Nerdzul Posted December 11, 2020 Share Posted December 11, 2020 Fortitude 27 ... I can appreciate the Irony of rolling 27 when the DC is 18 and 16 when it's 27 (in Think Fast) Oh well... Link to post
RedSpine Posted December 13, 2020 Share Posted December 13, 2020 (edited) Howl is going to use his movement to try to enter the darkness, preferably not within punching distance of any of New Young Justice, in order to make it harder to be hit. Then he's gonna take a pot shot at Casanova since he's all tied up at the moment.His accurate auditory should allow him to fight well enough in the dark. Sound powers awayyyy~ Blasting at casanova with a 15 Eh not the best but we'll see how it shakes out. If it hits damage code with be...23 right? Edited December 13, 2020 by RedSpine Link to post
RocketLord Posted December 14, 2020 Author Share Posted December 14, 2020 That's a miss, even when he's entangled. Give me an IC. Link to post
RocketLord Posted December 20, 2020 Author Share Posted December 20, 2020 Casanova Standard Action: Mental Blast at Nevermore: 26 Ow. And that's a crit. That's a DC28 Will Save for Nevermore vs. Damage. I burn a HP to double Nevermore's Dodge Bonus for a total Defense of 28 until the start of Nevermore's next turn. @Heritage is up followed by @Cubismo 23 - Shift - 3HP - Bruise (x1) 23 - Arrow IV - 1HP - Unharmed, Fatigued next round (Will use HP to remove) 23 - Nightscale - 3HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Unharmed 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed, Dodge Bonus doubled till start of turn (Defense 28) 10 - Bluebird - Unharmed 7 - Howl - 3HP - Unharmed 7 - Casanova - Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him) Visual Obscure, Darkness: 9/10 rounds, on Initiative 10. Link to post
RocketLord Posted January 11 Author Share Posted January 11 @Heritage IC post when you can, please. We'll move on and you can join in when you feel it. @Cubismo Go ahead and post. Unless you say otherwise, I'll assume you burn a HP to get rid of Fatigue. Link to post
Heritage Posted January 11 Share Posted January 11 I'm very sorry for the hold up! I was waiting to type on my laptop when I was 'feeling it's, but I think the best thing is just to post anything on my phone to get past this writer's block. Link to post
Heritage Posted January 11 Share Posted January 11 (edited) Attempting to disarm Stinger via Elongation. 1d20+6=7 Wow! Let's use Luck to reroll that! 1d20+6=9. +10 via Luck equals 19 Is that enough to hit Stinger? Edited January 11 by Heritage Link to post
RocketLord Posted January 11 Author Share Posted January 11 (edited) That is, unfortunately, a miss vs. Stinger! Give me an IC, then @Cubismo is up. 23 - Shift - 2HP - Bruise (x1) 23 - Arrow IV - 1HP - Unharmed, Fatigued next round (Will use HP to remove) 23 - Nightscale - 3HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Unharmed 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed, Dodge Bonus doubled till start of turn (Defense 28) 10 - Bluebird - Unharmed - 100 feet above ground 7 - Howl - 3HP - Unharmed 7 - Casanova - Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him) Visual Obscure, Darkness: 9/10 rounds, on Initiative 10. Edited Wednesday at 03:47 PM by RocketLord Link to post
Cubismo Posted Monday at 10:28 PM Share Posted Monday at 10:28 PM Move Action: Going try and use a Feint maneuver on Stinger. Going to use Skill Mastery to get a 25 on the Bluff. Free Action: Swapping Standard Arrows for Bow Strike on the Trick Arrows Array. Standard Action: Attacking Stinger with Bow Strike. Got a 9 on the Attack. Super-duper oof. Link to post
RocketLord Posted Tuesday at 05:16 AM Author Share Posted Tuesday at 05:16 AM Feint opposed by Bluff: 25 I think that means Stinger wins it, but you would miss anyway, so! @Nerdzul is up! Link to post
Nerdzul Posted Wednesday at 09:31 PM Share Posted Wednesday at 09:31 PM I don't think that Luke can get to Bluebird without transforming, but he can try to keep Stinger busy so that someone better at range maybe can? I'm gonna post IC tomorrow as my shoulder is starting to hurt after today's session, but here are his actions anyway: Move Action: Get to stinger Standard action: Try to grab stinger (using the free all out attack maneuver to get -2 defense and +2 to hit for the turn) To hit: 16 miss... Hero Point 8... at least it's an HP so so 28 in total. Grapple: 25 Move by Attack: If stinger is grabbed he will try to drag her a bit away with the rest of his move action, perhaps trying to get her out of the auditory obscure so that he can try to talk to her (and maybe use emotion control next turn to be more convincing ). Strength Check to drag: 23 Link to post
RocketLord Posted Thursday at 08:23 AM Author Share Posted Thursday at 08:23 AM That's a hit! You shuld roll with your full Grapple bonus to grab, so your roll is actually at 31 (+8 from Attack) Opposed grapple: 15 You got her! Rules as written, you should be able to continue dragging her along on the same turn, but since the house rules lets you grab and throw, and because its just cool, I'll let you do it. Just remember, might not happen in other threads! @Nerdzul: Give me an IC, then I'm up! And give me a Grapple check along with that, cus Stinger is gonna try to break out of the grapple on her turn, we can just as well get your roll immediately. 23 - Shift - 2HP - Bruise (x1) 23 - Arrow IV - 0HP - Unharmed 23 - Nightscale - 2HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Unharmed 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed, Dodge Bonus doubled till start of turn (Defense 28) 10 - Bluebird - Unharmed - 100 feet above ground 7 - Howl - 3HP - Unharmed 7 - Casanova - Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him) Visual Obscure, Darkness: 9/10 rounds, on Initiative 10. Link to post
Nerdzul Posted Thursday at 08:24 PM Share Posted Thursday at 08:24 PM Keep the grapple on 31 Link to post
RocketLord Posted Friday at 07:11 AM Author Share Posted Friday at 07:11 AM (edited) Stinger tries to break the grapple. Standard Action: Break grapple: 21 @Nerdzul: You still got her grappled! Remember to check the House Rules on Grappling! Toxin runs after Shift again. Move Action: Move into melee with Shift. Standard Action: Attack Shift: 11. That's a miss! Chump moves to catch up with Howl and attacks. Move Action: Run at Howl. Standard Action: Punch at Howl: 13, that's a miss! Nevermore continues attacking Casanova. Move Action: Jump down from the tree, land next to Casanova. who is still hanging upside down. Standard Action: Use his Collapsible Staff attack with the Stunning Attack power feat activated. Attack: 27. That's a hit and a crit, so a DC23 Fort Save for Casanova vs. Stun. Casanova's Fort save: 12 Fail vs. Stun by more than 10, Casanova is unconscious. Bluebird tries to grab Nevermore with her telekinesis: Standard Action: 14, a miss @RedSpine is up! 23 - Shift - 2HP - Bruise (x1) 23 - Arrow IV - 0HP - Unharmed 23 - Nightscale - 2HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Unharmed 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed 10 - Bluebird - Unharmed - 100 feet above ground 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: 8/10 rounds, on Initiative 10. Auditory Obscure centered on 100 feet radius from Howl's previous location. Edited Friday at 07:11 AM by RocketLord Link to post
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