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Kolohehonu, March 3, 2017 in Archives
ok! OOC for Brain Freeze
Mar 10 2017
Mar 3 2017
Mar 21 2017
Mar 7 2017
Ok... Intimidate is... hot damn, 19.
alrighty well, she does not seem too impressed, close though.
Sense Motive: 1d20+15 21
You know what, let's get some initiative!
The cryokinetic Initiative: 1d20+1 9
Hyperactive Initiative: 1d20+12 17
We have a 14 here... awaiting your higher intiat... oh, guess it's not as high as I thought it would be
Ok so Hyperactive is going to go in for an attack
Super kick the cold one: 1d20+10 11
No I won't spend my hero point just yet, great start with those low low rolls...
Dunno if I hit her, does 16 hit?
Yeah and she does not weather that hit well!
toughness save: 1d20+14 20
She is instantly Staggered and Dazed
Ok so that means a concentration check too.
concentration Check: 1d20+17 24
and a second chance as per the feat
concentration Check: 1d20+17 31
Which she does make.
Ok do an ic post describing the solid hit
Well then Hyperactive is going to strike again.
Super kick the cold one: 1d20+10 15
Now I'm spending the Hero point...
Super kick: 1d20+10 18
She gets to save
toughness save: 1d20+14 31
Which succeeds. Ok.
That brings us to Gargoyle's turn
And a whiff with an 11
I'll finish this tomorrow ok? Gotta go for the night >.<
yeah that misses, but it does bring Hyperactive back up.
Hyperactive switches his power set. He's going to use his air control and try to just throw her into the wall.
Air attack: 1d20+8 26
Escape Grapple: 1d20+20 25
grapple check: 1d20+12 19
So she escapes that, but she is in no condition to fight, so she will attempt to run. Well, fly actually.
Bringing it baack to Gargoyle. She's as fast as you are, and so she's about 200 feet away and 35 up.
Are you saying I could catch her right now if I wanted?
You can definitely try as in she is definitely in range of you catching her.
So Gargoyle will fly up then at max speed and... he actually will turn around and grapple her with his tail. And a 23 will absolutely hit her, then with the grapple result of 38 (I forgot to put 1d20+21 at the end, I figured we could just pretend it was there) Now she needs to make an opposed grapple check... best not lose this or she get hit by my fist c:< If she loses, I'm doing the damage effect on my grapple, so a DC 30
Grapple check: 1d20+20 36
so she doesn't make it and is bruised.
then for her toughness save
Toughness Save: 1d20+14 29
which she again doesnt make. So she has to make a concentration check.
Concentration Check: 1d20+17 34
yeah she makes that.
So she still has her powers. But she is currently held and grappled by you
So do an ic post
So I'm going to make her make a DC 25 concentration check to maintain her powers. Between being grappled, damaged, and crushed I think she needs to make a more difficult save.
Concentration Check: 1d20+17 21
She has no powers up at the moment.
Hyperactive at this point will run up a building and leap in for a flipping hammer kick at her temple.
Flipping kick: 1d20+10 23
thats a hit!
so she gets to make a toughness save minus forcefield
Toughness Save: 1d20+2 4
She is out cold
Hyperactive lands with an acrobatics check
Acrobatics: 1d20+12 29
should be 25 but that's high enough to not take damage.
Ok so first
Air attack the guard: 1d20+8 14
which does hit because Hyperactive was invisible. At this point he needs to make an opposed grapple check:
Resist Grapple: 1d20+1 5
then since he fails that Hyperactive will throw him into the next guard.
Attack roll with the guard: 1d20+8 23
So now they both need to make a toughness save against a DC 27. (Those two are the same so they will just roll together)
Toughness Save: 1d20+6 18
and cause they are minions they go down!
Stealth check please
Well, I got a 19 and forgot my +5 so 24
Stealth check: 1d20+5 7
In this case... there's only so much I can write to say "I snuck around"