Ecalsneerg Posted March 2, 2018 Posted March 2, 2018 Gripping a roof: 1d20+6 17, which beats the DC10 you mentioned in chat, so!
Supercape Posted March 2, 2018 Author Posted March 2, 2018 IM giving him a +5 Situational bonus for that due to his determination. Which means he can automatically beat it!
Supercape Posted March 3, 2018 Author Posted March 3, 2018 Arrow Hawk 4 HP For standing in an awful situation. Notice Roll Please Streetwise Roll Please DC 15 Shotgun Steve has been rumoured to haunt the night around this area for a few months. Most say he is a drug fulled paranoid, but he does have a reputation for being handy with a shotgun, and good at driving off muggers and thugs with it...
Ecalsneerg Posted March 3, 2018 Posted March 3, 2018 Notice roll: 1d20+9 27 Streetwise check untrained: 1d20 3
Supercape Posted March 3, 2018 Author Posted March 3, 2018 (edited) Thats enough to spot four rabid dogs and their handlers approaching from the other end of the street. And a sniper on the roof under partial cover. Edited March 3, 2018 by Supercape
Ecalsneerg Posted March 3, 2018 Posted March 3, 2018 Alright, she'll shoot the sniper. Accurate Attack for 2, DC20 Damage: 1d20+13 22 adjusted for distance, of course. Initiative: 1d20+8 28 I'll throw in an initiative roll too, seems about right.
Supercape Posted March 3, 2018 Author Posted March 3, 2018 Thats enough to hit with distance...just...with partial cover. With the darkness it is also partial concealment due to low light levels so could you roll (and reroll with HP if you wish) for miss chance?
Supercape Posted March 3, 2018 Author Posted March 3, 2018 (edited) Ok so as we have sort of moved into combat... Initiative: Rich Hunters: INitiative: 1d20+1 9 Dogs: Initiative: 1d20+2 18 Sniper: Initiative: 1d20+5 15 Snipers Tough Save: Tough Save vs Arrow: 1d20+7 21 made For my reference Dogs:Str 15 Dex 15 Con 15 Int 2 Wis 12 Cha 6 Skills: Notice 4 (+5), Survival 0 (+1), Swim 2 (+4) Powers: Super-Senses 3 (scent, track, ultra-hearing) Combat: Attack +3, Damage +2 (unarmed), Defense +3, Initiative +2Saving Throws: Toughness +2, Fortitude +5, Reflex +5, Will +1 Round 1: 28 Arrow 4 HP Unharmed 18 Dogs [3] Unharmed 15 Sniper Unharmed 9 Hunters [3] Unharmed The Dogs will run at Arrowhawk - fast as they are, they will end up 25' from her. The Sniper will fire at Arrowhawk with a silenced Sniper Rifle: Fires at Arrowhawk: 1d20+10 24 which I think hits, and its a DC 21 Toughness save. For his move action, he will take full cover. The Dogs will move, ending up 25' near Arrowhawk. The hunters, in the pick up will drive up just behind the dogs. The two in the pick up will take an aim action (increasing attack by +2 next round) and speak! Edited March 3, 2018 by Supercape
Ecalsneerg Posted March 3, 2018 Posted March 3, 2018 Save vs DC21 Blast: 1d20+8 26 Use bigger bullets, dude. For her Standard Action: Arrowhawk will use a thunderbolt arrow, aiming it just behind the dogs, between them and the pick-up. It goes off with a 30' radius, DC16 Reflex save to avoid the Area and another DC16 Reflex to avoid being blinded and deafened. She doesn't need a move action.
Supercape Posted March 3, 2018 Author Posted March 3, 2018 Lazy stuff reflex rolls: 6#1d20 13 5 19 19 17 18 for the three dogs and three hunters, although giving the last hunter (driving) a +2 bonus on reflex for being inside the car. So, with DC 16, and +5 Reflex for Dogs and +2 for Drivers, that makes: Area: Save, Fail, Save....Save, Save, Save More lazy reflex rolls: 6#1d20 11 14 15 5 15 19 And for dazzles (DC 13 or 16) that makes Dazzle: Save, Save, Save, Fail, Save, Save. A magnificently effective one hunter dazzled (and to keep it simple, I am removing him from combat)
Supercape Posted March 3, 2018 Author Posted March 3, 2018 To finish off the round: The Sniper will take another pot shot: Pot shot at Arrow: 1d20+10 24 hitting (another ballistic DC 21 Tough save) The Dogs will come in screaming and rending: Attack Arrow: 3#1d20+3 12 5 21, one hit (DC 17 Bite Toughness Save) The Driver will reverse: Ill give him a DC 10 Skill Roll to avoid crashing: Drives: 1d20+5 11 Just making it, and putting them fifty feet down the street on a bigger road. And at the same time one of the Hunters will fire a crossbow bolt - now at -4 due to firing into melee, but at +2 with Aim action Crossbow Bolt: 1d20+1 10 Missing!
Ecalsneerg Posted March 3, 2018 Posted March 3, 2018 (edited) OK, I can be lazy too! Gunshot and bite: 2#1d20+8 13 24 Well, the bullet hurt. At least she gets Second Chance though... Re-roll from Second Chance: 1d20+8 16 Ouch. OK, so Arrowhawk has failed her save by 5 and is bruised, injured and dazed. Even with the -1 this doesn't have her fail versus the bite, so small mercies. Her action! She spends a HP to clear the daze off her, and this brings her down to 3 Hero Points. Standard Action: Smack a load of dogs in the face. Taking ten to hit, she gets 20s to hit with Takedown Attack, and DC 23 Damage rolls with her longbow Strike. Move Action: Leap up onto the rooftop. Free Action: Turn on her Concealment, which is Blending and Passive so it'll only help her until she moves again. Final tally: 3 HP, bruised x1, injured x1 Edited March 3, 2018 by Ecalsneerg
Supercape Posted March 3, 2018 Author Posted March 3, 2018 None of the dogs can make that tough save, so they are all out!
Supercape Posted March 3, 2018 Author Posted March 3, 2018 Rolly Wolly Doop de doo: 1d20 13 you notice stuff as per IC!
Ecalsneerg Posted March 3, 2018 Posted March 3, 2018 Standard Action: Shoot a Dazzle arrow directly at where the sniper is standing, again DC16 Area Reflex save for half, and DC16 Reflex save to avoid being blinded and deafened. Move Action: Close up to melee range.
Supercape Posted March 3, 2018 Author Posted March 3, 2018 Reflex Saves vs Dazzles: 2#1d20+5 18 14 so made them! Sniper Men Move Action: Back off to the edge of the building (we are thirty feet up) Standard Action: Fire Sniper Rifle Fires Sniper Rifle: 1d20+10 26 Pow! Sorry, another DC 21 Tough Save!
Ecalsneerg Posted March 4, 2018 Posted March 4, 2018 Stop shooting me!: 1d20+7 16 OK! So Osla spends her round Dazed! She's still got 3 HP and is bruised x2, injured x2
Supercape Posted March 4, 2018 Author Posted March 4, 2018 Pausing from combat briefly. However, the Sniper will take a Ready Action: Fire at Arrowhawk if she approaches / attacks
Ecalsneerg Posted March 4, 2018 Posted March 4, 2018 Yeeeah, she's just going to charge him. To save time and since you don't need to take the worse roll with Second Chance, if he does hit her; Roll and potential reroll to avoid being shot: 2#1d20+6 19 7, she's only be bruised & injured again. Standard Action: Charge attack! -2 Defence, +2 to Hit, Bow haft to the face; DC23 Damage: 1d20+12 24
Supercape Posted March 4, 2018 Author Posted March 4, 2018 Reactior Shot against AH: 1d20+10 12 A miss! And the bow shaft attack hits. Tough Save: 1d20+7 24 This is turning into a no-back down type of situation! However, he is now backed into a corner and as its equipment he is using, giving it the usual penalties of blah blah - in other words, you cant really effectively use a sniper rifle this close. So out comes his knife, as a move action, and its stab time. Stab Time: 1d20+5 13 a miss! So Arrowhawk is up ROund 4 (ish) 28 Arrowhawk - Injured x2, Bruised x2, 3 HP 15 Sniper - Unharmed
Ecalsneerg Posted March 4, 2018 Posted March 4, 2018 Move Action: Demoralise as a move action at a -5 penalty; dude needs to have better blackmail material. Demoralise: 1d20+5 24 Standard Action: BOW TO THE FACE Again; a DC23 Damage attack: 1d20+10 30 OH AND SHE CRITS. DC28 attack. Which he's potentially at -2 Toughness for.
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