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Electra

Creative Destruction (OOC)

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You guys... Erin's going twice before either of you! ;-) 1d20+13=28

Okay, Erin's going to use her move action to jump onto the thing's lowermost leg on the side closest to her, aiming to land up near the joint. She will do an all-out power attack to try and smash the joint between leg and body on the thing. This will drop her defense to +5, raise her damage to +17 with the bat, and keep her attack at +10.

Attack roll is an 18

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OK,

So our order is

Erin

El Diablo

Phalanx

and Strongman

You cannot actually drop Erin on the bad guy out of combat, but you can both try that maneuver on your turn; Erin with Acrobatics and Mike with an Attack roll.

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Wander's up. On _this_ round, with as fast as you're falling, you can jump up and make a melee attack to catch the Strongman; same same with El Diablo. Note that despite the damage you've done, the airship is still intact; it's just going down.

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Strongman is staggered and stunned.

Mike, I need a DC 17 Reflex save to avoid the Area attack, then a DC 17 Reflex to avoid the Dazzle. You're blinded for one round if you fail. (You make your FORT save to recover on subsequent rounds.)

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Fly into position to catch the airships remains then shift Array to 5 SS (W/ Bracing powerfeat) and 1 Flight, Extra effort on increase power: super strength +2 bringing the total to 7, Effective carrying strength of 67 heavy load of 100 tons Knockback resistance of -20.

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