Supercape Posted October 5, 2018 Author Share Posted October 5, 2018 Well, that will hit and that grapple roll cannot be beaten. Although it conceivably might result in a minor win: Tough Save: 1d20+7 26 He makes his tough save, anyway. Op Grapple: 1d20+10 29 nearly makes the opposed roll, but just fails by 5, so his grappled and you can, as noted above, throw. YOu will however need to make a "to hit" roll (ranged) for the throw. Can you do so? Link to comment
Cubismo Posted October 5, 2018 Share Posted October 5, 2018 Let's see if I can. Ranged Attack: Throwing: 1d20+5 7 (sighs) Link to comment
Supercape Posted October 5, 2018 Author Share Posted October 5, 2018 Off target! Still, even if it misses the RPG guy, its still a throw and he must make another DC 23 TOugh Save Tough Save vs Throw: 1d20+8 12 which actually should be 11 as his tough is only +7. Thats a fail by 10, so bruised, staggered, dazed! The RPG guy is now near you and will unsling his RPG, intending to do something silly next round! Link to comment
Supercape Posted October 5, 2018 Author Share Posted October 5, 2018 Round 6 19 Replica Injured x2 - 0 HP 8 RPG Guy - Bruised, Staggered 8 - Bruised, Staggered (20' away) Link to comment
Cubismo Posted October 6, 2018 Share Posted October 6, 2018 Going to try and disarm the RPG Guy's RPG and just make him a Guy. Disarm: Going for the RPG: 1d20+12 21 Link to comment
Supercape Posted October 6, 2018 Author Share Posted October 6, 2018 That is a hit. Opposed Disarm Rolls: 2#1d20 13 4 with the bonuses that is 21 for you, and 7 for the soldier so you have the RPG launcher (more accurately you can have it in your hands or drop it) The RPG Guy will take a kick at Replica: Attacks Replica: 1d20+7 18 missing. The Comms guy will climb onto the rope dangling from the Helicopter. Or more accurately, move to the dangling rope and get a hand on it. Not climbing up it yet (too staggered!) Round 7 19 Replica Injured x2 - 0 HP 8 RPG Guy - Bruised, Staggered, Disarmed 8 Comms Guy - Bruised, Staggered, by helicopter rope Link to comment
Cubismo Posted October 6, 2018 Share Posted October 6, 2018 Replica uses a standard action to clock the RPG Guy and a move action towards the Comms/Commander Guy. Attack: Uppercutting Guy Formerly Known as RPG Guy: 1d20+12 24 Link to comment
Supercape Posted October 7, 2018 Author Share Posted October 7, 2018 Sorry, I missed this! That hits! Tough: 1d20+7 19 however, he is bruised so that makes 18. Against a DC 23 that is just enough to daze him again and another bruise (for a total of 2) If you could post that IC, lets see what happens thereafter! @Cubismo Link to comment
Supercape Posted October 7, 2018 Author Share Posted October 7, 2018 So the only one standing is the Comms guy, who is going to get lifted off! We may be out of combat, as he is now 30 feet in the sky, but lets see what you can do! For reference RPG Guy Staggered, Bruised x3 Comms Guy, Staggered, Bruised x1 Replice 0 HP, Injured x2 Link to comment
Cubismo Posted October 9, 2018 Share Posted October 9, 2018 Replica's going to try and put some handcuffs on the RPG Guy is that going to require a Grapple check? Link to comment
Supercape Posted October 9, 2018 Author Share Posted October 9, 2018 No, thats fine, lets waive that! Combat over! (Unless you wish to fire an RPG at the helicopter retreating!) Link to comment
Cubismo Posted October 9, 2018 Share Posted October 9, 2018 Nah, I think Replica's gonna take beating 3 out of 4 goons as a win. She is going to use Online Research and Skill Mastery to learn what she can about Red Dawn though. Link to comment
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