's Notice: 1d20+15 18, obviously distracted with all thise hero worship!
Justice: 1d20+8 = 20
Coming up short, too. No need for GM post quite yet, then.
@Tiffany Korta, you're up
Can I get another notice check, to see if you notice that they're being followed? DC25.
And Initiative roll, while we're at it.
Would her danger sense help her out in these circumstances?
Yes, it would. In fact, it'll alert you to danger coming from just behind them!
@Tiffany Korta Could I get an initiative roll?
Emerald Spiders Initiative: 1d20+7 26
Justice: 1d20+2 = 19 (no armor on to boost it, yet)
26 - Emerald Spider - 1HP - Unharmed
19 - Justice - 1HP - Unharmed
14 - Enemy - Unharmed
I'll do a pre fight post with Justice and the enemy, then you're up
Emerald Spider will try and snare them with her quantum fillaments Snare: 1d20+8 26, that's a DC 19 Reflex save.
That's a hit, Enemy Reflex: 12, fail by 7, bound and helpless.
That's a bit too early for him to go down, I think, so you'll get a HP and the bad guy evades the snare.
Free action: Activate Justice Driver
Move action: Draw Justice Buster
Standard action: Fire Justice Buster at bad guy: 1d20+11 = 28
That's a hit, so DC20 TOU save for the bad guy: 23, made it.
Standard action: Fire a blast in an area cone that hits both Emerald Spider and Justice. TOU DC19 with Penetrating 4, reflex DC14 to make that a TOU DC17.
Emerald Spider's Reflex Save: 1d20+12 29, she had Evasion 2 so no damage I believe.
Yep, a complete dodge then.
Justice: Reflex 1d20+8 = 20
TOU vs DC17: 1d20+8 = 10
Ouch, Bruise and Dazed, and you're up.
26 - Emerald Spider - 2HP - Unharmed
19 - Justice - 1HP - Bruise (x1), Dazed
Spider Blast Attack Roll: 1d20+10 18
That's a miss.
Justice is dazed, so no action there.
Move Action: Moves up close to Emerald Spider.
Stanrdard Action: Swings a bone spiked arm at Emerald Spider: 21
That's a hit, so a DC25 TOU save, w. Penetrating 4.
19 - Justice - 1HP - Bruise (x1)
And you're up.
Peri's Toughness: 1d20+10 27, she'll keep moving and continue to attack with her webs Attack Roll: 1d20+10 15
That's a miss!
Justice moves in close and attacks with a Justice Kick: 1d20+6 = 21
That's a hit, and a DC25 TOU save for the bad guy.
Enemy TOU: 20, a daze and a bruise.
Unfortunately for Justice, the Enemy got Strike 4 with Aura, so Justice needs a TOU save vs DC19: 1d20+8 = 19, just made it.
The enemy is dazed, so ES is up.
14 - Enemy - Dazed, Bruise (X1)
Emerald's Spiders Attack Roll: 1d20+10 13, not her best its true!
Yep, that's a miss.
Justice uses a move action to switch to the Blaster Armor and takes a shot with the Enhanced Blaster: 1d20+9 = 22
That's a hit, a DC22 TOU save for the baddie.
Enemy TOU: 20, he gets another bruise
Since Justice is still in melee, he goes for her with a melee attack: 17, not enough to hit Justice. The aura doesn't trigger, since it doesn't connect.
14 - Enemy - Bruise (x2)
Emerald Spider will try and blind with Quantum Webs Dazzle Attack: 1d20+10 29, that's a DC 20 Fort/Ref
That's a hit!
Reflex save to avoid being blinded: 17
Justice jumps back out of reach and shoots with the Enhanced Blaster again vs DC22: 1d20+9 = 15
A hit, and TOU from the enemy: 12, staggered and dazed.
Only gets a fortitude save vs DC20 to stop being blinded: 16
NOPE, still blind.
14 - Enemy - Bruise (x2), Blinded (Flatfooted defense -2), Staggered, Dazed (until next turn)
ES is up.
She'll keep moving and do her single target Snare 9, Snare: 1d20+10 26.
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