Thevshi Posted January 6, 2014 Author Share Posted January 6, 2014 While I am at it, Fighter 7 will take a swing at Crimson Power attacking for -2 atk/+2 dam, just hitting with a 22, so a DC 20 toughness save for Crimson. Fighter 6 will attack Diaz, hitting with a 19, but Diaz makes his toughness save again. Link to comment
Thevshi Posted January 6, 2014 Author Share Posted January 6, 2014 Jack will throw a straight punch at Mess, hitting with a 21, so that is a DC 27 toughness save. This triggers Malcom's reaction attack, and he punches at Mess, also hitting with a 22, so another DC 27 toughness save, and he will use Improved Grab to initiate a grapple, getting a 39 on his grapple check. (Corrected, Mess' limited immunity means only a DC 21 toughness save for each punch) Link to comment
Supercape Posted January 6, 2014 Share Posted January 6, 2014 Ok so Mess has 1 bruise already, but as per chat, limited immunity to bludgeoning damage reduces punches to DC 22 Tough. Save 1: 1d20+9=10 ok that is plain too bad, so I will spend that earned HP to reroll that. Its to early to get pounded into staggered. 1d20+9=16 with the +10 bonus will shake it off completely. Save 2: 1d20+9=21 Just misses, so thats another bruise, which is fine. I like the bruises! Now, grapple roll: Fully boosted, his Grapple Bonus is +10 Attack, +10 Strength Bonus, and +6 Super Strength (I guess he has about 8 rounds left fully boosted). So thats a +26 Bonus. 1d20+26=30 is not so good, so he is pinned. Link to comment
Thevshi Posted January 6, 2014 Author Share Posted January 6, 2014 Okay, Malcom will use his normal action to squeeze Mess, so another DC 21 toughness save. Link to comment
Thevshi Posted January 6, 2014 Author Share Posted January 6, 2014 Now, Round Seven 25 Revenant (unharmed, 2 HP) 25 Fighter 8 20 Fighter 10 20 Thug 6 19 Hound (unharmed) 18 Crimson Tiger (unharmed, 1 HP) 18 Fighter 11 14 Bloody Mess (bruised, grappled, 0 HP) 14 Fighter 3 (bruised, staggered) 13 Fighter 9 12 Fighter 4 (bruised 2) 11 Diaz 9 Thug 5 8 Fighter 1 (Staggered, dazed) 7 Fighter 7 6 Jack (3 bruised) 6 Fighter 6 (bruised 2) 5 Malcom 4 Thug 7 Lucy is up! Link to comment
Tiffany Korta Posted January 15, 2014 Share Posted January 15, 2014 Another straight foward attack Attack Roll: 1d20+12 32. Link to comment
Thevshi Posted January 15, 2014 Author Share Posted January 15, 2014 So, if I take it you are going for the +5 damage? That would be a DC 30 toughness save, and Fighter 10 gets a 22, so he is bruised and dazed. Lucy also sends him flying and can aim him at Thug 6 who is standing out in the hallway beyond the door to the room. Both have a DC 24 toughness save to make from that, Fighter 10 getting a 21, so picking up another bruise. Thug 6 cannot make that, so he is out. Link to comment
Thevshi Posted January 15, 2014 Author Share Posted January 15, 2014 Fighter 8 is going to attack Crimson, hitting with a 23 so that is a DC 18 toughness save for crimson. Link to comment
Thevshi Posted January 15, 2014 Author Share Posted January 15, 2014 Once I have the toughness save, Hound is up. Also, I had failed to update a couple things in my initiative order, such as Mess currently being grappled by one of the Battle Brothers. Link to comment
Supercape Posted January 15, 2014 Share Posted January 15, 2014 Ok, Hound will bound away, looking (and being) scared! Running up the stairs some more - this time with Speed 1 thanks to morph. So Move Action is movement, Standard Action, full defence. Link to comment
Thevshi Posted January 15, 2014 Author Share Posted January 15, 2014 Okay, Crimson is up! Link to comment
Thunder King Posted January 17, 2014 Share Posted January 17, 2014 Mali is gonna hit Fighter 4; 27 Damage shifted by only 2 for a DC24 TOU save. How he reacts to this determines the rest of her turn. Link to comment
Thevshi Posted January 17, 2014 Author Share Posted January 17, 2014 Fighter 4 gets a 8, so he it out! (Mali can use Takedown attack to hit another fighter if she wants) Link to comment
Thunder King Posted January 17, 2014 Share Posted January 17, 2014 (edited) 21 probably does not hit. Either way, if it does, DC24 TOU save, and she's moving through where fighter 4 dropped and getting a bit of distance. Hitting fighter 8 Edited January 17, 2014 by Thunder King Link to comment
Thevshi Posted January 17, 2014 Author Share Posted January 17, 2014 Fighter 8 gets a 17, so bruised and dazed (and knocked back some). Link to comment
Thevshi Posted January 17, 2014 Author Share Posted January 17, 2014 Mess is up! (and still grappled) Link to comment
Supercape Posted January 19, 2014 Share Posted January 19, 2014 A rather unspectacular: 1d20+24=30 escape grapple roll as move action. Lets see the result of that before standard action. Link to comment
Thevshi Posted January 19, 2014 Author Share Posted January 19, 2014 Yeah, the Battle Brother gets a 43. Link to comment
Supercape Posted January 19, 2014 Share Posted January 19, 2014 Which is not much good. In which case, Ill use blood control array to fatigue him - I presume tactile sense comes into play so I can accurately perceive him. DC 20 Fatigue check I guess? Link to comment
Thevshi Posted January 19, 2014 Author Share Posted January 19, 2014 The Battle Brother gets a 25 on his Fort check. Link to comment
Thevshi Posted January 21, 2014 Author Share Posted January 21, 2014 Okay, Fighter 9 pursues Crimson, but misses by a mile with a 12. Diaz will power attack Fighter 6 once again (-2 atk/+2 dam), getting a 27, which is a critical hit! So a DC 26 toughness save for Fighter 6, and he gets a 20, so he picks up another bruise and is dazed. Fighter 7 follows Crimson as well, and barely does any better with a 13. Link to comment
Thevshi Posted January 21, 2014 Author Share Posted January 21, 2014 Okay, Jack is going to Power Attack Mess (-2 atk/+2 dam), getting a 19, which is good enough to hit the flat footed Mess. DC 22 Toughness save for Mess. Malcom is going to try to maintain his grapple, but only gets a 29! Link to comment
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