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Gizmo

Supermarket [OOC]

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Jack of all Blades
Initiative: 1d20+9 23

Grab
Initiative: 1d20+3 6

Smash
Initiative: 1d20+2 8

23 - Jack of all Blades - Uninjured, 5HP
11 - Bombshell - Uninjured, 1HP
8 - Smash - Uninjured
6 - Grab - Uninjured

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Jack of all Blades
Free Action: Quick Change
Move Action: Run in front of Smash and Grab
Standard Action: Taunt with Skill Mastery for 34

Smash
Will Save vs DC 34: 1d20+3 9

Grab
Bluff Check vs DC 34: 1d20+10 29

 

23 - Jack of all Blades - Uninjured, 5HP
> 11 - Bombshell - Uninjured, 1HP
8 - Smash - Uninjured, Demoralized
6 - Grab - Uninjured, Demoralized

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Bombshell
Free Action: Activate Concealment
Move Action: Move behind Smash
Standard Action: Power Attack with Bombshell's Batons

And stealth is skill mastered at a 30

Attack: 1d20+9 = 10 (Because Orokos is a vengeful god...)
HP for the re-roll: 1d20+9=23

DC26 on the Tou save if it hits. 

Concealment is broken by the attack. 

 

Edited by alderwitch

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Smash
Toughness Save vs DC 26: 1d20+11 14

Yow! He'll pass his turn clearing the Daze, and Grab is up after Bombshell's IC post.

23 - Jack of all Blades - Uninjured, 5HP
11 - Bombshell - Uninjured, 0HP
8 - Smash - Uninjured, Demoralized, Staggered
> 6 - Grab - Uninjured, Demoralized

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Grab
Move Action: Feint Bombshell: 1d20+5 22 A pretty good showing, but Talya can beat that with Skill Mastery.
Standard Action: Initiate Grapple vs Bombshell: 1d20+8 9

Jack of all Blades
Move Action: Feint Grab with Skill Mastery for 29
Standard Action: Energy Sword vs Grab; Power Attack 5: 1d20+15 30

Grab
Bluff Check vs DC 29: 1d20+10 26
Toughness Save vs DC 29: 1d20+10 23

23 - Jack of all Blades - Uninjured, 5HP
> 11 - Bombshell - Uninjured, 0HP
8 - Smash - Uninjured, Staggered
6 - Grab - Bruised x1, Dazed

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Bombshell
Free Action: Technically, finishing her Quick Change
Standard Action: Standard Attack with Bombshell's Batons

Attack: 1d20+14=27

DC21 on the Tou save if it hits. 

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Grab
Toughness Save vs DC 21: 1d20+9 22

23 - Jack of all Blades - Uninjured, 5HP
11 - Bombshell - Uninjured, 0HP
> 8 - Smash - Uninjured, Staggered
6 - Grab - Bruised x1, Dazed

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Smash
Standard Action: Unarmed Attack vs Jack of all Blades: 1d20+7 18

Jack of all Blades
Move Action: Taunt Smash with Skill Mastery for 29
Standard Action: Energy Sword vs Smash; Power Attack 5: 1d20+15 22 That's enough for +2 from Autofire.

Smash
Will Save vs DC 29: 1d20+4 5
Fortitude Save vs DC 21: 1d02+11 13 With a limit of 6 and Impervious he's hit with -3 Toughness on top of the -2 from the Taunt, for +8 Total.
Toughness Save vs DC 28: 1d20+8 27

I'll get that IC post up in the morning!

23 - Jack of all Blades - Uninjured, 5HP
> 11 - Bombshell - Uninjured, 0HP
8 - Smash - Bruised x1, Staggered, Demoralized, -3 Toughness/ -3 Impervious
6 - Grab - Bruised x1

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Bombshell
Move Action: Feint Grab with Bluff Skill Mastered at 30
Standard Action: Power Attack with Bombshell's Batons

Attack: 1d20+9=25

DC26 on the Tou save if it hits. 

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Smash
Standard Action: Unarmed Attack vs Jack of all Blades: 1d20+5 12

Grab
Move Action: Taunt Bombshell: 1d20+5 14
Standard Action: Initiate Grapple vs Bombshell: 1d20+10 30
Opposed Grapple Check: 1d20+20 33

We'll need a Grapple check from Bombshell against that 33! She can't beat it with her bonus but the roll will still determine whether she's Pinned or Bound.

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Do I have to wait for my turn to use escape artist on my grapple check? Is that the way that mechanic works since it takes a standard action?

(I just want to make sure I give you the right roll for the check)

Edited by alderwitch

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Borrowing from our House Rules a bit, Bombshell "is Bound, and thus, Helpless, unable to move, or take any actions which require physical activity other than Escaping, with a Defense of (5 + size modifier). Other adjacent characters gain an additional +4 attack bonus against them, and can coup-de-grace them as a full action." Also relevant: "Escape (Move Action): You attempt to escape a grapple. Roll an opposed check, with either your Grapple bonus or your Escape skill (or Dexterity bonus, if you have no ranks in Escape), whichever is higher, against your foe's Grapple bonus. If you succeed, then you break free, and you can move up to your speed away from the grappler."

> 23 - Jack of all Blades - Uninjured, 5HP
11 - Bombshell - Uninjured, Bound, 0HP
8 - Smash - Bruised x1, Staggered, Demoralized, -3 Toughness/ -3 Impervious
6 - Grab - Bruised x1

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Jack of all Blades
Move Action: Taunt Smash with Skill Mastery for 29
Standard Action: Energy Sword vs Smash; Power Attack 5: 1d20+15 31

Smash
Will Save vs DC 29: 1d20+5 13
Fortitude Save vs DC 21: 1d20+11 22
Toughness Save vs DC 29: 1d20+7 15

23 - Jack of all Blades - Uninjured, 5HP
> 11 - Bombshell - Uninjured, Bound, 0HP
8 - Smash - Unconscious
6 - Grab - Bruised x1

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Bombshell
Move Action: Escape from the Grapple
Standard Action: Standard Attack with Bombshell's Batons (1d20+14=31)

The Damage is pretty low as there's no surprise bonus, so only DC19 TOU save.

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Grab
Toughness Save vs DC 19: 1d20+9 17

23 - Jack of all Blades - Uninjured, 5HP
11 - Bombshell - Uninjured, Bound, 0HP
8 - Smash - Unconscious
> 6 - Grab - Bruised x2

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