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Raveled, April 6, 2011 in Archives
OOC for this thread.
Initiative for Ironclad (1d20+3=18)
Ini for bad guys (1d20+6=23)
Jill O'Cure - Initiative. (1d20+4=23) Haha, aw, but the bad guys still have the higher initiative modifier, so they still go first.
Attack roll vs Ironclad (suitless) (1d20+8=11)
A-hahaha. All that worry over nothing.
Move Action: Enter the room through the window.
Standard Action: Create force field 'cages' around each of the bad guys. They get a DC 22 Reflex Save to avoid being trapped, and the bubbles had Impervious Protection 12.
Bear-Knuckle Reflex vs 22 (1d20+6=24) 8o
Fly-Boy Reflex vs 22 (1d20+15=16) This is ridiculous.
Heavyweight Reflex DC 22 (1d20+2=3) Bu-wha?
TKO Reflex vs 22 (1d20+10=15) This shit be bananas, yo.
Sure, IC. Leave the only PL 12 untrapped.
Attack roll vs Bear-Knuckle (1d20+14=27) A hit! DC 24 Toughness.
Toughness vs DC 24 (1d20+14=22) Juuuust misses. Excellent start!
TKO, Heavyweight, and Fly-Boy each attack their prisons. TKO and Fly-Boy can't do enough damage, but Heavyweight can make the object Injured and Disabled each round.
Alright, so, we talked about this in chat, but the gist of it is this:
Jill's Creat Object have the Movable extra, which is basically Move Object limited to the things she creates. That also means she can use the rules for using Move Object to throw those force field bubbles around, so in this case through the hospital wall.
She can't really miss the, y'know, room they're in, so forgoing the attack roll. Instead, lets get things smashing! The first bubble hits the wall for a DC 27 Toughness save. Taking 10 with a +5 Toughness, the wall gives way easily. The bubble, with +12 Toughness, is Injured but still intact. The remaining two bubbles follow the first one out through the hole in the wall.
Once they're outside, Jill sends them as far upward as she can. How far that is depends on the weight of the villains, but it's pretty darn far, and presumably high enough to make breaking about and falling a poor plan.
All of which is only a Standard Action, so she'll also make an auto-DC 25 Taunt against Bear Knuckle as a Move Action via Skill Mastery!
Yep, works for me. Go ahead and post something nicely insulting.
Intimidate vs DC 25 Startle (1d20+12=27) Mm, sorry, not quite good enough. Still, maybe Ironclad can knock him down!
Full All-Out Attack and full Power Attack vs Bear-Knuckle (1d20+9=20) Just hits. DC 29 Toughness
Toughness vs DC 29 (1d20+14=29) Castle!
Free Action: Maintain Created Objects
Standard Action: Auto-DC 30 Taunt w/ Skill Mastery
Move Action: Auto-DC 25 Feint w/ Skill Mastery
Set-Up: Transfer benefits of Feint to Ironclad
Nice. So he's flat-footed against Ironclad's next attack and takes a -2 penalty to all checks and saves until Jill's next turn.
Full Power Attack vs. flat-footed Bear-Knuckle (1d20+4=19) That hits. DC 29 Toughness save
Startle'd Bear-Knuckle Toughness vs DC 29 (1d20+12=27) Bruised! ... Just Bruised. :cry:
B-K Rages, retaliates against Jill. Rage'ing B-K attack vs Jill O'Cure (1d20+10=25) DC 29 Toughness save.
Jill's Defense is actually 27, so that misses!
+Def shifting! :argh:
Move Action: Auto-DC 25 Taunt w/ Skill Mastery (Remember Bear-Knuckle gets +1 since he already fell for it once.)
Standard Action: Unarmed Attack. (1d20+8=10)
Ouch. Ah well.
Will save vs Taunt. 1d20+10=26 Juuuuust barely.
Melee Attack vs Jill O'Cure (1d20+10=26) Oooo, just misses.
All-Out Attack, Power Attack vs Bear-Knuckle (1d20+9=12) Ew. Well, haven't spent any HP yet, so I might as well start with a reroll! All-Out Attack, Power Attack vs Bear-Knuckle (1d20+9=22) At least that hits.
Bear-Knuckle Toughness vs DC 29 (1d20+14=16) O.O Fugtta about complicated plans, I guess! Staggered + Stunned
Standard Action: Grab the ultrasound devices in a 'bubble'.
Move Action: Hop onto Ironclad!
(12:34:03) ChatBot: Raveled rolls 1d20 and gets 6.
So Ironclad floats down to the ground, stunts a version of Stun off her weapon array, and attacks B-K. Stun 9 (Electricity; Feat: Improved Range) [19PP]
Full All-Out Attack, full Power Attack vs. Bear-Knuckle using Stun (1d20+14=16) Not gonna spend a third HP in a round to reroll that, though, even if it leaves Clad with a 14 Defense. Jill's up.
Rage is at 3 rounds, 7 left.