Master_Pelle Posted December 5, 2007 Author Posted December 5, 2007 Let see... I got 15 with his sniper rifle and now it is question if he hit his target or not. Sniper attack (1d20+11=15)
cosmicarus Posted December 6, 2007 Posted December 6, 2007 Ok, here's the toughness save for ol' Domingo: Toughness save against sniper shot = 5 ...he a dyin' man. But he ain't dead yet - Fort save = 18
cosmicarus Posted December 6, 2007 Posted December 6, 2007 Ok, here's the toughness save for ol' Domingo: Toughness save against sniper shot = 5 ...he a dyin' man. But he ain't dead yet - Fort save = 18
cosmicarus Posted December 6, 2007 Posted December 6, 2007 Ok, here's the toughness save for ol' Domingo: Toughness save against sniper shot = 5 ...he a dyin' man. But he ain't dead yet - Fort save = 18
Master_Pelle Posted December 6, 2007 Author Posted December 6, 2007 Right now, Death Eye only make warning shot for Kevin and I think that I don't need any special rolls for it.
Master_Pelle Posted December 6, 2007 Author Posted December 6, 2007 Right now, Death Eye only make warning shot for Kevin and I think that I don't need any special rolls for it.
Master_Pelle Posted December 6, 2007 Author Posted December 6, 2007 Right now, Death Eye only make warning shot for Kevin and I think that I don't need any special rolls for it.
cosmicarus Posted December 6, 2007 Posted December 6, 2007 If you're making a ranged attack, M_P, you need to roll for it. Even though you're not trying to hit a person, you're trying to hit a specific spot. It's not an area attack, so we still need to see how close you get to your target - we're still in combat mode, after all, and Heridfel needs to have his turn afterwards. :)
cosmicarus Posted December 6, 2007 Posted December 6, 2007 If you're making a ranged attack, M_P, you need to roll for it. Even though you're not trying to hit a person, you're trying to hit a specific spot. It's not an area attack, so we still need to see how close you get to your target - we're still in combat mode, after all, and Heridfel needs to have his turn afterwards. :)
cosmicarus Posted December 6, 2007 Posted December 6, 2007 If you're making a ranged attack, M_P, you need to roll for it. Even though you're not trying to hit a person, you're trying to hit a specific spot. It's not an area attack, so we still need to see how close you get to your target - we're still in combat mode, after all, and Heridfel needs to have his turn afterwards. :)
Heridfel Posted December 6, 2007 Posted December 6, 2007 My post is pretty self-explanatory. Since hitting an empty square with an attack requires an attack roll of 10, I was assuming that Death Eye will succeed when he makes his roll (especially since he'd only fail on a 1, assuming he used Accurate Attack). The gangster that was about to shoot Kevin is stabilized. It's Subtle, so Death Eye would need a DC 20 Notice check to tell that Kevin did something to him besides move to pick him up.
Heridfel Posted December 6, 2007 Posted December 6, 2007 My post is pretty self-explanatory. Since hitting an empty square with an attack requires an attack roll of 10, I was assuming that Death Eye will succeed when he makes his roll (especially since he'd only fail on a 1, assuming he used Accurate Attack). The gangster that was about to shoot Kevin is stabilized. It's Subtle, so Death Eye would need a DC 20 Notice check to tell that Kevin did something to him besides move to pick him up.
Heridfel Posted December 6, 2007 Posted December 6, 2007 My post is pretty self-explanatory. Since hitting an empty square with an attack requires an attack roll of 10, I was assuming that Death Eye will succeed when he makes his roll (especially since he'd only fail on a 1, assuming he used Accurate Attack). The gangster that was about to shoot Kevin is stabilized. It's Subtle, so Death Eye would need a DC 20 Notice check to tell that Kevin did something to him besides move to pick him up.
Master_Pelle Posted December 7, 2007 Author Posted December 7, 2007 Ok I make the roll with his attack to hit the spot and he success it. Warning Shot (1d20+7=11) Ok, I got a 1 on the Notice roll... so that Death Eye is completely clueless that he is actually healing him. Notice (1d20+10=11)
Master_Pelle Posted December 7, 2007 Author Posted December 7, 2007 Ok I make the roll with his attack to hit the spot and he success it. Warning Shot (1d20+7=11) Ok, I got a 1 on the Notice roll... so that Death Eye is completely clueless that he is actually healing him. Notice (1d20+10=11)
Master_Pelle Posted December 7, 2007 Author Posted December 7, 2007 Ok I make the roll with his attack to hit the spot and he success it. Warning Shot (1d20+7=11) Ok, I got a 1 on the Notice roll... so that Death Eye is completely clueless that he is actually healing him. Notice (1d20+10=11)
Heridfel Posted December 7, 2007 Posted December 7, 2007 Kevin's in position to use Interpose with the gangster if Death Eye tries to shoot his target again. He's taking total defense this round, for an overall Defense bonus of +10 (Defense 20). Once he sees the shooter better, he'll try to figure out if he can charge him. Right now, he doesn't exactly know where he is coming from, so he's also thinking about heading inside the bar, which would presumably provide more protection.
Heridfel Posted December 7, 2007 Posted December 7, 2007 Kevin's in position to use Interpose with the gangster if Death Eye tries to shoot his target again. He's taking total defense this round, for an overall Defense bonus of +10 (Defense 20). Once he sees the shooter better, he'll try to figure out if he can charge him. Right now, he doesn't exactly know where he is coming from, so he's also thinking about heading inside the bar, which would presumably provide more protection.
Heridfel Posted December 7, 2007 Posted December 7, 2007 Kevin's in position to use Interpose with the gangster if Death Eye tries to shoot his target again. He's taking total defense this round, for an overall Defense bonus of +10 (Defense 20). Once he sees the shooter better, he'll try to figure out if he can charge him. Right now, he doesn't exactly know where he is coming from, so he's also thinking about heading inside the bar, which would presumably provide more protection.
Master_Pelle Posted December 8, 2007 Author Posted December 8, 2007 Ok, Death Eye will now simple make demoralizing on Hub to shake down his confidence and move closer to them Demoralizing with Intimidate check on Hub (1d20+10=21) So that Hub need to make a resist check against his check or else he will be demoralizing.
Master_Pelle Posted December 8, 2007 Author Posted December 8, 2007 Ok, Death Eye will now simple make demoralizing on Hub to shake down his confidence and move closer to them Demoralizing with Intimidate check on Hub (1d20+10=21) So that Hub need to make a resist check against his check or else he will be demoralizing.
Master_Pelle Posted December 8, 2007 Author Posted December 8, 2007 Ok, Death Eye will now simple make demoralizing on Hub to shake down his confidence and move closer to them Demoralizing with Intimidate check on Hub (1d20+10=21) So that Hub need to make a resist check against his check or else he will be demoralizing.
Heridfel Posted December 8, 2007 Posted December 8, 2007 Kevin succeeded against the Demoralize with a 23 on his Sense Motive check. Now that it's clear where Death Eye is, he will charge towards him. He got a critical hit on his attack, so the Toughness save is DC 17, not DC 12.
Heridfel Posted December 8, 2007 Posted December 8, 2007 Kevin succeeded against the Demoralize with a 23 on his Sense Motive check. Now that it's clear where Death Eye is, he will charge towards him. He got a critical hit on his attack, so the Toughness save is DC 17, not DC 12.
Heridfel Posted December 8, 2007 Posted December 8, 2007 Kevin succeeded against the Demoralize with a 23 on his Sense Motive check. Now that it's clear where Death Eye is, he will charge towards him. He got a critical hit on his attack, so the Toughness save is DC 17, not DC 12.
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