Forgot your password?
Ari, May 27, 2012 in Archives
DC23 TOU save: 8. ...Damn. Okay, #3 is outta here!
This'll be my next attack. Swording: 1d20+12=19
DC23 TOU save for #4: 13! Downed.
Out of rounds.
Grappling one guy with her brain.
Move Object: 1d20+8=26
Succeeding by default. Roll Intimidation, please.
Intimidation, and I really need to actually buy ranks in that skill:
Well. And I was expecting that to be embarrassing.
Eh, Stormbreaker takes care of that pretty handily, both are too scared to try anything.
Making sure those traps will only trigger once; 36 on Knowledge Technology
That works! They are now fixed to break after one discharge.
Twenty Green Soldiers. All but 6 currently concealed. Terrifying, I know.
Bypassing, of course, an option.
EDIT: Should probably clarify what the place looks like: it's a squarish room of about 100 square feet with the service elevator in the middle, the other stairway across from you two, and a passage on your right leading to the exit with a complement for the other staircase.
On your left is a large barred metal door with NO ENTRY written above it in English and Spanish.
Damage 10 in a 50' burst. DC20 Reflex. DC25 Tough on failure. If there is a round 1, initiative:
6 DC20 Reflex save rolls: 11, 9, 21, 20, 9, 17. All but 2 fail, 4 DC25 TOU saves: 11, 14, 23, 20. All fail, knocked out. 2 DC20 TOU saves: 20, 17. #3 succeeds, #4 fails.
Moving in closer, stunting a burst area, taking 10 on the attack roll...that's a DC 20 TOU save
7 in range, 7 DC20 TOU saves: 15, 24, 15, 9, 24, 20, 11. So all but 3 fail.
Seeing as you just bashed these guys, they take off, as do their 7 buddies.
Dr. Green's initiative: 21. Limber!
The two monstrosities: Immaterial: 17.
Using the Dr. Heinz Doofenshmirtz Oddball for Dr. Green, the other two are a secret for now.
Alright, round 1:
Dr. Green: Unharmed-GM
Voltage: Unharmed, 3HP
Stormbreaker: Unharmed, 1HP
Dr. Green(Full-Action) goes and dashes(Move All-Out), running out the door and into Freedom!, moving 40ft. out the door and into the forest.
Immaterial attacks Stormbreaker with a molecule-thick arm: 25. Hits. DC23 TOU save please.
Angcrist attacks Voltage with punches: 23. Hits. DC27 TOU save please.
21...I'll just take the bruise burning an HP for a reroll
Yeah, 24...that's a bruise
1d20+10=16 And +10 makes 26. Pass.
Attacking for 23
Voltage is going to teleport as high as he can without leaving his first range increment and then rain down lightning with a blast.
Hits. DC23 TOU save: 11. Apologies King, but Fiating that that doesn't drop them in the first round. +1HP
Nothing bad can come from smashing everything in the room!
Slicing Gale. 50' burst Damage 10. DC20 Reflex for half. DC25 Toughness on a successful save, DC20 on failed. Preferably not hitting Voltage, but going for both baddies.