Ecalsneerg Posted March 27, 2018 Posted March 27, 2018 How many knife holes does one woman need?: 1d20+4 8 ... oh come on. SERIOUSLY DICE: 1d20+4 6 + 10 = 16 Osla is now bruised x5, injured x5, and dazed.
Supercape Posted March 27, 2018 Author Posted March 27, 2018 (edited) So apologies let the rounds slip! I am however going to push Arrowhawk from 0HP to 1 HP simply because carrying on this roughed up is worthy heroics. Round 5 18 - Metal Head, Bruised, Injured 17 - Arrowhawk, Bruised x5, Injured x5, 1 Hp Others - 2 Rounds of movement away. So Metal Head, sensing victory, will shift an accurate strike: Accurate Stab: 1d20+13 22 which he didnt need, but it does mean the resultant toughness save is a mere DC 19. For his move action he will back off again, 20' away. Edited March 27, 2018 by Supercape
Ecalsneerg Posted March 27, 2018 Posted March 27, 2018 DC19 Toughness save: 1d20+3 15 She's up to 6 injuries, but our girl's still going. She's going to just straight-up Charge this dude and All-Out Attack for 2, and Power Attack for 2. That's a net -4 Defence, +2 Attack, and +2 DC when she uses the Strike on Orheidr. That's Defence 18, Attack +12, DC25. I choose to invoke the holy Sara Lance for this roll: 1d20+12 24 Suck on that, buddy.
Supercape Posted March 27, 2018 Author Posted March 27, 2018 (edited) That will indeed hit: Tough Save: 1d20+6 16 Which is actually 15 as already bruised and injured. So that makes him staggered, bruised x2, dazed... Plus, knockback: the distance is technically 7, but he is just going to collide with a building lets say thirty feet away, and take another DC 22 Tough Save Tough Save vs Knockback: 1d20+4 17 picking up another Bruise Round 6 18 - Metal Head, Bruised x3, Injured, Staggered, Dazed this round. 17 - Arrowhawk, Bruised x6, Injured x6, 1 Hp Others - 4 Rounds of movement away. Edited March 27, 2018 by Supercape
Ecalsneerg Posted March 27, 2018 Posted March 27, 2018 Move Action: Cross the distance Standard Action: Smack him with the bow again: 1d20+10 24 That's unmodified, so it's just DC23 Toughness.
Supercape Posted March 27, 2018 Author Posted March 27, 2018 (edited) Tough Save vs Arrowhawk: 1d20+3 11 That, I believe, is enough to knock him out as he is staggered already. The other guys are 5 rounds away! For reference, Arrowhawk - 1 HP, Injured x6, Bruised x6 Edited March 27, 2018 by Supercape
Ecalsneerg Posted March 27, 2018 Posted March 27, 2018 Notice check to find these goddamn guys: 1d20+9 14 The dice hate me.
Ecalsneerg Posted March 29, 2018 Posted March 29, 2018 Intimidate: 1d20+10 14 Man, unless she gets a circumstance bonus, clearly looking like she's been run over isn't a boon to her Intimidate
Supercape Posted March 29, 2018 Author Posted March 29, 2018 Well, they roll worse... Initimadate: 1d20+4 6
Ecalsneerg Posted March 30, 2018 Posted March 30, 2018 (edited) Catch the pigeon, catch the pigeon: 1d20+4 24 Praise be unto our Lord and Savior, Captain Sara Lance Arrownitiative: 1d20+8 15 Edited March 30, 2018 by Ecalsneerg
Supercape Posted March 30, 2018 Author Posted March 30, 2018 Initiative: 1d20+1 11 Arrowhawk wins! For pure ease I am going to lump the Nose and the Hunters together. 15 - Arrowhawk - Bruised x6, Injured x6, 1 HP 11 - Hunters [4] - Unharmed 11 - The Nose - Unharmed
Ecalsneerg Posted March 30, 2018 Posted March 30, 2018 Osla is just going to beat the hell out of as many of them with her fists as she can. Extended Reach Strike 2, taking 10, and not using trade-offs is 20 to hit, and DC23 Toughness rolls. Move action, get up onto the top of the pick-up cab.
Supercape Posted March 30, 2018 Author Posted March 30, 2018 They actually cant make that, so punch/kick/whatever their lights out! Could you make a DC 10 Dex to climb up the truck? Fail by 5 or more and its a fall, other than that you get half way a bit jostled about.
Supercape Posted March 30, 2018 Author Posted March 30, 2018 Drive Roll for emergency stop DC 15 Drive Check: 1d20+5 13 not enough to keep on four wheels, but not going into a full roll either. The truck tips onto its side, and slides to a stop. This enough for a Damage 0 effect on the three passengers: Tough save vs sliding car: 3#1d20 12 11 7 Applying toughness bonuses to the hunter, the nose, the hunter this is 14, 11, and 9. Hunter 1, Bruised The Nose, Bruised Hunter 2, Bruised and Dazed. The situation is of course considerably more serious for Arrowhawk! DC 20 Reflex Save to stay unharmed, clinging on to the car. DC 15 to get thrown off relatively safely when the car tips over at low speed (Damage 4 Effect) and ten feet from vehicle. Otherwise, get thrown off at high speed, Damage 8 effect, and land a few dozen feet from vehicle. You can make an acrobatics roll DC 15 to half that damage.
Ecalsneerg Posted March 30, 2018 Posted March 30, 2018 Flying? This is falling with style!: 1d20+8 23 Try her. So, move action: Move into the cab. Standard action: Same as before, the mercs can't stop her melee attacks with Takedown Attack. So it's just her and the Nose.
Supercape Posted March 30, 2018 Author Posted March 30, 2018 You can however make an attack on the Nose without taking 10. He is not a minion, but the others will go down automatically, and you can still follow up with a takedown attack on a non minion.
Ecalsneerg Posted March 30, 2018 Posted March 30, 2018 Good point, I forgot about that! Hit him in the Nose: 1d20+10 11 She misses anyway, so it's moot
Supercape Posted March 30, 2018 Author Posted March 30, 2018 The Nose will ready an action (namely...stab!) and we pause for conversation and this and that!
Ecalsneerg Posted May 11, 2018 Posted May 11, 2018 Notice roll: 1d20+9 25 Stealth. Stealth. More stealth.: 1d20+10 20
Supercape Posted June 4, 2018 Author Posted June 4, 2018 Knowledge: Behavious Sciences to pick up Steve is mentally ill DC 15. (Higher DC for what types / info but no skill!)
Recommended Posts