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Stinger gives up! Quick, make jokes about how that gotta sting!

 

Chump heals and clears his daze. He seems to be calming down.

Recovery roll: 27 vs DC10. Bruise healed.

 

Nevermore let's try a Trip again

Standard Action: Throw a Tripwire at Chump: 25, that's a hit.

Nevermore's power check for Trip: 9

Yeah. I'm just gonna use my last HP and... reroll that, I think: 26

Chump can't make that save, he's tripped.

Move Action: Fast Acrobatic Bluff vs. Chump: 32. He can't make that save, so he's feinted.

And Charlie uses Setup to transfer the feint to Howl.

 

@RedSpine is up, remember that Chump's defenses are way down vs you and melee attacks, so time to bring out some Power Attacks!

 

23 - Shift - 2HP - Bruise (x1) - Skipping until further notice from Heritage

23 - Arrow IV - 0HP - Unharmed

23 - Nightscale - 1HP - Unharmed

14 - Stinger - Staggered, Dazed, Grappled by Nightscale, Surrendered

12 - Toxin - Unconscious, Bound and Helpless

10 - Chump - Unharmed, Raging, Sickened (-2 on ATK/Checks, DC18 Fort), Tripped (-4ATK, -4DEF vs Adjacent, +4DEF vs Ranged), Feinted vs. Howl (Flat-footed)

10 - Nevermore II - 0HP - Unharmed

10 - Bluebird - Unconscious

7 - Howl - 3HP - Unharmed

7 - Casanova - Unconscious, Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him, upside down)

Visual Obscure, Darkness: 5/10 rounds, on Initiative 10.

Auditory Obscure centered on 100 feet radius from Howl's previous location.

Edited by RocketLord
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Gonna use the house rules to lower to hit by 2 and raise the damage part of Bassline punch by the same. haymakers are fun!
 10. Which considering 14 hit last time and being prone hits chump with -4 to his defenses. i'm fairly certain that's a hit.

 

After that Howl is going to do something he's probably going to regret later. He's gonna stop maintaining the Mute so that there can be a talk, and so that Chump can get calmed down in case he goes berserk again.

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Alternatively, you could have stunted for the power attack feat, but this works too!

 

That is a hit. TOU save: 27

Fort: 27

 

Fort to shake off the sickened state: 33, no longer sickened.

 

Give me an IC and we'll see what happens.

 

23 - Shift - 2HP - Bruise (x1) - Skipping until further notice from Heritage

23 - Arrow IV - 0HP - Unharmed

23 - Nightscale - 1HP - Unharmed

14 - Stinger - Staggered, Dazed, Grappled by Nightscale, Surrendered

12 - Toxin - Unconscious, Bound and Helpless

10 - Chump - Unharmed, Raging, Tripped (-4ATK, -4DEF vs Adjacent, +4DEF vs Ranged)

10 - Nevermore II - 0HP - Unharmed

10 - Bluebird - Unconscious

7 - Howl - 3HP - Unharmed

7 - Casanova - Unconscious, Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him, upside down)

Visual Obscure, Darkness: 5/10 rounds, on Initiative 10.

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